The Last d20 Supplement

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GIANT IN THE PLAYGROUND FORUMS: AVATAR D20 PROJECT
Ceiling009, Colt, Darkbane, dman11235, Eighth_Seraph, ErrantX, FlyMolo, Frigs, Guyr Adamantine, jagadaishio, Lord Tataraus, Mephibosheth, Pirate_King, Shades of Gray, Thistle, Uthug, Yuki Akuma and the rest of the community!

BRILLIANT GAMEOLOGISTS FORUMS: AVATAR D20 PROJECT
aftercrescent, AlterFrom, AstralFire, Bajaaku, DetectiveJabsco, dman11235, Guyr Adamantine, Omen of Peace, Zuki

PROJECT LEADERS
Eighth_Seraph, Lord Tataraus, Mephibosheth, dman11235, AstralFire

GAMEFAQS: AVATAR D20 PLAYTESTING
dragoa, Ghsdkgb, Maphai, Zuki

BOOK DESIGN
AstralFire

INFORMATION & SCREENSHOTS
The Avatar Spirit, Avatar Wiki, Musogato.com

This free fan supplement is based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS® game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkinson, as well as the AVATAR: THE LAST AIRBENDER® television show created by Michael Dante DiMartino and Bryan Konietzko. DUNGEONS & DRAGONS® and all related rules are copyright and trademark 2000 – 2008 WIZARDS OF THE COAST® . AVATAR: THE LAST AIRBENDER® and all related information, art and characters are copyright and trademark 2005-2008 NICKELODEON®.

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CONTENTS
Hurricane Breath (Template)...........30 Levitation (Seed)................................30 Puppet (Seed).....................................31 Shockwave (Seed)..............................31 Somersault (Seed)..............................31 Soundbending (Seed)........................32 Twister (Seed).....................................32 Wind Barrier (Seed)...........................32 Wind Burst (Seed)..............................33 Armor (Seed)......................................33 Boulder Toss (Seed)...........................33 Catapult (Seed)..................................34 Density (Seed)....................................34 Dirt Spray (Seed)...............................34 Dust Cloud (Seed).............................35 Earth Blast (Fundamental Seed)......35 Earth Wall (Seed)...............................36 Earth Wave (Seed).............................36 Earthsight (Seed)...............................37 Earthwalker (Seed)............................37 Golem (Seed)......................................37 Headcracker (Seed)...........................37 Imprison (Seed)..................................38 Metalbend (Template).......................38 Move Earth (Fundamental Seed)....38 Puppet (Seed).....................................38 Quake (Seed)......................................39 Rubble Wave (Seed)..........................39 Shape Earth (Fundamental Seed)....40 Spike (Seed)........................................40 Tectonic (Seed)...................................40 Healing Water (Seed)........................49 Golem (Seed)......................................49 Ice Shards (Seed)................................50 Illusionary Mist (Seed)......................50 Move Water (Fundamental Seed)....50 Phase Change (Fundamental Seed) 51 Precipitate (Seed)...............................52 Puppet (Seed).....................................52 Riptide (Seed).....................................53 Shape Water (Fundamental Seed)...53 Spout (Seed).......................................54 Steady Stance (Seed).........................54 Tentacle (Seed)...................................55 Water Blast (Fundamental Seed).....56 Water Shield (Seed)...........................56 Water Whip (Seed)............................56 Wave (Seed)........................................57

Base Classes......................................4
What You Need To Play....................4 A Quick Primer on Bending.............5

Airbender...........................................6
Making An Airbender.......................6 Class Features.....................................6

Earthbender.......................................9
Making An Earthbender...................9 Class Features...................................10

Earthbending....................................33

Firebender........................................12
Making A Firebender.......................12 Class Features...................................12

Waterbender....................................14
Making A Waterbender...................14 Class Features...................................15

Golem, Bender................................58
Combat..............................................58
Construct Traits..................................58 Special Abilities..................................58 Master's Traits....................................58

Other Classes...................................17
Martial Classes.................................17 Skill Classes......................................17 Magic Classes...................................18

Creating a Bender Golem................58
Bender Golem Menu A.....................58 Bender Golem Menu B......................59 Bender Golem Menu C.....................60

Bending Overview........................19
Bending Forms.................................20
Components.......................................20 Augmentation....................................20 Combining Seed Forms....................20 Concentration.....................................21 Bender Level and Bender Skill........21 Form Failure.......................................21 Overbending......................................22 Cooperative Bending........................22 Contested Bending............................22 Name...................................................23 Difficulty Class...................................23 Components.......................................23 Bending Time.....................................23 Maintenance Action..........................23 Range...................................................23 Aiming a Form...................................23 Duration..............................................25 Saving Throws...................................26 Descriptive Text.................................26

Skills, Feats, Items.........................62
New Skill Uses.................................62 New Feats.........................................63
Bending Skill (Wis; Special).............62 Martial Lore (Int; Trained Only)......62

Firebending......................................41

Form Descriptions...........................23

List of Basic Forms.........................27
Airbending.......................................27
Agitate Dust (Seed)...........................27 Air Blast (Fundamental Seed)..........27 Air Scooter (Seed)..............................28 Breathstealer (Seed)...........................28 Control Winds (Seed)........................28 Flowing Air Strike (Seed).................29 Funnel (Seed).....................................29 Hand of Wind (Fundamental Seed)30

Waterbending...................................48 Money & Magic............................................18 Bend Plants (Template).....................48 Sandbending.................................................38 Bloodbend (Template)......................48 Blue Fire........................................................42 Capture (Seed)...................................48 Feel the Flow (Seed)..........................49 Supernatural Feats.......................................64

Dexterous Combatant.......................63 Breath of the Dragon (Seed).............41 Eternal Flame.....................................63 Burning Edge (Seed).........................42 Extra Form..........................................63 Claw of the Phoenix (Seed)..............42 Haymaker...........................................63 Cold Fire (Template).........................42 Form Specialization...........................63 Combustion (Seed)............................42 Intuitive Attack..................................63 Explosion (Template)........................43 Intuitive Reflexes...............................63 Fire Blast (Fundamental Seed).........43 Open-Minded.....................................63 Fire Spin (Seed)..................................43 Rock Smash........................................64 Flamethrower (Seed).........................43 Superior Reflexes...............................64 Heat Control (Seed)...........................44 Whirling Circle...................................64 Heatwave (Template)........................44 Windfall..............................................64 Inner Flames (Seed)...........................44 New Equipment...............................65 Lifebend (Seed)..................................44 Bending Scrolls..................................65 Move Flames (Fundamental Seed)..45 Channeling Gauntlets.......................65 Puppet (Seed).....................................45 Spirit Oasis Water..............................65 Pyrotechnics (Template)...................46 Redirect (Seed)...................................46 Soaring Flames (Seed).......................46 IDEBARS Sweeping Flames (Template)...........47 Wall of Flames (Seed)........................47 Benders and Monk Feats...............................8

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warblades and swordsages – mighty warriors who have trained their bodies to the uttermost extremes. master of all four elements could stop them. Socalled "Gish" – spellcasters at the front lines – do not represent their own tradition of steel and spell. Bending is a completely unique and new power source for characters. WHAT YOU NEED TO PLAY To gain the most out of the bending system. And thus entered the Giant in the Playground Forum Community. Then. Only the Avatar. women and men who have seen the great beyond and delved its depths for knowledge. which is available for free online. . So of course. Not the least of these are spellcasters – wizards and sorcerers. everything changed when the Fire Nation attacked. But when the world needed him most. they throw a fireball sometimes. the concept of those who obtain supernatural powers from a balance of the two has never been adequately represented. when Avatar: The Last Airbender – a show with an entire nation of people who threw fireballs while they swung swords – became wildly popular. The Dungeons and Dragons game supports a number of concepts from all around in genre fantasy. Tome of Battle introduced to us crusaders. they swing a sword other times.BASE CLASSES ong ago. as the situation requires. you'll only need the three core rulebooks or the System Resource Document. performing that which is simply beyond the ken of mere mortals. warlocks and druids and clerics. Yet. he vanished. the Four Nations lived together in harmony. many fans felt that their favorite roleplaying system should have been able to do a better representation than it did.

and DM-PC cooperation on effects not clearly stated is very necessary. Each bender starts out with a small number of mandatory "Fundamental Seed Forms. Those wishing to play martial or skill-based characters in the Avatar world are advised to pick up Tome of Battle." Bending Skill: A special skill available to anyone who has at least one level in a Bending Class. for example). Form: A distinct kind of magic for benders." A Template Form is a specific augment to certain Seed Forms. known as 'bending'. heat) rather than creating something from scratch. Here's a quick list of terms and ideas you'll find helpful to understanding the system. There are three general classes of form. earth. Bender Level: Some forms have effects that vary with the level of the character using them." as combining two Seed Forms or a Seed Form and a Template Form creates an "Advanced Form. Bender Level functions exactly as Initiator Level. and some subclasses of forms. Complete Adventurer. air. which emphasizes manipulating an already present element (water. We have attempted to make the abilities available with each form very explicit. These two types are also referred to as "Basic Forms. and does nothing on its own. but it is impossible to cover everything.and thus has standalone rules. A QUICK PRIMER ON BENDING This book describes a unique system of magic based on the Avatar: The Last Airbender television show. and is otherwise not a normal skill (it is not a valid subject for Skill Focus. The Bending Overview section contains more information on Bending Skills. only we actually playtested things instead of inadvertently making Leadership the most important feat ever in the history of munchkins. Bender: A character with knowledge of one or more forms is a bender. similar to a spell. Forms can be altered on the fly. similar to the epic spell system described in the Epic Level Handbook. and similarly to Manifester or Caster level. you must know it and make the form's difficulty class with your bending skill. maneuver or power. but these books are not necessary. A Seed Form is a basic effect ability. Forms are considerably more modular than standard magic. . and Complete Scoundrel. In order to use a form. This skill does not require skill points to advance.

their national emphasis on ahimsa (nonviolence) tends to attract more good than evil. Other Classes: Airbenders are masters of defense and evasion. Often. Ideally. incapacitating their enemies. and provides additional AC. Any air genasi will consider this path at least once in their life. though they find the confrontational style of earthbenders. In a party. freedom from their own minds. A high Dexterity is also important. Still others seek to destroy the machinery of destruction. leading to their philosophy being centered around respecting life.AIRBENDER "Wait. many airbenders are simply itinerant monks. and feet. as it affects many of an airbender's best skills. If we leave him. but is just as much appreciated by thoughtful monks and paladins. whose traveling lifestyle invites adventure. They work well with almost all other classes. who is able to master all four elements) are members of the group known as the Air Nomads. Some chose to focus on mobility and can become the most agile of fighters. Alignment: While an airbender can be of any alignment. All airbenders. and wood. most will make an honest attempt to cooperate. Characteristics: Airbenders are able to manipulate the air in many ways. In other settings. Therefore. the airbender's role is that of a harasser. MAKING AN AIRBENDER Agility. arms. marshal or rogue can appreciate. Airbenders can hurl blasts of wind at their foes. While . Abilities: A high Wisdom score is essential to an airbender as it determines the Save DCs for many of his best forms and abilities. or to help those in need. However. their diversity of approach. An airbender will often spend time on the frontlines. and their discipline and dedication to this goal are shown in their simple lifestyles." "No. the airbender slowly exhausts their opponent into surrender. Alignment: Any (Usually good) Starting Gold: 4d4x10 (100 gp). create shields of swirling air. though nothing prevents them from doing so. grace. Background: Airbenders are trained at monasteries under the tutelage of senior monks. all the while playing keepaway. Few airbenders worship any of the spirits. and even slice objects to pieces with compressed air blasts. Let's go. Freedom from the ground. Religion: Airbenders have a decidedly philosophical focus. Their emphasis on non-violence and defense can sometimes be frustrating for more aggressively-minded individuals. They seek liberation from the bonds of the world. however. speed and detachment. and raptorans may consider airbending to be just another facet of their pact with the sky gods. improves his accuracy with his ranged attacks. they receive arrow tattoos on their heads. while their mental agility is something almost any bard. a member of a small group of individuals blessed with the ability to manipulate the air. graceful detachment and enjoyment of life as it comes fit well with the gnomes. legs. These define an airbender. the reality is that an airbender will often be called upon to protect himself or others. We can't just leave him here. warmages and warblades difficult to understand and deal with. Races: All airbenders (with the exception of the Avatar." "Sure we can. Adventures: Craving freedom above all else. Starting Age: As Rogue. the airbender's philosophical quest is one for ultimate liberation. When they achieve the status of Airbending Master.An Airbender." . discussing a foe's fate an Airbending Master will take a young student under his wing and help the student on an individual level. also allowing him to intuitively dodge attacks. he'll die. freedom from the world. and anyone who completes the training can become an airbender. CLASS FEATURES Most airbenders believe in spiritual liberation. barbarians. to visit and assist friends living far away. Others adventure on behalf of their communities. Others learn to capture their foes in swirling tornadoes. using compressed air to slice through metal. are agile fighters who can knock their enemies away and soar through the skies. stone. and to a lesser extent the elves. hands. However. so Constitution allows them to survive longer as they try to talk their opponent down. the Air Monks have developed a tradition that focuses around movement and defense.

read the "Bending Overview" section. Listen. Ride. Wind Dancer (2/encounter) Kinetic Grace (2 Rounds) Advanced Bending +2 Evasive Roll Wind Dancer (15 ft) Kinetic Grace (Endless) Advanced Bending +2 Air Blast 4d6. monstrous opponents will resist it. x4 at 1 level): Balance. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. To learn a Template Form. larger. Tumble. AC Bonus Improved Unarmed Strike. 1/encounter) Kinetic Grace (Move) Air Blast 2d6. You begin your career with knowledge of all airbending "Fundamental Seed Forms". you are proficient with all simple weapons. Fundamental Seed Forms Deflect Attack. Forms: You bend forms from the Airbender form list. Profession. Jump. Wind Dancer (Endless) st +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 10 11 12 13 14 15 16 17 18 19 20 Class Skills (4 + Int modifier per level. Move Silently. or Deflect Attack to stop ranged attacks. he cannot stun like a monk. as the opportunity presents itself.10. A form is considered to be a supernatural ability unless otherwise noted in its description. Weapon and Armor Proficiency: As an airbender. Concentration. An airbender functions equally well at short or close range. away from his allies. deafen them. A . To learn a Seed Form. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. Knowledge (Local. Religion). Spot. Hide. able to use his Somersault form against a melee attacker. Diplomacy. and then one more every two levels after that. An Airbender may be interested in grabbing the Stunning Fist feat to assist him as a harasser if he is fighting primarily humanoid foes. Climb.TABLE 1-1: THE AIRBENDER Base Level Attack Bonus 1st 2 3 4 5 6 7 8 9 nd rd th th th th th th th th th th th th th th th th th HIT DIE: D6 Deflect Attack 0 -6 -6 -8 -8 -8 -8 -10 -10 -10 -10 -12 -12 -12 -12 -14 -14 -14 -14 -16 Forms Known 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 Dodge Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 Fort Ref Will Save Save Save Special +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Air Blast 1d6. able to use any form you know spontaneously. For more information. Geography. Your forms are not affected by spell resistance. and you do not necessarily provoke attacks of opportunity for using one. Bluff. Escape Artist. Handle Animal. Advanced Bending +2 Evasion Wind Dancer (5 ft. Heal. Swim. blind them. Craft. you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. Advanced Bending +2 Defensive Roll Wind Dancer (10 ft) Kinetic Grace (1 Round) Advanced Bending +2 Improved Evasion Air Blast 3d6. as well as one additional seed chosen from the forms you are capable of bending at your level. you must have a Bending skill modifier equal to the form's bending Difficulty Class . you learn another at second level. but not with any armor or shields. You learn additional forms as you gain additional levels. Perform. he can knock the opponent away from his allies and friends. section off areas of the battlefield. History. and in general infuriate a foe sufficiently to keep them chasing him. Air Blast (Su): One of your basic attack seed forms. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form.

you instead take no damage. check the section "List of Basic Forms. extensive training of their body. As a free action at the start of your turn. are unencumbered. It would not be unreasonable to allow a bender to qualify to learn the feat as soon as level 3 (when they gain Improved Unarmed Strike). you can attempt to negate a single ranged or ranged touch attack made against you. you begin to display . classes (such as the Shadow Sun Ninja) and feats that grant progression of many monk abilities should not be affected similarly. the Deflect Attack class feature should qualify as Deflect Arrows for the purposes of feats and classes that require it. Wind Dancer (Ex): Upon achieving 5th level. and do not use a shield. This penalty increases as you level. an airbender has managed such perfect balance and grace while moving. so long as you wear no armor. Passing from floor to wall or water costs no movement. (5 feet initially. even gravity and physics must give pause. they eschew armor and things like armor. At 2nd level. as an immediate action. At 20th level. You can traverse a wall or even a liquid surface as long as you begin and end your move action on a solid. much like the monk class. If you do not end your move on a solid. you can become a whirling tornado in melee once an encounter. Kinetic Grace (Ex): Upon attaining 6th level. However. and you cannot return to a square you just exited (though you may return to that square later during your full attack). Improved Unarmed Strike: At 3rd level. Deflect Attack (Su): As an airbender. You gain a +2 bonus to your Bending Skill. You provoke attacks of opportunity as normal for all movement. you can take a full attack action (for melee attacks only) and move up to the listed distance between each attack. A helpless airbender does not gain the benefit of evasion. but may tumble normally as part of your move. owe a lot of their origin to the East. However. but for more information. you take normal exposure damage for that round. taking falling damage as appropriate. beginning at 2nd level. you must move a minimum of 5 feet between each attack when using this ability. As you gain in experience. 10 feet at 9th level. They are extremely agile martial artists. Additionally. this ability improves. For example. you learn early on to block or deflect attacks directed at you. you gain Improved Unarmed Strike as a free bonus feat. You are subject to attacks of opportunity while dancing. These bonuses to AC apply even against touch attacks or when you are flat-footed. raising by -2 every four levels that you take in the airbender class. and they all learn to fight with just their fists. The height you can achieve on a wall is limited only by this movement restriction. Upon attaining 4th level. Evasion (Ex): An airbender can avoid even magical and unusual attacks with great agility. you can add your Wisdom modifier as a bonus to Armor Class. You also gain the listed miscellaneous bonus to your armor class as you take additional levels in this class. you need only begin and end your turn (rather than BENDERS AND FEATS MONK The bender classes. However. you lose this bonus when you are immobilized or helpless. and Disarm are other good candidates for this treatment. If you run over a hazardous surface such as lava. Evasion can be used only if you are not wearing armor. this bonus applies towards learning forms as well as bending them. Advanced Bending: At 3rd level. and 15 feet at 17th level). For these thematic reasons and others. Improved Trip. If you are prevented from completing your move. reflecting your extensive training with your body. you can change surfaces freely." AC Bonus: As a 2nd level airbender. or with lighter prerequisites. if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save. At 13th level. you may perform a wind dance twice per encounter. and hybrid prestige classes intended for a monk may be abused by benders. horizontal surface. able to achieve superhuman feats through sheer. you are also prevented from finishing your full attack. if any. You gain an additional +2 bonus every four levels in the airbender class as indicated in Table 1-1: The Airbender.single-classed airbender's Air Blast increases in damage at the rate listed in Table 1-1: The Airbender. For the most part. you can initiate a wind dance that lasts until the end of your turn. after you have discovered the results of the attack roll but before the damage has been determined. you may wish to consider allowing benders to quality for feats and equipment designed for the monk as though they were one. The bending system inherently limits multiclassing penalization. you may perform wind dances as often as you like. Grapple. horizontal surface. you fall prone (or into the liquid). some of the fruits of your focused and intense training. While in the wind dance. the Stunning Fist feat is rarely taken due to its stringent requirements. By 10th level. You may not make a normal 5-foot step in the same round that you use a wind dance. The attack takes a -6 penalty. Treat the wall or liquid as a normal floor for the purpose of measuring your movement.

