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    Default [Avatar d20 Project] Non-Canon Content


    Want to discuss bending classes for elements other than air, earth, fire, and water? Want to talk about the interaction between bending and magic? Want to discuss PrC's for characters with levels in two or more bending classes? Want to make suppositions about the Spirit World?

    This is the place!

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    Default Re: [Avatar d20 Project] Non-Canon Content

    What do people plan to do about sandbending? The avatar never even tried learning it, so we can safely assume it isn't a seperate type of bending, but a rather specialised form of earthbending. It may be best for it to be an 5 lvl earthbending PrC, requiring sand or loose soil, with low prerequisites.

    Are there any suggestions for unique forms or seeds?



    PS. First person to suggest 'sand coffin' will be shot.
    Last edited by katarl; 2008-01-16 at 03:56 PM.

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    Default Re: [Avatar d20 Project] Non-Canon Content

    I propose making bending study air and/or water prerequisite feats for a sandbending PrC
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    Default Re: [Avatar d20 Project] Non-Canon Content

    PS. First person to suggest 'sand coffin' will be shot.
    Aw crap. How about an impenetrable, ultimate sand shield?

    The cool thing about sandbending is that it allows you to use techniques from all the different elements. Fire: An aggressive sand blast that could flay opponents. Water: hardening sand into rock, like water into ice, the sand moves like water too. Air: dust devils and sandstorms. Earth: Moving the ground beneath your opponents feet, earth-swimming. Because of the amazing versatility of sand, I think the prereq's should be a little steep. That is if we're going to have sandbending seeds like this:

    Sand Shield
    Base DC: 15
    As a move action, this technique creates several thin bands of sand that swirl and twist around the Earthbender, helping to deflect incoming attacks. The sand does not make it harder to see the Earthbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Earthbending checks until the Earthbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time. An Earthbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Earthbender's bending range for this technique to be accomplished.

    Dust Devil
    Base DC: 20
    By manipulating the sand the Earthbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Reflex save half.

    The movement of the swirl sand is equal to the Earthbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.

    The Dust Devil is also used to power the Sand Skids sailed by Sandbenders (see below).

    Wall of Sand
    Base DC: 15

    The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Earthbending check exceeds the DC. The wall’s area is one five-foot square, but the Earthbender can add another such square by increasing the Earthbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Earthbending check at the base DC. The Earthbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.

    The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
    Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Earthbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.

    Control Sand
    Base DC: 10
    Area: Dust or sand in a volume of 10
    ft./level wide by 10 ft./level long
    by 2 ft./level deep
    Duration: Concentration
    Saving Throw: None; see text

    Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double the other horizontal dimension.
    Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
    Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

    Sand Blast
    Base DC: 25?
    The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Earthbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from sand scour by four when applying it to objects.

    Sand Skid:
    Large vehicle; Sea(Sand)worthiness +4;
    Shiphandling +3; Speed 60 ft. (good); Overall AC
    –3; Hull sections 40 (sink 10 sections); Section hp 30
    (hardness 5), Section AC 3; Ram 4d6; Space 90 ft. by
    30 ft.; Height 30 ft. (draft 0 ft.); Complement
    5; Cargo 7 tons; Cost 36,000 gp.

    PS: I have more in the works.
    Last edited by Dolphin Safe; 2008-01-16 at 07:36 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    These are cool. Remind me of that guy with the jug full of sand, in that one show with that guy who has a demon fox in him. Something about ninjas.( )

    Now, the real reason I wanted to post here: Bending/magic interactions!

    Bending/magic/psionic transparency? not?

    I'd say bending/magic transparency is kinda silly. They really work differently. Magic that enhances bending would be awesome, however. Holy water blasts? sign me up!
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    Default Re: [Avatar d20 Project] Non-Canon Content

    See the problem with bending and Magic, and effects that are pretty much magical would probably fall under the same problems monks have with make their attacks (unarmed) have magical properties. There are no invocations or forms, or auras, I think.. that would affect the element itself. I mean, earth and air would be difficult to get holy or other magical effects, while fire and water are actually the easiest.

