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  1. - Top - End - #1
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

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    Water Tribe, South Pole
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    Default Water, Earth, Fire and Air 2.0 [class]

    The purpose of this thread is to allow a variant system for the Avatar: The Last Airbender bending classes made by Mephibosheth, with his blessing. This variant system focuses more on the versatility in using the elements in such a way that forms are a bit more reminiscent of seeds from epic spellcasting rather than the Warlock's invocations. I've kept the order of the classes the same, but the first forms made by this system are down by the Waterbender class. The original thread can be found here.

    I would also like to point out that most/all of the credit for these classes rightfully belongs to Mephibosheth. He wrote and statted these classes and a good deal of the original forms. All that's mine here are the forms and their new format. Anyone who contributes to this project will likewise be given credit where credit is due.

    AIR BENDER


    The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all accessible to an Airbender, a member of a small group of individuals blessed with the ability to manipulate the air through sheer force of will. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.
    Adventures – Craving freedom above all else, many Airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.
    Characteristics – Airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All Airbenders, however, are agile fighters who can knock their enemies away and soar through the skies on wooden gliders.
    Alignment – While an Airbender can be of any alignment, Airbenders' emphasis of ahimsa (nonviolence) tends to attract more good than evil. However, the Airbender’s philosophical quest is one for ultimate liberation, and anyone who completes the training, whether good or evil, chaotic or lawful, can become an Airbender.
    Religion – Airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few Airbenders worship any of the spirits, though nothing prevents them from doing so.
    Background – Airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often, an Airbending Master will take a young student under his/her wing and help the student on an individual level.
    Races – All Airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads.
    Other Classes – Airbenders are masters of defense and evasion. They work well with almost all other classes, though they find the confrontational style of Earthbenders difficult to understand and deal with. Airbenders’ emphasis on non-violence and defense can sometimes be frustrating for more offensively-minded individuals (especially Firebenders and members of the martial classes) but they work well with members of these classes as often as not.

    Abilities – A high Wisdom score is essential to an Airbender as it determines the save DC’s for many of his/her best forms and abilities as well as providing a needed AC boost. A high Dexterity is also important, as it affects many of an Airbender’s best skills and provides additional AC.
    Alignment – Any (though tending towards law and good)
    Hit Die – d6

    Class Skills – Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Jump, Hide, Knowledge (Religion), Knowledge (Arcana), Knowledge (History), Move Silently, Listen, Perform, Profession, Ride, Spot, Swim, Tumble
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier



    Class Features
    Weapon and Armor Proficiency – An Airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.

    Dodge – Airbenders are highly skilled at evading blows, often manipulating air currents to help them dodge attacks. When unarmored and unencumbered, an Airbender adds his/her Wisdom bonus (if any) to his/her AC. This bonus applies even against touch attacks or when the Airbender is flat-footed. He/she loses these bonuses when he/she is immobilized or helpless, when he/she wears any armor, when he/she carries a shield, or when he/she carries a medium or heavy load. Additionally, Airbenders gain a dodge bonus to Armor Class as shown on the above table.

    Air Blast – The first ability an Airbender learns is Air Blast. An Airbender attacks his/her foes with a blast of concentrated air at will, driving them backwards with the force of the air. An Air Blast is a ray with a range of 50 ft plus 5 ft/2 levels. It is a ranged touch attack that affects a single target. An Air Blast drives its target backwards in the direction of the Air Blast. An Airbender can hurl the target of the Air Blast (which can be any creature or object weighing no more than 25 lbs/level) up to 20 feet/level. Creatures and objects deal and take damage as described under the Violent Thrust version of Telekineses. The Airbender must succeed on a ranged attack roll in order to deal damage with a flung creature or object. The target of an Air Blast can avoid this effect by succeeding on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). Air Blast counts as a special attack for the purposes of feat selection. An Air Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using an Air Blast counts as an attack, and an Airbender can use a number of Air Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB). An Airbender cannot dual wield Air Blasts nor can he/she apply precision-based damage from any source to the damage dealt by his/her Air Blast.

    Deflect Bending – Early in their training, Airbenders learn to deflect the blasts from their opponents. During his/her turn, an Airbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Airbender. As an immediate action, the Airbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. An Airbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Airbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Airbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Airbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, deflected or swallowed up by a swirl of air.

    Air Grab – The Airbender alters the air currents around the desired object or creature, allowing him/her to manipulate it. As a standard action, the Airbender may propel the creature or object (weighing up to 50 lbs) up to 40 feet in any direction, though the effect ends if the distance between the Airbender and the target exceeds 100 feet +10 feet/level. A creature can negate the effects of Air Grab on itself or an object it possesses with a successful Will Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). The target can be manipulated as if by one hand, as long as the force required is within the weight limit. For the purpose of any physical ability checks necessary, the Air Grab’s ability scores are equal to the Airbender’s Wisdom score.