Some revere the Earth King as a minor deity. goliaths. If the save succeeds. an airbender may be a multiclass character. immerse their enemies in earth. earthbenders can hurl large boulders at their enemies. you can use this ability indefinitely. At 18th level. employing their formidable powers for the benefit of the Earth Kingdom. To use this ability. EARTHBENDER "There's no 'different angle. as long as you move at least 30 feet a round. earthbending is perhaps the most balanced. After reaching 8th level. They can move offensively with hurled boulders and raging sandstorms. henceforth you take only half damage on a failed save. And when I say head on. deep gnomes. as long as you move at least 30 feet the first round. your ability to avoid even the most deadly of attacks improves. you take only half damage from the blow. See the Skills & Feats chapter for more details. crystal. you can't use this ability. orcs and . however. Races: All earthbenders (with the exception of the Avatar. you gain the Improved Evasion ability. no tricketytrick that's gonna move that rock! You’ve got to face it head on. strong in both offense and defense. Improved Evasion (Ex): Beginning at 12th level. and hurl their enemies away with quickly-rising columns of stone. soil. On the defensive. Alignment: An earthbender's training and lifestyle is one of rigidity and endurance. mean that it is impossible for an airbender to learn the other arts. This ability works like Evasion. not a spell or special ability). In other settings. but multiclass airbenders face a special restriction. You must be aware of the attack and able to react to it in order to execute your defensive roll—if you are denied your Dexterity bonus to AC. encase their bodies in earthen armor. earthbending lacks any dominant moral imperative and earthbenders fall all over the good-evil axis. your Evasion ability does not apply to the Defensive Roll. shortly before headbutting a rock MAKING AN EARTHBENDER Strong and steady. Others learn in earthbending schools as children. once per encounter when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow. or they can be bastions of defense behind walls of stone and giant fissures. Still others have private tutors. Background: Many earthbenders have a military background. However. or throw them off balance with localized earthquakes. if it fails. On the offense. you take full damage. As such. Other Benders: Like a member of any other class. to fight in earthbending tournaments. Since this effect would not normally allow a character to make a Reflex save for half damage. and to find an earthbending master to help them improve their skills.a single move action) on a solid horizontal surface. they tend to be lawful. An airbender may never take a level in a different base bending class. you must attempt a Reflex saving throw (DC = damage dealt). but many do not. as a group. they can raise stone walls out of the ground. Others wander for personal reasons including acquisition of wealth and power. You may use your Evasion and Improved Evasion abilities with your Defensive Roll class feature. Defensive Roll (Ex): An airbender can roll with a potentially lethal blow to take less damage from it than she otherwise would. dwarves. and other earth-based substances. show little predilection for religion. who is able to master all four elements) are members of the group known as the Earth Kingdom. Characteristics: Of all the bending arts. this does not. as long as you move at least 30 feet in that round. At 14th level you can remain on a vertical or liquid surface for two consecutive rounds before falling.The Blind Bandit. I mean like this!" . trap their enemies in cages of stone and soil. Adventures: Many earthbenders are attached to Earth Kingdom military units and adventure at the command of their superior officers. earthbenders are a persevering group with the ability to manipulate stone. Evasive Roll (Ex): Upon reaching 16th level.' no clever solution. Religion: Earthbenders are incredibly self-sufficient and. you can attempt to roll with the damage. except that while you still take no damage on a successful Reflex saving throw against attacks.

A form is considered to be a supernatural ability unless otherwise noted in its description. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. Weapon and Armor Proficiency: As an earthbender. reflecting your extensive training with your body. Starting Age: As Rogue. Alignment: Any (Sometimes lawful) Starting Gold: 6d4x10 (150 gp). They work well with almost all other kinds of classes. able to use any form you know spontaneously. you begin to display some of the fruits of your focused and intense training. Deflect Attack (Su): As an earthbender. Earth Blast (Su): One of your basic attack seed forms. Abilities: A high Wisdom score is essential to an earthbender as it determines the Save DCs for many of her best forms and abilities. but not shields. and prefer to stand their ground and fight than dodge attacks. after you have discovered the results of the attack roll but before the damage has been determined. you gain Improved Unarmed Strike as a free bonus feat. who seem to violate the order of things. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. You begin your career with knowledge of all earthbending "Fundamental Seed Forms". you can attempt to negate a single ranged or ranged touch attack made against you. scouts and monks difficult to deal with. Unafraid of a fight. you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. However. Other Classes: Earthbenders find the evasive style of airbenders.10. To learn a Seed Form. so long as you wear no or light armor. Forms: You bend forms from the earthbender form list. they will reshape the battlefield to fit their desires and mix it up on their terms. and then one more every two levels after that. From their position in the rear. slowing and hindering the enemy's attempts to reach them as they hurl gigantic boulders." AC Bonus: As a 2nd level earthbender. it allows them to protect their allies and keep the enemy off-balance and uncomfortable. you are proficient with all simple and martial weapons. are unencumbered. You gain a +2 bonus to your Bending Skill. CLASS FEATURES Earthbenders tend to fight at close range whenever feasible. check the section "List of Basic Forms. To learn a Template Form. You gain an additional +2 bonus every four levels in the earthbender class as indicated in Table 1-2: The Earthbender.earth genasi are all natural and obvious choices for this class. raising by -2 every four levels that you take in the earthbender class. Advanced Bending: At 3rd level. as well as one additional seed chosen from the forms you are capable of bending at your level. Front-line controllers. At 2nd level. It is alternatively possible for an earthbender to take a more passive stance towards the back. as an immediate action. so Constitution is one of their most important abilities. You learn additional forms as you gain additional levels. The attack takes a -6 penalty. this bonus applies towards learning forms as well as bending them. where their balance of aggression and passivity makes them a useful contribution to any fight. as well as light armor. read the "Bending Overview" section. you learn another at second level. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form. Your forms are not affected by spell resistance. you must have a . A few warforged have demonstrated unusual powers along this line. as the opportunity presents itself. This penalty increases as you level. Earthbenders generally spend a lot of their time on the frontlines. These bonuses to AC apply even against touch attacks or when you are flat-footed. Their comfort in the familiar is often challenged by arcane spellcasters. For more information. and do not use a shield. Improved Unarmed Strike: At 3rd level. you can add your Wisdom modifier as a bonus to Armor Class. but can greatly discourage attempts to leave the central arena. allowing them to take hits and keep moving. they are limited on their ability to intervene in a fight. The earthbending philosophy of waiting and listening appeals well to changelings. you lose this bonus when you are immobilized or helpless. but for more information. also allowing her to intuitively dodge attacks. A single-classed earthbender's Earth Blast increases in damage at the rate listed in Table 1-2: The Earthbender. and you do not necessarily provoke attacks of opportunity for using one. Bending skill modifier equal to the form's bending Difficulty Class . you learn early on to block or deflect attacks directed at you.

Advanced Bending +2 Rock Steady +2 Earth Blast 2d6. mean that it is impossible for an earthbender to learn the other arts. you instead negate the effect. Concentration. This ability only works on substances that you can earthbend. you can shrug off effects that would hinder even the toughest warrior.) Mettle Advanced Bending +2 Rock Steady +4 Climb (30 ft. Spot Rock Steady (Su): Earthbenders are hard to move when they do not wish to. .) +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 10 11 12 13 14 15 16 17 18 19 20 -12 -14 -14 -14 -14 -16 Class Skills (4 + Int modifier per level. as well as a +8 competence bonus on Climb checks.) Earth Blast 3d6. Jump. you add your Constitution modifier as a bonus to your Reflex saves. by drawing on your inner strength and dedication. Profession. Fundamental Seed Forms Deflect Attack. Head-On Defense Advanced Bending +2 Rock Steady +8 Climb (40 ft. a 5th level or higher earthbender gains a climb speed as indicated on the above table. Knowledge (Geography). Move Silently. An earthbender may never take a level in a different base bending class. x4 at 1 level): Balance. Climb. Intimidate. Diplomacy. Climb (60 ft. Mettle (Ex): You can withstand even magical and unusual attacks with great resolve. Sense Motive. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial). to a maximum of +16 at 16th level. but multiclass earthbenders face a special restriction.TABLE 1-2: THE EARTHBENDER Base Level Attack Bonus 1st 2 3 4 5 6 7 8 9 nd rd th th th th th th th th th th th th th th th th th HIT DIE: D10 Deflect Forms Attack Known 0 -6 -6 -8 -8 -8 -8 -10 -10 -10 -10 -12 -12 -12 Earth Blast 4d6. Gather Information. however. you are no exception.) st Fort Ref Will Save Save Save Special +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Earth Blast 1d6. Other Benders: Like a member of any other class. Trip. This bonus doubles every four levels. you gain a +2 bonus to your reactive Grapple. See the Skills & Feats chapter for more details. Hide. Head-on Defense (Ex): Beginning at 10th level. Craft. an earthbender can climb even sheer surfaces easily. Upon attaining 4th level. Climb (20 ft. Advanced Bending +2 Rock Steady +16 Climb (50 ft. whenever you are in contact with the ground and have not moved more than 5 feet in your last round. Disarm and Bull Rush rolls. Climb (Su): By bending hand and footholds into a stone or earthen surface. an earthbender may be a multiclass character. this does not. This represents your ability as an Earthbender to tackle even the most daunting attack with fortitude and resilience more than mere agility. Upon attaining 6th level.) Advanced Bending +2 Earth Blast 5d6. You do not gain the benefit of mettle when you are unconscious or sleeping. AC Bonus Improved Unarmed Strike. Listen. When attempting to scale any bendable surface.

powerful. their disciplined yet passionate ways are favored by races as diverse as the kalashtar. becoming soldiers in the Fire Nation army. That is a defining feature of their fighting style. seeking to regain lost honor or improve their standing within the Fire Nation political hierarchy. These firebenders espouse the views of a number of different companions. I don't want it. such as clerics. A firebender will have to choose between his Strength and his Dexterity as well. though like their unpredictable medium. Alternatively. lending a slight preference towards Evil – but energy is as much the domain of Good. and aggressive. show high discipline and self-control. Starting Age: As Rogue. Lacking the potent defensive moves of the other bending disciplines. MAKING A FIREBENDER Quick. Constitution is important to any class for the sake of survival." . the most powerful forms of the firebending art. but harmony. Alignment: Master firebenders. and sweeps. But the clever realize that direct damage is not the only way to harm an opponent – after all.. forcing the enemy to make tough choices in moving safely. It is also thought that some firebenders revere past Avatars from the Fire Nation. I've always had to struggle and fight and that's made me strong. Alignment: Any (Sometimes evil. Adventures: Often. Other Classes: Of all the bending disciplines. Weapon and Armor Proficiency: As a firebender.. who is able to master all four elements) are members of the groups known as the Fire Nation or the Sun Warriors. kobolds and half-orcs. such as martial adepts. druids. Many firebenders are stubbornly individualistic and do not profess any religious beliefs. Some of the most powerful firebenders are able to create walls of fire. and energetic. often causing conflicts with those who differ in approach or look for less martial solutions. with quick hand jabs and punches resulting in short bursts of fire while sweeping kicks create arcs of flame. firebending is a difficult art that only the most dedicated are able to master through much inner discipline. In other settings. firebenders are the most individualistic and aggressive. or generate blue fire or electricity. Characteristics: Firebenders are fast. Religion: While the extent of firebender spirituality is unknown. like all other benders. seeking to advance the interests of the Fire Nation.FIREBENDER "I don't need luck. defeating their opponent before defense is necessary. Abilities: A high Wisdom score is essential to an firebender as it determines the Save DCs for many of his best forms and abilities. dwarves. Chaotic and Lawful firebenders are in equal numbers. you are proficient with all simple and . jabs. overwhelming their foes with barrage after barrage of fiery kicks. firebenders serve as part of military detachments and adventure under the orders of their superior officers or on their own initiative. Some firebenders prefer fighting at range. they can lose control of their emotions. and bards. Background: Many firebenders receive their CLASS FEATURES Firebenders are the most aggressive and immediately dangerous of all benders. chaotic. it is commonly thought that firebenders revere the sun as the source of their powers. The art of fire is obviously (though not solely) destructive. they may travel on more personal quests. Many fire genasi and phoelarchs pursue the path of fire. also allowing him to intuitively dodge attacks. Others seek out individual masters or train at temples dedicated to the art. Races: All firebenders (with the exception of the Avatar. Still others adventure to prove and increase their power and command of their destructive art. others need the additional damage and speed granted them by Strength. especially those of like disciplined passion.The Fire Prince training through the military. rarely neutral) Starting Gold: 6d4x10 (150 gp). They use a variety of attacks to project their fire. what use is a gigantic fireball if the person you want to use it on is in the next city? Firebenders thus often take the role of a frontline destroyer and rear harasser. thus needing the accuracy and agility that Dexterity affords them. The more spiritual among them may realize that difference is not always dissonance. and will directly hurt their opponent the most. Firebenders are almost always on the offensive. It's made me who I am. firebenders seek to strike quick and hard.

When you reach 5th level. able to use any form you know spontaneously. Perform. Forms: You bend forms from the Firebender form list. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form. you can add your Wisdom modifier as a bonus to Armor Class. Hide. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. you learn another at second level. and at 9th level it disappears. read the section "List of Basic Forms. Fundamentals. Intimidate. Concentration. x4 at 1 level): Balance. Craft. Firestorm (Ex): When unarmored or lightly armored. Climb. read the "Bending Overview" section. A single-classed firebender's Fire Blast increases in damage at the rate listed in Table 1-3: The Firebender.) Cold Resistance 10 Advanced Bending +2 Fire Blast 6d6. Knowledge (History). You may make one extra attack in a round at your highest base attack bonus. but all attacks made that round take a 2 penalty.martial weapons. and then one more every two levels after that. You must use a full attack action to strike with a firestorm. For more information.) Fire Resistance 10 Advanced Bending +2 Fire Blast 5d6 Burning Rush (40 ft.) Cold Resistance 5 Advanced Bending +2. Profession. and do not use a shield. Diplomacy. as the opportunity presents itself. To learn a Template Form. You learn additional forms as you gain additional levels." AC Bonus: As a 2nd level firebender. You begin your career with Forms". Listen.10. Greater Firestorm Fire Blast 4d6 Burning Rush (30 ft. Unarmed Strike. Spot . A form is considered to be a supernatural ability unless otherwise noted in its description. so long as you wear no or light armor. Advanced Bending +2 +0/+0 10 11 12 13 14 15 16 17 18 19 20 Class Skills (4 + Int modifier per level.) Fire Resistance 5 Advanced Bending +2 Fire Blast 3d6 Burning Rush (20 ft. Fire Blast (Su): One of your basic attack seed forms. TABLE 1-3: THE FIREBENDER Base Level Attack Bonus 1st 2 3 4 5 6 7 8 9 nd rd th th th th th th th th th th th th th th th th th HIT DIE: D8 Firestorm Attack Bonus -2/-2 -1/-1 +1/+1 +2/+2 +3/+3 +4/+4 +5/+5/+0 +6/+6/+1 +7/+7/+2 +8/+8/+8/+3 +9/+9/+9/+4 +9/+9/+9/+4 +10/+10/+10/+5 +11/+11/+11/+6/+1 +12/+12/+12/+7/+2 +12/+12/+12/+7/+2 +13/+13/+13/+8/+3 +14/+14/+14/+9/+4 +15/+15/+15/+10/+5 Deflect Attack 0 -6 -6 -8 -8 -8 -8 -10 -10 -10 -10 -12 -12 -12 -12 -14 -14 -14 -14 -16 Forms Known 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 Fort Ref Will Save Save Save Special +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Fire Blast 1d6. as well as light armor. you may strike with a firestorm at the expense of accuracy. you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. you lose this bonus when you are immobilized or helpless. Firestorm Deflect Attack Fire Blast 2d6 Burning Rush (10 ft. but not shields. and you do not necessarily provoke attacks of opportunity for using one. but for more information. Your forms are not affected by spell resistance. Sense Motive. To learn a Seed Form.) st +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Imp. It also affects attacks of opportunity you might make before your next action. Move Silently. are unencumbered. These bonuses to AC apply even against touch attacks or when you are flat-footed. Burning Rush (50 ft. the penalty lessens to -1. However. Jump. as well as one additional seed chosen from the forms you are capable of bending at your level. you must have a Bending skill modifier equal to the form's bending Difficulty Class .

you gain the listed speed as a circumstance bonus to all your movement speeds. Background: Most waterbenders train under a master. You may attack with any of the above interchangeably as desired. this does not. Races: All . waterbenders tend toward neither good nor evil. giving it shape.When using firestorm. ever turn my back on people who need me. you gain Fire Resistance 5. turning their opponent's blows against them. you gain Cold Resistance as well. or any light. you begin to display some of the fruits of your focused. This penalty increases as you level. once per encounter you can activate Burning Rush. You gain an additional +2 bonus every four levels in the firebender class as indicated in Table 1-3: The Firebender. your Fire Blast attack. overall.Southern Waterbending Master MAKING A WATERBENDER Change. many members of the Water Tribe revere the Ocean Spirit as the source of life for their people. See the Skills & Feats chapter for more details. but multiclass firebenders face a special restriction. Their power waxes in the moonlight and wanes during the day. you can attempt to negate a single ranged or ranged touch attack made against you. as an immediate action. be it to defend against an enemy. or provide aid to an ally of the tribe. Greater Firestorm: When you reach 11th level. and can be roused to anger. As you gain additional levels in the firebender class. Deflect Attack (Su): As a firebender. In the harsh arctic environment which spawns most waterbenders. reflecting your extensive training with your body. using water as a medium through which to align the chi and promote healing. intense training. Burning Rush (Su): Upon attaining 5th level. A swaying balance that moves the world. Energy Resistance (Su): At 6th level. As a free action. Other Benders: Like a member of any other class. Also. Adventures: Waterbenders adventure most frequently to aid the tribe. WATERBENDER "I will never. Improved Unarmed Strike: At 3rd level. after you have discovered the results of the attack roll but before the damage has been determined. however. you get a second extra attack at your full base attack bonus. one-handed or double melee weapon you have proficiency in. waterbenders tend to learn one-on-one from a single master. For the next three rounds. but experiencing it and doing something with it. The seas are inconstant as the moon. Waterbenders can also heal wounds. and in that. Also. waterbenders in small communities may adventure to seek out a master to instruct them. you learn early on to block or deflect attacks directed at you. They focus on a fluid defense. you may attack with unarmed strikes. this bonus applies towards learning forms and bending them. In the Southern and Foggy Swamp Water Tribes where waterbenders are fewer in number. At 2nd level. there are large group lessons under the tutelage of a single master. Characteristics: Waterbenders are able to manipulate water. a firebender may be a multiclass character. waterbenders have found solidity. Advanced Bending: At 3rd level. The attack takes a -6 penalty. a waterbender understands the need for flexibility. Religion: Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. mean that it is impossible for a firebender to learn the other arts. Particularly powerful firebenders may have this manifest as jets of flame exploding from their feet. Not making it. though a Haste effect is fine. Firestorm cannot be used simultaneously with feats and class abilities such as Rapid Shot or Flurry of Blows that also grant extra attacks. gain access to a crucial resource. strict adherence to law or reckless abandonment of duties can mean death for all involved. moving it with great speed and power. Alignment: Waterbenders emphasize defense – but an active one that reflects the opponent's own offense. raising by -2 every four levels that you take in the firebender class. or changing its phase from water to ice or vapor (and vice versa)." . and thus tends towards neutrality. A firebender may never take a level in a different base bending class. and both resistances increase to 10. In the Northern Water Tribe. you gain Improved Unarmed Strike as a free bonus feat. You gain a +2 bonus to your Bending Skill. Thus. able to reactively bend away minor temperature fluctuations. you can use your firebending to greatly amplify your speed for short amounts of time. in addition to the standard extra attack you get from firestorm.

