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  1. - Top - End - #31
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by katarl View Post
    PS. First person to suggest 'sand coffin' will be shot.
    It's still worth it!
    Build me a Sand Coffin seed that I may crush mine foes to bloody smithereens!
    Oh, and woot, a non canon thread. Now I can finally breathe freely.

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

    How about some form of Earthbenders who start off manipulating liquid metals like mercury and eventually gain the ability to change normal things from the ground into their liquid form. All the while they would, of course, be learning waterbending esque seeds instead of earthbending seeds. Names for this prestige class could include things like Mercurybender or Quicksilverbender.
    Last edited by praeceps; 2008-01-23 at 10:29 PM.

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

    Quote Originally Posted by katarl View Post
    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.
    weren't they also called wind benders at some point
    from
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    biggrin Re: [Avatar d20 Project] Non-Canon Content

    Timebender
    Hit Dice: d6
    Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Bending) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Timebending (Wis), Tumble (Dex)
    Skill Points: 6 + int

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Time Ripple 1d8, Time Dodge, Acrobatic|
    1

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Time Manipulation,|
    2

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Evasion, Improved Unarmed Strike|
    2

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Speed +10ft|
    3

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Time Ripple 2d8|
    3

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

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Improved Evasion|
    4

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Speed +20ft|
    5

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |-|
    5

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Time Ripple 3d8|
    6

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |-|
    6

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Speed +30ft|
    7

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |-|
    7

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |-|
    8

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Time Ripple 4d8|
    8

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Speed +40ft|
    9

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |-|
    9

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |-|
    10

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Speed +60ft|
    10

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Time Ripple 5d8|
    11

    [/table]

    Class Features
    Weapon and Armor Proficiencies:
    Timebenders are proficient with all simple weapons and no armors or shields.

    Acrobatic: Starting at 1st level a timebender mat choose to use his dexterity modifier instead of his strength modifier for climb, jump, and swim checks.

    Improved Unarmed Strike: At 3rd level, a timebender gains Improved Unarmed Strike as a bonus feat.

    Evasion: At 3rd level the timebender gains evasion as the rogue ability.

    Improved Evasion: At 7th level the timebender gains Improved Evasion as the rogue special ability.

    Time Ripple
    Base DC: 5

    The main offensive capability of the Timebender is to cause a minor, yet destructive ripple in time, making a thin part of space ripple forward and backward in time at a rapid pace, wearing down an material, living or otherwise. As an attack action, the Time Bender can make a ranged attack roll to deal 1d8 non-lethal damage to a living target or 1d8 damage that ignores hardness to a non-living target.

    Time Dodge
    Base DC: 5

    By slowing down the time effecting him, a timebender can more easily dodge out of the way of attacks and area effects. A timebender may make an immediate action to gain a +1 bonus on reflex saves and a +2 dodge bonus to his AC for a single save or attack. Additionally, the timebender may take a standard action to apply his Time Dodge to two saves or attacks or he may take a full-round action to apply his Time Dodge to one extra save or attack per iterative attack he could normally make with a full-round action that turn. The timebender must make a separate Timebending check for each appilcation of this ability. The timebender may gain an extra +1 bonus to reflex saves and an extra +2 dodge bonus to AC for every +5 he increases the base DC. A timebender may only increase the base DC in this manner by a total amount equal to twice his timebender level. So a 3rd level timebender could increase the DC by +5 and a 5th level timebender could increase the base DC by +10 to gain a total extra +2 to reflex saves and +4 dodge bonus to AC.

    Time Manipulation
    Base DC: 10

    The most used seed a timebender learns is the basic manipulation of time as it effects himself. Most commonly, the timebender will slow down time as it effects himself to preform a variety of impossible maneuvers and tricks. The time bender can slow down to speed his reaction time to gain the advantage to correct the course of his movement. When taking a move action the timebender may make a Timebending check to slow down time so that the timebender may make adjustments in direction and possibly speed as if he had two move actions with one change of direction or speed each. No change of direction can exceed 45 a 45 degree turn and no change in speed can add or subtract more than 25% the original speed. By increasing the base DC by +15 the timebender may make one additional change of direction or speed and the movement is divide up among one more move action per increase, the movement must originally allow for at least 5 feet of movement per move action while using Time Manipulation.

    Example 1: Tarn wants to make a jump check to jump around a corner. Normally, this would be near-impossible, however, Tarn uses his Time Manipulation and gains two move actions to complete his single jump. Sense Tarn had a running start and rolled a total of 20 on his jump check, he has a total distance of 20ft. As his first move, Tarn moves half that distance to end up at the highest point in his jump after his first move action, However, as his first change of direction, Tarn rotates 45 degrees and then another 45 degrees as his second change of direction. Now Tarn continues his movement 90 degrees off from the origianal direction and lands smoothly around the corner.