    Airbending Forms – Beginning at 1st level, and Airbender begins to study the art of controlling the air. He/she learns a single air bending form that he/she can use at will. As an Airbender gains levels, he/she learns more air bending forms, as shown on the above table. An Airbender can choose any air bending form from the list below for which he/she fulfills the prerequisites. At 1st level, he/she can learn any of the Lesser Forms. Beginning at 6th level, he/she can learn any of the Lesser or Moderate Forms. Beginning at 16th level, he/she can learn any of the Lesser, Moderate, or Greater Forms. Unless noted, using an Airbending Form is a standard action that provokes an attack of opportunity and can be disrupted by any effect that would disrupt casting a spell.

    Slow Fall – Beginning at 3rd level, an can slow his/her descent. When first using this ability, he/she takes damage as if the fall were 20 feet shorter than it actually is. The Airbender’s ability to slow his/her fall (that is, to reduce the effective distance of the fall) improves with his/her Airbender level until at 20th level he/she can slow his/her descent and fall up to 100 ft without harm. This ability only functions if the Airbender is conscious and capable of moving.

    Flight – Beginning at 4th level, an Airbender learns to manipulate the air currents around his/her glider, allowing him/her to fly. The Airbender’s flight speed and maneuverability are shown on the above table. An Airbender can fly for a number of rounds at a time equal to his/her Wisdom score. An Airbender must use a glider in order to fly.

    Evasion – As the Rogue ability.

    Multiclassing - Like a member of any other class, an Airbender may be a multiclass character, but multiclass Airbenders face a special restriction. An Airbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Airbender level, though he/she retains all his/her Airbender abilities.

    AIR BENDING FORMS
    Last edited by Eighth_Seraph; 2007-02-23 at 10:53 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

  2. - Top - End - #2
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

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    Default Re: Water, Earth, Fire and Air 2.0

    WATERBENDER



    Graceful and quick, Waterbenders are individuals with the unique ability to manipulate water. Waterbenders can create long whips of water, sharp shards of ice, healing water, or giant tsunamis. Or they can dry your clothes instantly.
    Adventures - Waterbenders adventure most frequently to aid the tribe, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the tribe. Also, Waterbenders in small communities may adventure to seek out a master to instruct them in their art.
    Characteristics - Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor (and vice versa). They focus on the defense, turning their opponent's blows against them, blocking them with gushing watery shields, or immobilizing their opponents in ice. Select Waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.
    Alignment - Waterbenders emphasize the defense and try to avoid injuring even their foes. Thus, Waterbenders tend toward good. Also, most Waterbenders are concerned with their community above all else, eschewing both the wandering lifestyle and the disciplined life of an ascetic or monk. They tend to be neutral instead of lawful or chaotic.
    Religion - Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. Their power waxes in the moonlight and wanes during the day. Also, many members of the Water Tribe revere the Ocean Spirit as the source of life for their people.
    Background - Most Waterbenders train under a master. In the Northern Water Tribe, there are large group lessons under the tutelage of a single master. In the Southern and Foggy Swamp Water Tribes where Waterbenders are fewer in number, Waterbenders tend to learn one-on-one from a single master.
    Races - All Waterbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Water Tribe, located at the north and south poles and in the Foggy Swamp.
    Other Classes - Waterbenders share their defensive focus and high agility with the Airbenders. However, they are less at odds with the more solid and unmoving style of the Earthbenders, though they prefer to redirect their opponents' attacks instead of overwhelming them. They dislike the unceasing aggression of the Firebenders, but can work with them if the need presents itself. They are also capable of working with the more martial classes, using their defensive skills to assist the warriors in battle.

    Abilities - Wisdom is important to Waterbenders, as it determines the Save DC's and durations of some of their Waterbending Forms. Waterbenders' emphasis on reflexes means that they also benefit from high Dexterity, which helps them turn their enemies' attacks and provides a boost to AC.
    Alignment – Any (tending towards good and neutrality)
    Hit Die – d6

    Class Skills – Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen, Perform, Profession, Sense Motive, Spot, Survival, Swim, Use Rope
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

    Waterbender


    Class Features
    Weapon and Armor Proficiency – A Waterbender is proficient with all simple weapons, and light armor.

    Water Blast (Su) – The first ability a Waterbender learns is Water Blast. The Waterbender concentrates water into a large bubble in his/her hands and propels it at great speeds toward his/her foe. It is a ranged touch attack that affects a single target with a range of 50 ft plus 5 ft/2 levels, allowing no saving throw. A Water Blast deals 1d4 damage at 1st level (half damage to objects) and increases in power as the Waterbender gains levels, as shown above. A Water Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using a Water Blast counts as an attack, and a Waterbender can use a number of Water Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB). A Waterbender cannot dual wield Water Blasts nor can he/she apply precision-based damage from any source to the damage dealt by his/her Water Blasts. A Waterbender can only use Water Blasts (or any of his/her Waterbending abilities) when there is a source of open water within 100 ft + 10 ft/level unless otherwise specified. Water used in a Water Blast or other Waterbending form is lost unless the Waterbender makes a successful Concentration check. In the case of Water Blast, the DC of this check is 15. Most Waterbenders carry a source of water (canteen, water skin, etc) with them wherever they go to ensure they are never unarmed.