and some shifters that venerate the depths have found themselves contemplating waterbending. You begin your career with knowledge of all waterbending "Fundamental Seed Forms". The waterbender can't take many hits. clerics and some paladins are sure to appreciate. are unencumbered." AC Bonus: As a 2nd level waterbender. read the "Bending Overview" section. you are proficient with all simple weapons. A single-classed waterbender's Water Blast increases in damage at the rate listed in Table 1-4: The Waterbender. and their control and healing abilities are likewise appreciated by such. daring anyone to try and get near. A form is considered to be a supernatural ability unless otherwise noted in its description. Abilities: A high Wisdom score is essential to a Waterbender as it determines the Save DCs for many of her best forms and abilities. In other settings. raising by -2 every four levels that you take in the waterbender class. you can add your Wisdom modifier as a bonus to Armor Class. you gain Improved Unarmed Strike as a free bonus feat. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form. the need for strength in flexibility is a trait that halflings and humans alike hold in high regard. . you lose this bonus when you are immobilized or helpless. check the section "List of Basic Forms. but misses against her will prove costly. Weapon and Armor Proficiency: As an waterbender. and then one more every two levels after that. you must have a Bending skill modifier equal to the form's bending Difficulty Class . The precision that such a defense gives them over their offensive output is something that peace-minded monks. However. Any water genasi will consider this path at least once in their life. you can attempt to negate a single ranged or ranged touch attack made against you.waterbenders (with the exception of the Avatar. also allowing her to intuitively dodge attacks. To learn a Seed Form. You learn additional forms as you gain additional levels. as an immediate action. as well as one additional seed chosen from the forms you are capable of bending at your level. Your forms are not affected by spell resistance. The attack takes a -6 penalty. Alignment: Any (Usually neutral) Starting Gold: 3d4x10 (75 gp). who is able to master all four elements) are members of the group known as the Water Tribe. reflecting your extensive training with your body. but not with any armor or shields. past her swarms of Tentacles and her Water Whip. and you do not necessarily provoke attacks of opportunity for using one. actively twisting attacks made against her into painful ripostes. A high Dexterity is also important. you learn early on to block or deflect attacks directed at you. A waterbender's typical position at the rear of the fight gives them many opportunities to observe the battle and support their allies. as the opportunity presents itself. For more information. To learn a Template Form. CLASS FEATURES While a firebender will stay upfront and hurt people while hoping to not get hurt himself. Other Classes: Waterbenders. a waterbender often finds herself doing the exact opposite – staying in the back. You also gain the listed miscellaneous bonus to your armor class as you take additional levels in this class. Starting Age: As Rogue. fighting will often find much in common with frontline defenders accustomed to taking abuse for their comrades. These bonuses to AC apply even against touch attacks or when you are flat-footed. and do not use a shield. but reactive. Deflect Attack (Su): As an waterbender. after you have discovered the results of the attack roll but before the damage has been determined. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. opponents will have to weigh the relative worth of attacking her first or last – if they get to at all. you learn another at second level. as it allows the waterbender more opportunities to strike and control incautious opponents. This penalty increases as you level. a more active and confrontational waterbender may favor Constitution instead.10. Forms: You bend forms from the Waterbender form list. At her most effective when being targeted. located at the north and south poles and in the Foggy Swamp. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. And then half of those who do end up getting close are simply swept out to sea by gigantic waves. so long as you wear no armor. so a high Intelligence could be of benefit. but for more information. At 2nd level. Water Blast (Su): One of your basic attack seed forms. with their emphasis on fluid. beginning at 2nd level. able to use any form you know spontaneously. Improved Unarmed Strike: At 3rd level.

Ski (20 ft.) Forms Known 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 Dodge Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 -8 -10 -10 -10 -10 -12 -12 -12 -12 -14 -14 -14 -14 -16 10 11 12 13 14 15 16 17 18 19 20 Class Skills (4 + Int modifier per level. Advanced Bending: At 3rd level. or snow at the speed indicated on Table 1-4: The Waterbender. Swim. a waterbender may be a multiclass character. You can move on the surface of water. Climb. you may make an attack of opportunity against your attacker.) Circular Attack -2 Water Blast 4d6. you quickly realize your limitations when not next to a body of water. Diplomacy. at your option. as listed on Table 1-4: The Waterbender.TABLE 1-4: THE WATERBENDER Base Level Attack Bonus 1st 2 3 4 5 6 7 8 9 nd rd th th th th th th th th th th th th th th th th th HIT DIE: D6 Deflect Attack 0 -6 -6 -8 -8 -8 Advanced Bending +2 Water Conservation 50%. this bonus applies towards learning forms as well as bending them. provided that she skis in a straight line. or with your Water Blast. Circular Attack -4 Ski (30 ft. Other Benders: Like a member of any other class. however. The waterbender can use the run action while skiing. Perform. Your next form within the next round that requires water can use your conservation pool as a component. Craft. Heal. Listen. but multiclass waterbenders face a special restriction. Survival. Through much practice. When you successfully dodge an attack roll for whatever reason. You gain a +2 bonus to your Bending Skill. Ski (Su): Beginning at 5th level. Concentration. Fundamental Seed Forms Deflect Attack. you learn to move over the surface of water as naturally as if on land. Spot. See the Skills & Feats chapter for more details. though this penalty gradually disappears over time. x4 at 1 level): Balance. . or even more so. Water Conservation (Su): As you advance in your career as a waterbender. Handle Animal. Circular Attack +0. Advanced Bending +2 Water Conservation 100% Ski (50 ft. Circular Attack (Ex): Beginning at 8th level. This attack roll takes a -4 penalty when you first learn the ability. A waterbender may never take a level in a different base bending class. Sense Motive.) Water Blast 3d6 Advanced Bending +2 Water Conservation 75% Ski (40 ft. Profession. Ski (60 ft. Religion). using their own energy to retaliate against them. Knowledge (History. you learn to compensate for this.) st Fort Ref Will Save Save Save Special +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Water Blast 1d6. ice. this attack of opportunity may either be performed with a melee weapon as normal. Local. AC Bonus Improved Unarmed Strike. you can redirect your enemies' attacks. Advanced Bending +2 Water Conservation 25% Water Blast 2d6. even if the water conserved is not within 10 feet of you. Upon completion of a form that normally states that its water component is not immediately recoverable. mean that it is impossible for a waterbender to learn the other arts. you begin to display some of the fruits of your focused and intense training.) Advanced Bending +2 Water Blast 5d6. this does not. You gain an additional +2 bonus every four levels in the waterbender class as indicated in Table 1-4: The Waterbender. and Use Rope. you retain the listed percentage of water from the form.

as well as its iconic martial discipline Devoted Spirit containing large. the spell-less Ranger from Complete Warrior or the Scout class will probably be an easier fit. Barbarian: While the episode The Great Divide shows us a mass of people who can be considered Barbarians." "Oh. Snare and many of the spells introduced in the Spell Compendium will let the Ranger slide into the Avatar world without making a big splash. The Scout is at home in nearly any D&D setting. high-leaping movement has virtually the same gameplay effect in most cases as actual teleportation. The Paladin's special mount would very certainly not be able to be magically summoned from Celestia. the Paladin could be reflavored as a martiallyfocused Waterbender who only mastered the ability to heal. we don't actually get many examples of monstrous physical strength in the Avatar World. However. the explicitly supernatural things should probably be toned down into improbably natural elements. the Hexblade is certainly out of setting. suggest the idea of nonbenders able to achieve some measure of supernatural power. Ninja: The Rogue version of the monk. the cast is not made up solely of benders. Didn't count you. there's four of us." "Actually. three on three plus Sokka. Monk: The Monk has always been an Eastern-inspired class. but Guru Pathik. Bardic Music itself can be simply made to be an extraordinary ability. The most overt effects you may simply wish to alter mechanically in small ways – turning Abundant Step into extremely quick. Invisibility is just an exceptionally good. (Though Desert Spirit pairs well with a multi-classed firebender. Scout: Take one part Rogue. Still. However. This is no exception. You can go either way with this class. like the Monk. Swordsage: The Swordsage. Substituting the Bard's spell list for a Warblade's maneuver list and increasing their hit die to d8 could work. especially not Abundant Step. fast. though. and to a lesser extent Ty Lee. in a fight a good warrior can be a serious threat. and Avatar draws primarily on Chinese and Hindu influences. SKILL CLASSES Bard: The Bard gains much of its abilities explicitly from Arcane Magic. careful selection of Ranger spells to things with less overt effects – such as Jump. Three on three. sorry.OTHER CLASSES "We can take 'em. with its paladin-like religious zeal directly powering its abilities. and with some doctoring. in-combat only healing capability that is not remotely tied to water. there are few settings that the Fighter is not at home in. draws a bit on Eastern influences and this allows it some freedom in its supernatural qualities. and ditch the spellcasting – it's a recipe for success. you would have to very carefully choose your spell selection. Rogue: The prototypical scoundrel class. leap into stealth or a cloak dance. one part Ranger. Hexblade: As a class which focuses on magic." . MARTIAL CLASSES As any fan of the Avatar: The Lost Airbender show knows. and Jeong-Jeong performs a similar trick in The Deserter. The class shouldn't detract from the feel of a close-to-canon setting show. stealthy. . Crusader: The Crusader. which makes its spells hard to fit in. and while only a bender might be able to stop a raging volcano or earthquake. however. there are few settings that the Rogue is not at home in. may find itself out of place in the Avatar World. you know. such as Shadow Hand and Desert Spirit." "I can still fight!" "Okay. you may wish to avoid explicitly supernatural disciplines. Ranger: Much as the Paladin. Speak with Animals. however. As with the monk.Toph and Sokka Paladin: Interestingly.) Warblade: A Fighter by any other name would still fit as snug. Fighter: The prototypical warrior class. as it is morale based. the idea of hexing someone with bad luck is not exclusive to the West. while the Crusader has some issue fitting. it could be a creature from the Spirit World which you have long befriended that knows how to cross the barriers between the two worlds. no bending and all. the Hexblade will not be a large intrusion. and Stone Dragon synergizes with earthbending. This is no exception. We never explicitly see a character with monk abilities. However.

a Spirit Shaman with a Swordsage maneuver progression in place of its spellcasting could be a priest who has learned to chastise the spirits. having more than a handful of money isn't as large a benefit to anyone interested in adventuring. though. and everyone flying by level 15. while unbalanced. There are no magic items at all.MAGIC CLASSES Artificer: For the most part. and ignoring that can cause serious problems. like the Manual of Gainful Exercise. your PCs are not adapting well to a no-magic item setting. or barter for new equipment. However. Make good use of the one-use permanent bonus magic items. there's no Anti-Magicbender. know that they really are using magic item rules. However. The additional resources can be quite game-changing in the hands of clever PCs. of course. or things that are feasible non-magically. the martial D&D classes are balanced around having equipment. The oft-neglected chapter on services and equipment in the Player's Handbook might even see use this way. To prevent everyone from just reading the book and magically getting stronger. MONEY & MAGIC This supplement is intended to be of equal use to people who want to play an Avatar World campaign. Players should not be walking around with large amounts of money under this rule set. making pacts with various spirits that have become unruly and angered. would serve well as an NPC smith to get a source of magic equipment. is that the Avatar World doesn't take well to the "Christmas Tree effect.slyly. but it's not like it'll matter. The Binder could fill that spot. and people who just want to bend things in Eberron or Greyhawk. If you find that for whatever reason. and will honestly be lucky to have more than a couple pieces of gold as spending money most of the time. especially during downtime. alternatively. like straight enhancement bonuses to weapons." a phenomenon in standard 3rd Edition D&D that results in every Fighter carrying a golf club bag full of different weapons. dealings with the Spirit World beyond the Avatar are poorly understood. Artificers – like the rest of the spellcasting. but rarely will they be game-breaking. you may wish to reintroduce them. restrict any magic item gains to those items which enhance already present abilities. craft. weak and boring. The Carrying and Encumbrance rules rarely come into play anyway. you may wish to play along. manifesting crew – simply do not fit. disturbing the land. Last I checked. so if a PC in a campaign with this variant wants you to play up her massive inheritance from the Bei Fong family. But in reality. . after all! You might want to ban them all entirely. especially as virtually all the other caster classes do not even remotely fit. The problem. low technology setting. You and your players will. Gloves of Strength might really just improve your grip and balance to provide a functional improvement to strength without actually making you Hercules. truly fine weaponry is well beyond the purse limits of the average citizen. Magic items that improve ability scores can be thought of in new ways. Of course. To use this variant. They can find. attaching 'sidequest' adventures for PCs to train and gain the most out of their newly found pamphlet gurus can be a fun diversion. these two are inarguably beyond the bounds of the canonical setting. like Fortification to Armor. and even if they want to sell things. especially with regards to intraparty balance. an artificer stripped of most of its later class features. omnipresent bags of holding. in such a no magic. Binders & Spirit Shaman: Much like the Hexblade.

though the wide variety of techniques in bending means that not all normal rules for Supernatural abilities apply. and though it cannot be performed in an Anti-Magic Field. when wielded by masters. Using the unique combination of mortality and spirituality. Fire. . it is not magic as one commonly thinks of it. but in return has considerably more flexibility. Earth. All bending arts are considered to be a set of Supernatural (Su) abilities. but something in-between.BENDING OVERVIEW ater. Air. they are able to bend these elements to their will and shape their world. can unleash amazing destructive or constructive powers. bending that begins outside of an Anti-Magic Field can continue into one via momentum. only manipulated. These four elements are the basis of all life according to those who call themselves 'benders'. Therefore. Nothing is created. Even these basics. martial discipline – neither arcane or divine. since benders cannot create what is not there. A normal bending effect is referred to as a Seed Form or Stance Form. Bending is an ultimately spiritual. it is limited by the endurance of its wielder and the suitability of its environment. bending is never subject to spell resistance. Although bending is amazing and defies the laws of physics. but Advanced Forms – created by the combination of two Seed Forms or any Form added with a Template Form – are a sight to behold. So unlike magic. In many ways. it is weaker than magic.

such as its duration or Bending Time. Template Forms are therefore specific to each type of bending. Subtract the base difficulty class of the form from your bending check result. Applying a Template Form creates an Advanced Form. However. or otherwise immobile is impossible even for the most skilled benders. you can reduce the bending time and maintenance time of any such form to the next smaller action. light armor incurs no armor check penalty. air. However. ● Augments can be added or removed while you maintain a form.BENDING FORMS Components Forms with the Somatic component require precise. grappling. coordinated motion. ● Quickening augments are the most common. These special rules will be contained in their description. There are four types of Augments: ● Increase augments are fairly common. as you must make another bending check each time a form calls for a Maintenance Action. Exceed augments are rare. just like a spell. A fullround action becomes a standard action becomes a move action becomes a swift action. Bending checks made to bend a form with a somatic component incur double the usual armor check penalty as a result. Template augments actually increase the base difficulty class of a form for purposes of determining the augment pool and the strength of any exceed augments. are prone. Getting struck in the midst of activating or while maintaining a bending form with a Meditation component and then subsequently failing your Concentration check causes you to lose the form. and can continue to be so at later levels by advancing the seed's effects. Using a single Seed Form is often very useful or powerful in its own right. Quickening: Most forms with a Bending Time of FullRound or shorter can be quickened. You must decide whether to attempt to apply a template to a form before rolling your bending check for it. to determine the strength of an Exceed augment. however. in situations when ● . and medium or heavy armor incur half the armor check penalty. Certain forms (particularly those of water. Maintenance Actions can be quickened unless the form's description states otherwise. If you are proficient with the armor you wear. you must take a -10 penalty on your bending check in order to bend a form with a somatic component. It is impossible to bend a form if you do not have a sufficient quantity of the appropriate element within 10 feet of you. For every ten points you increase the difficulty class of a form. You must decide how to increase augment a form prior to rolling your bending check for it. you must add +4 to the difficulty class that round in order to sustain your mental and physical balance while adjusting to a change. and earth) have a material component of their corresponding element. You must use or spend points from your augment pool on Increase augments in order to gain their benefits. some forms have their own rules on quickening. Templates are a special kind of augmentation. Augmentation Augmentation: Most forms have variable effects based on your bending skill. Forms with a Maintenance Action require you to spend at least that much effort a round focusing on the form to keep it from ending. at the DM's option. or otherwise hindered in a significant way. and must be learned as any Seed Form would. bending check result. Quickening augments actually increase the base difficulty class of a form for purposes of determining the augment pool and the strength of any exceed augments. simply subtract the base difficulty class of the form from your Combining Seed Forms You may combine various Seed Forms. unless you have proficiency in the armor. Specific augments are listed in the description of each form. to a minimum of Swift. Activating or maintaining forms with the Meditation component provokes an attack of opportunity unless done as a swift or free action. Attempting to bend a form with the Somatic component while you are completely helpless. Certain forms may specify restrictions on when that form can be augmented. and can change many characteristics of the Seed Form. pinned. creative use of the element is important to the application of bending. Template Forms are forms that exist purely to alter the effects of other forms. others may become available based on the situation. This is the size of your augment pool. You must decide whether to attempt to quicken a form before rolling your bending check for it. If you do not at least have two limbs free. or sometimes not at all. and are described below. either to fuel the form or as an integral part of the form's effects. either allowing you to quicken them at less of a cost.