    But the first thing I would say, though probably game breaking, would be something like a Amulet of Bending, sort of like the Amulet of the Silver Tongue from Tome of Magic for Truenaming. I could see something like it bordering an artifact in the Avatarverse, the most plausible would be on for Waterbending.

    Tui's Tear
    An amulet carved from ivory in the shape of a tear, and imbued by the spirit of the Ocean it grants a +10 Divine bonus to Waterbending Checks.

    It's just a thought anyway.

    Though Holy water blasts aren't that hard... just get your waterskin blessed.

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    Post Re: [Avatar d20 Project] Non-Canon Content

    I thought of this while watching the show, wondering how could (and should) use blue fire in every damn seed she has. I'd need a new name, since I have no idea if those old hags (Back in the first season, those who taught Azula lightning and blue fire.) were witches or something. Damn you french translation!

    Witchfire Bender



    Some promising noble Firebenders are trained to finer arts of destruction in the Fire Kingdom. The witches, protected by the royal family, know those secrets and are entitled with the task to tutorize the new officers of the great Fire Nation army. The students become new bearers of the tradition of all past firelords.
    Hit Dice: - d8

    Prerequisites:
    BaB: +5
    Firebending: 10 ranks
    Feat: Template Mastery(Blue Fire)
    Seeds: Blue Fire.
    Special: Must be trained by the witches.

    Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
    Skills: (2 + Int Modifier)

    Witchfire Bender
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Blue Fire Embraced

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Strength of the Unbodied

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Witchfire[/table]


    Class Features:
    Blue Fire Embraced: Your Blue Fire seed Bending DC is reduced by another five points, as Template Mastery.

    Strength of the Unbodied: Half the damage of your Blue Fire templated forms is untyped damage.

    Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations written as ''plus (n) for every (n) points by which the Firebending check exceeds the DC''.

    Example: Kuzan(Firebender7/W-F B F3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 20). The Blue Fire template doubles the effect from augmentations written ''for every (n)points by which the Firebending check exceeds the DC''. Kuzan rolls a 42, meaning he succeeds and empower his form by 22, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 45 feet.



    Maybe my explanations on Blue Power aren’t clear, so I might need help rewording.
    Last edited by Guyr Adamantine; 2008-02-08 at 01:31 PM. Reason: Estetical Changes and Photo!
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    Default Re: [Avatar d20 Project] Non-Canon Content

    You could change the name to like Blue Fire/Flame Adept, or maybe Since I like the Witch name scheme, Witch-fire Bender.

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    Default Re: [Avatar d20 Project] Non-Canon Content

    Edited the name and some errors, but I need more comments!
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".

    As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.

    However, I don't really understand Blue Power..
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Edited Blue Power to Witchfire and some errors.
    Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".
    Corrected.
    As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.
    Great.
    However, I don't really understand Blue Power...
    I will try to explain it clearly, and you will all help me word it, o.k.?
    BTW: I renamed it as ''Witchfire'', coz Blue Power is a sucky name.
    Witchfire: Your Blue Fire template rises in usefulness. You can now apply this template to any seeds, empowering them like no one. Blue Fire becomes a Floating DC, that doubles the enhancement power of the other seeds in a form.
    When you apply the Blue Fire template on any seed, you do not count when determining how much you beat the base DC. Furthermore, it doubles the bonuses gained from such augmentations of any form written ''for every (n)points by which the Firebending check exceeds the DC''.
    Example: Kuzan(Firebender7/Witchfire Bender3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 30). First he must succeed on a Firebending DC of 30, as the form. The Blue Fire template being ''floating'', it is not counted when calculating further enhancements, and doubles their effect. Kuzan rolls a 34, meaning he succeeds and empower his burning rush (DC: 10) by 24, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 13.5 feet.
    If Kuzan hadn't succeeded, his form would've failed normally. But since he got it his Burning Rush wasn't only 20 ft. stronger, but 40 ft., because Witchfire doubles such boosts.

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    Default Re: [Avatar d20 Project] Non-Canon Content

    I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Post Re: [Avatar d20 Project] Non-Canon Content

    I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.
    Well, I wanted to create a way, to explain why would Azula always use Blue Fire, even when it would be useless.(Our system, as is, say it would.)