    Example 2: Tarn is being chased by a raging Mooselion who is just a little bit too fast for Tarn so Tarn uses Time Manipulation. While time is slowed down, Tarn gains an extra boost to increase his speed by 50% (two uses of change speed by 25%) to run to safety.


    Timebending Seeds


    Chronobatics (Template)
    Base DC: +10

    The timebender learns to expand his Time Manipulation abilities as well as allow others the same gift. This seed is a template applied to the Time Manipulation ability.
    Personal: The timebender may increase the DC of his Time Manipulation by +10 to slow down time drastically. The timebender gains one extra move action to complete his movement, additionally, each change of direction can be up to 90 degrees and each change in speed can be up to 50%.
    Share: The timebender may increase the Time Manipulation DC by +10 to grant one other target to share the benefits of Time Manipulation, this can not be used with the Personal benefit of this seed. The timebender may increase the DC by a further +5 to include one extra target up to a maximum number of targets equal to his wisdom modifier.

    Chrono Skew
    Base DC: 10

    The timebender learns who to stop time just long enough to slightly push an opponent off balance, causing the opponent to miss an otherwise perfect strike. As an immediate action the timebender may target an adjacnet opponent to impose a penalty to the target's next attack roll or skill check equal to the timebender's level and an additional -1 for every 10 the Timebending check exceeds the DC, however the timebender is dazed for one round after using this seed. This penalty is used to modify the actual dice result, thus a natural 20 with a -2 penalty is considered a result of 18. A successful will save negates the penalty. The timebender may increase the DC by +10 to ignore the dazed effect.

    Chrono Slash
    Base DC: 15

    The timebender learns to cause a concentrated and quick burst of time around a target to pass rapidly, causing the target to hesitate in the least. The timebender must make a melee touch attack in addition to the use of this seed. The target must make a will save or become stunned for 1d4 rounds, if the save succeeds, the target is instead dazed for 1 round. The timebender may increase the DC by +5 to increase the duration of the stun effect by 1 round or increase the will save DC by +1.

    Time Blip
    Base DC: 15

    The timebender learns to expel a number of time ripples of a slightly increased time rate to disrupt those around him.
    Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, take a penalty to their attack rolls and AC equal to 1/4 your timebender level rounded down (minimum -1). This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect. A successful will save negates the effect, but creatures do not get additional will saves if the effect is sustained.
    Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent for every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier.

    Time Blitz
    Base DC: 15

    The timebender learns to slow down time in an extended field to increase the reaction time of those around him.
    Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, gain a dodge bonus to AC equal to 1/4 the timebender's bending level (minimum 1). For each 10 the Timebending check exceeds the DC each creature gains a +5ft bonus to all movement and a +1 bonus to reflex saves. This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect.
    Target: The timebender may focus on a single target instead of effecting an area. The timebender may effect an additional target for every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier. If the timebender selects himself as one of the targets the DC is decreased by 5. If the timebender is the only target of this seed, decrease the DC by 10.

    Temporal Burst (Template)
    Base DC: Varies

    The timebender learns to unleash a blast of temporal ripples that deteriorate most objects and causes great harm to living targets. This seed is used to modify the timebender's Time Ripple ability as follows:
    Field: The timebender can unleash a Temporal Burst in a 10ft radius +5ft radius for every 5 the Timebending check exceeds the DC. All creatures in that area must succeed on a will save or take 4d4 damage +1d4 for every 10 the Timebending check exceeds the DC. Objects must make a fortitude save or take 4d8 damage +1d8 for every 10 the Timebending check exceeds the DC.
    Cone: The timebender can unleash a Temporal Burst in a 20ft cone +10ft for every 5 the Timebending check exceeds the DC by increasing the DC by +10, otherwise this works like the Field.

    Time Hop
    Base DC: 20

    The timebender learns how to slow do time as it effects himself just enough to seemingly teleport from one place to another.
    Dash: The timebender may move up to twice his land speed as a move action when using this seed. The timebender does not provoke any attacks of opportunity and can ignore any persistent effects that would otherwise prevent movement of damage him. However, the timebender must have a direct route as if walking to his destination, but must move in a straight line. The timebender may make 1 change of direction for every 10 the Timebending check exceeds the DC.
    Phase: Time is slowed down so much that the timebender can actually move through otherwise solid objects. As a standard action the timebender can move up to his land speed as the Dash application except he may pass through up to 5ft of solid material +5ft for every 10 the Timebending check exceeds the DC.

