Another Avatar d20 [Archive] - Wizards Community

Post/Author/DateTimePost
Prime32

04-01-07, 05:30 PM
Yeah, there's been a few attempts, but I thought I'd give it a try. The four bending classes focus on different aspects of the monk class (fire - flurry of blows, air - speed and AC bonus, etc.). I'm not used to providing large quantities of fluff, so some of the information here could use some tweaking.


EARTHBENDER

MAKING AN EARTHBENDER
Abilities: Constitution boosts an earthbender's AC and Fortitude saves. Strength helps an earthbender's melee combat ability. Charisma makes his earthbending harder to resist. A high Wisdom score is also useful.
Races: Dwarves, with their natural affinity for stone, form the majority of earthbenders. Humans are the second greatest group. While most other races have displayed small earthbending populations, elf earthbenders are unheard of.
Alignment: Most earthbenders embody the unchanging nature of stone with lawful alignments. However, earthbenders can be any alignment.
Starting Gold: 6d4 X 10 gp
Starting Age: As sorcerer

CLASS SKILLS
The earthbender’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Hit Dice: d10

Level BAB Fort Ref Will Special
1 +0 +2 +0 +0 Rock Hurling, Tough as stone, Unarmed strike
2 +1 +3 +0 +0 Improved Sunder, Earthbending (basic)
3 +2 +3 +1 +1 Mettle
4 +3 +4 +1 +1 Still mind
5 +3 +4 +1 +1 Ki strike (magic), Earthbending (basic)
6 +4 +5 +2 +2 Earthbending (advanced)
7 +5 +5 +2 +2 Hardness 1
8 +6/+1 +6 +2 +2 Shatter stone
9 +6/+1 +6 +3 +3 Earthbending (advanced)
10 +7/+2 +7 +3 +3 Hardness 2, Improved Mettle
11 +8/+3 +7 +3 +3 Ki strike (lawful), Earthbending (expert)
12 +9/+4 +8 +4 +4 Earth armour
13 +9/+4 +8 +4 +4 Hardness 3
14 +10/+5 +9 +4 +4 Earthbending (expert)
15 +11/+6/+1 +9 +5 +5 Earthbending (master)
16 +12/+7/+2 +10 +5 +5 Hardness 4
17 +12/+7/+2 +10 +5 +5 Earth Endurance, Ki strike (adamantine)
18 +13/+8/+3 +11 +6 +6 Earthbending (master)
19 +14/+9/+4 +11 +6 +6 Hardness 5
20 +15/+10/+5 +12 +6 +6 Earth glide

Weapon and Armour Proficiency: Earthbenders are proficient with all simple weapons and all types of armor (light, medium, and heavy), but not shields

Rock Hurling: An earthbender gains Rock Hurling (Races of Stone) as a bonus feat

Tough as Stone (Ex): An earthbender adds his Constitution bonus to AC instead of his Dexterity, if his Constitution bonus is higher. An earthbender loses this bonus to Armour Class whenever he would normally be denied his Dexterity bonus to AC.

Unarmed strike: As monk

Improved Sunder: At 2nd level, an earthbender gains Improved Sunder as a bonus feat.

Mettle (Su): At 3rd level or higher if an earthbender makes a successful Will or Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Still Mind (Ex): An earthbender of 4th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 5th level, an earthbender’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s earthbender level. At 11th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Hardness (Su): At 7th level, an earthbender gains hardness 1. This hardness increases by 1 for every 3 levels past 7th.

Shatter stone (Ex): At 8th level, an earthbender ignores the hardness of stone, gems and crystals when making sunder attempts.

Improved Mettle (Su): At 10th level, an earthbender’s mettle ability improves. He still takes no damage on a successful Will or Fortitude saving throw against attacks, but henceforth he takes only half damage on a failed save.