like being in a tornado or earthquake. (Higher-level meditation forms require more mental effort. and so on) cannot . In either case. but you are subject to attacks of opportunity which may disrupt the form. you must make a Concentration check (DC 10 + points of damage taken + ¼ the DC of the form). area. you must succeed on a Concentration check or lose the form. your bender skill is used. and swift actions are considered to be three seconds long for this purpose. Concentration To bend some forms. you must make a Concentration check (DC 20 + ¼ the DC of the form) or lose the form. Repeated damage does not count as continuous damage. If you fail. Bender Skill is not a normal skill (it is not a valid subject for Skill Focus. The intention of Advanced Forms is to replicate effects that are logically feasible for a bender of an appropriate skill level to perform. or simply being jostled in a similar fashion. Injury: Getting hurt or being affected by hostile effects while trying to bend a form can break your concentration and ruin a form. so be creative! Vigorous Motion: If you are riding on a moving mount. belowdecks in a storm-tossed ship. It should therefore be stressed that players and DMs are intended to cooperate to determine what combinations of bending seeds are appropriate in a given game.two of your known Seed Forms are compatible with each other. either due to creator oversight or because the technique was dubbed to be a combination. Standard. you lose the form if you fail the Concentration check. Extremely severe conditions. move. The more distracting the interruption and the higher the level of the form that you are trying to bend. Only one of the two forms involved may be augmented. on deck in a storm-tossed ship. taking a bouncy ride in a wagon. You may also choose to take 20 on a single bending check by taking ten times the usual (non-quickened) amount of time to perform the check. Violent Weather: If you are in a high wind carrying blinding rain or sleet. or debris. minus four. dust. can increase the DC further. unless you are being threatened in combat when using a Meditation component form. they can be executed in conjunction with the your other abilities. Doing so uses the longer bending time of the two Seed Forms. You may choose to take 10 on bending checks to execute a form. you do not lose the form. you must make a Concentration check (DC 10 + ¼ the DC of the form) or lose the form. creating an Advanced Form. you need to dodge and weave. The bender skill roll has a basic modifier equal to your total bender class levels + ½ your levels in all other classes + your Wisdom modifier. If you are in wind-driven hail. Many combinations are possible. and can never exceed your character level. and it does not distract you. the DC is 10 + ¼ the DC of the form. the DC is 5 + ¼ the DC of the form. If the last damage dealt was the last damage that the effect could deal then the damage is over. or being tossed roughly about in a similar fashion. Templates may be added as normal. which is equal to your total bender class levels + ½ your levels in all other classes. Grappling or Pinned: To bend a form while grappling or pinned. Bender Level and Bender Skill The variables of a form's effect sometimes depend on its bender level. and has a difficulty class equal to the two base forms added together. Form Failure If you try to bend a form in conditions where the characteristics of the form (range. You can never take 20 on a maintenance check. but simply are not modeled in the Seed Forms. Violent Motion: If you are on a galloping horse. If something threatens to interrupt your concentration while you're bending a form. The interrupting event strikes during activation if it occurs between when you start and when you complete bending a form (for a form with a bending time of 1 round or longer) or if it comes in response to your bending the form (such as an attack of opportunity provoked by the bending of the form or a contingent attack from a readied action). and there are many methods available to improve your bender skill. If you are taking continuous damage half the damage is considered to take place while you are bending a form. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + ¼ the DC of the form). on a small boat in rapids or in a storm.) The following rules only apply to forms with a Meditation component. you must concentrate. on a small boat in rough water. You must make a Concentration check (DC 15 + ¼ the DC of the form) to succeed. If you take damage while trying to bend a form. you must make a Concentration check (DC 15 + ¼ the DC of the form) or lose the form. the higher the DC. Bending Forms on the Defensive: If you want to bend a form without provoking attacks of opportunity. for example). taking a very rough ride in a wagon. More often.

the challenger loses. Forms also fail if your concentration is broken (see Concentration. In order to participate in a cooperative bending attempt. After eight hours. All benders involved must know at least one of the seed forms in the form being attempted. harmless effect. Benders of multiple disciplines can contest against each other. In the case of a tie. you may make a DC 20 Will save to wake up after four hours. For example. Exhaustion 2 Constitution Damage (4 total) 4 Constitution Damage (8 total). Failure means the form does not activate. In order to gain control of the element. A form takes at least one round to execute when cooperative bending. the spellcaster substitutes a check to overcome spell resistance in place of a bending skill check. Then the primary bender must succeed on the Bending Skill check to perform the combined form. cannot be quickened. You can take 10 or 20 on a Cooperative Bending attempt as long as you meet the usual requirements. All effects stack with those of lower level effects. Organization and Action: In any cooperative bending attempt. Up to five benders can assist in the cooperative bending attempt. a firebender and an airbender can vie against each other to take control of a firestorm. one bender (usually the highest-level bender. If this immunity is granted by a dismissable. but are exhausted. all secondary benders must be within 30 feet of the primary bender and must use consecutive full-round actions to assist the primary bender until the form's bending time has been completed. but any bender can be selected) acts as the primary bender for the attempt. you have a choice to go ahead and do the action for which your rolled anyway. you automatically wake up. If you are rendered unconscious by overbending. For example. Unconsciousness x2 Constitution Damage Contested Bending If you attempt to take control of a mass of an element already under another bender's control. as shown on the table below. Fatigue 1 Constitution Damage (2 total). above) or if you cannot make the difficulty class. they may dismiss this immunity as a free action in order to overbend. Cooperative Bending In certain circumstances. you must make an opposed bending skill check. with an additional attempt every hour thereafter. you must beat your opponent's bending skill check. You can only overbend a number of points equal to your bender level. you take a -5 penalty to your bending skill check. multiple benders can work together to accomplish larger and more powerful feats of bending. If you wish to take control of an element under a spellcaster or manifester's control. depending on the scope of what you are trying to do. You can never take 10 or 20 on a Contested Bending attempt. a waterbender and an earthbender can work together to bend mud (containing both water and earth). but only if the substance to be manipulated contains bendable material for all participants. Overbending Upon failing a bending check. As the challenger. This is known as overbending and can range from strenuous to lethal. even if the spell does not ordinarily allow spell resistance. this . Check and Benefit: Each secondary bender who meets or exceed the form's base DC grants the primary bender a +3 bonus to her Bending Skill check and a +1 bonus to her Effective Bender Level for the purposes of this check. exhaustion or Constitution damage cannot overbend.be made to conform. Benders of multiple disciplines can bend cooperatively together. Failed By Effect 1-5 6-9 10-14 15-19 +5 1 Constitution Damage. the activation fails. Creatures immune to fatigue. but only if the substance to be manipulated contains bendable material for both participants.

When you use a form that takes 1 round or longer to bend and has the Meditation component. Components This line describes the basic components of the bending form. you do not receive a saving throw. It comes into effect just before the beginning of your turn in the round after you began bending the form. that area is wasted. its effect. as defined in the Range entry of the form description. Melee: The form is initiated with a melee attack. you are bending a form as a full-round action. Name The first line of every form description gives the name by which the form is generally known. Standard ranges include the following. it is considered to be a standard action. Most forms have a bending time of a full-round action or less. If the target of a form is yourself (the form description has a line that reads "Target: You"). Benders may choose to take 10 on any bending check. You must be able to see or touch the target. You bend these forms on creatures or objects." Bending Time The amount of effort and time required to bend a form.FORM DESCRIPTIONS The description of each form is presented in a standard format. These actions must be consecutive and uninterrupted. If you lose concentration before the bending time is complete. Range Expressed in Feet: Exactly what it says. You then act normally after the form is completed. as well as the maximum distance at which you can designate the form's point of origin. A form may be known by other names in some locales. Maintenance Action The amount of effort and time required to maintain a form after the initial activation. even in special cases like an Attack of Opportunity (but not a Martial Maneuver. The wording in parentheses indicates what type of form it is. but all targets of the form must be touched in the same round that you bend the form. Each category of information is explained and defined below. and specific benders may have names of their own for their forms. You can touch as many willing targets as you can reach. unaugmented and unaltered. or its area as appropriate. either an unarmed strike or a weapon. you must continue the concentration from the current round to just before your turn in the next round (at least). A form with a bending time of "Ranged Attack" or "Melee Attack" means that the form can be substituted for a normal Ranged or Melee attack. as defined by the form itself. More about components is explained under "Bending Overview. the form fails. Some touch forms allow you to touch multiple targets. or Bending Form. A form that takes 1 minute to bend comes into effect just before your turn 1 minute later (and for each of those 10 rounds. However. A touch form threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Range A form's range indicates how far from you it can reach. depending on the type of power. Target or targets: Some forms have a target or targets. as noted above for 1-round bending times). and you must specifically choose that target. The next entry in a form description defines the form's target (or targets). you do not have to select your target until you finish bending the form. Touch: You must touch a creature or object to affect it. The Saving Throw line . A form that takes 1 round to bend requires a fullround action. A form's range is the maximum distance from you that the form's effect can occur. A touch form that deals damage can score a critical hit just as a weapon can. quickening. Difficulty Class Beneath the form name is a line giving the difficulty class of the form. If any portion of the area would extend beyond the range.) For purposes of Aiming a Form You must make some choice about whom the form is to affect or where the form's effect is to originate. or the form fails. Personal: The form affects only you. Spell. unless being threatened in combat with a Meditation component form. If you bend a targeted form on the wrong type of target the form has no effect.

Intervening creatures and obstacles. Sometimes a form description specifies a specially defined area. but some burst forms are specifically described as cone-shaped. you select the point where the form originates. The default shape for a burst effect is a sphere. Unless otherwise noted in the form description. Ray: Some effects are rays. When determining distance for spread effects. it's the duration of the effect that the ray causes. paralyzed. (S) Shapeable: If an Effect line ends with "(S)" you can shape the form. As with a ranged weapon. A burst form affects whatever it catches in its area. Area: Some forms affect an area. pinned. do not trace diagonals across corners. The effect can extend around corners and into areas that you can't see. A shaped effect can have no dimension smaller than 10 feet. Regardless of the shape of the area. or may be the bender) to a distance described in the form. count around walls. however. but otherwise you usually don't control which creatures or objects the form affects. anything within that square is unaffected by the form. or sphere. Line. An emanation form functions like a burst form. It can't affect creatures with total cover from its point of origin (in other words. or Sphere: Most forms that affect an area have a particular shape. but usually an area falls into one of the categories defined below. its effects don't extend around corners). even including creatures that you can't see. you can fire into the dark or at an invisible creature and hope you hit something.is omitted from such forms. and the form spreads out a given distance in all directions. Effect: Some forms create things rather than affect things that are already present. such as a cone. or stunned) is not automatically willing. A burst's area defines how far from the point of origin the form's effect extends. Figure the area the form effect fills by taking into account any turns the effect takes. either by seeing it or defining it. though typically you make a ranged touch attack rather than a normal ranged attack. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). can block your line of sight or provide cover for the creature you're aiming at. you can score a critical hit just as if it were a weapon. Emanation. Figure distance by actual distance traveled. count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The point of origin of a form that affects an area is always a grid intersection. If a ray form has a duration. Spread: Some effects spread out from a point of origin (which may be a grid intersection. A cone- . In each case. A ray form threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. you count from intersection to intersection. The Saving Throw line is usually omitted from such forms. line. you select the form's point of origin and measure its effect from that point. Range determines how far away an effect can appear. You don't have to see the creature you're trying to hit. however. If the far edge of a square is within the form's area. anything within that square is within the form's area. as you do with a targeted form. since only willing subjects can be targeted. you must designate the location where these things are to appear. but a character who is conscious but immobile or helpless (such as one who is bound. taking into account turns the effect may take. Burst. or Spread: Most forms that affect an area function as a burst. Unconscious creatures are automatically considered willing. Some forms can be bended only on willing targets. You select the point of origin. but every second diagonal counts as 2 squares of distance. an emanation. You aim a ray as if using a ranged weapon. When determining whether a given creature is within the area of a form. You can count diagonally across a square. grappling. The only difference is that instead of counting from the center of one square to the center of the next. but you need not have line of effect (see below) to all portions of the effect. not through them. not the length of time the ray itself persists. A spread form spreads out like a burst but can turn corners. it can move regardless of the form's range once created. cowering. You must designate the point of origin for such an effect (unless the effect is centered on you). If a ray form deals damage. If the form's area touches only the near edge of a square. As with movement. but if the effect is mobile. except that the effect continues to radiate from the point of origin for the duration of the form. or a spread. Cone.

(D) Dismissible: If the Duration line ends with "(D). and other factors that limit normal sight. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a form's line of effect. If the form creates an effect. darkness. which causes the same display as when you first bended the form. you must concentrate to maintain the form. Anything that could break your concentration when bending a form can also break your concentration while you're maintaining one. Some forms may last for a short time after you cease concentrating. a cone-shaped burst's starting point. The effect might move or remain still. If a target moves out of range. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for the purpose of determining a form's line of effect. Most cones are either bursts or emanations (see above). Subjects. Spheres may be bursts. or spreads. though the consequences might be long-lasting. Concentration: The form lasts as long as you concentrate on it. but no longer. cone. If a form's duration is variable it is rolled secretly. A line-shaped form shoots away from you in a line in the direction you designate. Otherwise. In such a case. or objects to which it has line of effect from its origin (a spherical burst's center point. emanations. It starts from any corner of your square and widens out as it goes. This is exceptionally rare in bending. you typically cannot hold a Touch Form's charge. If the form affects an area then the form stays with that area for its duration. Line of Effect: A line of effect is a straight. and provokes an attack of opportunity if it has the Meditation component. the form keeps going for the given length of time after you stop concentrating. A line-shaped form affects all creatures in squares that the line passes through or touches. Permanent: The energy remains as long as the effect does. You must have a clear line of effect to any target that you bend a form on or to any space in which you wish to create an effect. Effects. the effect lasts for the duration. Form durations are usually Instantaneous or Concentration. Such an effect can be destroyed prior to when its duration ends. unblocked path that indicates what a form can affect. . causing the form to end. Instantaneous: The form's energy comes and goes the instant the form is bended. You must have a clear line of effect to the point of origin of any form you bend. A sphere-shaped form expands from its point of origin to fill a spherical area. You can bend a form while concentrating on another one. as defined in its description. and the form ends. A form that depends on concentration is dismissable by its very nature. but it is not blocked by fog. since all you have to do to end the form is to stop concentrating on your turn. Creatures become subject to the form when they enter the area and are no longer subject to it when they leave. Timed Durations: When the time is up. and thus won't go around corners. Duration A form's Duration line tells you how long the form lasts. but you can't maintain it for more than a stated duration in any event. A burst. Dismissing a form is a standard action that does not provoke attacks of opportunity. and Areas: If the form affects creatures directly the result travels with the subjects for the form's duration. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. Discharge: Occasionally a form lasts for a set duration or until triggered or discharged. creatures. or an emanation's point of origin). This means the form is vulnerable to dispel magic. Other: A form can have a unique area. You must be within range of the form's effect and must mentally will the dismissal." you can dismiss the form at will.shaped form shoots away from you in a quarter-circle in the direction you designate. A solid barrier cancels a line of effect. due to the manipulative rather than creative nature of bending. the spiritual energy sustaining the effect fades. You can touch one friend (or yourself) as a standard action or as many as six friends within range as a full round action. your concentration is limited only by the number of actions available to you in a round. the form reacts as if your concentration had been broken. or emanation form affects only an area. Touch Forms and Holding the Charge: Unlike spells. Concentrating to maintain a form has an action defined per each form. and dismissing it does not take an action.

but cannot deduce the exact nature of the attack. The Saving Throw line in a form description defines which type of saving throw the form allows and describes how saving throws against the form work. If one of the previous lines in the description included "see text. Some forms of this sort can be bended on creatures or objects. and a successful saving throw halves the damage taken (round down). Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a form's result. (This notation does not mean that a form can be bended only on objects. . you are unaware that you have been affected by a form. such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed). Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure. The randomly determined item must make a saving throw against the attack form or take whatever damage the attack deals. all items carried or worn by a creature are assumed to survive a bending attack. below). (object): The form can be bended on objects.Saving Throws Often a harmful form allows a target to make a saving throw to avoid some or all of the effect. worn. If the form you're reading about is based on another form you might have to refer to a different form for the "see text" information. Items Surviving after a Saving Throw: Unless the descriptive text for the form specifies otherwise. or the like) by a creature resisting the form. Order* 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Item Shield Armor Magic helmet Item in hand Magic cloak Stowed weapon Magic bracers Magic clothing Magic jewelry Anything else * In order of likeliness to be affected Descriptive Text This portion of a form description details what the form does and how it works. Failing a Saving Throw against Mind-Affecting forms: If you fail your save." this is where the explanation is found.) (harmless): The form is usually beneficial. Negates: The form has no effect on a subject that makes a successful saving throw. not harmful. Succeeding on a Saving Throw: A creature that successfully saves against a form that has no obvious physical effects feels a hostile force or a tingle. A natural 20 (the d20 comes up 20) is always a success. which receive saving throws only if they attended (held. an exposed item is harmed (if the attack can harm objects). You do not sense when creatures succeed on saves against effect and area forms. If a creature rolls a natural 1 on its saving throw against the effect. if a creature's saving throw succeeds against a targeted form you sense that the form has failed. Partial: The form causes an effect on its subject. Saving Throw Difficulty Class: A saving throw against your form has a difficulty class of (10+½Bender Level+Wisdom Modifier). Half: The form deals damage. Likewise. no line is listed. Refer to the below table: Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. in which case the object uses the creature's saving throw bonus unless its own bonus is greater. grasped. If no saving throw is allowed. however. and the form may deal damage to exposed items (see Items Surviving after a Saving Throw. but a targeted creature can attempt a saving throw if it desires.

or lethal sonic damage. you can increase the duration of Blind by one round. what else could be missed? Undisciplined airbenders often turn this mental agility into mental evasiveness. you can increase the height of the cylinder by five feet.For every two points you use from your augment pool. Area: 20-ft wide. The most kinetic of benders.By using five points of your augment pool. Darken: Using your airbending. Agitate Dust (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Full-round action Maintenance Action: Move action (Darken) Range: 30 ft. Augment: . you deal 1d6 slashing damage with a successful attack. . beyond 5 feet . Range: 60 ft. Earth Required: A quarter-inch coating of sand or dirt over the area to be affected. though other forms of blindsense and tremorsense work as normal.For every four points you use from your augment pool. Whenever you would be granted a ranged attack. An affected creature within 5 feet of an attacker has concealment (attacks have a 20% miss chance).For every five points that you exceed the difficulty class. advanced by those who seek liberty. After all.For every five points you use from your augment pool. . like Earthbenders. You disperse copious amounts of sand or loosely packed dirt into the air or water. Air attempts to trick and deceive the opponent into leading to their own demise. a severe wind prevents the cloud from forming. and the attacker can't use sight to locate the target). you can increase the width of the cylinder by five feet.LIST OF BASIC FORMS concentration. increasing by an additional 1d6 damage for every six Bender Levels that you have. Fire makes opportunities to strike. This cloud normally lasts for one round after you cease Air Blast (Fundamental Seed) Difficulty Class: 5 Components: Somatic Bending Time: Ranged attack. you can try to temporarily blind the creature. creatures farther away gain total concealment (50% miss chance. Saving Throw: Reflex negates (Dirt Spray) This stance initiates two different forms. at your option. Dirt Spray: By aiming a spray of sand or dust at an opponent's eyes. but the transparent nature of air requires their sense of perception. This attack deals 1d6 damage. or five gallons per five-foot radius. or feats like Shot on the Run. This problem sometimes extends to their fighting style as well. You cannot use this ability underwater. Reflex negates. Earth Required: A handful of sand or loosely packed dirt. Augment: . and Earth waits to make a move. along with Fire. . Airbenders are almost never without their element. AIRBENDING Air is the element of freedom. 5-ft high cylinder spread (Darken) Target: One creature (Dirt Spray) Duration: See text. . Looking at a problem from too many different angles can sometimes be an excuse to not examine it at all. leading Airbenders to consider a problem from many different angles. A creature who fails their Reflex save becomes blind for the next round. if the essential element which they control and benefit from is impossible to see. you agitate the loose particles of dirt on the ground. Air is an actively defensive art. you gain a +2 bonus to your bull rush attempt. you can perform this form as part of a standard melee attack on the same target. This damage may either be non-lethal bludgeoning damage. The cloud obscures all sight. Effect: Ray Duration: Instantaneous The first offensive ability you learn as an airbender. including darkvision.creatures with a radar-like blindsense (such as Touchsight) are no better off. Augment: .For every five points you use from your augment pool. including as part of a full attack action. Where Water seeks to turn the opponent's energy against itself. Creatures with completely enclosed helmets or eyes and those without normal sight are unaffected by this form. you may use an Air Blast instead.