    Maybe, to nerf it, I should cut the ''Floating Bonus'' part?

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    Default Re: [Avatar d20 Project] Non-Canon Content

    I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: [Avatar d20 Project] Non-Canon Content

    One word - metalbending.

    Now to bring you more than one word.

    Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by Lord_Gareth View Post
    One word - metalbending.

    Now to bring you more than one word.

    Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?
    The system already has a 'Metalbending' seed.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: [Avatar d20 Project] Non-Canon Content

    <.<

    Well ain't that just what I get for paying attention.

    Carry on.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?
    Since I'm not ready for such great changes , I'll just remove the floating bonus part. Call me a munchkin, but I like that power boost. And as far as it goes, it is just less calculating.
    <.<

    Well ain't that just what I get for paying attention.

    Carry on.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    What about Lightbending?

    Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

    For that matter, so could Darkbending....


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    What about Lightbending?

    Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

    For that matter, so could Darkbending....
    Luck you proposed this here, because on the main thread the others would killed you.
    Last edited by Guyr Adamantine; 2008-01-22 at 06:15 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by Guyr Adamantine View Post
    Luck you proposed this here, coz on the main thread the others would kill yiu.
    Aww, come on. Give us a little credit .

    I've actually been thinking for a while about positive and negative energy benders. Negative energy bendering forms would include all sorts of debuffs, darkness, and Necromancy effects (maybe with some undead goodness thrown in) while positive energy bending would involved healing, buffing, and light. Maybe if I get some time within the next few days I'll write something up.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Not positive/negative energy, though...literal light and darkness.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by Lord_Gareth View Post
    Not positive/negative energy, though...literal light and darkness.
    Right, I get it. And I'd be interested to see what a lightbender or darkbender would look like. I was just throwing out a related idea that had been kicking around in my head. We can easily do both.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    ...How can you bend darkness? It doesn't exist.

    Darkness would call under "Lightbending", surely?
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: [Avatar d20 Project] Non-Canon Content

    Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by Lord_Gareth View Post
    Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.
    The world of Avatar seems pretty rooted in real world physics, plus spirit magic and bending...

    Besides... how can you rationalise 'darkbending' using the four vanilla elements?
    Last edited by Yuki Akuma; 2008-01-22 at 05:25 PM.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: [Avatar d20 Project] Non-Canon Content

    Lord T had a Sunmage class in his Elemental Leylines setting that was a positive/negative energy "bender."

    But for Light/Darkbending, have any of you read China Mieville's Iron Council? There are some pretty cool golems that could be created with Light/Darkbending.
    Last edited by Darkbane; 2008-01-22 at 05:25 PM.

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    Default Re: [Avatar d20 Project] Non-Canon Content

    Aww, come on. Give us a little credit
    I know I would've.

    Besides, this is no bad idea.
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

  29. - Top - End - #29
    Orc in the Playground
     
    BardGuy

    Join Date
    Jan 2007

    Default Re: [Avatar d20 Project] Non-Canon Content

    For Buffs and Debuffs, I was thinking more of a Bloodbender, as opposed to the healing disciple prestige class. They're quite more aggressive and probably ready and willing to get hurt to hurt their opponent... I should probably get to re-working that first bloodbender prestige I made a while back.

  30. - Top - End - #30
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Yay! I can show off my Sunmage!!! Unfortunately, it is made for a world where the Day Sun is made of positive energy and the Night Sun is made of negative energy so it doesn't fit fluff-wise in the Avatar world, but so what, it's cool!! Also note that Energy Control is basically energy bending, it was changed so as not to be confused with Avatar benders. So for your viewing pleasure:
    [hr]
    Sunmage
    Abilities - Charisma increases your Energy Control skill and is the main stat. Dexterity is important to make the ranged attack rolls and for armor class. Constitution and Intelligence are also important ability scores for a Sunmage.
    Alignment – Any (rarely neutral on the good-evil axis)
    Hit Die – d10
    Class Skills – Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion)(Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Energy Control (Cha)
    Skill Points per Level – 2 + Int Modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Energy Pool