    Temporal Blitz
    Base DC: 20

    The timebender learns to slow down time as it effects himself to gain major boosts in speed and defense.
    Personal: The timbender gains a +10ft bonus to all his movement speeds and +5ft for every 5 the Timebending check exceeds the DC. Additionally, attackers suffer a 20% miss chance when attacking the timebender. The timebender may increase the DC by +20 to increase the miss chance to 50% or by +30 to become completely incorporeal. The timebender must spend a swift action to concentrate on this seed to conintue its effects by making a Timebending check with the same DC as the original check, otherwise the seed only lasts 1 round.
    Field: By increasing the DC by +15 the timbender can effect all creatures in a 5ft radius +5ft for every 10 the Timebending check exceeds the DC.
    Target: By increasing the DC by +15 the timebender can target a creature to effect with this seed instead of using it on himself, otherwise this acts like normal. The timebender may increase the DC by +15 to effect an additional target even up to a maximum targets equal to the timebender's wisdom modifier. If the timebender uses the personal version of this seed, he may also select other targets in this manner counting himself as one target for determining the maximum number of targets.

    Rapid Aging
    Base DC: 40

    The timebender learns to increase the time round him to such a high rate that it literally ages those within the effect.
    Field: All creatures must make a will save or be advanced by a 10% of their total lifespan and take 4d10 points of non-lethal damage. If this aging would cause the creature to advance to the next age category, the creature does not gain any bonuses but still takes all the penalties.
    Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent for every +20 he increases the base DC up to a number of opponents equal to his wisdom modifier.

    Temporal Statis
    Base DC: 40

    The timebender learns to stop time for a seemingly extended period of time, thus allowing him to warp time as he sees fit. As a full-round action that does not provoke attacks of opportunity the timebender gains an effect 1d4+1 rounds of actions while others are stuck in the normal time frame. The timebender may not directly attack any creature or effect objects held by a creature, however he may use any timebending seed except this seed with a +5 bonus to the Timebending check. All effects occur at the end of the duration. After the duration ends the timebender becomes stunned for a number of rounds equal to the effective number of rounds of actions the timebender used while using this seed (note he may choose to end the duration early to be stunned for less time). The duration increases by 1 effective round for every 10 the Timebending check exceeds the DC.

    [hr]
    That is the start of the Timebender, I hope to get a few seeds and abilities up tomorrow at about the same time. I hope I explained the Time Manipulation thing clearly, any questions would be appreciated as would other input. Most seeds will involve buff and debuff based on time manipulation and acrobatic stuff. I image Timebenders to be rare, but very flashy and big show-offs who take pride in their amazing acrobatic skill and matrix moves (when you read Time Dodge, think of Neo).

  5. - Top - End - #35
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    Default Re: [Avatar d20 Project] Non-Canon Content

    First off, I love the class, and how the basic bender skeleton can be applied to do all sort of amazing; if not just amusing, things. Time is a tricky subject to play with, cause that's sort of why Time Stop is 9th level spell... but this bender is all sorts of maneuverable, I hope you make seeds that can buff and debuff others too.

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

    Quote Originally Posted by Ceiling009 View Post
    First off, I love the class, and how the basic bender skeleton can be applied to do all sort of amazing; if not just amusing, things. Time is a tricky subject to play with, cause that's sort of why Time Stop is 9th level spell... but this bender is all sorts of maneuverable, I hope you make seeds that can buff and debuff others too.
    Most of his buffs will be area effect based (all allies within X radius) and of course the debuffs will not effect the timebender

    I'm going off a principle of the timebending is born within the bender so it is easiest when its used on himself, a little more difficult when projected around him, and very difficult to effect distant things, unfortunately this means most things affect friends and foes alike within a radius. And really, when you think about it, the true benefit to time is the ability to do more in it so most of the seeds are speed related (either speed up or slow down) and the actual speed is indirectly related to the speed of time (the slower time, the faster you seem). In fact, here's a preview:

    Time Blip
    Base DC: 15

    The timebender learns to expel a number of time ripples of a slightly increased time rate to disrupt those around him.
    Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, take a penalty to their attack rolls and AC equal to 1/4 your timebender level rounded down (minimum -1). This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect. A successful will save negates the effect, but creatures do not get additional will saves if the effect is sustained.
    Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent up tfor every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier.

  7. - Top - End - #37
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Rather than a time bender, how about a space time bender :P

    Warp the fabric of reality. Also gives some more stuff to work with.


    Also. How about a Cannon Bender?
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    Rizban: You could be all, "Today's Destruction is brought to you by the color green.... I HATE GREEN!" then fly off mumbling to yourself "Seven... seven bats... mwa ha ha ha..."

    Quote Originally Posted by Flickerdart View Post
    Everyone knows you can just parse XML with regex.
    Don't mind me. I'm just going to have some post traumatic flashbacks in the corner here and sob uncontrollably.