    Deflect Bending (Su) – Early in their training, Waterbenders learn to deflect the blasts from their opponents. During his/her turn, a Waterbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Waterbender. As an immediate action, the Waterbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. A Waterbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Waterbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Waterbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Waterbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of water or shard of ice. Water used in this form can be retained with a successful DC 15 Concentration check.

    Waterbending Forms (Su) – Beginning at 1st level, Waterbenders learn to manipulate water in a variety of ways. As shown on the above table, a Waterbender learns his/her first form at 1st level and learns new forms as he/she increases in level. Unless otherwise stated, using a Waterbending form is a standard action that provokes an attack of opportunity. A Waterbender is considered to have a caster level equal to his/her Waterbender level for the purpose of adjudicating forms that duplicate spell effects. All bending forms (including Water Blast, Deflect Bending, and Manipulate) have somatic components. Unless otherwise stated, a bender can only use one bending form per round, even if his/her actions would allow the use of more than one.

    Change Phase (Su) – Beginning at 2nd level, a Waterbender gains the ability to change the phase of water within 100 ft + 10 ft/level, turning liquid water into ice or vapor, ice or vapor into liquid water, or vapor directly into ice (and vice versa). Change Phase is a standard action that provokes an attack of opportunity. A Waterbender can change the phase of an amount of water equal to one 10 foot cube/2 levels. Once changed, the water shifts back to its original phase at the normal rate. Beginning at 6th level, a Waterbender can freeze, melt, or evaporate water as a move action. Beginning at 10th level, a Waterbender can freeze, melt, or evaporate water as a swift action.

    Manipulate (Su) – Beginning at 2nd level, a Waterbender can use his/her bending ability to manipulate water. He/she can draw water from any liquid or solid source within 100 ft + 10 ft/level, alter its shape, move it around in the air at a rate of 20 ft/round, and draw liquid water from the surface of any object soaked in water or covered in ice. Any objects contained in the area of water manipulated are brought along with the water. A Waterbender can manipulate a volume of water equal to one 5-foot cube/2 levels. Beginning at 7th level, a Waterbender can manipulate water vapor in this fashion as well.

    Ski (Su) – Beginning at 4th level, a Waterbender learns to create a disk of ice under his/her feat, allowing him/her to quickly slide across water, ice, snow, and similar smooth surfaces. Creating this disk and moving at the Waterbender’s ski speed can be completed as a move action. At 4th level, a Waterbender can ski at a rate of 20 ft/round, which increases as shown in the above table. A Waterbender can ski for a number of rounds at a time equal to his/her Wisdom score. A Waterbender must move at least 10 ft/round in order to avoid sinking.

    Circular Attack (Su) – Beginning at 10th level, a Waterbender can redirect his/her enemies’ attacks, using the enemy’s own energy to retaliate against him or her. Once per round, when the Waterbender successfully deflects a bending attack (using Deflect Bending, not Water Whip), he/she may make a Reflex Save opposed to the opponent’s attack roll. If the Waterbender matches or exceeds the opponent’s attack roll, he/she is able to bring the deflecting water round in a circle, absorbing the enemy’s energy and immediately making an additional Water Blast attack at that enemy. The Waterbender cannot choose to forgo this attack in order to gain an additional Deflect Bending attempt.

    Multiclassing - Like a member of any other class, a Waterbender may be a multiclass character, but multiclass Waterbenders face a special restriction. A Waterbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Waterbender level, though he/she retains all his/her Waterbender abilities.