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Draw/Channel Energy 1d4, Deflect Energy, Link to the Sun|
    1
    |
    4

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |-|
    1
    |
    4

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |-|
    2
    |
    8

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Energy Resistance 5|
    2
    |
    12

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Draw/Channel Energy 2d4|
    3
    |
    16

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |-|
    3
    |
    20

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |-|
    3
    |
    24

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Energy Resistance 10|
    4
    |
    28

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Extra Deflect|
    4
    |
    32

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Draw/Channel Energy 3d4|
    4
    |
    40

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |-|
    5
    |
    44

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Energy Resistance 15|
    5
    |
    48

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |-|
    5
    |
    52

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |-|
    6
    |
    56

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Draw/Channel Energy 4d4|
    6
    |
    60

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Energy Resistance 20|
    6
    |
    64

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |-|
    7
    |
    68

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |-|
    7
    |
    72

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Energy Resistance 30|
    7
    |
    76

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Draw/Channel Energy 5d4|
    8
    |
    80

    [/table]

    Class Features
    Weapon and Armor Proficiency – A sunmage is proficient with all simple and martial weapons and no armor or shields, armor and shields give armor check penalty to Energy Control checks.

    Draw/Channel Energy
    Base DC: 5

    The first offensive ability a sunmage learns is to draw out the positive or negative energy in herself and her foes, causing damage or healing. A sunmage chooses which sun (and energy type) she wants to control at 1st level; this choice can not be changed.
    Draw: The sunmage can draw energy from the life-force of her enemy to damage him. Only positive energy can be drawn from living foes and only negative energy can be drawn from animated foes (such as undead, constructs, etc.). When energy is drawn, it deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A draw is a ranged touch attack that allows a fortitude save for half damage, and an sunmage can use a number of draws in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her draws.
    Channel: The sunmage can also channel the energy of her sun through herself, into another target. The channeled energy deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A channel is a ranged attack that allows a fortitude save for half damage, and a sunmage can use a number of channels in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her channels. Positive energy channeled this way heals living targets and damages undead. Negative energy heals undead and damages living targets. A sunmage cannot heal herself with this ability. A sunmage may use any combination of draws and channels in her attacks.

    Deflect Energy
    Base DC: 5

    The first defensive seed sunmages learn is to deflect the blasts from her opponents. During her turn, a Sunmage can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the sunmage. As an immediate action, the sunmage can attempt deflect an enemy controller’s attack with an opposed attack roll. A sunmage can deflect energy a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Energy attempt uses the same base attack bonus as the attack forgone. If the sunmage makes any attacks, she forgoes that opportunity to deflect energy. If the Sunmage’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Sunmage’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of positive or negative energy. The Energy Control DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.
    Extra Deflect: Beginning at 10th level, a sunmage can use one Deflect Energy at her highest base attack bonus with out forgoing any attacks. This is in addition to any deflects gained by forgoing an attack.

    Link to the Sun: A sunmage draws her energy from one of the two suns, linking her to its power. The type of energy the sunmage controls determines which sun she is linked to. Because of this link, the sunmage has a pool of energy points equal to four times her class level from which to draw from. The sunmage can replenish this pool by drawing energy from those around her or from her sun. When a sunmage uses the draw ability successfully, she gains 1 energy point plus 1 energy point per 4 damage dealt. The energy points gained in this manner cannot increase her total energy points to greater than four times her level. Using any seed or channeling energy uses 1 energy point unless otherwise noted. A sunmage can regain energy points by mediating. Meditating requires at least 10 minutes of uninterrupted inaction. The sunmage is fully aware of her surrounds but is considered helpless unless she voluntarily breaks the meditation as a free action. The sunmage regains 1 energy point per class level per 10 minutes of meditation. The link to the sun not only allows the benefit of energy points, but it also leaves the sunmage more vulnerable to the opposite energy. A sunmage who controls negative energy takes damage from positive energy as if she was undead, but is also immune to negative energy. A sunmage that controls positive energy takes damage from negative energy as a living creature (if not already), additionally, she is positive energy has no effect on her.