you must make a DC 10+(½Damage) Balance check or be knocked off. or thin ice at no penalty. the target must gasp for an air an additional round before the form ends. using your scores and modifiers (although not limited by your movement). After two rounds in which it takes a standard action to breathe. Control Winds (Seed) Difficulty Class: See Text Components: Meditation Bending Time: One round Maintenance Action: Full-round action Range: 60 ft. If a subject fails one of the subsequent (not the initial) saves. the creature regains normal breath. see text You reach inside the subject's body through an opening and rip out their store of oxygen or other vital gas. They are not injured in any way otherwise. you may ignore any movement penalties for difficult terrain. By balancing on the ball of air. Augment: . the Air Scooter has an additional 5 feet of movement speed. It has a land speed equal of 60 ft.For every ten points you use from your augment pool. and the form ends. . Augment: . though you do not have to make a Concentration check to bend while using this form.For every five points you use from your augment pool. it immediately dissipates. It has a flight speed equal to its land speed with a perfect maneuverability. you are considered to be mounted for all purposes. beginning in the round when it failed its initial save. it can still continue to breathe by taking a standard action in each round to gasp for air. the DC drops back to its original value if the subject spends an action to take a breath. you can perform this form on an additional target. If the target succeeds on a Fort save when the form is activated. . An affected creature can attempt to take actions normally instead. If you dismount for any reason. Air Scooter (Seed) Difficulty Class: 10 Components: Meditation Bending Time: Move action Maintenance Action: Move action Range: Personal Effect: Balancing orb of wind beneath your feet Duration: Concentration You create a tumultuous. While riding the Air Scooter. you are not subject to any reactive rolls or effects. but each round it does so. it is unaffected.By using twenty points of your augment pool. but can only fly or hover for three consecutive rounds. . You gain a bonus to this bull rush check equal to half your Bender Level. spinning orb of air to ride.By using five points of your augment pool. The Air Scooter can also traverse normally impossible surfaces. such as water.For every three points that you exceed the difficulty class. . Even walls and pools of lava are no impediment . Area: Cone-shaped spread of wind Duration: Concentration + one round . If you fail the attempt. the subject risks blacking out from lack of oxygen. it is rendered unconscious for the next 1d10 minutes. the saving throw DC for this form increases by one. It must succeed on another Fortitude save at the end of any of its turns in which it did not consciously take a breath. If struck. you gain a +1 bonus to your Balance check while riding the Air Scooter. if this ability is made to require a save instead) is subject to a bull rush attempt by the attack. you attain great speed and maneuverability.For every three points you use from your augment pool.For every five points that you use from your augment pool. although a helpless target who fails their subsequent saves against this form is immediately killed. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath. While riding the Air Scooter. lava. Target: One breathing creature Duration: See text Saving Throw: Fortitude negates. if it fails. you can maintain this form as a free action.the Air Scooter can climb up vertical surfaces as long as it moves at least 30 ft per round.. and the ball floats a few inches above the surface. you can initiate bull rush attacks with successful Air Blast strikes. or until healed or given first aid. Breathstealer (Seed) Difficulty Class: 30 Bending Time: Full-round action Range: 30 ft. Anyone struck by the attack (or who fails their save.

or the terrain in the space is difficult to pass through) but make their save. Wind Strength Light Moderate Strong Severe Windstorm Hurricane Tornado Base DC 0 5 10 20 35 55 80 Area: Cylindrical burst (5-ft radius. If trapped against a wall or other solid surface by Funnel. (See Table: Wind Effects in the Dungeon Master's Guide. you may instead opt for Funnel to fire at lower pressure.For every four points that you exceed the difficulty class. One round after you cease to focus on the winds. Subjects affected take 4d6 non-lethal bludgeoning or lethal piercing damage (your option) every round that they remain in the funnel. If they are knocked back at least ten feet.or as gentle . you can create and maintain an additional cylinder. cone in front of you. you can change this form's area to a 20-ft radius centered on you. in this case.) You shoot huge amounts of wind originating from that square. When fired and while maintained.By using ten points of your augment pool. . they end up prone in the adjacent space. allowing you to strike harder and faster. subjects do not take on-going damage. You gain a +2 synergy bonus and an additional attempt for every additional funnel simultaneously trying to push the subject in that direction. you gain a +1 bonus to your melee attacks and damage with light or one-handed weapons for every three Bender Levels you possess. As a free action. your melee attacks with light or one-handed weapons ignore 10% miss chance due to concealment or other effects. Funnel (Seed) Difficulty Class: 20 Components: Somatic.For every five points you use from your augment pool. Attacking through a funnel in either direction grants total concealment. If the winds already present in the area are stronger than you can control.You begin to change the wind speed in a 60-ft. Funnel initiates a bull rush with every creature in its area.For every fourteen points you use from your augment pool.) You may choose to make these winds as strong . you can propel yourself upwards twenty feet. and are considered checked (unable to move forward) against movement in that direction. . it is considered to be a creature of Medium size. for example. Creatures caught in Funnel are allowed a Reflex save to move to an adjacent space safely. it deals no damage and creatures in the funnel's path are gently pushed to the end of the line's effect. this form fails. . they begin returning to their natural state. Augment: . Augment: . they are considered to be checked against movement in all directions. you deal an additional 1d6 damage with one cylinder. You gain a bonus to this bull rush check equal to your Bender Level. Flowing Air Strike (Seed) Difficulty Class: 10 Components: Somatic Bending Time: Swift action Maintenance Action: Swift action Range: Personal Target: Self Duration: Concentration You improve your combat rhythm and timing. If suspended in mid-air by Funnel.For every five points you use from your augment pool. they are knocked prone. Every round. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. Meditation Bending Time: Standard action Maintenance Action: Move action Range: 60 ft. the subjects are granted a new Reflex save to escape to an adjacent space. You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by air funnels.as you are capable of controlling. long) originating within 20 feet. Augment: . Duration: Concentration Saving Throw: Reflex negates Target a single square within 20 feet (including your own. the length of your cylinders increase by 10 ft. If you originate this attack from your square and shoot upwards. Effect: Horizontal or vertical line of rushing winds. For the duration of this form. 20 ft.

as are those whose held possessions are targeted by the form. an unarmored human may deal and take only 1d3 damage per 10 lbs. For every consecutive run or double move thereafter. Target: Object or creature up to 5 lbs per Bender Level. You breathe air. When hurled. You may not target yourself with this form. you must succeed on a single attack roll to hit the target with the weight. though you lose control over them. Windrunner: When you use the charge. Duration: Concentration Saving Throw: Fortitude negates (see text) You move a single object as long as it is within the weight limit. or underwater). Maintenance Action: Swift action (Windrunner) Range: Personal . This template can be applied to any airbending form. Range: Personal Target: Self Duration: See text. and thus. Creatures who fall within the weight capacity of the form can be hurled. Cloudwalker: As a full-round action. When thrusting. A number of small objects within the same square can be moved as one. You are always considered to be running for this jump.For every point you exceed the base difficulty class. Levitation (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Standard action Maintenance Action: Free action Range: Personal Target: Self Duration: Concentration This stance initiates two forms. Augment: . but they are allowed Fortitude saves to negate the effect. using your base attack bonus + your Wisdom modifier. A hurled creature takes damage and deals damage to its target. Heavenly Stride (Seed) Difficulty Class: 20 Components: Somatic Bending Time: Varies.For every two points you use from your augment pool. Hurricane Breath grants you enough air to perform a targeted airbending attack. They deal damage as a single large object. can be quickened. your maximum speed increases by 5 feet. Hurricane Breath (Template) Difficulty Class: 15 Components: Not Somatic Bending Time: Move action at least. though you will need to breathe within the next round. Concentration (Windrunner) This stance initiates two different forms. The distance you jump in a round is not limited by your movement. run or double move action. see text.Hand of Wind (Fundamental Seed) Difficulty Class: 5 Components: Somatic. Your airbending form gains your Constitution modifier as a bonus to the bending check and is performed with no somatic components. provided they fit in the weight category. Augment: .For every two points you use from your augment pool. you can move an additional 5 pounds of weight. Hard. it can be used to airbend in new ways. Even if you are not surrounded by air (such as if you are in a vacuum. Subjects can be hurled outside of the range of the form. One in spiked armor may deal and take up to 1d6 damage per 10 lbs. due to momentum. Meditation Bending Time: Standard action Maintenance Action: Standard action Range: 60 ft. issuing from your mouth instead. You take a deep breath to inhale and center your thoughts. to a maximum of +20. make a Jump check. Target: Self Duration: Instantaneous (Cloudwalker). so its inherent lethality doesn't come into play. you do not have specific control over the way an object is thrown. You can take a maintenance action to suspend an object in mid-air between rounds. Add your Bending check to the result. dense objects deal 1d6 points of damage per 10 lbs. You move the targeted object up to 30 ft in a round. . you can move objects 5 feet farther. you gain an additional +5 bonus. you gain a +10 circumstance bonus to your land and air movement speed. Other objects may deal as little as 1 point per 10 lbs.

Puppet (Seed) Difficulty Class: 20 Components: Somatic. Twinkletoes: By pushing the air currents around you to support your weight. Shockwave (Seed) Difficulty Class: 15 Components: Somatic. the effect of this power ends. the second 2. rendering it helpless.Hover: You create rushing winds around your entire body. Augment: .For every seven points you use from your augment pool.By exceeding the difficulty class by fifteen points. Meditation Bending Time: Standard action Range: 15 ft. cast spells. and its bonus on damage rolls is equal to your Wisdom bonus.For every three points you use from your augment pool.For every eight points you use from your augment pool. and so on. gain concealment against tremorsense.By using twelve points of your augment pool. Augment: . .For every two points you use from your augment pool. you gain total concealment against ground-based tremorsense. but it does gain a bonus to its AC equal to your Wisdom bonus. If you force the subject to engage in combat. You can force the subject to stand up. but operating the vocal cords is too difficult. Move Silently and Tumble checks equal to half your Bender Level. the saving throw DC of this form increases by one. with perfect maneuverability. walk. sit down.For every seven points that you exceed the base difficulty class. (Allowing you to move 5 feet as a full-round action. .For every four points you use from your augment pool. and a bonus to Balance. Subjects inside the area must make a Reflex save or take 1d4 sonic damage per Bender Level. You cannot force the subject to manifest powers. the cone becomes five feet longer. The subject gains no benefit to Somersault (Seed) Difficulty Class: 20 Components: Somatic Bending Time: Immediate action Range: Personal Target: Self . you can control an additional creature at once. Augment: . . you can affect one creature one size category larger. Target: One Medium or smaller Air creature. to a maximum of Shockwave's range. or use any special ability that is not a function of just its body movements. Although the subject's body is under your control. you take a cumulative -1 penalty to all bending checks. bend. Creatures capable of taking purely mental actions (such as manifesting powers.For every five points you use from your augment pool. turn around. to a maximum penalty of -5. you knockback subjects an additional five feet. its attack bonus is equal to your base attack bonus + your Wisdom bonus. Jump. Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft. You gain a flight speed of 0 ft. slowly lifting you into the air. you no longer take a penalty to attack rolls while using this form. Augment: . Failure means they are pushed back five feet. Area: 15-ft cone burst originating from you Duration: Instantaneous Saving Throw: Reflex half. If you lose line of sight to the subject. the size of the damage dice increases by one. You can also hold the subject immobile.) Flying with this form while attacking makes you unstable. you become light on your feet. Duration: Concentration Saving Throw: Fortitude Negates You can attempt to control a pre-existing creature with the [Air] subtype that is within range and to which you have line of sight. . A subject of this power cannot make attacks of opportunity. . On a successful save. Armor Class from its Dexterity. you gain an additional five feet of movement speed. the first attack has a -1 penalty on attack rolls. Fortitude negates (see text) You slice with your hands or your weapon. Every round past the first that you maintain this seed. A full round spent stabilizing allows you to begin again at -1. and so on. the subject's mind is not. they only take half of this damage. You weigh half as much as usual. creating a brutally quick shockwave before you. Those who fail their Reflex save are subject to a Fortitude save. or bending without Somatic components) can do so.

Meditation . the twister doubles in width. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. Bending Time: One round Maintenance Action: Full-round action Range: 90 ft. rushing barrier of wind around yourself or another creature. If the area the twister is summoned in is not at least 120 feet high and 400 feet wide. Effect: 10-ft. Soundbending (Seed) Difficulty Class: 15 Components: Somatic. Those who fail are flung out from the top of the cylinder 60 feet away in a direction of your choosing. For every size category that the creature exceeds Medium. 60-ft.For every ten points that you use from your augment pool. If the subject strikes a wall. Augment: . You can move the area at will. allowing it to throw creatures one size category larger. the penalty or bonus increases by another point. Meditation Bending Time: Standard action Maintenance Action: Swift action Range: 30 ft. This form creates a cylinder of wind anywhere within range. This Twister (Seed) Difficulty Class: 35 Components: Somatic. Noise within a ten foot radius of the area is either muffled or magnified. this form fails due to insufficient air.By using ten points from your augment pool. you somersault over an adjacent medium-sized creature or object's head to an empty square adjacent to them that is within 15 feet of you.By using ten points from your augment pool. radius Duration: Concentration Saving Throw: Fortitude partial (Thundercrack) This stance initiates two different forms. Augment: . Creatures sharing a space with the twister must make a Reflex save to move to an adjacent space and escape the twister. Area: 10-ft. you summon a focused windstorm. but are incapable of moving for the round. they end up prone in the adjacent space. If you succeed. Wind Whisper: By manipulating the air currents. as well as falling damage if applicable. the maintenance action for this form becomes a free action. and also deal that damage to the wall. they take falling damage as though from 60 feet. granting a +4 circumstance penalty or bonus (respectively) on Listen checks for those sounds. high cylindrical spread Duration: Concentration Saving Throw: Reflex negates By manipulating air currents into a tight spiral.For every three points you use from your augment pool. Area: 5-ft. dealing 1d4 sonic damage. you do an extra 2d4 damage with this attack. . Attacking through a twister is impossible – it is effectively a solid barrier. the Tumble DC increases by 4. Meditation Bending Time: Standard action Maintenance Action: Swift action (Wind Whisper) Range: 60 ft. provided that the subject is small enough to fit within the diameter of the sphere. Target one area. wide. you deal an extra 1d3 points of damage per Bender Level if the attack succeeds. It immediately ceases movement for the round after successfully striking a target. Huge or larger creatures are not thrown by the Twister. Thundercrack: A gigantic peal of thunder echoes through the area.-radius sphere Duration: Concentration Saving Throw: Reflex negates You create a whirling. no save.For every four points that you exceed the base difficulty class. Augment: . Augment: . Affected creatures must make a Fortitude save or be deafened for 1d4 rounds. you can shape and alter existing sounds. which can be moved 40 feet per round. You are also granted an attack of opportunity against them. taking 1d8 damage per Bender Level. you gain a +1 bonus to your attack roll.Duration: Instantaneous You may make a DC 16 Tumble check. Wind Barrier (Seed) Difficulty Class: 30 Components: Somatic. or the terrain is difficult to pass through) but make their save. .For every point you use from your augment pool.

using your scores and modifiers (although not limited by your movement). but is too weak to deflect a direct attack. It has Fast Healing equal to its HP. you can make a weaker sphere in your space or an ally's space within range as an immediate Action. .For every four points you use from your augment pool.By using five points of your augment pool. Armor (Seed) Difficulty Class: 15 Components: Somatic. This stacks with any existing /. Augment: . granting you a +4 bonus to your Natural Armor. If you fail the attempt. This sphere grants the target total concealment against all area attacks for one round. Creatures within the area must make a Reflex save or take 1d4 bludgeoning damage. The wind barrier does not halve any damage type used against it. Patience and speed in equal parts are key. and the quickest to be bewildered when without it. Augment: . depending on their training environment when first starting out. Their stances depend on being deeply rooted to the ground. Earthbenders are the most visibly surrounded by their element.For every two points you use from your augment pool. EARTHBENDING Earth is the element of substance. completely covering you. The bonus to Natural Armor increases by one point every 4 Bender Levels. you are not subject to any reactive rolls or effects. Area: 5-ft radius burst centered on you Duration: Instantaneous Saving Throw: Reflex half The air around you explodes in a circular burst. Effect: Ray Duration: Instantaneous You hurl a gigantic boulder at the target. Use your Wisdom score in place of your Strength score for this attempt. Most Earthbenders are unable to bend metal and often have difficulty with either sand or solid rock. When centered on you. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. you deal 1d8 damage per Bender Level and the target is subjected to a bull rush attack. or the terrain in the space is difficult to pass through) but make their save. You cannot use this ability while wearing Medium or heavier armor. you gain 1/.sphere has no hardness. This armor moves with you and shields you from harm. the radius increases by 5 feet.Damage Reduction you possess. Boulder Toss (Seed) Difficulty Class: 30 Components: Somatic. Make a ranged attack roll. Acid and Electricity resistance. most prefer doing so in straight lines and on the ground. and has 10 Hit Points per Bender Level. Augment: . you gain a +1 bonus to your Bull Rush attempt with this form.For every point you use from your augment pool. you deal an additional 1d4 damage. ignoring all miss chance effects. the barrier moves with you.For every two points you use from your augment pool. Wind Burst (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Standard action Range: 5 ft. you gain 1 point of Fire. the wall increases by an additional five-foot square. If you fail. Subjects in the area get a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If you hit. though those who have learned to wait and listen properly know that they have far from lost. . Meditation Bending Time: Standard action Range: 30 ft. . and though they move when necessary. they end up prone in the adjacent space. Subjects that fail their save are subject to a bull rush attempt by the attack. . meaning that it must take its HP worth of damage in one round to dissipate. Cold.For every two points you use from your augment pool.. but affects you as though you were wearing Medium Armor. you are not . Meditation Bending Time: Full-round action Maintenance Action: Free action Range: Personal Target: Self Duration: Concentration Small bits of rubble or sand rise up and affix themselves to you.Damage Reduction. used by those who are persistent and enduring.For every two points that you exceed the base difficulty class.