    Millenium Earl by Shmee

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

    Also. How about a Cannon Bender?
    Those guys that manipulate cylinders of metals, devices that spit fire and lightning? Blasphemy!
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I know that, according to canon, this is the avatar's niche, but what about a universal bender? Yes, universal. Fire, water, earth, air, time, energy (might be tough because of the energy part of that class-any chance they could be made energy pointless?), and anything else that gets thought up. Overpowered? Maybe. Maybe not, if they have a 1/2 BAB and can't have more ranks in any one bending than they have levels in Bender. And maybe not if they start off with 2 types of bending and gain another one every few levels. And only know the basic seeds for a type of bending when they gain it. And then only learn one more when they gain access to a new kind of bending.

    For example, lets say Yayu is a Level 1 Bender, who knows Firebending and Earthbending. Yayu knows the basic seeds for both, and took the Extra Seed feat to learn a number of seeds equal to her Wisdom or Intelligence modifier, whichever is lower. This gave Yayu an extra 2 seeds, and she learned an Earthbending seed and a Firebending seed. At level 4, Yayu learned another type of bending, time bending. She now knows the basics of Timebending and has learned another seed for Earthbending and Firebending. When she reaches level 12, disregarding that feat she took at level 1, Yayu will know 5 types of bending. In her first 2 kinds of bending, she will know 3 extra seeds. In her second, she will know 2, and so on. By level 20, she will know 5 seeds in Earthbending and Firebending and have a maximum of rank of 20 in all of her bending skills. Of course, this seems terribly low compared to normal benders, but these guys aren't normal benders. They can bend all kinds of stuff and make some ridiculous combos.

    Thoughts?
    Avatar by Linguini


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

    Quote Originally Posted by Vadin
    Cool Universal Bender Thingy
    Great, but we need to find a way so that ALL seeds from any lists can be mixed, so that it won't be some crappy ''All rounder but crap at everything'' bender.
    Last edited by Guyr Adamantine; 2008-01-24 at 07:48 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Hmmm...and therein lies the challenge. I, at least, am stumped.

    Guyr: 3833623?
    Last edited by Vadin; 2008-01-24 at 07:46 PM.
    Avatar by Linguini


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

    Guyr: 3833623?
    This call for a D'OH!
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    Planebender
    The world was born from the original clay, shaped by the gods and inhabited by us mortals. To gain cosmic strength and equal the First Shapers, you must understand the sixfold matter.


    Calm and eternal, planebending is a difficult art that only the most dedicated are able to master. Planebenders are great philosophers, questionning the world and shaping it with the forces of its own creation.
    Adventures – Often, Planebenders are sages from remote temples and adventure under their wims and likes, seeking to heighten their understanding of reality. Alternatively, they may travel on more personal quests, seeking to regain lost honor or teach those pure enough to become truly one with the world. Still others adventure to prove and increase their power and command of their superior art.
    Characteristics - Of all the bending arts, planebending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap them in shells of ice, immolate their armies, or animate objects to do their bidding. On the defensive, they can raise stone walls out of the ground, hide in the ripples of time or make the battlefield their greatest allies.
    Alignment – Master Planebenders, like all other benders, show a high degree of discipline and self control, though like their various medium, they do not follow any special mould. They can be of any alignment, and can undergo alignment shifts as their beliefs change.
    Religion – While their spirituality is as various as the races that walk their path, it is commonly thought that Planebenders revere powerful elementals as the source of their powers. It is also thought that some Planebenders revere past masters of their discipline. Many Planebenders are stubbornly individualistic and do not profess any strong religious beliefs.
    Background – Many Firebenders receive their training through illumination, becoming plane travellers. Others seek out individual masters or train at locations heavily surrounded in planar energy.
    Races – No race has more predisposition than any other to become Planebender, but the Gythyankis and other planar travellers are more likely to encounter and learn from one.
    Other Classes – Of all the other bending disciplines, Planebenders are the strangest and the least likely to be accepted by other benders. That said, they can benefit from working with anyone, who can provide their specialisations to augment his. They also work well with arcane spellcasters, who are intrigued by their ''Creator's martial art''.