    Energy Resistance: Starting at 4th level, a sunmage gains a resistance to the energy of the suns used against her. A sunmage takes 5 less damage from any ability that deals the opposite energy type that you can control. This increase to 10 at 8th level, 15 at 12th level, 20 at 16th level and 30 at 19th level.

    SUNMAGE SEED LIST


    UNIVERSAL SEEDS:

    Energy Whip
    Base DC: 10

    Spoiler
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    A sunmage may, as a move action that does not provoke a attack of opportunity, form a long, narrow lash of pure energy, coiling around like a whip. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 energy damage of the type the sunmage controls. Additionally, a sunmage may apply precision-based damage to attacks with an energy whip and treat it as a normal whip for purposes of weapon-based feats. The energy in this whip can be used to use Deflect Energy without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Energy Control DC by +10.


    Infuse
    Base DC: 10

    Spoiler
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    Application: By focusing her channeled energy into a more concentrated form, a sunmage can infuse an object such as a weapon with energy to be expended at a later time. The infused object holds 1 energy point that is expended at the first opportunity. Anytime a living creature touches the object, the power is unleashed and 1 energy point is expended just as if the sunmage who infused it used a channel attack. The attack automatically hits the creature that touched the object, taking the full effect. For every 5 the Energy Control check exceeded the DC, the object holds another energy point. Only one energy point is expended at a time, but the object will continue to unleash its power as long as a living creature is touching it. If a sunmage who controls the same type of energy as is infused in the object touches it, the object does not activate unless the controller wishes it to, which takes a command word and a standard action. The energy points stay infused in the object indefinitely as along as the sunmage that infused is touching the object. Otherwise, the object loses 1 energy point per hour. An sunmage can increase the DC by +10 to decrease the energy point lose to 1 point per day. Additionally, a sunmage may increase the DC by another +10 (making it DC30) to better contain the power within the object, causing the energy points to never be lost without being expended and to only expend the power within the object with a command word, taking a standard action. An infused object that is activated by a command word may be targeted as a normal channel by the user. The sunmage uses this ability uses up 1 energy point per point gained by the object. If the sunmage causes the object to never lose it’s energy points, the sunmage expends 2 points per point gained by the object.
    Recharge: A sunmage can recharge an object already infused with at least 1 energy point by taking a full round action and making an Energy Control check with the same DC that was used to make albeit at a -10 to the DC. This adds 1 energy point to the object plus up to 1 additional point per 5 the Energy Control check exceeded the DC. The sunmage expends energy points as normal.


    Deplete (template)
    Base DC: 10

    Spoiler
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    Applications: By focusing her channeled energy into a more concentrated form, a sunmage can inflict damage not on the physical being, but directly to the energy stored by a rival sunmage. An sunmage whose channel attack is augmented by this seed causes the target of the channel to lose a number of energy points equal to the damage that would normally have been dealt. If the target would lose more energy points than he has, he takes the extra in actual damage. Damage taken this way never heals, even though might do so normally, energy resistance applies to this damage.


    Energy Armor
    Base DC: 15

    Spoiler
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    By covering her entire body in an envelope of pure energy, a sunmage gains DR 3/piercing, and +2 to AC (including touch AC) against controlling attacks as a move action. For every 3 points by which the sunmage exceeds the base DC, the damage reduction increases by 1. Maintaining the energy armor for more than two rounds gives a -4 penalty to all Energy Control checks until the sunmage ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a sunmage to fail an Energy Control check, she may choose to end the seed and remove the penalty at that time. In addition to the above effects, any time a creature hits the sunmage with a natural weapon or unarmed strike or otherwise makes physical contact with the sunmage (such as a grapple), that creature takes 1d6 energy damage of the type that the armor is made of. The sunmage’s natural weapons and unarmed strikes deal this extra damage as well.