Earth Armour (Su): At 14th level, an earthbender can form armour from earth. He may form any type of armour with which he is proficient from surrounding earth as a full-round action or unform it in the same amount of time. As a standard action, an earthbender in earth armour may bend his armour to move double his speed. Unlike other earthbending techniques, this does not have a somatic component.

Earth Endurance (Ex): Once per day, a 17th level earthbender can attempt to resist the damage from a single blow. The earthbender can attempt a Fortitude save (DC = 10 + damage dealt) when struck and damaged by a melee attack with a weapon or natural attack (but not by a spell or other effect). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. The earthbender's Mettle ability does not apply.

Earth glide (Su): At 20th level, an earthbender can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earthbender flings the earthbender back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save. While using this ability, he may move at double speed.

Earthbending (Sp): At the indicated levels, an earthbender gains a bending technique of the appropriate level from the list below (he may learn a technique of lower level if he wishes). These are spell-like abilities useable at will. Unlike most spell-like abilities, however, they have somatic components, though these components are simple enough to be used in light armour without incurring spell failure. After using an earthbending technique, you must wait a number of rounds equal to its spell level before using that technique again. An earthbender’s abilities depend on the manipulation of earth, and function only with/on earth, stone, gems and crystals. An earthbender’s caster level is equal to his class level. The DCs are Charisma-based.

Basic: Fist of stone (CA), Hail of stone (CA), Hold portal, Soften earth and stone
Advanced: Earthbolt (CA), Stone shape, Stony grasp (CA)
Expert: Move earth, Passwall, Wall of stone
Master: Earthquake, Great worm of the earth (CM), Transmute mud to rock/rock to mud (both spells)


PLAYING AN EARTHBENDER
Religion: Naturally, earthbenders mainly worship earth-oriented deities. Since their abilities lend themselves naturally to mining and carving, however, many earthbenders also worship deities of commerce. Many earthbenders worship Moradin, even if they are not dwarves, though some dislike the presence of metal in his portfolio. Other common deities include Kord, St. Cuthbert and Obad-Hai.
Other Classes: Earthbenders get along well with monks and druids, particularly dwarf ones. Arcane spellcasters often scoff at their pseudo-magic, but clerics respect their spirituality. Paladins are common allies for lawful good earthbenders.
Combat: Earthbender's combat strategies are varied, but usually involve trapping an opponent with earthbending, then closing to melee.
Advancement: Many earthbenders choose to specialise in defence, taking feats such as Toughness and Improved Toughness. Keeping high Constitution and Wisdom scores maximises the benefit of Mettle.

FEATS

Armoured Earthbending [Bending]
Prerequisites: Earthbending (advanced), proficiency with selected armour category
Benefit: You may earthbend in armour one size category heavier without incurring spell failure
Normal: You incur spell failure when earthbending in medium or heavy armour
Special: You may take this feat more than once. Its effects stack.

Extra Bending Technique [Bending]
Prerequisites: Bending (advanced)
Benefit: You learn one additional bending technique of any grade up to one lower than the highest grade techniques you can use. Thus an 11th level earthbender could learn any basic or advanced eathbending technique.
Special: You can gain this feat multiple times. Each time, you learn a new bending technique at any grade up to one lower than the highest grade techniques you can use.
Prime32

04-01-07, 05:31 PM
FIREBENDER

MAKING A FIREBENDER
Abilities: Strength boosts a firebender's melee combat ability. Constitution and Dexterity help a firebender survive attacks. A high Intelligence score can also be useful.
Races: Firebenders put great emphasis on heritage, and are sometimes found among colonies of dwarves. Gnome firebenders are far more common, particularly chaos gnomes (Races of Stone). While evil firebenders have attempted to form alliances with the duergar and other Underdark races, the firebenders' innate connection to the sun has ensured that these dealings never endure.
Alignment: The destructive nature of fire is undeniable. Most firebenders are power-hungry, evil and often chaotic. A few good-aligned firebenders exist, their philosophies usually emphasising the light- and life-bringing aspects of fire.
Starting Gold: 5d4 X 10 gp
Starting Age: As sorcerer