A creature surrounded totally in rock is completely helpless and unable to breath. a flash density change can be extremely difficult. or the terrain in the space is difficult to pass through) but make their save. .For every six points you use from your augment pool. If you attempt to surround a creature in rock or disperse the ground beneath them. Area: One 5-ft square atop packed earth.For every three points you use from your augment pool. you can move the target 5 feet farther. splitting it in two. Dirt Spray (Seed) Difficulty Class: 15 Components: Somatic . they end up prone in the adjacent space. dust Sand. or anywhere else within your range. Affected creatures and rigid objects (such as a clay house) take 1d8 damage per step altered in this way. Area: One 5-ft cube of earthen materials. you deal 1d6 damage to the target. crystal or rock. Earthen creatures and objects such as elementals can be altered with use of this form. Meditation Bending Time: Full-round action Range: 20 ft. The targeted square becomes difficult terrain. . Initial Condition Quicksand. Saving Throw: Reflex negates You violently thrust up the earth beneath someone's feet. This may be adjacent to another square you placed (even if the new square is out of your range). this is accomplished via mental exertion. you can simultaneously attack an adjacent target to the first.subject to any reactive rolls or effects. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. Saving Throw: Fortitude negates (object).By using ten points of your augment pool. Creatures are allowed a Fortitude Save against this effect.For every four points you use from your augment pool. This can be accomplished by 'bouncing' the boulder. Augment: . Earth Required: At least 200 lbs.For every point you use from your augment pool. you may perform Density on or in a cube of earth which you are standing inside without the use of Somatic components. see text Components: Somatic. Augment: . Augment: . or other ways. For every 10 feet added in this fashion. Affected subjects take falling damage as normal. This ability cannot be quickened to a Swift Action. While altering the condition of the earth one step at a time is easy. attempting to alter its density and properties to suit your needs. Reflex negates You focus on a segment of earth. you can target an additional adjacent five-foot square. Density (Seed) Difficulty Class: Varies. but has full cover against all attacks. sending them flying into another square of your choice up to 10 feet away in any direction (including up). You gain a bonus on this bull rush attempt equal to your Bender Level. firing two at once. of solid rock or crystal. you may affect an additional square. they are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). Loose dirt Packed dirt Soft rock Stone Dense rock Steps Changed At Once Base Difficulty Class 1 Step 2 Steps 3 Steps 4 Steps 5 Steps 10 30 50 70 90 Catapult (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Standard action Range: 20 ft.

Not immediately recoverable. Each Earth Blast deals 1d6 piercing. windstorms and rapids disperse the cloud in 1 round after you cease concentration. Augment: . Augment: . beyond 5 feet even creatures with a radar-like blindsense (such as that created by Touchsight) are no better off. radius.For every five points you use from your augment pool. you deal an additional 1d6 damage with Sandswallow. or five gallons per five-foot Earth Blast (Fundamental Seed) Difficulty Class: 5 Components: Somatic Bending Time: Ranged attack Range: 60 ft. Earth Required: A quarter-inch coating of sand or loose dirt over the area to be affected. Not immediately recoverable. you can increase the width of the cylinder by five feet. including as part of a full attack action.For every five points that you exceed the difficulty class. Augment: . you can increase the height of the cylinder by five feet. depending on the exact shape and composition of the earth used. Earth Required: A handful of sand or loosely packed dirt. though other forms of blindsense and tremorsense work as normal.For every two points you use from your augment pool. . and a severe wind or water current prevents the cloud from even forming. Reflex negates. you can increase the duration by one round. This attack deals 1d6 damage. Not immediately recoverable. . Creatures with completely enclosed eyes and those without normal sight are unaffected by this form. Sand also flies into their eyes. you can restrict safe movement to five feet a round. including darkvision.For every five points you use from your augment pool. slashing. Area: 20-ft wide. The cloud obscures all sight. completely blinding them for a round. or twenty gallons per five-foot radius. An affected creature within 5 feet of an attacker has concealment (attacks have a 20% miss chance). the roiling sand and grit become thick and painful to move through. you may use an Earth Blast instead. 5-ft high cylinder spread Duration: Concentration + one minute Saving Throw: Fortitude partial (objects. or bludgeoning damage at your option. A severe wind or water current disperses the cloud 4 rounds after you cease concentration. you deal 1d6 slashing damage with a successful attack. and hurricanes and riptides prevent the cloud from even forming. but in addition to obscuring sight. (Blind) Target: One creature Duration: 1 round Saving Throw: Reflex negates By aiming a spray of sand or dust at an opponent's eyes. A creature who fails their Reflex save becomes blind for the next round. Sandswallow (DC 25): This application functions like Darken. . or take 2d6 damage for every additional 5 feet they moved.For every four points you use from your augment pool. Effect: Ray The first offensive ability you learn as an earthbender. a strong wind or water current disperses the cloud in 1 round after you cease concentration. .Bending Time: Standard action Range: 30 ft. and the attacker can't use sight to locate the target). Sandswallow) This stance initiates two different forms. Earth Required: An inch coating of sand or loose dirt over the area to be affected.For every two points you use from your augment pool. A moderate wind or water current disperses the cloud 4 rounds after you cease concentration. . Whenever you would be granted a ranged attack. you can try to temporarily blind the creature. you can increase the height of the cylinder by five feet. Dust Cloud (Seed) Difficulty Class: See text Components: Somatic Bending Time: Full-round action Maintenance Action: Move action Range: 30 ft. Creatures and objects inside can only move 10 feet a round at most.. . or feats like Shot on the Run. Darken (DC 15): You disperse copious amounts of sand or loosely packed dirt into the air or water.By using ten points of your augment pool. A successful Fortitude save negates the blinding effect and halves the damage. you can increase the width of the cylinder by five feet.For every four points you use from your augment pool. increasing by an additional 1d6 damage for every five Bender Levels that you have. creatures farther away gain total concealment (50% miss chance.

If the targeted creature was the same size category as the wave or larger.By using five points of your augment pool. . .For every ten points you use from your augment pool. they must only state that they have targeted you.By using fifteen points of your augment pool. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. which move slower. Earth Wave initiates a bull rush with every creature it runs into. to trap mobile opponents within or under a wall. All creatures and objects hit by the wave take 1d6 points of bludgeoning damage. If Earth Wave runs into a friendly creature (including you). or the terrain in the space is difficult to pass through) but make their save. fast-moving tidal wave by augmenting natural fluctuations. Augment: . it keeps going due to momentum. the wave stops there. and is considered to be a large creature. You gain a bonus to this bull rush check equal to half your Bender Level. such as with a rock or the Armor form. you can perform this form as part of a standard melee attack on the same target. the wall increases by an additional five-foot square. The wall immediately crumbles after blocking one attack. You pick any mass of sand within range and send it crashing forward 5 feet per Bender Level. worked earth 10 * This material is twice as thick If you fire the wall into a square occupied by a creature. You must use this ability before your opponent declares what attack they are using. it is considered to have overrun the creature instead.For every six points that you exceed the difficulty class. using your Wisdom score in place of a Strength score.By using five points of your augment pool. all of the pieces bended with one use must be adjacent to one another. It is possible. Duration: 1 round You create a giant.Earth Required: 1 pint. where they will be gently set down. if the wave fails the bull rush and the target creature is smaller than it.For every point you use from your augment pool. you can make a single five foot segment in your square as an Immediate Action. . . and its values vary depend on the material it is made out of. Not immediately recoverable. Earth Required: 900 Gallons per 5-ft cube. Area: Wall of four 5-ft square areas. approximately equivalent to a single rock. Area: Eight adjacent 5-ft cubes of sand or loose earthen material. Earth Wave can make two 45° turns. moving Earth Wall (Seed) Difficulty Class: 10 Components: Somatic Bending Time: Full-round action Range: 30 ft. you do not provoke attacks of opportunity for using this ranged ability in a threatened square.For every three points you use from your augment pool. Augment: . provided you have a quantity of earth in your hands. Meditation Bending Time: Full-round action Range: 60 ft. they end up prone in the adjacent space. Creatures are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). Material Sand. you may opt to let them ride the wave at its crest until the wave ends. you grant the wave a +1 bonus to its bull rush modifier. but difficult. loose dirt Packed earth Hard stone Crystal Hardness HP/Inch-Thick 0 3 15 30 8* 5* 5 8 1 Soft stone. . Earth Wave (Seed) Difficulty Class: 15 Components: Somatic. Effect: Wall of earthen material Duration: Instantaneous Saving Throw: Reflex negates You cause a small wall of earth to shoot out of any earthen surface. The subject can make a Reflex save to choose for themselves. you deal an additional 1d6 damage. provided the wall is shaped so it can hold the creatures. even if the wave extends past your control or enters an anti-magic field. you decide which side the creature ends up on. No matter how long the wall becomes. This wall is one inch thick per Bender Level. not immediately recoverable. Augment: . you can increase the wave's size category by 1. You may choose to use giant boulders instead. but no more.

Duration: Instantaneous Saving Throw: Reflex negates You burrow up to 30 feet through the earth as though you had the Earth Glide special ability. If you hit. the level of the Golem increases by one.For every five points you use from your augment pool.For every five points you use from your augment pool.By using ten points of your augment pool.. such as sand. you gain another five feet of range to your tremorsense. you can maintain this ability as a free action. wood. your attack ignores damage reduction and hardness. you can bring along another adjacent creature. . . Medium or smaller 150 lbs.For every point that you exceed the difficulty class. Target: Self and one adjacent creature. but made and are not subject to effects that hedge out or otherwise target outsiders.) If you are playing a non-canon setting. 2400 lbs. . halves your tremorsense distance. Earthwalker (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Full-round action Range: 0 ft. Creatures and objects without significant blocks of earthen components. ignoring barriers.) as long as you stand on a solid material. Earth Required: Size Category Large Huge Gargantuan Colossal Weight 600 lbs. Duration: Concentration You create a giant construct of earth. plants.For every four points that you exceed the difficulty class. Loose material. Golem (Seed) Difficulty Class: 15 Components: Somatic. It appears where you designate and acts at your direction. Golems are not summoned.eight times as many cubes of earth.For every two points you use from your augment pool. are immune to this attack. This earth is not immediately recoverable.By using ten points of your augment pool. Then you strike. Headcracker (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Standard action Range: Melee Target: One earth-containing creature or object You find the bits of earth in the target . for an overall increase of six points.maybe a man or demon's calcified bones. your bender golem has an additional 3 hit points.For every four points that you exceed the difficulty class. Earthsight (Seed) Difficulty Class: 25 Components: Meditation Bending Time: Move action Maintenance Action: Move action Target: Self Effect: Tremorsense Duration: Concentration + 1 round. Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft. This increases its Strength by four points and gives it an additional four points to its Bull Rush modifier. so consider broadening the targets. 38400 lbs. you can move another five feet. Augment: . such as oozes. you can use this ability with solid earth. . and deals +1d6 damage. or maybe a Tarrasque's mineral rich exoskeleton. The round that you cease maintenance. plants and oozes actually have a lot of minerals in them. Augment: . Augment: . You gain Tremorsense (30 ft. Augment: . Effect: Create an earthen creature . 9600 lbs.. it collapses to the ground in a heap. Iron Golems or fire elementals. (Though metal creatures and components can be affected with the Metalbend template. Make an attack roll with your melee weapon. You can bring along one adjacent creature of your size or smaller.

.For every two points you use from your augment pool. For simplicity's sake. Metalbend (Template) Difficulty Class: +10 Target: Metal objects and creatures You can apply this template to any seed which requires or targets earth. Move Earth (Fundamental Seed) Difficulty Class: 5 Components: Somatic. by the end of the third season. Yet. see text.) Earth Required: 100 pounds. While imprisoned. Quicksilver and all other standard metals in addition. you can move sand and loosely packed dirt instead. an (N)PC used to sandbending instead of rockbending might have an easier time using Move Earth and Shape Earth with sand than rock. Augment: . This requires quadruple the amount of earth for each size increase. Mithral. she seems to have utterly mastered sand as though she had always bent with it. Toph almost certainly gained levels from Season 2 to Season 3. you can move an additional 25 pounds of earth. and halve it when moving upwards. or be trapped in a nearly unbreakable prison of earth.. Cold Iron. The subject takes 1d6 damage for every five Bender Levels you possess. and Move Earth. In most seeds. Augment: . Double this distance when moving downwards. Dropping rocks or throwing them at someone deals falling object damage as though from ten feet. You can attempt to wrest earthen items out of someone else's control. we see examples of sandbenders.For every five points you use from your augment pool. but also has total cover against all attacks. Target: One Medium or smaller creature or object Duration: Instantaneous Saving Throw: Reflex negates With a gesture. You may control Iron.By using five points of your augment pool. Adamantine. such as Headcracker. letting it fall. a subject has five rounds worth of air before he begins to suffocate (as rules for drowning. and almost negligible for a grandmaster – as it should be. . The +5 DC increase is drastic for a low-level bender. Appropriately weighted earth creatures such as elementals can be moved with use of this seed. rather than the default assumption that it's the other way around. the skill DC to escape the sphere increases by two. Range: 60 ft. To go a step further. or you can hold it in place. we have chosen to represent these qualities by making certain seeds much more useful for either a sand-dweller or normal earthbender to use. Toph is quite uncomfortable in the sandy desert. An imprisoned target is helpless. SANDBENDING In the show. you can release the earth.For every four points that you exceed the base difficulty class. Holding the earth in place requires a maintenance action. Meditation Bending Time: Standard action Maintenance Action: Standard action Puppet (Seed) Difficulty Class: 20 . They can attempt a DC 25 Strength or Escape Artist check as a full-round action in order to escape their bonds. though follow each metal's standard qualities for abilities like Shape Earth and Earth Wall. At the end of your action. you can affect creatures one size larger. Taking earth out of elementals or primarily earthen objects deals 1d8 damage per 25 pounds of earth you extract. Steel. crystal or tightly packed dirt Duration: Concentration Saving Throw: Fortitude negates (object). finding it much harder to work with than her familiar solid earth.you deal an additional +1d6 damage with this attack. whose movements resemble those of airbenders. the distance you shunt earth increases by five feet. the subject gets a Reflex save to hold on to their item. Area: 25 pounds of rock.For every three points that you exceed the base difficulty class. Imprison (Seed) Difficulty Class: 25 Components: Somatic Bending Time: Full-round action Range: 60 ft. Earthwalker. The target must make a Reflex save before the bonds solidify. the earth itself rises up to swallow your opponent as tendrils of clay wrap around their limbs. . metal typically adds 5 hardness and damage reduction compared to stone. You shunt each controlled cube of earth up to ten feet in any horizontal direction. and certain seeds have an affinity for one type of material or another.

you can affect one creature one size category larger. You can force the subject to stand up. Duration: Concentration Saving Throw: Fortitude Negates You can attempt to control a pre-existing creature with the [Earth] subtype that is within range and to which you have line of sight. Fortitude negates (see text) You gather up a mass of small. Creatures in the affected squares must make a Reflex save or be knocked prone. Those unconcerned by the spikes still use two squares of movement to make it through. the effect of this power ends. you can control an additional creature at once. the chosen squares become difficult terrain. A failure by 5 or more means they fall prone. you take a cumulative -1 penalty to all bending checks. If you lose line of sight to the subject. Earth Required: 25 pounds of loose debris or rubble. Augment: . and its bonus on damage rolls is equal to your Wisdom bonus.For every four points you use from your augment pool. Those who fail their Reflex save are also subjected to a Fortitude save. the subject's mind is not. You cannot force the subject to manifest powers. Although the subject's body is under your control. Using Quake on loosely packed earth or sand has normal effects. but the spikes do not remain for subsequent rounds. Subjects inside the area must make a Reflex save or take 1d4 bludgeoning.Components: Somatic. Failure means that they are pushed back five feet.For every two points you use from your augment pool. Quake (Seed) Difficulty Class: 20 Components: Somatic Bending Time: Full-round action Maintenance Action: Full-round action Range: 20 ft. You can also hold the subject immobile. Augment: . . bend. Subjects can make a Balance check to move at half speed (DC 22). If you force the subject to engage in combat. Additionally. walk. or full speed (DC 27) without taking damage. or bending without Somatic components) can do so. the Balance DC increases by one point. Meditation Bending Time: Standard action Range: 15 ft. The subject gains no benefit to Armor Class from its Dexterity. you can affect an additional square.For every three points that you exceed the difficulty class. Every round past the first that you maintain this seed.For every three points you use from your augment pool. rendering it helpless. or use any special ability that is not a function of just its body movements. dust particles and sand. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage. Area: Four 5-ft squares on packed earth. taking 1d6 piercing damage from the sharp stones. firing them in a wide swarm. crystal or rock (S) Duration: Instantaneous Saving Throw: Reflex negates You strike the ground and it breaks and twists in multiple . Creatures capable of taking purely mental actions (such as manifesting powers. but operating the vocal cords is too difficult. cast spells. loose rocks.For every eight points you use from your augment pool. and so on. ways. the cone becomes five feet longer and requires 5 more pounds of debris. Rubble Wave (Seed) Difficulty Class: 20 Components: Somatic. sit down. Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft. its attack bonus is equal to your base attack bonus + your Wisdom bonus. Augment: . On a successful save. slashing and piercing damage per Bender Level. A subject of this power cannot make attacks of opportunity. but it does gain a bonus to its AC equal to your Wisdom bonus. This ability is often used by Sandbenders to propel their Sand Skiffs. they only take half of this damage. Target: One Medium or smaller Earth creature. A failure by 4 or less means they can't move any further for the round. turn around. Area: 15-ft cone burst originating from you Duration: Instantaneous Saving Throw: Reflex half. . Anyone damaged by Quake loses speed as though they had stepped on a caltrop.