    Pulse
    Base DC: 20

    Spoiler
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    Applications: By channeling the energies of her sun, the sunmage can replicate the pulsing of the sun. This effect lasts for 1 round for every 4 class levels and expends 1 energy point per round. This seed may be dismissed as a free action at any time.
    Positive Energy: The area with a radius of 5 feet per two class levels is filled with a blinding light, cause the full radius to be brightly illuminated and another 5 feet per level radius to have shadowy illumination. Those inside the binding light must make a reflex save or be blinded for 2d4 rounds, on a successful save they are dazed instead for 1d4 rounds. Those outside the blinding light must make a reflex save or be daze for 1 round. This effect can be expended to dispel a Deeper Darkness spell or a Negative Energy Pulse.
    Negative Energy: The area with a radius equal to 5 feet per level is filled with darkness as the spell Deeper Darkness. This effect can be expended dispel Daylight spell or a Positive Energy Pulse.


    Heal Self
    Base DC: Varies

    Spoiler
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    Because of the link an sunmage has with her sun, she can use its power to heal herself in the time of need.
    Cure Wounds (Base DC 15): The sunmage takes a full-round action to draw upon the energies of her sun, healing her 4 points of damage per class level. This does not expend any energy points.
    Cure Disease/Poison (Base DC Varies): An sunmage who has been poisoned or diseased may make an Energy Control check with a DC equal to the original save DC of the disease or poison for each affliction. A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the sunmage is inflicted with. If the Energy Control check exceeds the DC by 5 or more, no energy points are expended for that disease or poison, otherwise 1 energy point is expend per disease and poison cured.
    Ability Damage/Drain and Energy Drain (Base DC 25): The sunmage takes a full-round action to draw upon the energies of her sun, healing either 1 points of ability damage per class level or 1 point of ability drain for every 2 class levels, or removes 1 negative level for every four class levels. This expends all of the sunmage’s energy points and causes fatigue.


    Wall of Energy
    Base DC: 25

    Spoiler
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    The sunmage learns to make a wall of pure energy or its crystallized form.
    Plane: The wall deals this damage when it appears and on the sunmage’s turn each round to all creatures in the area. Each creature within the wall’s area or passing throuth the wall takes 2d6 points of energy damage of the energy type that the sunmage controls. The wall is 10-feet long and does not take up a square, but can be made 5 feet wider or 10 feet longer for every 4 points by which the Energy Control check exceeds the DC, and the height can be doubled by halving the length. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of energy damage of the opposite type or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Energy can be maintained with a Concentration check each round equal to the Energy Control check -5.
    Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of energy with a radius of 10 feet, plus another 5 feet for every 4 points by which Energy Control check exceeds the DC.


    Nova
    Base DC: 35

    Spoiler
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    A sunmage who has learned this seed has grown into a closer bond with her sun and can channel its limitless energies when in the time of need.
    Application: By taking a move action that does not provoke attacks of opportunity, the sunmage becomes a living outlet of the sun itself, greatly increasing her power for a short time. A sunmage who has used this seed gains the following traits:
    Spoiler
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    • +4 Constitution, +4 Dexterity
    • Incorporeal subtype.
    • 5 temporary hit points per class level (in addition to the hit points gain by the constitution increase).
    • Fly speed equal to twice her base land speed with perfect maneuverability.
    • Does not expend energy points for using any of her class abilities and seeds.
    • Gains a number of energy points so that she has 4 points per class level.
    • A touch attack that deals 2d6 energy damage of the energy type she controls.
    • If she controls positive energy: creates illumination as the spell Daylight centered on herself at all times.
    • If she controls negative energy: creates an effect like the spell Deeper Darkness centered on herself at all times.

    This effect lasts for a number of rounds equal to the sunmage’s wisdom modifier. After the effect ends, the sunmage falls unconscious and sleeps for 1 hour. If awoken before 1 hour has passed, the sunmage is exhausted; otherwise she is fatigued after waking. A sunmage does not expend any energy points to use this seed and can only use this seed once every 24 hours. Only a sunmage of 15th level or higher may learn this seed.