    WATERBENDING FORMS

    Lesser Forms
    Water Whip - Using this form, a Waterbender can (as a move action that doesn’t provoke an attack of opportunity) transform a small quantity of water (approximately the amount in 1 water skin) into a long whip. This water whip has the statistics of a normal whip (including the ability to trip and the bonus to disarm attempts) with the exception that it can be used to deal lethal damage even to armored foes, and the Waterbender is considered proficient in its use. A Waterbender can use his/her Water Whip in lieu of a Deflect Bending attempt to disrupt or block a bending or spellcasting attempt and can apply the whip’s +2 bonus to disarm attempts to the opposed attack roll. Additionally, a Waterbender can apply precision-based damage to attacks with a Water Whip and can treat a Water Whip as a normal whip for the purpose of weapon-based feats. Water used in this form can be maintained with a successful DC 15 concentration check. Beginning at sixth level, the bonuses to disarm checks and checks to disrupt bending increase to +4, and the whip gains a +2 to Trip checks made with it and the DC on the concentration check increases to 20. Beginning at level 16, these bonuses increase to +6 and +4, and the whip deals 1d8 damage rather than the usual 1d6 and the concentration check further increases to DC 25.
    Fog CloudAs the spell, except that the radius of the cloud is 10 feet+5/2 class levels (maximum 50 feet). Alternatively, a waterbender may create a fog in a number of 10 foot cubes equal to half her class level, rounded down. This form may be maintained a number of rounds equal to the bender's class level.
    Tentacle - This form creates a tentacle of water up to five feet long/6 class levels (minimum five feet). Each tentacle can execute a single slam attack per turn that deals 1d8 damage with a strength score equal to the bender's Wisdom score and uses the bender's base attack bonus. Each tentacle can also make a trip attempt against any opponent it can reach, counting as a large creature when doing so. A waterbender using this form can choose to forgo an attack from each tentacle in in order to attempt to negate an attack of any type on the Waterbender. The tentacle makes an opposed attack roll and negates the attack if it exceeds the opponent’s attack roll. Maintaining these tentacles throughout the turn in order to do this requires that the Waterbender concentrate each turn, and thus can take no physical actions, but may take purely mental ones as all her body motions are focused on control of her tentacles. A Waterbender may make one tentacle/8 class levels as a standard action, and one tentacle/4 class levels as a full-round action.
    Ice Shards - Using this form, a waterbender creates a number of small, dagger-like slivers of ice equal to her class level (maximum 10) which she then throws at any opponent within a 60-foot cone, splitting the attacks between multiple opponents within the cone as desired. Each shard deals 1d4 damage, half of which is cold damage and half of which is piercing, with a reflex save for half damage. Alternatively, a waterbender may choose to use these shards as actual daggers in melee combat, in which case they deal 1d4 piercing as well as 1d4 cold damage upon successful hits.
    Water Sprout – The Waterbender lifts water in a swirling, spiraling pattern with him/herself at the top. This allows the Waterbender to move straight up into the air at a rate of 20 feet/round. This Waterbending form can be used as a move action, moving up or down as desired. The Water Sprout lasts as long as the Waterbender concentrates (a standard action), up to a maximum number of rounds equal to the Waterbender’s class level. Water used in this form can be retained with a successful DC 20 concentration check.
    Steady Stance - The bender encases their feet in ice. They gain a +1/bender level to saves or checks they need to make in order not to move. This form is preformed by a move action that doesn’t provoke an attack of opportunity, but a waterbender may use it upon one willing ally per bender level within thirty feet as well as herself as a full-round action. This form can be maintained indefinitely so long as the bender doesn’t move from the square. Targets of this form can move from the square in which they are encased if they want, but doing so ends the form.
    Moderate Forms
    Healing Water - With the use of this form, a waterbender unleashes water's latent ability to heal that which it touches. This form heals 1d8 damage/5 class levels +1/class level to any creature the waterbender can touch. A waterbender may use this form a number of times per day equal to half her class level (rounded down).
    Bend Plants – This form exploits the high quantities of water in plant material, allowing a waterbender limited control over the movement of plants. A waterbender using this form may emulate the effects of the Entangle spell, with caster level equal to her bender level. At level eight, this form may instead mimics the effects of the Black Tentacles spell, provided that there is enough plant material present in the area of effect. In either case, a waterbender must use a standard action to concentrate on maintaining this effect. This form can be maintained for a number of rounds equal to the Waterbender’s class level.
    Water Wave – By accentuating the normal fluctuations in water levels, a Waterbender can make standing water or ice accelerate forward in a wave, crashing into all in its path. The wave created by this form travels in a straight line outward from the Waterbender for a maximum distance of 10 ft/level. It initiates a bullrush against any creatures in its path, counting as a Large creature (with a 10 x 10 face) with a Strength score of 14 + 2 per 3 class levels for the purposes of resolving bullrush attempts. If the Waterbender so desires, he/she can ski at the crest of this wave, not provoking any attacks of opportunity while moving in this manner. Water used in this form cannot be maintained.
    Liquid Armor – The Waterbender encases herself in a layer of water or ice. She gains DR 5/– and gains an AC bonus (including touch AC) of +2/8 class levels against bending attacks. This form can be used to grant gauntlets alongside the armor, allowing the waterbender to deal lethal damage with her unarmed strikes, and such attacks deal an additional 1d8 cold damage upon successful hits. A waterbender may use this form on another creature, but must focus as a standard action each turn to maintain it in this way. Water used in this form can be maintained with a successful DC 25 concentration check. Liquid Armor lasts a number of rounds equal to the Waterbender's class level.
    Greater Forms
    ???? - With the precise condensation and freezing of water in and around an opponent's body, a waterbender may greatly debilitate an opponent by bipassing its outward defenses. Through the use of this form, a waterbender creates a fog that enter through the mouth or nose of an opponent within range of her Manipulate ability, then freezez this fog in the victim's throat. This immediately deals 1d6 cold damage/2 class levels, with a fortitude save for half damage. The target continues to receive 1d6 cold damage/4 class levels for a number of turns equal to the waterbender's Wisdom modifier. Also, an additional fortitude save is necessary to prevent the ice from completely sealing the throat, cutting off the target's ability to breathe, and the target must begin holding his breath, as if he were drowning. Even if this save is successful, this sudden freezing makes the throat very raw and gives a -10 penalty to Perform (sing) checks and a -5 to all Charisma-based skill rolls involving conversation.
    Puppet - The bodies of all living creatures, humans especially, are composed primarily of water. Possibly the most powerful waterbending form ever designed, the puppet form allows a waterbender to make use of this, bending the water in a creatures body to the extent of controlling its actions. As a full-round action, a waterbender may attempt to control the movements of one creature within 15 feet of her. The target receives a saving throw (DC = 10 + half the waterbender level + Wisdom modifier) or have his body move unwillingly at the waterbender's control. Creatures gain a +4 bonus to their saving throws for each size category larger than Medium when targeted by this form. The waterbender may make the target move, attack or any perform any other action he is capable of with his modifiers, but may not access the target's feats or force him to cast spells or any sort of bending. This form takes the bender's full turn and she may not perform any other physical action on her turn except controlling her opponent, though she may take purely mental actions. A controlled opponent may make a new saving throw on his own turn. This form can only be taken at 20th class level or higher.
    Golem - By molding together a great quantity of water and ice, a waterbender creates a giant, roughly humanoid construct under her control. This golem is a Large Construct with Strength 6 + bender's Wisdom score and a Dexterity of 10. The golem also has two slam attacks dealing a number of six-sided dice of damage equal the number of dice in the bender's water blast. The golem has a hit dice equal to the bender's and uses the bender's base attack bonus. Forming a golem is a full-round action that provokes attacks of opportunity and the golem must be formed within thirty feet of the bender, in a 10-foot square amply provided with water (the surface of a lake, a riverbed, a flooded basement). Alternatively, a waterbender that can Bend Plants may choose to instead make a golem made of plants, with the changes described in its entry below. A waterbender must spend her entire turn controlling the golem, and may take no other actions while it is in existence, though she may take purely mental actions.
    Spoiler
    Show
    Ice Golem