The business end of Spike may be flat or pointed at your option. Anyone who fails their save against the spike is knocked back to the edge of the form's range as though bull rushed.For every fourteen points you use from your augment pool. crystal or tightly packed dirt. subjects affected take 4d6 bludgeoning or piercing damage respectively. Maintenance Action: Move action (see text) Range: 30 ft. Shape Earth (Fundamental Seed) Difficulty Class: 5 Components: Somatic. crystal or rock. crystal or rock.For every five points you use from your augment pool. you knockback subjects an additional five feet. it deals no damage and creatures in the path are gently pushed to the end of the line's effect. The Craft skill determines the exact quality of the object created. Appropriately sized earth creatures such as elementals can be altered with use of this seed. Craft (Weaponsmithing) can be used with Shape Earth to make weaponry and ammunition out of rock. (S) Duration: Instantaneous Saving Throw: Reflex negates Spike (Seed) Difficulty Class: 25 Components: Somatic. and has 10 Hardness and 20 Hit Points per inch of thickness. Area: A 5-ft cube of rock. you can create an additional cylinder. If you originate this attack from your square and shoot upwards.For every five points that you exceed the base difficulty class (including all modifiers). Meditation Bending Time: See text. long) . you deal an additional 1d6 damage with one cylinder. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft.For every four points that you exceed the difficulty class. Augment: . though specific detail is very hard. . Sculpted rock has 10 Hardness and 20 Hit Points per inch of thickness. A spike is an inch thick per Bender Level. Duration: Instantaneous Saving Throw: Reflex negates Target a single square of earth within range (including your own. harmless) You manipulate the basic shape of packed earth. this form requires one additional round to activate. Target: 5-ft square atop packed earth. .) You fire a giant spike originating from that square. in this case. This weaponry functions precisely as the base item. or the terrain in the space is difficult to pass through) but make their save. The duration changes to Concentration. Meditation Bending Time: Full-round action Range: 20 ft. however. You may instead opt for Spike to grow more slowly. .. for every 5 points the Craft DC increases. you can shape one additional cube. Area: Cylinder Burst (5-ft radius. crystal or rock to look like something else (such as a sculpture). Duration: Instantaneous or Concentration (see text) Saving Throw: Fortitude negates (Object. and can even be enchanted.By using five points of your augment pool. they must make a DC 15 Strength or Escape Artist check as a full-round action to escape. one 5-ft cube creates material for eight medium-sized weapons. the length of your cylinders increase by 10 ft. you can propel yourself upwards twenty feet. You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by spikes. or up to four hundred pieces of ammunition. you can shape sand and loosely packed dirt. Sculpted clay has 5 Hardness and 35 Hit Points per inch. If trapped against a wall or other solid surface by Spike. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action. Tectonic (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Full-round action Range: 20 ft.. for example. 20 ft. to a maximum of Rubble Wave's range. Area: Three 5-ft squares atop deeply packed earth.For every five points you use from your augment pool. though it does not hinder them in any way: Augment: . Creatures caught in Spike are allowed a Reflex save to move to an adjacent space safely. they end up prone in the adjacent space.

or sixty inches. This may be adjacent to another square you placed (even if the new square is out of your range). Breath of the Dragon (Seed) Difficulty Class: 15 Bending Time: Full-round action Range: Personal Target: Self Duration: Five minutes (D). although there are exceptions.) Those who make their save may move to an adjacent space safely.For every six points you use from your augment pool. they are granted a Climb check (DC 35) to catch the ledge. they gain a +2 bonus to all firebending checks. Fire in water or other non-flammable substances may be a stream of hot bubbles or the like. A mound segment is five feet. . You may choose to end this form's duration prematurely. your next firebending form within the next round alternatively gains either your Constitution modifier as a bonus to the bending check. and 25 for the remainder. A solar eclipse robs them of power for the duration. Subjects who fall because of this form take falling damage as normal. . you may affect an additional square. (Exhaustion. A firebender surrounded by a non-flammable substance or whose body has begun to succumb to an arctic environment is unable to firebend for the most part. worked earth 10 Augment: . Material Sand. Subjects within the affected area must make a Reflex save or fall prone in the space. issuing from your mouth instead. fire is the most kinetic bending form. thick. using every part of their body as a weapon. they end up prone in the adjacent space. you are no longer considered to be fatigued. If you do so. or the terrain in the space is difficult to pass through) but make their save. This DC increases by 5 points for especially slippery walls. Upon ending this form. of desire and will. Firebenders are powered by the sun.For every three points you use from your augment pool. Defense is just a means of better angling your next attack. you do not need to breathe. Along with air.With a foot stomp or ground punch. see text Firebending is all about breath control. If you are playing in a campaign which does not significantly alter the time of most adventures (e.g. loose dirt Packed earth Hard stone Crystal Hardness HP/Inch-Thick 0 3 15 30 8 5 5 8 1 FIREBENDING Fire is the element of power. Try to mix it up. continues as normal. 95% of the adventuring is done at day or night). due to their seeming ability to create fire from nothing – but in reality. (You can suppress this effect at will. Soft stone. For the duration of the form. the Sun/Moon synergy for Fire and Waterbenders can prove unbalancing at low levels. During the day. you may raise or lower the ground by another five feet. or it may be performed with no somatic components. and major solar phenomena (such as a near comet or a nova phase) can boost their power multiplicatively. or anywhere else within your range. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. you cause the ground to rise or sink sharply by five feet. however. If you drop the ground ten feet or more from underneath someone. The DC to climb the mounds or trenches created by this ability is 20 for the highest 5-ft segment. or consider ignoring this. fire comes from the firebender's own personal energy and breath. like those made of sand and crystal. and those who use it are passionate. A firebender is more apparently detached from his element than the other benders.) The form must last for its full normal length for this effect to occur. This variation is not present on planes which completely lack a sun. You take a deep breath to inhale and center your thoughts.

The Burning Edge has 0 hardness. Make a melee attack roll. and is Azula's major thematic. you cannot balance simply. it completely overwhelms Zuko in their first encounter. Dexterity or Constitution) ability damage when you end the fatigue condition. HP equal to twice your bending level. the longsword gains 5' reach. . As the beam strikes its target. Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) You focus your energy into the distance. one who is talented and inherently powerful. The Burning Edge has all the features of a normal longsword for your size category except that half of the damage that it deals is fire damage. Burning Edge (Seed) Difficulty Class: 10 Components: Somatic Bending Time: Move action Maintenance Action: Free action Range: 0 ft. You can use this cohesive flame as a weapon. anyone damaged must make a Fortitude save or be left paralyzed and helpless for one round. Increase any damage dice involved by one size. you can use this ability as a ranged attack with a range of 30 feet. The form deals or resists electrical damage instead. again.For every ten points that you exceed the base difficulty class. It lasts as long as you concentrate or until it is destroyed or you let go of it. which. We do not have any method for modeling this. regardless of how the other firebenders advance throughout the show) is her blue fire. Augment: . you deal 1d6 fire damage per Bender Level. you ignore an additional 10% miss chance. Cold Fire (Template) Difficulty Class: +10 Bending Time: Full-round at least. Blue fire is an ability of a prodigy. your fist or foot burns as you drive it into the target with exceptional speed. and are considered to be proficient with it.For every five points you use from your augment pool. Extremely potent and focused. see text. . Effect: Blade-like flames Duration: Concentration You create a long. This template can be applied to any firebending form that involves projecting or controlling external flames.By using ten points of your augment pool. you can also remove exhaustion with this form. Claw of the Phoenix (Seed) Difficulty Class: 20 Components: Somatic Bending Time: Full-round action Range: Melee Duration: Instantaneous The most damaging basic technique in a firebender's repertoire. Augment: . and is immune to all damage except for cold damage. BLUE FIRE Something introduced with Azula (and her sole domain. This does not ignite the opponent. . Saving Throw: Fortitude negates. can be quickened.For every five points that you use from your augment pool. narrow tongue of fire in your hand. Combustion (Seed) Difficulty Class: 35 Components: Meditation Bending Time: One round Range: 90 ft. firing a narrow beam from your mind's eye. In addition to any other saves. This attack cannot set subjects on fire but it does ignore 20% of miss chance from any source. I propose a simpler solution: Let your players decide what color their fire is.For every ten points that you use from your augment pool. Prodigal talent should be demonstrated via a higher level or higher relevant ability scores. You may only attempt the paralysis effect once a round.By exceeding the difficulty class by ten points. This ability cannot be quickened to a Swift Action. . you restore one point of physical (Strength. If you hit. you deal an extra 1d6 damage per bender level. since most attempts to balance it would really render it useless – it's just a more powerful version of what players already have. It cannot be easily modeled under any scheme to be balanced. it seems to spontaneously explode in intense heat. Augment: . Therefore.This form can be used regardless of outside temperature or surroundings.

A successful Fortitude save reduces the damage to half. you deal an additional 1d6 damage. but will destroy those made out of pure elemental energy (such as a Wall of Fire. the radius increases by 5 feet. Thus. Only the first creature or object struck can be affected. or feats like Shot on the Run. . the ray simply vaporizes as much as one 10-foot cube of nonliving matter. leaving behind only a trace of fine dust. If you hit. Range: 60 ft. You gain a bonus to this bull rush check equal to half your Bender Level. you can perform this form as part of a standard melee attack on the same target. Area: 30-ft long. exploding in a circular burst. This attack deals 1d6 fire damage. If you fail the attempt. see text This template can be applied to any firebending form that involves external flames. that is. Bending Time: Ranged attack. Flamethrower (Seed) Difficulty Class: 20 Components: Somatic. . including as part of a full attack action. does not catch the target on fire and negates the bull rush effect. Any creature reduced to 0 or fewer hit points by this form is entirely vaporized. Augment: . A vaporized creature's equipment is likewise destroyed. or Energy Wall [Electric]). you are not subject to any reactive rolls or effects. they take 2d6 damage per Bender Level. Fire Spin (Seed) Difficulty Class: 15 Components: Somatic Bending Time: Standard action Range: 5 ft. 5-ft wide cylinder originating from you. Effect: Ray Duration: Instantaneous The first offensive ability you learn as a firebender. increasing by an additional 1d6 damage for every four Bender Levels that you have. are set on fire and are subject to a bull rush in a random direction. Explosion (Template) Difficulty Class: +5 Bending Time: Standard action at least. The ray does not affects objects constructed entirely of force. Subjects that fail their save catch on fire. Subjects struck do not catch on fire. Area: 5-ft radius burst centered on you Duration: Instantaneous Saving Throw: Reflex partial You twirl fire around you.By using five points of your augment pool.By using ten points of your augment pool.Make a ranged touch attack against the target. Creatures within the area must make a Reflex save or take 1d6 fire damage. Duration: Concentration (minimum one round) Saving Throw: Reflex half Fire Blast (Fundamental Seed) Difficulty Class: 5 Components: Somatic . those that succeed take half damage and do not ignite. using your scores and modifiers (although not limited by your movement). you do not provoke attacks of opportunity for using this ranged ability in a threatened square.For every five points you use from your augment pool. the ray affects only one target per bend. This does not affect friendly creatures of your choice. When used against an object. Anyone struck by the attack (in the case of an attack roll) or who failed their save against damage is subject to a bull rush attempt by the attack. If you fail the attempt. Explosive fire deals normal (rather than half) damage to objects. the form destroys only part of any very large object or structure targeted. Use your Wisdom score in the place of your Strength score for this bull rush. You gain a bonus on this bull rush attempt equal to your Bender Level. Augment: .For every two points you use from your augment pool. you are not subject to any reactive rolls or effects. but a disintegration effect.By using five points of your augment pool. Meditation Bending Time: Full-round action Maintenance Action: Full-round action Range: 30 ft. Augment: . Whenever you would be granted a ranged attack. This damage is not fire damage. you may use a Fire Blast instead. you can use Explosion without increasing the bending time.

The subject takes 1d4 fire damage. construct or elemental within range. A successful Fortitude save halves the damage that touching creatures take. Incandescence: You focus on an object.For every ten points you use from your augment pool.For every four points that you exceed the base difficulty class. see text This stance initiates two different forms. you can use Heatwave without increasing the seed form's bending time. Duration: Instantaneous Saving Throw: Fortitude partial (object). Augment: . they may opt to make a Reflex save instead to negate the damage by letting go of the object. you gain 2 additional temporary hit points. Augment: . Target: A construct. Lifebend (Seed) Difficulty Class: 30 Components: Somatic. Augment: . to a minimum of 80º F. you may increase the width by five feet. but any square where you make an attack (even if you fail to hit anyone) becomes intensely and overpoweringly hot.For every three points you increase the difficulty class. if flammable. The damage dice used in the attack decrease by one size.For every three points you use from your augment pool. Flamethrower deals 1d6 fire damage per Bender Level to all creatures in its area (half on a successful save). you may increase the length by five feet. Augment: . These temporary hit points are refreshed every round that you maintain concentration. construct or elemental within range. This form can be used regardless of outside surroundings. Subjects who fail their saves catch on fire. you gain 1 temporary hit point. Anyone who ends their turn in such a square (or passes through the square. Vent: You focus on an already hot object. .For every two points you use from your augment pool. . . if applied to a standing fire) becomes sickened for the duration of the encounter if they fail their Fortitude save. the temperature drop improves by 10º F and damage increases by 1d4 points. see text Duration: One round Saving Throw: Fortitude negates Your attack is intentionally unfocused. Target: One living. this damage is not halved. The affected squares are ignited as well. they themselves take 1d4 fire damage as well. deathless or undead creature Duration: One minute Saving Throw: Will partial (harmless) .By using ten points of your augment pool. superheating it. Heat Control (Seed) Difficulty Class: 10 Components: Meditation Bending Time: Standard action Range: 30 ft. If the subject has a relatively low melting point (like ice). you are immune to non-lethal cold damage.. you gain a +1 bonus to your Fortitude saves to resist fatigue and non-lethal damage. it takes double damage and touching objects take no damage. This ability deals 1d4 cold damage to subjects which have heat as an intrinsic part of their nature. the damage increases by 1d4 points.You issue forth a long wave of flame that burns anything in its path.For every three points you increase the difficulty class. such as a flame. Inner Flames (Seed) Difficulty Class: 15 Components: Meditation Bending Time: Standard action Maintenance Action: Swift action Range: Personal Target: Self Duration: Concentration You gather the inner fires of your body and extend them in a surge of adrenaline. Heatwave (Template) Difficulty Class: +5 Bending Time: Standard action at least. While using this form. Meditation Bending Time: Standard action Range: 20 ft. more meant for the environment than your target.For every three points you use from your augment pool. You glow with a bright light. While this form is active. cooling it down by venting the heat off in a different direction. Augment: . elemental or object up to a 5-ft cube. The object drops in temperature by 10º F. and allows you to use other firebending forms in the cold. If anyone is touching the subject. you can make one 45° bend in the attack.

You create or control a single 5-ft cube of flame anywhere within range. like water or stone. and a +1 bonus to attack rolls. next to the entry for either the strength that you want to magnify a fire to.For every seven points you use from your augment pool. The difficulty class of this form is found on the table below. the creature gets a Reflex save to avoid the fire.as you are capable of controlling. Components: Somatic. These temporary or negative levels do not stack from multiple uses. or +5. bending save DC. The fire deals damage as standard for its type. If the creature fails their save. At the end of your action. saves and skill checks. You may choose to make this flame as strong .For every point that you exceed the base difficulty class. Duration: Concentration Saving Throw: Fortitude Negates You can attempt to control a pre-existing creature with the [Fire] subtype that is within range and to which you have *An inferno comprised of at least 64 cubes acts as a tornado that also deals the listed damage every round Flames greater than Moderate have a chance every round (as listed above) of spreading to each adjacent square containing flammable materials and creatures. this form fails. an additional level for the purpose of all level-based effects. Augment: . You can move your flame up to ten feet in any direction. Area: One 5-ft cube of nonmagical flame Duration: Concentration Saving Throw: Reflex negates. If you target a creature made up primarily of fire.You focus on a nearby creature's inner soul and grant them renewed vigor. a fire completely submerged in a non-flammable material. Meditation Bending Time: Full-round action Range: 60 ft.) Fire Strength DC Example Light Moderate Strong Severe Intense Extreme Inferno* 0 5 Torch Damage Spread 1d3 2d6 3d6 6d6 12d6 24d6 0% 0% 10% 20% 30% 40% 50% Creature on fire 1d6 10 Bonfire 20 Burning hut 35 Burning inn 55 Forest fire 80 Firestorm Puppet (Seed) Difficulty Class: 20 Components: Somatic. Creatures and attended objects get a Reflex save to avoid taking the flame. it ignites everything in its path. Area: One 5-ft cube of flame per Bender Level (S) Saving Throw: Reflex or Fortitude negates. No save to prevent the increased heat. and when done can cause a fire to burn even on improbable substances. You greatly intensify or quench a flame within range. . is still extinguished. the commensurate number of temporary hit points (including Constitution modifier). (Whichever is higher. even from different benders. and try to quench its flames you deal damage based on the above table. such as a Fire Elemental. see text. If you move or place the flame in an occupied square. Augment: . or the strength that the fire is. the distance you move fire increases by five feet. like stone or ice.For every three points you use from your augment pool. 1d6 for most fires.5). As the fire moves. Move Flames (Fundamental Seed) Difficulty Class: 5 Components: Somatic. you can move an additional 5-ft cube of flame. however. Magnify Flames (Seed) Difficulty Class: Varies. Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft. Holding the fire in place requires a maintenance action. Target: One Medium or smaller Fire creature.or as gentle . Undead and deathless characters instead take a negative level for the duration. you bestow an additional temporary level. see text. see text. you can release the fire or you can hold it in place. A living or fire creature gains a temporary level: they gain one effective hit dice (d10. If the fire in the cube is stronger than you can control. Meditation Bending Time: Standard action Maintenance Action: Standard action Range: 60 ft. the damage they take every round and the save DC necessary to put the fire out changes to the corresponding fire and your standard . If you target a creature set on fire. only the usual Reflex save every round to remove the fire. they catch on fire.

you take a cumulative -1 penalty to all bending checks. rendering it helpless. Pyrotechnics produces a fascinate effect on all creatures within 60 feet who fail their Will saves.must make a Fortitude save or be blinded for one round. . turn around. A fascinated creature's ally may shake it free of the effect as a standard action. Every round past the first that you maintain this seed. Any obvious threat. you may turn the attack any direction you wish for the remainder of its area. walk. In order to perform a Redirect. you may redirect lightning instead. This fascinate effect lasts as long as the flame does. and so on. casting a spell.For every four points you use from your augment pool. such as a hostile creature approaching. The subject gains no benefit to Armor Class from its Dexterity. can be quickened Duration: One round or as flame. Will negates. Range: Personal Target: Self Duration: Instantaneous A rare ability among firebenders due to its defensive nature. cast spells. or reactively to certain attacks). you may make a 5-ft leap that ignores rough terrain.For every seven points you use from your augment pool. . You cannot force the subject to manifest powers. All those who can see the flame within 60 feet are dazzled (no save) for one round or as long as they look at the flame. Pyrotechnics (Template) Difficulty Class: +10 Bending Time: Standard action at least. allows the fascinated creature a new saving throw against the fascinating effect. or bending without Somatic components) can do so. If you lose line of sight to the subject. Augment: . Redirect (Seed) Difficulty Class: 25 Components: Somatic. or aiming a ranged weapon at the fascinated creature. you can affect one creature one size category larger. Creatures capable of taking purely mental actions (such as manifesting powers. A subject of this power cannot make attacks of opportunity. see text Maintenance Action: Free action (Rising Phoenix) Range: Personal Target: Self Duration: See text This stance initiates three different forms. and its bonus on damage rolls is equal to your Wisdom bonus.line of sight. sit down. This ability does not require a Contested Bending attempt. you must not only use an immediate action. such as someone drawing a weapon.For every eight points you use from your augment pool. If the attack was an area burst. Soaring Flames (Seed) Difficulty Class: Varies. This does not change the required bending time. Although the subject's body is under your control. If it was a spread. and those subjects struck (or those that fail their save against damage. You can force the subject to stand up. such as an epic creature or deity. This latter usage is a mind-affecting ability. Meditation Bending Time: Immediate action. but operating the vocal cords is too difficult. you can redirect one additional attack this round. You anticipate a coming attack of flame and redirect it. such as Listen and Spot checks. This ability may not function against attacks made by creatures exceptionally more powerful than you. but you must use up one of your attacks of opportunity for the round. when you are allowed a 5-ft step for whatever reason (such as during your turn. Hurdle (DC 15): Once per round. see text. If used in a non-threatening context. the subject's mind is not. if this ability requires one) . If you force the subject to engage in combat. automatically breaks the effect. the effect of this power ends. Any potential threat. When combined with Cold Fire. you are simply left immune for this round. its attack bonus is equal to your base attack bonus + your Wisdom bonus. see text Components: Somatic Bending Time: Varies. Augment: . You can also hold the subject immobile. you may immediately fire it at another target within range as though you were the attack originator. see text. see text You create an exceptionally bright and dazzling flame. but it does gain a bonus to its AC equal to your Wisdom bonus. If the attack specified targets. or use any special ability that is not a function of just its body movements. Fascinated creatures take a -4 penalty on skill checks made as reactions. Saving Throw: Fortitude negates. you can control an additional creature at once. bend.