CLASS SKILLS
The firebender’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Search (Wis), Sense Motive (Wis), Spot (Wis) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Hit Dice: d8

Level BAB Fort Ref Will Special
1 +1 +0 +0 +2 Firestrike. Flurry of blows
unarmed strike
2 +2 +0 +0 +3 Firebending (basic)
3 +3 +1 +1 +3 Bonus feat
4 +4 +1 +1 +4 Firebending (basic)
5 +5 +1 +1 +4 Flaming reach (10 ft.)
6 +6/+1 +2 +2 +5 Firebending (advanced)
7 +7/+2 +2 +2 +5 Great fireblast
8 +8/+3 +2 +2 +6 Evasion
9 +9/+4 +3 +3 +6 Firebending (advanced)
10 +10/+5 +3 +3 +7 Flaming reach (15 ft.)
11 +11/+6/+1 +3 +3 +7 Firebending (expert), Greater flurry
12 +12/+7/+2 +4 +4 +8 Improved great fireblast
13 +13/+8/+3 +4 +4 +8 Sudden Empower
14 +14/+9/+4 +4 +4 +9 Firebending (expert)
15 +15/+10/+5 +5 +5 +9 Firebending (master), Flaming reach (20 ft.)
16 +16/+11/+6/+1 +5 +5 +10 Improved evasion
17 +17/+12/+7/+2 +5 +5 +10 Supreme fireblast
18 +18/+13/+8/+3 +6 +6 +11 Firebending (master)
19 +19/+14/+9/+4 +6 +6 +12 Sudden Maximise
20 +20/+15/+10/+5 +6 +6 +12 Flaming reach (30 ft.)

Weapon and Armour Proficiency: Firebenders are proficient with all simple and martial weapons and with light armour, but not shields

Flurry of blows (Ex): As monk
Unarmed strike: As monk

Firestrike (Sp): At the firebender’s option, any of his melee attacks may deal fire damage in place of their normal damage type. A firebender/barbarian can use this ability while raging.

Bonus feat: At 3rd level, a firebender gains Stunning Fist or Improved Bull Rush as a bonus feat.

Flaming reach (Su): A firebender may make firestrikes at a range. The maximum range at which he can make a firestrike is given above. These attacks are considered melee attacks. This ability does not increase the number of squares which a firebender threatens.

Great fireblast (Sp): At 7th level, as a full round action, a firebender may make a firestrike that deals double damage.

Improved Great fireblast (Sp): At 12th level, as a full round action, a firebender may make a firestrike that deals triple damage.

Supreme fireblast (Sp): At 7th level, as a full round action, a firebender may make a firestrike that deals quadruple damage.

Sudden Empower: At 13th level, a firebender gains Sudden Empower as a bonus feat. The benefits of this feat may only be applied to firebending, firestrike, or a spell with the fire descriptor.

Sudden Maximise: At 19th level, a firebender gains Sudden Maximise as a bonus feat. The benefits of this feat may only be applied to firebending, firestrike, or a spell with the fire descriptor.

Firebending (Sp): At the indicated levels, a firebender gains a bending technique of the appropriate level from the list below (he may learn a technique of lower level if he wishes). These are spell-like abilities useable at will. Unlike most spell-like abilities, however, they have somatic components, though these components are simple enough to be used in light armour without incurring spell failure. Warlock invocations listed apply to firestrike instead of eldritch blast and can be combined with great fireblast. A firebender’s caster level is equal to his class level. The DCs are Charisma-based.