    Abilities – Wisdom is the most important ability for Planebenders, as it governs the save DC’s for some of their best abilities. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their Planar Blasts, as is Constitution, which provides needed hit points for any intensive explorer.
    Alignment - Any
    Hit Dice - d6

    Class Skills – Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History)(Int), Knowledge (Religion) (Int), Listen (Wis), Planebending (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

    Planebender(Working Name, help me!)
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds

    1st|
    +0
    |
    +x
    |
    +x
    |
    +x
    |Planar Blast 1d6,Deflect Attack|
    1

    2nd|
    +1
    |
    +x
    |
    +x
    |
    +x
    |Manipulate the Clay|
    2

    3rd|
    +2
    |
    +x
    |
    +x
    |
    +x
    |Improved Unarmed Strike|
    2

    4th|
    +3
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    3

    5th|
    +3
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    3

    6th|
    +4
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    4

    7th|
    +5
    |
    +x
    |
    +x
    |
    +x
    |Planar Blast 2d6|
    4

    8th|
    +6/+1
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    5

    9th|
    +6/+1
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    5

    10th|
    +7/+2
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    6

    11th|
    +8/+3
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    6

    12th|
    +9/+4
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    7

    13th|
    +9/+4
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    7

    14th|
    +10/+5
    |
    +x
    |
    +x
    |
    +x
    |Planar Blast 3d6|
    8

    15th|
    +11/+6/+1
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    8

    16th|
    +12/+7/+2
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    9

    17th|
    +12/+7/+2
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    9

    18th|
    +13/+8/+3
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    10

    19th|
    +14/+9/+4
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    10

    20th|
    +15/+10/+5
    |
    +x
    |
    +x
    |
    +x
    |Planar Blast 4d6|
    11
    [/table]

    Planar Blast
    Base DC:
    5
    The first offensive ability a planarbender learns is to concentrate matter/energy into a large mass in her hands and blast it at great speeds towards her foe. A blast deals 1d6 bludgeoning/energy(See Planar Power for details about the nature of damage) damage at 1st level (half damage to objects) and increases in power as the planarbender gains levels, as shown above. A blast is a ranged attack, and a planarbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A planarbender cannot apply precision-based damage from any source to the damage dealt by her blasts. A planarbender can only use blasts when there is a source of matter within her bending range, if he use such. A planarbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Planarbending DC, but still suffers penalties for concealment, as appropriate. A planarbender do not deal damage if he uses air, but gains the equivalent of Air Blast instead.

    Deflect Attack
    Base DC:
    5
    Early in their training, benders learn to block or deflect attacks directed at them and their companions. Once per round, a bender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the bender succeed in an opposed attack roll. If the bender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

    Additionally, a bender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever she makes a full-round attack, a bender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the bender reserved. Regardless of how many attacks a bender forgoes, she cannot use more Deflect Attack attempts than she has iterative attacks due to high Base Attack Bonus. These subsequent Deflect Bending attempts do not count as actions, and can be used any time during the round, even when it is not the bender's turn.

    If a bender is caught flat-footed, she can make a Reflex Save (DC 10 + ˝ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed bender can never make more than a single Deflect Attack attempt.

    For example, a 15th level waterbender’s Base Attack Bonus allows her to make 3 iterative attacks. If she decides to make a full-round attack, she can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing her total to 3 for that round).

    Manipulate the Clay
    Base DC: 5

    The most basic of the planebending seeds, manipulation involves simple movement or shaping of material/energy.
    Movement: The base DC is for moving a 5-foot cube of material/energy up to 5 ft/round in any direction. Adding another 5-foot cube of material/energy to a seed increases the Planebending DC by +4 per cube, and moving the material/energy an additional 5 feet adds +2 to the DC. This use of the seed is a move action. Energy moved using this seed deals damage per round depending on its source; for example, natural fire deals 1d6 damage, and fire produced by the firebender’s body deals damage equal to his Planar Blast.
    Shaping: This seed can also be used to manipulate the basic shape of material/energy, though it does not allow intricate detail. For example, creating a sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of material/energy; the Planebending DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping solid material is essentially cutting away chunks from a block of it, while shaping energy is actually altering its shape.

    Planar Power - A plane bender may learn seeds from any discipline. When using seeds, the planarbender may use any element as a base, provided he has at least one seed of the appropriate discipline.

    Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.
    Last edited by Guyr Adamantine; 2008-01-25 at 03:32 PM.
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  14. - Top - End - #44
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I'm using the Bending Classes in a totally Non-Canon way for a psuedo medieval/Indian campaing I'm running, and I have a few feats to add to non-canon content...I'll give a play analysis of them once I've seen them in action:

    Feats:

    Master of Words
    Unlike others who need gestures to bring to life the powers inherent in the world, you need only words: spoken, sung, or otherwise. By force of will, you pierce the heavens.
    Prerequisites: Charisma 13+, any bending skill 4+ ranks
    Benefit: You add your Charisma modifier to Bending checks rather than your Wisdom modifier. Bending, for you, has a verbal component rather than somatic. You still provoke attacks of opportunity while bending, and can not bend if you are in anyway silenced.

