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Bender of Water (3.5e Class)

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Protected "Bender of Water (3.5e Class)": Counter-productive edit warring ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite))
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{{#set[[Summary::Summary=A telekinetic wielder of dihydrogen monoxide with power and versatility.]]|[[Length=::20]]|[[Minimum Level=::1]]|[[Base Attack Bonus Progression=::Moderate]]|[[Fortitude Save Progression=::Poor]]|[[Reflex Save Progression=::Good]]|[[Will Save Progression=::Poor]]|[[Class Ability=::Alternate Magic]]|[[Class Ability Progression=::Full]]}}<!-- Delete any of the following alignments if they are not allowed in the class -->{{#set:[[Allowed Alignments=::Lawful Good}} {{#set:]][[Allowed Alignments=::Lawful Neutral}} {{#set:]][[Allowed Alignments=::Lawful Evil}} {{#set:]][[Allowed Alignments=::Neutral Good}} {{#set:]][[Allowed Alignments=::Neutral}} {{#set:]][[Allowed Alignments=::Neutral Evil}} {{#set:]][[Allowed Alignments=::Chaotic Good}} {{#set:]][[Allowed Alignments=::Chaotic Neutral}} {{#set:]][[Allowed Alignments=::Chaotic Evil}}]]
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[[File:Katara_slices_balloon.png|thumb|right|150px|Water is a deadly slashing and bludgeoning force.]] -->
==Bender of Water==
|1st||class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Lunar Influence|Lunar Influence]], [[#Basic Bends|Basic Bends]]
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|9th||class="left" | +6/+1 || +3 || +6 || +3
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|10th||class="left" | +7/+2 || +3 || +7 || +3
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|12th||class="left" | +9/+4 || +4 || +8 || +4
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|14th||class="left" | +10/+5 || +4 || +9 || +4
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|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
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| colspan="42" class="skill" |
'''{{Anchor|Lunar Influence}}:''' The Bender of Water gains a +1 bonus to her Bending level at night, and an additional +2 bonus to Bending level if there is a full moon out at night.
'''{{Anchor|Basic Bends}} {{Su}}:''' The Bender of Water can lift 100 50 pounds of water per Bending level as a swift or move action. She can freeze or melt any water she is manipulating in this manner. Keeping this water in the air is a swift action. She can only manipulate water within Close range.
'''{{Anchor|Bending}} {{Su}}:''' The Bender of Water gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise; any bending ability which takes a Standard action or longer to use provokes an attack of opportunity, except for maintenance actions. The Bender of Water's Bending level is equal to her Bender of Water level. Bending level stacks from multiple sources. '''{{Anchor|AC Bonus}}:''' The Bender of Water gains an Insight bonus to her AC equal to her Wisdom modifier.
'''{{Anchor|Trap Save}}:''' Some Bends allow a trap save to resist. A trap save is just like a normal save, but creatures with more than half health automatically succeed.
'''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 ranged attack light weapon with 10 ft. range reach which deals 1d81d10 (+1d8 1d6 per three Bending levellevels) points of slashing damage and has a 19-20/x2 critical. This is an standard attack action that requires at least a pound of water.
* ''Water JetSmash:'' The Bender of Water can use water she has lifted to create high pressure jets, which can be used to force opponents backmake ranged attacks. Treat this as a Bull Rushbludgeoning weapon that deals 1d8 points of damage (+1d4 per three Bending levels) and has a 19-20/x2 critical, with the Bender of Water using her Dexterity modifier + Bender level + 1d20 in place of a strength check50' range increment. The defender adds a +4 bonus for each Anyone hit with this attack is knocked backwards 5' per four Bending levels, -10' per size category larger than above Medium , or a -4 penalty for each +5' per size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or This is otherwise exceptionally stable (such as a dwarf). Using Water Jet is a standard 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 Spikes:'' The This Bend can only be taken if the Bender of Water can use 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 she has lifted to shoot small shards of into ice at her opponents, encasing the target. Treat this as an area attack against targets within If target fails a 30 foot line. This attack deals 2d6Reflex save, he becomes completely incapable of moving, although two consecutive successful Strength checks (DC 10 +2d6 per two Bending levels) points Bender of piercing damage (Reflex halfWater'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 standard action that requires at least 10 pounds block of ice (their choice of waterside).
* ''BubbleIce Spikes:'' The Bender of Water can prevent any water from entering within use ice she has lifted to make a ranged attack against everyone in a 10 60 foot cone. This attack deals 1d6 points of piercing damage (+5 feet 1d4 per three Bending levellevels) radius. The Bender of Water may choose to decrease or increase the radius of the Bubble as a swift action. This technique can be initiated and maintained as is a standard action each roundthat requires at least 10 pounds of water.
* ''HealBubble:'' The Bender of Water can use their abilities to heal by surrounding prevent any loose water from entering within close range (or a sick shorter distance, if desired). This can be initiated or injured person with water, which then glows maintained with a brilliant, silver-colored lightswift action. The Bender of Water may use Forcefully thrown water can still enter within this ability to heal themselves bubble, although any damage or others for a total of hit points equal to her Bending level + her Wisdom modifiermovement caused by that water is halved.