Basic: Heat metal, Flare, Melt, Produce flame, Eldritch spear (invocation)
Advanced: Orb of fire, Pyrotechnics, Wall of fire, Brimstone blast (invocation)
Expert: Fire shield, Repelling blast (invocation), Eldritch cone (invocation)
Master: Fire storm, Polar ray (deals fire damage), Eldritch doom (invocation)


PLAYING A FIREBENDER
Religion: One of the most common deities among firebenders is Pyremius, god of fire and assassins. Good-aligned firebenders usually worship Pelor.
Other Classes: Firebenders generally get on well with members of disciplined classes, such as monks and some fighters. While barbarians fear or distrust a man who can shoot fire from his fists, they respect their martial prowess. Most wizards loathe firebenders, and hide their spellbooks if one is near, but sorcerers are more open.
Combat: While powerful at a range, firebenders are deadly in melee. A firebender never lets an opponent run away from a fight.
Advancement: Firebenders should take feats that boost their offensive abilities, including Combat Brute and Shock Trooper (Complete Warrior).


FEATS

Extra Bending Technique [Bending]
Prerequisites: Bending (advanced)
Benefit: You learn one additional bending technique of any grade up to one lower than the highest grade techniques you can use. Thus an 11th level earthbender could learn any basic or advanced eathbending technique.
Special: You can gain this feat multiple times. Each time, you learn a new bending technique at any grade up to one lower than the highest grade techniques you can use.
Prime32

04-01-07, 05:31 PM
Reserved 2
Prime32

04-01-07, 05:32 PM
Reserved 3
Prime32

04-01-07, 05:32 PM
Reserved for Guru PrC
Prime32

04-01-07, 05:33 PM
This doesn't have any fluff, and I'm not sure of the balance, but PEACH.


DAI LI

Hit Dice: d8

PREREQUISITES
Skills: Gather Information 6 ranks, Intimidate 2 ranks, Knowledge (history) 8 ranks, Move Silently 6 ranks
Feats: Deceitful, Investigator
Alignment: Any non-chaotic
Special: Earthbending (basic)

CLASS SKILLS
The Dai Li’s class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Sense Motive (Wis) and Use Rope (Dex)
Skill Points at Each Level: 4 + Int modifier.

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Improved Grapple
2 +1 +3 +0 +3 Earth armour, Skill bonus (+1/2 / level)
3 +2 +3 +1 +3 Improved earth armour (+1 dex)
4 +3 +4 +1 +4 Earth Fist, Great ally
5 +3 +4 +1 +4 Earthbind
6 +4 +5 +2 +5 Improved earth armour (+2 dex)
7 +5 +5 +2 +5 Earth Strangle, Earth spider climb
8 +6 +6 +2 +6 Improved Earthbind
9 +6 +6 +3 +6 Skill bonus (+1 / level)
10 +7 +7 +3 +7 Programmed amnesia

Improved Grapple: A Dai Li receives Improved Grapple as a bonus feat

Earth Armour (Su): At 2nd level, a Dai Li can form armour from earth. He may form any type of armour with which he is proficient as a full-round action. Dai Li normally hide their Earth Armour under robes.

Skill bonus (Ex): At 2nd level, a Dai Li adds half his class level as a bonus on Bluff, Gather Information and Intimidate checks. At 9th level, he instead adds his full class level.

Great Ally (Ex): At 4th level, a Dai Li grants a +4 bonus (instead of a +2 bonus) when using the aid another action with another Dai Li. In addition, a Dai Li may use the aid another action to grant a +1 bonus on another Dai Li’s caster level when earthbending.

Improved earth armour (Su): At 3rd level, and again at 6th level, the maximum Dexterity bonus of a Dai Li’s earth armour increases by 1.

Earth Fist (Sp): At 4th level, a Dai Li gains a new earthbending technique – earth fist (lesser). This functions as iron scarf (CA), except that it has the earth descriptor.