    Large Construct (cold)
    Hit Dice:
    xd8 + 30
    Initiative:
    During the bender's turn
    Speed:
    40 feet (8 squares)
    Armor Class:
    ~ (-1 size, +x Dex, +10 natural), touch, flat-footed 19
    Base Attack/Grapple: Equal to bender's
    Attack:
    Slam (xd6 + y)
    Full Attack:
    x Slams (xd6 + y)
    Space/Reach:
    10'/10'
    Special Attacks:

    Special Qualities:
    Cold subtype, construct traits
    Saves: Fort
    +5, Ref (same as the bender), Will -
    Abilities: Str (6 + bender's Wis), Dex (Equal to the bender), Con -, Int -, Wis -, Cha -
    Skills:
    Number of ranks equal to the bender's
    Feats:
    Same as the bender's
    Alignment:
    Always True Neutral


    Plant Golem

    Large Construct
    Hit Dice:
    xd8 + 30
    Initiative:
    During the bender's turn
    Speed:
    40 feet (8 squares)
    Armor Class:
    ~ (-1 size, +x Dex, +10 natural), touch, flat-footed 19
    Base Attack/Grapple: Equal to bender's/BAB+Strength
    Attack:
    Slam (xd6 + y)
    Full Attack:
    x Slams (xd6 + y)
    Space/Reach:
    10'/15'
    Special Attacks:
    Constrict 2d6+(Str mod), Improved Grab
    Special Qualities:
    Fast Healing 10, Regeneration/Fire, Construct traits
    Saves: Fort
    +5, Ref (same as the bender), Will -
    Abilities: Str (6 + bender's Wis), Dex (Equal to the bender), Con -, Int -, Wis -, Cha -
    Skills:
    Number of ranks equal to the bender's
    Feats:
    Same as the bender's
    Alignment:
    Always True Neutral


    Constrict (Ex)
    A plant golem deals 2d6+5 points of damage with a successful grapple check. Constricting uses one of the golem's 'arms', and thus can be done to two creatures simultaneously.

    Improved Grab (Ex)
    To use this ability, a plant golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.



    Alright, that's the beginning of the forms. I'll get started on a few more tomorrow and I'm specifically planning out ones for plant bending, making waves and , of course, water whip. Any comments, worries, death threats or ideas on new forms for any of the elements? Anything is welcome, so please, gimme whatever's on your mind.

    Last edited by Eighth_Seraph; 2007-02-27 at 07:48 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Maybe a few death threats. I'll take a more serious look at this after midterms.


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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    So, are we making any changes to the rate or timing at which the benders receive new forms? I realize that this is still in its infant stages, and I apologize if the questions I'm asking are redundant, silly, or otherwise annoying, but I'm still a little unclear about what is actually different about this system. How will using the epic spellcasting rules change the rules for the acquisition of bending forms?