* ''Ice WallHeal:'' The Bender of Water can turn use water within 10' of her location, into to assist in a 5 fthealing check. x 5 ftShe can cure 1d6 hit points (+1 per Bending level) with a DC 20 Heal check. wall If she beats the check by 10 points or more, the target is also healed of ice that is 1 ft thickpoint of ability damage per three Bending levels. Note that ice has 3 hp/inch of thickness, and hardness 12Each target cannot be healed in this way more than once per day. This technique is a full-round action that requires at least 100 pounds one pound of water and may be activated as standard action.
* ''Sense Ice Wall:'' The Bender of Water can turn the water she's levitating, and free water within 10' of its desired location, into a wall of ice at least 6 inches thick as an immediate action. Note that ice weighs 57 pounds per cubic foot, has 3 hp/inch of thickness, and hardness 12. * ''Block (''passive''):'' The Bender of Water can sense and pinpoint all water within Close range gets a +2 shield bonus to AC (Medium if she has "Long Distance with an additional +1 per four Bending"levels). Among other things, this lets while levitating at least 20 pounds of water within her automatically notice living creatures (or other beings that contain water) and ignore concealment against them. If it's raining or underwater, she can ignore movement penalties for being blindsquare.
* ''Fog:'' The Bender of Water can turn up to 25 pounds of water per Bending level within Close range into fog. 10 50 pounds of water becomes one 5' cube of fog. Fog prevents sight as ''[[SRD:Obscuring Mist|obscuring mist]]''. * ''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.
* ''Water CloakForm of the Octopus:'' The Bender of Water can use their surrounds herself with a ring of water as a form from which sprout eight tentacles of armor with tentacle-like armswater. The Water cloack grants This ring occupies every square adjacent to the Bender of Water a +2 shield bonus to her AC. The bender with 5' and 10' reach, and can use the tentacles take up to grab objects and whip enemies. Treat eight attacks made using the Water Cloak's tentacles as ranged attacks using of opportunity per round with the Bender of Water's Base Attack Bonus with a 10 ftattack bonus. range which These attacks deal 1d6 1d8 points of bludgeoning damage (+1d6 per three Bending levellevels) points of bludgeoning damage. Because the tentacles can wrap around an enemy's leg or other limb, the Bender of Water can make trip attacks with them, however, she Creating and maintaining this ring is not subject to a trip attempt if she fails to trip her opponent. When using Water Cloak, the Bender of Water recieves a +2 bonus on opposed attack rolls made to disarm an opponent. This technique full-round action which requires at least 200 150 pounds of water. If a waterbender has less water available, she can use 50 pounds of water to simply form the arms instead of the entire cloak, however she does not gain the bonus to AC.
* ''Gather WaterMovement (''passive''):'' The Bender of Water can obtain move on the surface of the water from plants, sweatat very high speeds, and the air within can also move underwater without difficulty. The Bender of Water gains a 30 ft (+5 ft radius per Bending bending level as a move action. In general, 5 cubic feet of air ) swim speed which can produce an eighth of a pound 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 5 cubic feet of plant matter can produce 1000 pounds of watermaces, provided that the weapon is wielded in the hand rather than hurled.
* ''Water Movement Long Distance Bending (''passive''):'' The Bender of Water can move on 's bending techniques (including the surface of the water at very high speedsbasic bend) increase one range increment (for example, and can also move underwater without difficulty. The Bender of Water gains a (50 ftfrom Close range to Medium range) 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 (Ice Claws:''passiveThe 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 three Bending levels). * '')Frost Breath:'' The Bender of Watercan deal 1d8 points of cold damage (+1d6 per two Bending levels) to each target in a 10's bending techniques increase one range increment( hin Medium range, instead of Close range+5' per Bending level) cone. A reflex save is allowed for half damage. This is a standard action.
* ''Frost BreathIce Projectile:'' The When the Bender of Water can use their breath throws a weapon, she may encase its handle in ice in order to rapidly freeze objectshave greater control over its path, such as metallic chains, or an opponentand to accelerate it in flight. This technique can be used as an area gives it +1 to the attack against enemies within a 10 ft. cone dealing roll, +1d6 to damage, and allows her to treat concealment as though it was 20 percentage points of cold damage per bending level (Relfex half)lower.