    POSITIVE ENERGY SEEDS:

    Energize
    Base DC: Varies

    Spoiler
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    A sunmage learns to extend the link she has with the Day Sun to help quicken her reactions. Using this seed expends 5 energy points.
    Self (Base DC 10): The sunmage is under the effect of a haste spell for 1 round plus 1 round for every 5 the Energy Control check exceeds the DC.
    Ally (Base DC 15): The sunmage can target an ally who is within 30ft with this seed. The ally is under the effect of a haste spell for 1 round. Additionally, for every 5 the Energy Control check exceeds the DC the effect lasts for an extra round or you may affect another ally who is within 30ft of you or the first target. If an ally affected by this seed has the Deflect Bending or Deflect Energy class feature, that ally gains one free use as the Extra Deflect ability.


    Empower
    Base DC: 15

    Spoiler
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    The sunmage learns to focus her positive energy in such a way as to strengthen the body instead of heal it.
    Applications: The sunmage may use this seed at a range of touch to cause a flow of positive energy to strengthen the target. The target gains a +1 bonus to strength, dexterity, or constitution equal to the number of dice she would normally roll for her channel. Using this seed expends an addition 1 energy point equal to the bonus given, in addition to the normal energy point expended with channel. The sunmage may choose to give a bonus less than normal and subsequently conserve energy points.


    Cleanse
    Base DC: Varies

    Spoiler
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    A sunmage learns not only to heal the wounds of others, but also how to cleanse the body of poisons, diseases, and other impurity.
    Cure Disease/Poison (Base DC Varies): A sunmage may make an Energy Control check with a DC equal to the original save DC of any and all diseases or poisons afflicting the target +10 (i.e. a poison with a save DC 15 would require a DC 25 Energy Control check). A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the target is afflicted with. Using this seed expends 1 energy point per disease and poison cured (minimum 1).


    Flush the Corrupt (template)
    Base DC: 25

    Spoiler
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    Applications: By focusing her channeled positive energy into a more concentrated form, the sunmage can cause the healing powers of positive energy to heal greater wounds. In addition to the normal healing the positive energy provides, the target is healed of either 1 point of ability damage per class level, 1 point of ability drain for every 2 class levels, or 1 negative level for every 4 class levels. This seed expends 1 energy point per class level in addition to the normal energy point expended.


    Purify Elements
    Base DC: 25

    Spoiler
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    A sunmage of the Day Sun learns to infuse her sun’s power into the very elements of the world to purify them.
    Applications: The sunmage can purify an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a purified element deals 2d6 positive energy damage; fortitude save for half. Any bender that tries to bend a purified element gains a +5 bonus to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The sunmage does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already corrupted by the Corrupt Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.


    Revivify
    Base DC: 30

    Spoiler
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    A sunmage learns how to restore a recently killed creature to life by forcing the spirit back into the body with positive energy.
    Applications: The sunmage may use this seed on any creature that has been died from any unnatural death. The use of this seed takes 10 minutes and expends 30 energy points while leaving the sunmage fatigued afterwards. The target is restored to life at ¼ hit points and with 1 negative level. If the Energy Control check exceeded the DC by 5 or more, the target is restored to ½ hit points. If the Energy Control check exceeds the DC by 10 or more, the target is restored to ¾ hit points. If the Energy Control check exceeds the DC by 20 or more, the target is restored at full hit points and with no negative levels. If the target has been dead for more than 1 hour, the DC is increased by +5 for every hour after the first. After each successful use of this seed, the sunmage must make a fortitude save DC 20 +1 for every hour past the first the target was dead. On a failed save, the sunmage permanently loses 2 energy points. (i.e. for a target that has been dead for 5 hours, the Energy Control DC is 50 and the fortitude save is 24).


    NEGATIVE ENERGY SEEDS:

    Weaken (template)
    Base DC: 15

    Spoiler
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    The sunmage learns to focus her negative energy in such a way as to poison the body instead of directly damage it.
    Applications: When using this seed with her channel, she deals no hit point damage. Instead she deals 1 point of strength, dexterity, or constitution damage equal to the number of dice she would normally roll for her channel damage. The target may make a fortitude save to take half damage. Immunity to negative energy applies to this damage and every 5 points of negative energy resistance lessens the ability damage by 1 point. Using this seed expends an addition 1 energy point for every point of ability damage that would be dealt, in addition to the normal energy point expended with channel.