    Special Materials:

    Jade
    Jade is one of the most sacred stones of the Empire, not only for its beauty but also because it is one of the three materials that can pierce the foul protections of demons. Items composed of jade not only pierce the damage reduction of certain demons, but also actively repels them. Demons must make a Will Save when viewing a jade creation (DC 11 + the item's enhancement bonus equivalent, if any) or flee in fear.

    Wondrous Items:

    Sacred Brazier
    A sacred brazier can hold the holy flame of any Sacred Enclave of Alusa. Once lit by a holy flame, the brazier burns for four hours. A firebender may use the fire from the Brazier as the source for any firebending form, dealing double damage to demons.

    More to come...
    Last edited by GryffonDurime; 2008-01-26 at 04:36 PM.

  15. - Top - End - #45
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    Default Re: [Avatar d20 Project] Non-Canon Content

    American Indian, you mean? That sounds like it'd be thirty-two flavors of win. Let me know how it goes. Your feats sound suspiciously Rokugan-esque...

    Now, I'd like to propose an item set that I've been tossing ideas around for, meant for use in the Savage Tides campaign I'm in.

    Ocean's Hands
    These fingerless gloves appear to be made from fish scales of varying hues of blue. The scales range from a clear, nearly white cluster on the back of the hand, gradually shifting outwards to a deeper, richer shade of royal blue, then to a vivid indigo along the outside of the palm, and turns to a near-black navy in the palm's center. Darker lines of black scales waft throughout the design, giving the impression of a shifting sea.

    Any character with at least 5 ranks in waterbending can bend enough water out of the depths inscribed in these gloves to do up one form that uses relatively small amounts of water (Water Blast, Ice Shards, Water Whip, etc.) without any additional water source as a free action once per round, though water created for this purpose vanishes into mist once the form is complete. Additionally, these gloves may be used as the spell Create Water at the wearer's waterbender level as a standard action five times per day. Some Ocean's Hands have thin, sturdy webbing between the fingers that grant a +4 bonus to Swim checks. The water created by these gloves can be either fresh or salt, as decided by the wearer.
    Faint Conjuration; CL 1; Craft Wondrous Item, Create Water, Price 900 gp, or 2300 gp with webbing.

    Glacier Boots
    These warm sealskin boots are lined with polar bear fur on the inside while appearing almost completely watertight from the outside. The tough gray leather has been dyed dark blue, with jagged patches of white fur embroidered in the shape of glaciers, floating haphazardly throughout the design. The soles of these boots were apparently made to have exceptional traction in frosty environments.

    These boots freeze every five-foot square of water they walk upon to a depth of two feet, which is thick enough to be traversed safely by Medium and smaller creature for two hours in temperate weather before it melts beyond use, though it is considered an extremely slippery surface for the purpose of Balance checks. Anyone wearing Glacier Boots can walk on any icy surface as if it were stone, never taking any penalties on Balance checks for the slippery surface. Note that these boots do not grant the ability to walk on water, and the wearer must already have some way of doing so (the Water Walk spell, the waterbender's Ski ability, etc.) before the freezing effect can be used.

    Could I have some help with pricing and caster level? I don't have a DMG to reference at the moment. I'm also considering a sash to use as a belt and, of course, magical robes. What do y'all think?
    Last edited by Eighth_Seraph; 2008-01-27 at 01:33 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    What about locations that could give bonuses to bending/skills? Such as air temples, that ancient library, The Spirit Oasis, etc.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Wow this thread seems to be booming!

    Anyway, if you guys could find the "time", I'd really like some feedback on the Timebender seeds. I haven't got the big ones up that just flat out stop time, though there are some cool ones up.

    Thanks!
    [hr]
    About the Ocean Hands and Glacier Boots:
    I really like the Ocean Hands, they seem like just the kind of thing a waterbender would have, perfect for the desert! However, the Glacier Boots are kind of useless with the Waterbender's new Ski ability except for the balancing part, though I really like them otherwise!

    As for pricing, the SRD has the basics and from what I gather, I'd say the Ocean Hands are (I'm going to say a CL of 1) 900gp [0 level spell (value = 0.5), CL1 (value = 1), command-activated with 5 charges per day (value = 5/5 = 1): 0.5 * 1 * 1800 / 1 = 900]

    I have no idea on the boots.

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

    Master of Words
    Unlike others who need gestures to bring to life the powers inherent in the world, you need only words: spoken, sung, or otherwise. By force of will, you pierce the heavens.
    Prerequisites: Charisma 13+, any bending skill 4+ ranks
    Benefit: You add your Charisma modifier to Bending checks rather than your Wisdom modifier. Bending, for you, has a verbal component rather than somatic. You still provoke attacks of opportunity while bending, and can not bend if you are in anyway silenced. Armor no longer inflict a penalty on bending checks.
    Underlined part to add. Otherwise real cool.