'''Major Bends:'''
* ''Form of the OctopusGather Water:'' The Bender of Water may use can obtain water from inanimate plants, sweat, her own blood (or the blood of those she has lifted to form a body touches), and the air. In general, 5 cubic feet of water into eight whip-like tentacles which air can be used to grasp or strike produce an opponent or to intercept and seize incoming attacks. The Bender eighth of Water may make one attack with each tentacle each round she maintains the Form a pound of the Octopuswater, and 5 cubic feet of plant matter can take up to eight attacks produce 2000 pounds of opportunity per roundwater, although most cubic feet with plant matter in them are less than completely full. Treat attacks made using the Form People who are being drained of the Octopus as ranged attacks using the Bender of Water's full Base Attack Bonus with blood are entitled to a 10 ftFortitude save to resist. range which deal 1d6 (+1d6 per Bending level) points of bludgeoning If they fail, they take damageproportional to the blood drained, such that if all their blood was drained, they die. A suitable wound is necessary for this process. This is an immediate action. Because A Will Trap Save is permitted for the tentacles can wrap around an enemytarget to resist having any blood drained from their body. * ''Puppeteer:''s leg or other limbAt night during a full moon, the Bender of Water can make trip attacks attempt to lift and otherwise manipulate characters with liquids inside them, however, she is not subject like water. People are entitled to a trip attempt Will Trap Save each round to resist. A character who has successfully resisted this ability becomes immune to this ability for 1d4 rounds. * ''Freeze Blood:'' The Bender of Water can only learn this ability if she fails already knows "Puppeteer". She may now force any character who she can currently manipulate with "Puppeteer" to trip her opponentmake a Fortitude Trap Save. When using Water CloakIf they fail, they explode, the Bender dying instantly and dealing 1d6 points of Water recieves cold damage per Bending level to each character within 10' (+5' per Bending level), with a +2 bonus on opposed attack rolls made to disarm an opponentReflex save permitted for half damage. Creating and maintaining this technique This is a full-round action which requires at least 150 pounds of waterthat cannot be attempted more than once every 1d4+1 rounds.
* ''BloodbendingBlood Chi Block:'' At night, a The Bender of Water can attempt to lift and otherwise only learn this ability if she already knows "Puppeteer". As a standard action, she can suppress the magical abilities of a touched target she can currently manipulate characters with liquids inside "Puppeteer", denying themthe ability to use any of the supernatural, spell-like water, or psionic abilities they currently possess. Targets If they gain new abilities through leveling up or some other method, those abilities can be used normally. Blood Chi Block lasts until removed, through the use of this ability are entitled to ''remove curse'', or by being touched by a Fortitude save to resist being manipulated[[Bender_of_Energy_(3. A character 5e_Prestige_Class)|Bender of Energy]] who has successfully resisted this ability becomes immune wishes to this ability for 1d4 rounds. Initiating and maintaing this technique requires a full-round actionrestore their powers.
* ''Bend Elemental Form:'' The Bender of Water can bend water , vines, or seaweed around herself to assume the form of a Water Elemental giant dangerous monster that is one size category larger than the Bender of Water's normal size. At night, the Bender of Water may assume the form of a Water Elemental that is two size categories larger than the Bender of Water's normal sizemust be destroyed before damage can be dealt to her. Treat this as an [[SRD:Alternate Form|alternate form ability]], although reducing destroying her hit points to 0 in the Elemental Form alternate form returns her to her normal form with an amount of nonlethal damage equal to the amount of hit points she had prior to assuming damage the elemental alternate formsuffered. Performing this technique requires 5000 punds Monsters bent out of water and causes as [[SRD:Water Elemental|Water Elementals]] with HD equal to her Bending level. Treat monsters bent out of vines or seaweed as [[SRD:Tendriculos|Tendriculosi]] without the Swallow Whole ability with HD equal to her Bending level. * ''Tidal Wave:'' With a standard action, the Bender of Water can raise a swell of water with a height equal to her Bending level or less, and a length not greater than 10' per Bending level. She can then move that wave up to 5' per Bending level as a standard action. Targets hit by the wave must make a Fortitude save or be exhausted after assuming her normal formbrought with it. A Reflex Trap Save is permitted for the target to resist being knocked into a dangerous spot, such as in a whirlpool, falling off a cliff, or in a cage. A successful Trap Save stops the target at the edge of that spot.
* ''Maelstrom:'' In a large body of water, the Bender of Water can create a gigantic whirlpool which sucks objects towards it and under the surface of the water. The Bender of Water can create a whirlpool which is 10ft wide at base, up to 5 ft per bending level wide at top, and up to 10 ft per bending level deep. The Maelstrom pulls objects under the surface of the water and shoots them out at its' base. The Maelstrom cannot be programmed and lasts until the Bender of Water stops concentrating on it. Creating and maintaining a Maelstrom is a full-round action.
* ''Distortion Effect:'' The Bender of Water can bend water around herself in layers, using refraction to make herself appear invisible. Activating this is a full round action that requires 50 pounds of water (quadruple for every size category larger than Medium, and half for every size category smaller than medium). It takes a move action to be about 2 feet away from sustain this ability. While she is using this ability, the Bender of Water and all of her true locationequipment are invisible.  * ''Sense Water (''passive''):'' The Bender of Water benefits from a 50% miss chance as can sense and pinpoint all water within Close range (Medium if she had total concealmenthas "Long Distance Bending"). HoweverAmong other things, unlike actual total this lets her automatically notice living creatures (or other beings that contain water) and ignore concealmentagainst them. If it's raining or underwater, Distortion Effect foes not prevent enemies from targeting the creature normallyshe can ignore movement penalties for being blind.
'''Bend Invention:''' Imaginative characters can invent new bends, with DM supervision. Keep in mind that it is difficult to manipulate water that is beyond close range, and controlling water within people can only be done during the full moon at night.
[[Category:Class]]
[[Category:Base Class]]
 
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