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Not much, really. If the Waterbender is any indication, the only thing that really needs to change is the format of each form. A major point of this system is to remove the need to have Lesser and Greater versions of the same form, but to have that included as part of the progression within the form. However, maybe there could be greater forms that show specialization into a certain branch of bending, like how Katara essentially made an underground tsunami to wipe out the Dai Li after Aang did his whole "control of the avatar state" thing, or to seperate the ability to have plants make grapple checks from making a Huge-sized plant golem with Rapid Healing 20.

    (EDIT) Added Water Whip and Bend Plants as a Lesser and Moderate form, respectively. Also, my bullets keep coming out as 'Ÿ' for some reason. Can anyone let me know how to fix that?
    Last edited by Eighth_Seraph; 2007-02-20 at 10:38 PM.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I would play a game based on this, either as an air or a fire bender
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Well that's rather encouraging. Anyway, I've added a few more forms to the waterbender and begun work on Greater Forms. Thus far my idea is to make a few of the greater forms a sort of specialization, like I did with Octopus Form and Tsunami; but I also want to introduce some completely new concepts to the waterbender, I'm just not sure what. Anyone have any ideas from the show that I missed, or any original ideas of your own? I'll be starting on the Airbender's forms soon, too, so ideas on Aang's original art are just as welcome.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Wait, I thought that the point of this is that we eliminate the different levels of forms in favor of forms that improve as the character's level increases. I guess I just don't get how this is different from the original system, except for changes to the specific rules of the individual forms. I'm sure I'm missing something somewhere...

    What you have looks good so far, though. I've only looked at it briefly, but what you have looks good. Maybe one of these days I'll have enough time to figure out what we're trying to do and start work on Earthbenders and Firebenders.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Quote Originally Posted by Mephibosheth View Post
    Wait, I thought that the point of this is that we eliminate the different levels of forms in favor of forms that improve as the character's level increases. I guess I just don't get how this is different from the original system, except for changes to the specific rules of the individual forms. I'm sure I'm missing something somewhere...
    You're not, don't worry. The thing is that I couldn't find a way to make it work so that Greater Form>Moderate Form>Lesser Form without some level of specialization. You're right, though, in saying that I contradicted the very purpose of this variant in making Octopus Form and Tsunami as such obvious extensions of simpler forms, and they'll be removed shortly.

    My original plan, which I will be adhering to in the future, is finding a way to use more than one form at the same time to mold a single technique, which is proving very difficult. I'm going to be studying epic spellcasting more closely this weekend, if I'm gifted with some free time on Saturday or Sunday. I could use some suggestions with this, if anyone has any.

    (EDIT) Made a new form, Golem, to make sure the Greater Forms section doesn't look too empty. Is it too powerful, too restricted, too cheesy? I wanted to make it so a more dextrous, Medium-sized contruct could be made with it as well, but thought that may be a bit more control over the element than is reasonable.
    Last edited by Eighth_Seraph; 2007-02-22 at 09:46 PM.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    EXCELLENT! This is one of the best classes I've read since I started on the gitp forums. Haven't seen enough of the show to make many comments on moves or lack thereof taken from the show.

    These'll make excellent classes, and I can definitely see a campaign based on it, they'd just replace current magic classes, but not other ones.

    For one thing, the water bender forms need to have a listed water requirement, because they don't currently.
    Also, it may sound worse, so I don't know if it is a great idea, but Change State would be more accurate than Change Phase for that ability. Also, Manipulate could be Manipulate Water, as firebenders and possibly earthbenders would also have a manipulation ability.

    Also, is there any way to stop waterbenders from simply taking a fistfull of water, and hold it in someones throat, drowning them? And doesn't that mean a waterbender can drown everyone within the range of manipulate easily? Like very easily, and all together at the same time?

    So according to your multiclassing section, benders can multiclass, but then not return. So they can take all of the bending classes? I'm not sure if that should be any sort of restriction, but I have to say it would be damn cool if you could.

    Also, after glancing over Mephibosheth's airbending forms in the original thread, I suggest using them/some of them, possibly modified or not.

    Excellent classes. I look forward to Firebender and Eathbenders.
    Last edited by Icewalker; 2007-02-22 at 11:23 PM.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I'm...starting to feel a little guilty for all this praise I'm getting, so I'm going to add a disclaimer stating that it Mephibosheth who actually wrote these classes, and all that's mine on here are the forms, and a good deal are just my own interpretations of Mephi's forms. Anywho...
    Also, is there any way to stop waterbenders from simply taking a fistfull of water, and hold it in someones throat, drowning them? And doesn't that mean a waterbender can drown everyone within the range of manipulate easily? Like very easily, and all together at the same time?
    That's an excellent point, actually. In a duel I did which I've mentioned several times, my opponent, a firebender, was defeated after I used a trap involving an underground tunnel, the Tremorsense form and Move a Rock to open the ground under him into the tunnel my earthbender was residing in, and then simply collapse the tunnel on his head after he foolishly decided to attack me from afar. Zuku the firebender died of asphyxiation thirteen minutes later as sand and loosed dirt cut off his oxygen supply.