    Siphon (template)
    Base DC: 15

    Spoiler
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    Applications: By focusing her energy in a particular manner, the sunmage can draw out hidden reservoirs of negative energy in living opponents. When using this seed with her channel, she does not expend the usual energy point since the energy is replaced by that taken from the target. Additionally, for every 5 that the Energy Control check exceeds the DC, she gains 1 energy points. Energy points gained this way may not increase her energy points to greater than four times her class level.


    Animate
    Base DC: 15

    Spoiler
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    An sunmage learns that negative energy can give life to that which normally would not have life and a master of the Night Sun can raise an army from household items at a whim.
    Applications: The sunmage can give a false life to any inanimate object made of wood, metal, or stone making it an Animated Object. The selected object must be within 60ft of the sunmage and no larger than small size. The object follows all of your verbal commands until it is destroyed or the effect ends. The object remains animated for 1 round per class level. If you exceed the Energy Control DC by 10 or more, the object stays animated for 1 minute per class level. If you exceed the Energy Control DC by 20 or more, the object stays animated for 1 hour per class level. If you exceed the Energy Control DC by 30 or more, the object stays permanently animated or until you dismiss the effect. Additionally, you may increase the DC by +5 to increase the size by one step or effect one extra object. Using this seed expends 4 energy points plus 1 energy point for every 10 you increase the DC.


    Disrupting Blast (template)
    Base DC: 20

    Spoiler
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    A sunmage learns how to cause her negative energy to disrupt all forms a magic for a short time.
    Applications: The target of this blast cannot cast arcane or divine spells, manifest psionic powers, use spell-like or psy-like abilities, or use the Energy Control or any Bending skill for 1 round per die the sunmage would normally roll for damage. The channel does not deal any damage, but a successful fortitude save negates the effect and for every 5 points of negative energy resistance the time is lessened by 1 round. Using this seed expends 1 energy point in addition to the normal energy point expended for channel.


    Corrupt Elements
    Base DC: 25

    Spoiler
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    An energybender of the Night Sun learns to infuse her sun’s power into the very elements of the world to harm her foes.
    Applications: The sunmage can corrupt an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a corrupted element deals 2d6 negative energy damage; fortitude save for half. Any bender that tries to bend a corrupted element takes a -5 penalty to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The energybender does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already purified by the Purify Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.


    Incite
    Base DC: 30

    Spoiler
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    A sunmage learns to use the negative energy in all creatures to gain limited empathic control over them.
    Applications: The sunmage may select a target within 60ft to target with this seed. The targeted creature must make a fortitude save, on a failure, the sunmage issues one simple empathic command such as love, hate, despair, etc. The targeted creature experiences that emotion immediately and this effect persists for 1d4+1 rounds. A creature under this effect is control by the DM (if not already) and acts on its emotion it the best of its ability (such as attempting to kill for hate, rape for lust, court for love, etc.) If the creature fail its save by 5 or more, the sunmage may select up to 5 other targets or a specific group (such as elves, or residents of a town) for the original creature to experience the emotion towards (such as hate those creatures, love them, etc.). If the creature fails the save by 10 or more, the effect lasts for 1d4+1 hours. If the creature fails the save by 15 or more, the effect lasts for 1d4+1 days. For every 5 that the Energy Control check exceeds the DC, increase the save DC by 2. Using this seed expends 10 energy points.


    Call the Dead
    Base DC: 30

    Spoiler
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    A sunmage learns that negative energy can give false life to the dead to serve their creator’s will.
    Applications: The sunmage can give a false life to any one corpse making it a zombie or skeleton as appropriate. The resulting undead is created as if by the Animate Dead spell with the following exceptions and cannot have more hit dice then twice your sunmage level. The resulting undead follows all of your verbal commands until it is destroyed or the effect ends. The undead exists for 1 hour per class level. If you exceed the Energy Control DC by 10 or more, the undead exists for 1 day per class level. If you exceed the Energy Control DC by 20 or more, the undead exists for 1 week per class level. If you exceed the Energy Control DC by 30 or more, the undead exists permanently or until you dismiss the effect. Using this seed expends 5 energy points.

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