    LT's Timebender:
    Chronobatics
    Need the bending time.

    Chrone Skew/Time Blip
    I would add an option so that it can affect a field, otherwise they are redundant.
    Temporal Burst
    I would make it a template for Time Ripple.

    Rapid Blitz
    Redundant.

    Rapid Aging
    Way cool. Could be some way to detect the passage of a timebender.


    Now, my turn with the comments on the Witchfire bender!
    Last edited by Guyr Adamantine; 2008-01-27 at 08:48 AM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Thanks for the help on the gloves, Tataraus. As for the boots; I thought about that, but then I saw that skiing means that one has to run in a straight line, so I decided not to scrap the idea of Water Walk. However, I meant for the main benefit of the boots to be that they freeze water as the waterbender walks on it, making it traversable to others. Actually...Water Walk as a spell effect is rather expensive at low levels. I'll make the Ski ability a prerequisite for the boots, then simply give the freezing effect. Thanks for the (unwitting?) help!

    I'd still like some help for pricing the Glacier Boots, as I plan to use them. All I need to know is if there's a spell for the purpose of freezing water, what spell level it is, and how much it freezes per caster level. Everything else I can handle.


    Guyr: I checked out your (recently revised) witchfire bender, and I unfortunately have to tell you that it's very, very strong. The firebender loses three levels of Fire Blast and Fire Resistance progression, but everything else is kept. Full BAB, firebender saves, two rather quickly gained seeds, plus the special abilities. Strength of the Unbodied is useful, but not breaking. Free the Lightning is a VERY powerful ability, as is Witchfire. Give basic examples for how to use Witchfire (how does it affect damage? What about range or Deflect Attack?)

    It's powerful, but not necessarily in a bad way. Azula's inordinately powerful, too, so this could work. I'm not sure if you know, but I made a feat on the old thread called Template Mastery to represent Azula's blue fire fixation. It applies the template to every reasonable form, whether you like it or not, but lowers the template's DC addition by 5.
    Last edited by Eighth_Seraph; 2008-01-27 at 11:54 AM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Lord T, one thing about Chrono Skew: dazzled isn't that much of a penalty, as it only gives a -1 penalty to the attack rolls. How about changing it to dazed?

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

    Guyr: I checked out your (recently revised) witchfire bender, and I unfortunately have to tell you that it's very, very strong. The firebender loses three levels of Fire Blast and Fire Resistance progression, but everything else is kept. Full BAB, firebender saves, two rather quickly gained seeds, plus the special abilities. Strength of the Unbodied is useful, but not breaking. Free the Lightning is a VERY powerful ability, as is Witchfire. Give basic examples for how to use Witchfire (how does it affect damage? What about range or Deflect Attack?)

    It's powerful, but not necessarily in a bad way. Azula's inordinately powerful, too, so this could work. I'm not sure if you know, but I made a feat on the old thread called Template Mastery to represent Azula's blue fire fixation. It applies the template to every reasonable form, whether you like it or not, but lowers the template's DC addition by 5.
    First, I want to thank you for your comments. They really are appreciated. Second, I understand your reaction on the seed progression, so I toned it down, but I fail to see your point on Free the Lightning. Reducing the DC by 5 point is that dramatic? I may change it after explanations.
    Full BAB was chosen because of the PrC's fighting bent.
    Strength of the Unbodied was pulled off for firebenders outside the Avatar campaign setting, since they might suffer the Desert Wind syndrome.

    Now, to the big part.
    Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations of any form written ''for every (n)points by which the Firebending check exceeds the DC''.
    I think the way I wrote it was a bit... clumsy.
    It should read:
    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''.

    So. For example, when Kuzan(Firebender15/Wf B3) use Blue Fire on Fire Burst;
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    Fire Burst
    Base DC:
    25


    By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
    • Whirlwind: Using this seed, a firebender creates a whirlwind of fire surrounding him, extending a 5-foot radius around him. All creatures and objects in the area are affected by the firebender’s Fire Blast damage. Creatures within the area take half damage on a successful Reflex save, and the radius of the area affected by this seed is increase by 5 feet for every 5 point by which the Firebending check exceeds the DC. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaining the form for more than two turns inflicts a cumulative -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.
    Underlined part concerned in Witchfire, which Double its benefits.

    He must succeed on a DC of 45(25+20). If he do, he enhance Fire Burst normally, dealing his Fire Blast damage (Augmeted to d8s), in a 5-foot radius plus 10-foot per 5 point by which the Firebending check eceeds the DC.


    Hope it explains everything.