    So how do we limit the insta-death capabilities of the two 'solid' elements? We could place a clause in Manipulate and Move a Rock and maybe even Play with Fire that a bender may not use these to place an element inside of an opponent's body unless said opponent is helpless and the bender is not rushed or distracted. Or we could make it a Greater Form. Eat that, Disintegrate. I am worried about a level 16 waterbender fighting on a frozen lake simply using a swift action to melt the surface of the lake, a standard action to lift a 40'x40' section of the surface a full 20 feet, then a move action to freeze it all again, trapping every enemy in that area under the ice to die of drowning and pneumonia. Difficult to avoid. Ideas?
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Anyone fighting a Waterbender of THAT level on a frozen lake deserves their icy fate.

    Seriously...don't overlook the fact that a bender of great power has been seen doing such crazy things in-canon.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    An excellent point. Lessons to be learned by people in the avatar world (for their own good):
    1) Don't fight a waterbender on a frozen lake/river/glacier
    2) Don't fight an earthbender underground/in a narrow valley
    3) Don't fight an airbender with a cliff/precipice/chasm/ in the immediate vicinity
    4) Don't fight a firebender...in a forest? Dunno about that one.

    Anyway, I'm spreading the love to the airbender soon, so get the verbal shotguns out. I would love to get some critical opinions on these, and how they can be improved.

    (EDIT) I've got an idea for how to begin fusing forms together. The first involves my new Golem form. Rather than specify water and ice as materials, I'll simply put any material that the bender may manipulate through the use of waterbending. That means that if a bender were to take Bend Plants, he could make a plant golem. I'll have to make rules for the regeneration of plants, though. All forthcoming.
    Last edited by Eighth_Seraph; 2007-02-23 at 10:55 PM.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Ok i'm not sure if this is already in the section already but would these abilites require some sort of craft bending check to use in the same way epic spells require spellcraft to use?

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I'm considering it, actually. Oftentimes in the show, benders will, when sorely pressed, bend more than they know they should be able to. The problem lies in that I don't want benders to have to make a check every time they use a form and risk not completing it (a d20 allow alot of variability). What we could do is give each form an overload aspect, some way in which the bender can risk fatigue, exhaustion or subdual damage by pitting his mental mastery of the elements against what should be his limits. What do you guys think?
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    You could do a fatigue system, or something like subdual damage for anytime they "overbend". It would probably be a Fort save based on how much they overbend, and a failed save would result subdual damage... or on some forms, like Healing Water; if a waterbender wanted to use it more than his alloted instances, every instance the bender uses it after, it would deal subdual damage to himself equal to how much he's healed.

    On another note, about form acquisition... since a lot of the forms in this take level up with you or are more generalized, I was thinking that you have still have the three different levels of the Forms, Lesser, Moderate, and Greater and make it work like last time... but instead knowing number of forms per level, it would be like... a Bender knows a number of forms equal to 2 + wis mod for every level of Forms... so they would know 7 forms (with a wis 20) of Lesser, 7 forms of Moderate, and 7 forms of Greater. Yet, it's how many forms they ready per encounter would change; even though a bender may know 7 lesser forms, at level 1, they can only use one form per encounter. Basically, I think I'm sort of ripping this out of the Tome of Battle.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I dunno, there shouldn't really be a limit on how much they can use their forms, but I like the idea of having them go over their limits to cause damage, possibly to the point of killing themselves to do something massive, if only because that would be really cool.

    That idea for form aquisition, how would you measure when they get each form? They couldn't get em all at once, that just wouldn't work. but with differing wisdoms they might not end up being split equally. I think the forms are placed well.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    ^^Agreed. Anyway, I'm coming up completely empty on forms for the airbender. I've gotten some inspiration for the earthbender, but not quite enough to solidify. I guess I'm just better when I have a physical substance to work with. I'll work my way from adapting a few of Mephi's forms to my format, then hopefully make a few more. Meanwhile, could someone take a crack at a system for overbending and its consequences? It's a cool concept that I'd love to see put into place.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    hmm....
    I see two choices for the overbending system
    1. "when you use a form, blank happens
    2. "When you use this form, blank happens, and when you use this form, then blank happens, and when you use THIS form..."
    (there is also a sort of #3, but it would be part of 1: "When you use a lesser form, blank happens, when you use a greater form..."

    I dunno. The first one would definitely be WAY easier, but the second one might make more sense for some, because some need to be channeled while others just cause a single effect...