Earthbind (Su): When a Dai Li of 5th level or higher successfully pins an opponent while grappling, he can attempt to earthbind the opponent (in addition to his other options). A Dai Li can use this ability on an opponent of up to one size category larger than he is. He can use the ability only against humanoid-shaped creatures. A Dai Li must be wearing earth armour to use this ability
An attempt to earthbind an opponent is resolved with an opposed check. The Dai Li can make a Use Rope check instead of a normal grapple check, while the opponent makes either a grapple check or an Escape Artist check. If the Dai Li succeeds, the opponent is earthbound. If the opponent succeeds, the earthbinding attempt fails and the grapple continues.
If a Dai Li successfully earthbinds an opponent, that person is considered bound and helpless. A bound opponent can attempt to escape by making an Escape Artist check opposed by the Dai Li’s Use Rope check (including his +10 bonus) or a DC 28 Strength check to break free.

Earth Strangle (Sp): At 7th level, a Dai Li gains a new earthbending technique (lesser) – earth strangle. This functions as entangling scarf (CA), except that it has the earth descriptor.

Earth Spider Climb (Su): At 7th level, a Dai Li gains a continuous spider climb effect. This only applies to surfaces of earth, stone or crystal.

Improved Earthbind (Su): A Dai Li of 8th level or higher can make an earthbind attempt without first pinning his opponent. Whenever a grapple is established, the Dai Li can use an attack action to make an earthbind attempt.

Programmed Amnesia (Sp): At 10th level, a Dai Li can use programmed amnesia (CA) as a spell-like ability once per day.
HomelessCaptain

04-03-07, 01:09 AM
Hi. I read over most of the Earth Bender class and I'd like to say, well done.

I'm wondering if they should be able to earth bend with heavy armor since they are proficient with it. That way, when the bender uses Earth Armor and makes full plate or something, they can continue to bend.
I know it is difficult to think of more bending techniques, but having a larger list to choose from would make each earth bender just a little more different, allowing players more freedom in character development. Also, how often can they use the techniques? I could see earthquakes every turn getting cheesy.

Other than that, great work. I think others have put a great deal of time into making Bender designs, but this one is more agreeable. I like the Con AC thing, d10 hit dice, and heavy armor proficiency. I assume these things will separate Earth Benders from their flimsier counterbenders.
zeone3000

04-03-07, 03:15 PM
Question: shouldn't they also have knowledge (nature)?
Prime32

04-03-07, 05:18 PM
The Earth Kingdom is the most "civilised", hence the social skills as class skills. Waterbenders will definitely have Knowledge (nature), but they'll be the last class I do (I'm keeping to the Avatar cycle :D )

Another PrC to expect: Fire Prodigy
zeone3000

04-03-07, 05:50 PM
Then it should be regioal because not all Earth benders are civilized. Like the ones in the desert.
Prime32

04-03-07, 06:06 PM
Hopefully, I'll make a Sandbender PrC. I have a Foggy Swamp Style Waterbender PrC semi-planned (capstone ability: Horrid Wilting), as well as a Toph-based one (Prerequisites: Blind-Fight, Earth Sense). The two PrCs already named are just about complete, but the main bending classes need some more work.
zeone3000

04-03-07, 06:49 PM
With hardness of the earth bender do u mean Damage reduction?

Y do u only get two of each bending class, that's only eight ways to bend. That doesn't accurately display bending.
Prime32

04-04-07, 05:50 PM
I mean hardness. I've used hardness a few times in previous works.

Inaccurate? A lot of it is flavour. A firebender could make a flaming kick, or he could form a blade out of fire and slash someone with it. Both deal fire damage and are identical mechanically.

I could use some help with waterbenders - while Katara carries only a small amount of water, waterbenders are far more powerful with a large body of water to attack with. Any waterbender PC will end up like Gaara, with as much water as he can carry. How could I stop this?
zeone3000

04-04-07, 05:51 PM
Make it so u can only bend so much water per level. Or make it so they need to make concentration checks for large amounts of water. Katarta had a hard time with larger amounts of water.
Prime32

04-11-07, 04:27 PM
I've added firebenders, though I'm worried that their damage dealing SLAs might make firestrike somewhat redundant.
sword_war444

