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Bender of Water (3.5e Class)

47 bytes added, 02:34, 20 January 2015
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Reverted edits by 2602:306:8000:2F50:F447:83EE:2923:F93E (talk) to last revision by Eiji-kun
'''Minor Bends:'''
* ''Water Whip:'' The Bender of Water can use water she has lifted to create a lashing tendril of water to swipe at an opponent. Treat this as a light weapon with reach which deals 1d8 1d10 (+1d4 1d6 per Bender levelthree Bending levels) points of slashing damage and has a 19-20/x2 critical. This is an attack action that requires at least a pound of water.
* ''Smash:'' The Bender of Water can use water she has lifted to make ranged attacks. Treat this as a bludgeoning weapon that deals 1d8 points of damage (+1d4 per Bender levelthree Bending levels) and has a 19-20/x2 critical, with a 50' range increment. Anyone hit with this attack is knocked backwards 5' per four Bending levels, -10' per size category above Medium, or +5' per size category smaller than Medium. This is an attack action that requires at least 50 pounds of water. If the target has more than half of its maximum hit points, it stops immediately before being pushed into a dangerous place, such as in a fire, falling off a cliff, or into a cage.
* ''Encase in Ice:'' This Bend can only be taken if the Bender of Water already knows "Smash". When the Bender of Water hits a target with a Smash attack that weighs at least 100 pounds (quadruple for every size category larger than Medium, halve for every size category smaller than Medium), she may immediately freeze that water into ice, encasing the target. If target fails a Reflex save, he becomes completely incapable of moving, although two consecutive successful Strength checks (DC 10 + Bender of Water's Wisdom modifier) as full round actions are sufficient to break free. This move may also be used whenever an enemy within 500' is completely enveloped in water for any reason. Encase in Ice cannot be used more than once per round. A Reflex Trap Save is permitted for the target to resist being encased in ice. A successful Trap Save leaves the target standing on one side of a block of ice (their choice of side).
* ''Ice Spikes:'' The Bender of Water can use ice she has lifted to make a ranged attack against everyone in a 60 foot cone. This attack deals 1d6 points of piercing damage (+1d4 per Bender levelthree Bending levels). This is a standard action that requires at least 10 pounds of water.
* ''Bubble:'' The Bender of Water can prevent any loose water from entering within close range (or a shorter distance, if desired). This can be initiated or maintained with a swift action. Forcefully thrown water can still enter within this bubble, although any damage or movement caused by that water is halved.
* ''Tentacles:'' The Bender of Water shields her arms with tentacles of water that provide a +1 bonus to Grapple checks per Bending level. Maintaining these tentacles is a swift action, but creating them is a standard action that requires at least 25 pounds of water.
* ''Form of the Octopus:'' The Bender of Water surrounds herself with a ring of water from which sprout eight tentacles of water. This ring occupies every square adjacent to the Bender of Water with 5' and 10' reach, and can take up to eight attacks of opportunity per round with the Bender of Water's attack bonus. These attacks deal 1d8 points of bludgeoning damage (+1d6 per Bender levelthree Bending levels). Creating and maintaining this ring is a full-round action which requires at least 150 pounds of water.
* ''Water Movement (''passive''):'' The Bender of Water can move on the surface of the water at very high speeds, and can also move underwater without difficulty. The Bender of Water gains a 30 ft (+5 ft per bending level) swim speed which can be used while submerged or on the surface of the water. She also may move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
* ''Long Distance Bending (''passive''):'' The Bender of Water's bending techniques (including the basic bend) increase one range increment (for example, from Close range to Medium range).
* ''Ice Claws:'' The Bender of Water can sheathe her fingers in claws made of ice. Any unarmed attacks she makes with her hands deal 1d6 additional points of slashing damage (+1d6 points of cold damage per Bender levelthree Bending levels).
* ''Frost Breath:'' The Bender of Water can deal 1d8 points of cold damage (+1d6 per Bender leveltwo Bending levels) to each target in a 10' (+5' per Bending level) cone. A reflex save is allowed for half damage. This is a standard action.
* ''Ice Projectile:'' When the Bender of Water throws a weapon, she may encase its handle in ice in order to have greater control over its path, and to accelerate it in flight. This gives it +1 to the attack roll, +1d6 to damage, and allows her to treat concealment as though it was 20 percentage points lower.

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