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    ...what? I honestly have no idea what you're trying to say. It's like the plotline of Matrix: Revolution, except with bending forms.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    ok, let me rephrase that....

    you can either say whenever you use any form, you have to make a check, or you take subdual damage, or some form of overbending problem occurs.

    or you can say that each form results in a different kind of overbending, they may all cause subdual damage, but each form might require a different check. Like the water tentacle one would change depending on how many you summoned perhaps.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    That's probably too complex. It's usually best to have one rule for everything instead of having a special rule for each.


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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    all we're missing here is heart and we can summon captain planet.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Alright, this is beginning to stagnate. Honestly, I'm out blank for Airbending forms, but I have plenty more ideas for water and some ones for the earthbender. I'm moving on for now to make sure that what needs to get done, gets done.

    About overbending: Maybe a good idea is to allow a waterbender to attempt to bend as if she were a certain amount of levels greater than she is, at significant risk to herself, even for a single level. It should be difficult and risky by nature, but it should pay off if successful. Also, I think I finally figured out how to pull off what I wanted to do with this variant. Here's my idea.

    Keep the forms as they're made now (Mephibosheth's Lesser forms would've worked almost as well, but as long as I have my own material to work with, I'll use that) BUT allow them to be taken several times. Rather than have Lesser, Moderate and Greater version of each form, allow a waterbender to take the same form several time to open more possibilities with it. For example: Water Wave as it is now allows for a straight, 10x10 wave over a fairly long distance. Taking the form again would give the wave a 15x15 face and a greater Strength score for bullrush attempts, as well as knocking prone people who move more than five feet. Yes, that does mean that a waterbender could take Tentacle as her first three forms, but its effects would still be level-dependent, and she she won't be doing any damage at a distance.

    Tedious? Probably. Is it a good idea? Please let me know.

    (EDIT) Added two Greater waterbending forms, one of which is unnamed. Review and naming suggestions?
    Last edited by Eighth_Seraph; 2007-02-26 at 09:27 PM.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I kinda like that, it's basically leveling up a form. I mean why choose or learn forms you won't use, when you can simply build upon the ones you have. So maybe, you could do a point based system, and every level gives you points to spend on forms. Let's say at first level of the class, you gain about 2 points + wisdom; then levels afterwards, would give a static bonus to points... or still keep the wisdom and lower the actual static part. Levels of the forms would cost points, as in like Lesser forms cost 3 points, Moderate 4, and Greater 5 or 6. These points sort of keep around, if you don't use them all I would say... so that you could save up some points if you wanted to buy some Greater Forms first, but they would level up so much slower than any lesser form.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    I like it. I suggest form trees, at least very simple ones. such as for the tentacle you need water whip and such

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Eh, I'm not really a big fan of point-based buying for class skills, Ceiling, apart completely from the unnecessary complexity that your system will add into the mechanics. No offense intended, of course. As for form trees, I'm all for it, within moderation. I don't think that Water Whip would work too well as a pre-req for Tentacle, for example, but there are other possibilities. Remember also that a waterbender may choose to pick any form from those available to her, so that at twentieth level Katara might've taught herself to use Fog Cloud.

    Earthbender incoming today, by the way, and I'd also like to make sure each bending discipline has one form that provides increased transportation. As things stand, Earthbenders have Catapult, and airbenders have their flight. Working on one for waterbenders, but Azula's rocket-charge thing seems like a good bet for firebenders.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Quote Originally Posted by Eighth_Seraph View Post
    An excellent point. Lessons to be learned by people in the avatar world (for their own good):
    1) Don't fight a waterbender on a frozen lake/river/glacier
    2) Don't fight an earthbender underground/in a narrow valley
    3) Don't fight an airbender with a cliff/precipice/chasm/ in the immediate vicinity
    4) Don't fight a firebender...in a forest? Dunno about that one.

    Anyway, I'm spreading the love to the airbender soon, so get the verbal shotguns out. I would love to get some critical opinions on these, and how they can be improved.

    (EDIT) I've got an idea for how to begin fusing forms together. The first involves my new Golem form. Rather than specify water and ice as materials, I'll simply put any material that the bender may manipulate through the use of waterbending. That means that if a bender were to take Bend Plants, he could make a plant golem. I'll have to make rules for the regeneration of plants, though. All forthcoming.
    don't fight a firebender while recently have been soaking in gasoline.

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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Gasoline? Wuzzat? Is that some sort of new-fangled flammable liquid? Bah! In the Fire Nation, we use coal and like it! 'sides, if we used some form of liquid combustible, them waterbenders'd rain it on our ships. Durn whippersnapper. Back in my day...

    Alright, I've moved the Earthbender's chart to the next page, to put her and the Firebender together on the same page.
    Last edited by Eighth_Seraph; 2007-03-01 at 04:58 PM.
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    Default Re: Water, Earth, Fire and Air 2.0 [class]

    Yeah, adding a point system does become sort of a rulings or upkeep nightmare... I can't quite think of a way to keep it less of a mess but keep the flexibility that is inspired by a more intricate form system.

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