    P.S. The Azula pic is nice, huh!
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I understand what you're saying now. The reason I worry about Free the Lightning is that it makes Cold Fire a viable seed choice at level 12 when combined with Seed Mastery, instead of around level 20. I think it would be better to simply have the class grant Seed Mastery (Cold Fire), rather than allow the two to stack.

    Tataraus: The timebender looks really nice overall, but the Rapid Aging feat is stuffed with mozzarella. Ten years of aging can have far reaching repercussions in a game, especially when it's a viable option as a seed at level 8. Dangerous animals with short life spans? Turn them to dust. Make it the timebender's equivalent of Bloodbending and it'll be good, though. Maybe it's not spectacular the it's supposed to be used, but I think we should approach this one with caution.
    Last edited by Eighth_Seraph; 2008-01-27 at 02:04 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I understand what you're saying now. The reason I worry about Free the Lightning is that it makes Cold Fire a viable seed choice at level 12 when combined with Seed Mastery, instead of around level 20. I think it would be better to simply have the class grant Seed Mastery (Cold Fire), rather than allow the two to stack.
    Alright, so I'll change Free the Lightning, but is the power level stabilised now, because, sincerely, it would be great if we could put it in the PDF, as the Azula prestige class.(We may need to change the fluff, but I don't think the PrC is too stretched out to be in the setting.)

    If you give me the a-okay, I'll include in her build, which I am creating now.
    Last edited by Guyr Adamantine; 2008-01-27 at 02:04 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    I'm not the project leader, remember? I can't give arbitrary a-okays anymore. Honestly, I'd call it iffy at best. The project doesn't need this class to represent Azula; and we've generally stuck to making as little official content as possible, and let everything else be taken accounted for in terms of creative application. This would need a vote, or a yes from Mephibosheth.
    Water, Earth, Fire, and Air: Benders of the Avatar world
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    wink Re: [Avatar d20 Project] Non-Canon Content

    I'm not the project leader, remember? I can't give arbitrary a-okays anymore. Honestly, I'd call it iffy at best. The project doesn't need this class to represent Azula; and we've generally stuck to making as little official content as possible, and let everything else be taken accounted for in terms of creative application. This would need a vote, or a yes from Mephibosheth.
    Well d'oh! I totally forgot I lost to that,... that... that kind teddy bear!


    But maybe it doesn't need it, but it would be sad, am I right?
    Last edited by Guyr Adamantine; 2008-01-27 at 02:31 PM.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    The thing I realized about Avatar, and the it's 'verse is that there's a lot which is true canon (barring the card game and videogames), written in the "scrolls"* and things mentioned in the nick magazines. Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

    *The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.

    On the Topic about the Witchfire... Does it gain any seeds? I didn't think so... so how about making it 5 levels, with theoretically 2 dead levels, no seed progression, and one good save? and then Give it something like template mastery (instead of the just the +5, make it +1 per level), so that taking levels in the class will actually narrow your focus, and make you lose seeds, (5 levels without seeds is pretty rough).

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

    The thing I realized about Avatar, and the it's 'verse is that there's a lot which is true canon (barring the card game and videogames), written in the "scrolls"* and things mentioned in the nick magazines. Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

    *The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.
    I think everyone enjoy such precision.
    Does anyone know from which martial art Earthbending is from?


    On the Topic about the Witchfire... Does it gain any seeds? I didn't think so... so how about making it 5 levels, with theoretically 2 dead levels, no seed progression, and one good save? and then Give it something like template mastery (instead of the just the +5, make it +1 per level), so that taking levels in the class will actually narrow your focus, and make you lose seeds, (5 levels without seeds is pretty rough).
    I don't think we need to nerf much more, since to gain full benefits of witchfire, you must already make some pretty good rolls. Perhaps I'll remove a save or the only seed they gain.
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Quote Originally Posted by Guyr Adamantine View Post
    I think everyone enjoy such precision.
    Does anyone know from which martial art Earthbending is from?
    Hung Gar Kung Fu, mostly.

    Toph's (and, by extension, Aang's) style is Southern Praying Mantis Kung Fu, though.
    There's no wrong way to play. - S. John Ross

    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."

  29. - Top - End - #59
    Orc in the Playground
     
    Guyr Adamantine's Avatar

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    Quebec(French, Mime-Free)
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    Default Re: [Avatar d20 Project] Non-Canon Content

    Hung Gar Kung Fu, mostly.

    Toph's (and, by extension, Aang's) style is Southern Praying Mantis Kung Fu, though.
    Thanks a lot!
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

  30. - Top - End - #60
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

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

    Quote Originally Posted by Ceiling009 View Post
    Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

    *The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.
    Are these actual books, or something within the series? If the former, where can I find them, and are they available in an online format?
    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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