04-14-07, 12:17 PM
good this is very good
Gofe

04-24-07, 05:52 PM
one thing i noticed - I think the advancement of the saves for earth and fire benders are backwards...
To me it seems like Will is more attuned to earthbenders
where as Fort should be attuned more to firebenders

There's a few things I come to this conclusion from.
Firebenders are very direct and forceful in everything they do.
To handle fire requires a lot of stamina and strength.
Granted, it takes good control to master firebending, but I believe that most firebenders would tend to lean toward the Fort save in their personality and roleplaying.

earthbenders are very wise in their fighting. they are direct, but wait before attacking (with the exception of the Dai Li)
It is by very forceful will that they move rocks and do bending. I mean, look at the rigorous training Aang had to go through?
so although they are very tough (corresponding to fort) I think this is better represented by an improved AC or DR addition.

well, that's my thoughts.

Gofe

(also check out my additions to the other avatar forum here in anime d20)
Gofe

04-24-07, 05:52 PM
i don't know why but it posted my message twice, so this is an edit to reduce the amount of text taking up the page
Gleeman

01-10-08, 01:01 AM
Wow, these are great! Prime, are you still working on this at all?
Prime32

01-10-08, 06:48 AM
Not really. The airbender class seemed kind of overloaded on abilities, including most of the duelist abilities, and I wasn't sure how to balance waterbenders (the number of things a waterbender can do compared to a firebender is just plain ridiculous). The thing that put me off most, though was getting Tome of Battle - it seemed pointless to stat benders with anything other than manouvers, but there wasn't any particular need for bending classes when we have Desert Wind, Stone Dragon, etc.
GuyrtheadamantineOne

01-31-08, 01:34 PM
I do not want to make your work less worthy, but I propose you to see our little system, on the GitP forums. We previously did warlockish bender classes that looked like yours, but now made a fully ''spontaneous'' system that seem to reflect the variability of the Avatar benders.

Avatar d20 Project (http://www.giantitp.com/forums/showthread.php?t=68630)
NatanaX

02-11-08, 10:29 AM
How do these systems work in practice? I think I might need to use some of this elemental excellence for another campaign of mine. Can anyone give a testamonial?
Backlash3906

03-05-08, 03:25 PM
These were written based on Zerian the Keeper's Avatar d20 mod, but I think they graft fairly well into any Avatar mod. (: Let me know what you think.
---
I came up with a few feats to cover the "Jing" aspect of combat that Bumi discussed in Return To Omashu. These are all eligible as Fighter bonus feats, with the exception of Adaptive Jing Specialist.

Positive Jing Specialist [General Feat]
Prerequisite: BAB +6
Benefit: If you attacked last round, and have made only a single move before attacking this round, add +1 to your attack roll. This benefit stacks for each subsequent round it, as long as the player makes either a standard attack action, or full-attack action. If you do not attack, or double-move, this benefit ends.

Negative Jing Specialist [General Feat]
Prerequisite: Base Reflex Save +6, Tumble 8 Ranks
Benefit: If you did not attack last round, and make at least one standard move this round and do not attack, you gain a +1 dodge bonus to AC. This benefit stacks for each subsequent round, as long as the player makes at least one standard move action, and does not attack. If you attack, or do not move during a round, this benefit ends.

Neutral Jing Specialist [General Feat]
Prerequisite: Base Fortitude Save +6, Listen 8 ranks
Benefit: If you did not take any action last round, and do not make a move action this round, you gain a +1 to AC and attack rolls this round. This benefit stacks for each subsequent round, as long as the player does not move, and takes only one attack. If you take a move action, or make any full-round action, this benefit ends. You may not take a 5ft move without losing this benefit.

Adaptive Jing Specialist [General Feat]
Prerequisite: Waterbender or Monk Level 8th, Dex 16
Benefit: For a duration of 1 hour, you gain the benefits of one of the following feats: Positive Jing Specialist, Negative Jing Specialist, or Neutral Jing Specialist. The feat selection cannot be changed for the duration of the hour.