and creatures and objects passing through take damage as though moving through a standing fire (Reflex half. The wall immediately extinguishes after successfully blocking one attack. the wall lasts for one round after you cease concentration.By using five points of your augment pool. Augment: . the wall increases by an additional five-foot square. Saving Throw: Reflex half. you can make a single five-foot segment in your square for one round as an Immediate Action. Augment: . The subject can make a Reflex save to choose for themselves. you gain an additional five feet of movement speed. make a Jump check. This wall provides total concealment. You create a barrier of semi-solid flames. and any damage dice involved decrease by one size. If you fire the wall into a . to trap mobile opponents within or under a wall. provided the wall is shaped so it can hold the creatures. but difficult. Area: 15-ft cone burst originating from you. Creatures are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). see text. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. Rising Phoenix (DC 40): As a swift action. with a maneuverability of Clumsy. all of the pieces bended with one use must be adjacent to one another. Rising Dawn (DC 20): As a full-round action.For every two points you use from your augment pool. Duration: Concentration Saving Throw: Reflex half or negates. You are always considered to be running for this jump. Area: Wall of two 5-ft square areas.For every ten points you exceed the base difficulty class. or the terrain in the space is difficult to pass through) but make their save. you improve maneuverability by one step.Augment: . you gain a flight speed of 60 feet. The distance you jump in a round is not limited by your movement. .For every ten points you use from your augment pool. Meditation Bending Time: Standard action Maintenance Action: Swift action Range: 30 ft. This form can be maintained as a free action. This template can be applied to any firebending form that is typically a targeted attack. Sweeping Flames (Template) Difficulty Class: +5 Range: 15 ft. taking on the above area. It requires no attack roll. you decide which side of the wall the creature ends up on. The affected squares are ignited as well unless on exceptionally non-flammable material such as steel or ice. No matter how long the wall becomes. You may add your Bending check to the result. It is possible. You may hover as though you had the Hover feat.For every ten points that you use from your augment pool. the distance you leap increases by 5 feet. . Subjects who fail their saves catch on fire. Wall of Flames (Seed) Difficulty Class: 25 Components: Somatic.For every two points you use from your augment pool. square occupied by a creature. they end up prone in the adjacent space.) Creatures who fail their saving throw catch on fire if flammable. .

The water you used in the . The creature cannot breathe while captured. for example. A lunar eclipse robs them of all of their powers for the duration. Capture (Seed) Difficulty Class: 30 Components: Meditation Bending Time: Swift action Maintenance Action: Swift action Range: 60 ft.WATERBENDING Water is the element of change.) Exceptionally dry creatures may be unaffected. They will experience much in their lives. assuming they fit in the diameter of the sphere. freeze. The amount of volume you can affect is reduced to a quarter. The amount of volume you can affect is reduced to an eighth of normal. rounded down. for example. such as the Wave. Healing Water or Illusionary Mist forms. This variation is not present on planes which completely lack a moon. and is not present during a new moon. though there are some exceptions. you instead target one 5-ft cube of plants. and are moved at a quarter speed compared to free water. 95% of the adventuring is done at day or night). and significant lunar phenomena (such as a blue moon) can boost their power multiplicatively. This doubles to +4 during a full moon. and takes 1d6 damage per 3 Bender Levels every round that it is trapped. it can now affect plant creatures instead. such as the Wave. you could target four 5-ft cubes of water. no save. but only half the Fast Healing. Plants grant total concealment where water would only grant concealment. rounded down. and has fast healing equal to your Bender Level. they gain a +2 bonus to all waterbending checks. and those who use it are reactive. Bend Plants (Template) Difficulty Class: +5 Target: Living plants You can apply this template to any seed which requires or targets water of a non-specific form.) Surrounding someone with plants and maintaining the plants via Move Water produces an Entangle effect. cannot utilize this template. A waterbender is unable to use their feet for most abilities as a result. Waterbenders are powered by the moon. freeze. Waterbenders have a seeming weakness in the fact that most civilized life lives on the earth. It is impossible to strike the creature inside without also damaging the sphere. During the nighttime. Healing Water or Illusionary Mist forms. you cannot affect any cubes of creature mass. calm in most circumstances but fiercely defensive when provoked. letting enemies waste their energy moving. often far away from the shore and sea. you could affect five 5-ft cubes of water. If you are playing in a campaign which does not significantly alter the time of most adventures (e. Plants contain water as water vapor of the same size (an eighth that of a cube of water) and are moved at half speed compared to free water. Forms which require an intrinsic quality of free water. Bloodbend (Template) Difficulty Class: +15 Target: Living creatures You can apply this template to any seed which requires or targets water of a non-specific form. there is no life. Water Required: 900 gallons. Forms which require an intrinsic quality of free water. If the seed affects water creatures. Try to mix it up. or consider ignoring this benefit. But the perceptive note that without water. the Sun/Moon synergy for Fire and Waterbenders can prove unbalancing at low levels. boil or drain waterrich plants of the appropriate size instead. cannot utilize this template. Frozen plants have the same statistics as Ice. You may control. Creatures contain a sixteenth of the water that an appropriate number of 5-ft cubes their size would contain. The sphere has 0 hardness. (If. Effect: 5-ft sphere swirling ball of water Duration: Concentration Saving Throw: Reflex negates You may attempt to engulf a target you have just struck with a Waterbending form. (If. Fire and Electricity Resistance equal to half your Bender Level. Balance and precision grace are integral to a waterbender. 15 HP per Bender Level. Living plants used in the place of water have Hardness. boil or drain any creature of the appropriate size instead.g. The target must make their save or be trapped in spinning water. they believe in flowing while remaining in one spot. You may control.

This stance initiates two different forms. you heal the target of two additional points of ability damage and one additional point of ability drain. Augment: . immediately recoverable. your bender golem has an additional 3 hit points. . . you gain another five feet of range to your tremorsense. they are constructs. Water Required: Size Category Volume in 5-ft cubes 4 16 64 256 Medium or smaller 1 Large Huge Gargantuan Colossal Healing Water (Seed) Difficulty Class: Varies. Effect: Create an aqueous creature Duration: Concentration You create a giant construct of water. immediately recoverable. Golem (Seed) Difficulty Class: 15 Components: Somatic. Water Required: 2 Pints. you increase the reflex save difficulty class by one. you can affect creatures one size larger. You heal the target This water is not immediately recoverable. Golems are not summoned. directing it to where it is needed most. Water Required: 2 Pints. but made. . This water is not immediately recoverable. see text Components: Somatic.attack which initiated this one can count towards this value. . you heal the target of one additional negative level. The round that you cease maintenance. This requires quadruple the amount of water for each size category increase. and relieve them of the fatigue and exhaustion conditions. It appears where you designate and acts at your direction. Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft.For every additional six points you use from your augment pool. Healing Wounds (DC 10): You lay your hands upon a living creature and channel positive energy to them via water. They are not subject to effects that hedge out or otherwise target outsiders. You gain Tremorsense (30 ft. This form only works on a target once per hour. it collapses to the ground in a splash.For every four points that you exceed the difficulty class.For every four points that you exceed the base difficulty class.For every two points you use from your augment pool. you heal the target of one negative level.) in water. see text. of two points of ability damage and one point of ability drain. Golem statistics are listed in an appendix following this chapter.. Creatures attempting to hide from you can make a Swim check opposed by your Bending check. Restore Body (DC 25): You lay your hands upon a living creature and channel positive energy to them via water. Augment: . plus 1 point per Bender Level.By using ten points of your augment pool. the level of the Golem increases by one. Meditation Bending Time: Full-round action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless). Feel the Flow (Seed) Difficulty Class: 20 Components: Meditation Bending Time: Move action Maintenance Action: Move action Target: Self Effect: Tremorsense Duration: Concentration + 1 round. . . Augment: .For every five points you use from your augment pool.For every point that you exceed the difficulty class. You heal them of 1d6 points of damage. Augment: . A healed subject is relieved of the fatigue and exhaustion conditions.For every six points you use from your augment pool.By using ten points of your augment pool. you can maintain this ability as a free action.

Ice Shards (Seed)
Difficulty Class: 10 Components: Somatic, Meditation Bending Time: Standard action Range: 60 ft. Area: Four 5-ft. squares of ice (S)(Orca's Maw) Target: One creature (Crystal Rain) Duration: Instantaneous Saving Throw: Reflex negates (Orca's Maw) This stance initiates two different forms. Crystal Rain: You strike at long range, creating a precise cloud of shards which outline your target and pin them to a nearby surface. The target must be within five feet of a tree or other surface in which a thrown weapon could stick, and must be wearing loose clothes or accessories. Make a ranged attack against the target and then win an opposed grapple check (size modifiers apply; feats like Improved Grapple do not. If you have the Ranged Pin feat, you gain a +4 bonus on this check). To break free, the victim must make a DC 15 Strength or Escape Artist check as a standard action. In temperate climes, ice melts sufficiently in 10 minutes. Water Required: Four Pints. This water is not immediately recoverable. Augment: - For every five points you use from your augment pool, you gain a +2 bonus to the grapple check and the Strength and Escape Artist DC. Orca's Maw: Ice is a powerful weapon for you, and anyone standing on an icy surface stands on your turf. With a motion, you can cause powerful spikes to erupt through the surface. You fill four five-foot squares of ice with protruding spikes - anyone standing in the square gets a Reflex save to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage. Those unconcerned by the spikes use two squares of movement to make it through. Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone.

Anyone damaged by Orca's Maw loses speed as though they had stepped on a caltrop. Augment: - For every three points you use from your augment pool, you may affect one additional square with this activation. - For every three points that you exceed the difficulty class, the Balance DC increases by one point.

Illusionary Mist (Seed)
Difficulty Class: 15 Components: Somatic, Meditation Bending Time: Standard action Range: 60 ft. Area: 20-ft sphere of Fog, Thick Steam, or Mist Duration: One hour, or until weather clears Saving Throw: Will disbelief (if interacted with) The mist, fog or steam turns clumpier and hazier, taking shapes. The suggestible see what they want to see. Creatures inside the affected area must make a Will Save on activation, and another every minute, or see creatures and objects that resemble whatever troubles them most or they most desire at the moment. These illusions are purely visual, and cannot mimic color, sound, smell, touch or taste - however, ambient noise and other environmental clues may be mistaken for unclear versions of these sensations, and unusually high levels of distress or emotion may cause the affected to receive more coherent 'visions' or 'dreams'. All of these figments of imagination are at least as far away as is necessary to have concealment, and no further than the edge of total concealment. You have no control over what they see, and you yourself are subject to the Illusionary Mist's effects if you are inside. Creatures who are aware they are in such a mist gain a +4 to their Will Save, and creatures who see with other senses are not fooled.

Move Water (Fundamental Seed)
Difficulty Class: 5 Components: Somatic, Meditation Bending Time: Move action Maintenance Action: Move action Range: 60 ft. Area: A 5-ft cube of water, ice, or a 10-ft cube of water vapor. Duration: Concentration

Saving Throw: Fortitude negates (Object) or Reflex negates. A 10-ft cube of water vapor can be broken up into or recombined from eight 5-ft cubes at will and contains as much water as a single 5-ft cube of liquid water. You shunt each controlled cube of water up to ten feet in any direction. At the end of your action, you can release the water, letting it fall or disperse, or you can hold it in place. Holding the water in place requires maintenance action.
Size Category Medium or smaller Large Huge Gargantuan Colossal Volume in 5-ft cubes 1 8 64 512 4096

Initial Condition Glacial Ice Ice Cold Water Water Hot Water Thick Steam

Temperature -20° F 0° F 30° F 90° F

140° F Water Vapor 80° F 60° F 50° F 220° F Fog

Boiling Water 200° F Thin Mist

With precise focus and gestures, you suddenly cause a spike or fall in water temperature and pressure, with the appropriate results.
Steps Changed At Once Base Difficulty Class 1 Step 2 Steps 3 Steps 4 Steps 5 Steps 6 Steps 10 30 50 70 90 110

Appropriately sized water creatures such as elementals can be moved with use of this seed. Taking water out of elementals or primarily water objects deals 1d6 damage per 5-ft cube of water you extract. A 5-ft cube of water or 10-ft cube of vapor holds approximately 900 gallons and deals 1 damage when dropped on someone, which requires a ranged attack roll. The water disperses unevenly, preventing it from applying its full pressure of its weight to a target. Augment: - For every two points that you increase the base difficulty class, you can move one additional cube. - For every three points that you exceed the base difficulty class, the distance you can move the water increases by five feet.

While altering the condition of the water one step at a time is easy, a flash temperature change can be extremely difficult. Normal air, except on very humid days, does not contain sufficient water to be affected. A 5-ft cube of liquid or solid water changes into a 10-ft cube of gaseous water, and viceversa. If you attempt to freeze a creature, surround a creature in boiling water or thick steam, or melt the ice out from underneath someone, they are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space. Boiling water or thick steam that completely surrounds a creature deals 1d6 fire damage on the first round, increasing by 1d6 a round to a maximum of 10d6. Frozen creatures are considered helpless, take 1d4 nonlethal cold damage a round and can break out to an adjacent square with a DC 25 Strength or Escape Artist check as a full-round action in normal ice, or a DC 35 Strength or Escape Artist check in glacial ice.

Phase Change (Fundamental Seed)
Difficulty Class: See Text Components: Somatic, Meditation Bending Time: Full-round action Range: 30 ft. Target: One 5-ft cube of water, ice, or a 10-ft cube of water vapor per five bender levels (minimum 1). Duration: Instantaneous; see text Saving Throw: Reflex or Fortitude negates (object)

Quickly created ice is exceptionally frail. Ice has hardness 5 and 10 HP per cube. Glacial Ice has hardness 10 and 50 HP. It is impossible to attack someone frozen in ice without destroying the ice around them. Thin mist obscures all sight, including darkvision, beyond 120 feet. A creature from 60 to 120 feet away has concealment; any farther and they have total concealment. Fog and thick steam obscure all sight, including darkvision, beyond 30 feet. A creature from 15 to 30 feet away has concealment; any farther and they have total concealment. Water phases that are inappropriate to the environment (such as hot steam or ice in a temperate area) return to normal. Every ten minutes, the water progresses one step back towards normal. A moderate wind (11+ mph) disperses vapor, mist and fog in 4 rounds; a strong wind disperses them in 1 round. Creatures are allowed a Fortitude save against this effect. Affected creatures and rigid objects (such as a water tank) take 1d8 damage per step altered in this way. Augment: - By using ten points of your augment pool, you may perform Phase Change on or in a cube of water, ice or vapor which you are standing inside without the use of Somatic components; this is accomplished via breath control. - By using twenty points of your augment pool, you can instead target 20-ft cubes of normal, dry air, treating them as 10-ft cubes of water vapor. Exceptionally arid air, such as that in a desert, is unaffected.

Water Required: 30 gallons per minute, not immediately recoverable. This water may already be present in the air as vapor on a humid day, and does not need to be extracted and condensed first. Augment: - For every five points that you exceed the difficulty class, you can increase the radius by 5-ft. - By using ten points of your augment pool, you may create Hail instead of Heavy Snow. This hail deals 1d3 bludgeoning damage per round. Ice Storm: Great hailstones pound down, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. The snow remains on the ground until it melts normally, requiring a DC 15 Balance check to move through. Water Required: 60 gallons per round, not immediately recoverable.

Puppet (Seed)
Difficulty Class: 20 Components: Somatic, Meditation Bending Time: One round Maintenance Action: Full-round action Range: 30 ft. Target: One Medium or smaller Water creature. Duration: Concentration Saving Throw: Fortitude Negates You can attempt to control a pre-existing creature with the [Water] subtype that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends. If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus.

Precipitate (Seed)
Difficulty Class: 30 Components: Somatic, Meditation Bending Time: Ten minutes (Weather Dance), one round (Ice Storm) Maintenance Action: Full-round action Area: Cylinder emanation (90-ft. radius, 40 ft. high) Effect: Heavy Precipitation and Hail centered above you Duration: Concentration + one round This stance initiates two different forms. Weather Dance: You bring down a curtain of water in the area. If the water temperature is 40° F or higher, you get rain. If it is already raining, or the temperature is colder, you may instead create sleet or snow. After ten minutes of snow, the heavy snow effect comes into play. (See the Dungeon Master's Guide, 'Rain, Snow, Sleet and Hail').

though specific detail is very hard. You can let the reaction force from these strong currents push you backwards. or bending without Somatic components) can do so. cone in front of you. 110 ft.Although the subject's body is under your control. . harmless) You manipulate the basic shape of water or ice to look like something else (such as a sculpture). .) You may choose to make these currents as strong . it returns to its natural shape. you can affect one creature one size category larger. You cannot propel yourself with this usage. at half speed. you ride the current at full speed. Meditation Bending Time: See text. When you stop concentrating on liquid water. the subject's mind is not. If the currents already present in the area are stronger than you can control. you may make a Balance check every round to stay on your surfboard according to the current's DC. Watercraft receive a certain percentage of the speed increase based on their size.. 380 ft. you can control an additional creature at once. you take a cumulative -1 penalty to all bending checks. Sculpted ice has 15 Hardness and 5 Hit Points per inch of thickness. Target: A 5-ft cube of water or ice Duration: Concentration (Water). 45 ft. you can change this form's area to a 20-ft radius centered on you. (Table: Wind Effects in the Dungeon Master's Guide. The surfboard counts as a watercraft of your size category. Creatures capable of taking purely mental actions (such as manifesting powers. This weaponry deals damage as a normal weapon of its kind. this form requires one additional round to activate. +1d4 cold damage. 165 ft. 70 ft. you can generate a surfboard made out of ice to ride on while you use this form.For every four points you use from your augment pool. but is extremely brittle. though you must make a Swim check equal to the bending difficulty class to stay afloat. Simple sculpture that can be created with a Craft check of 10 or less can be made with a fullround action. Waterbenders often use this ability more comfortably from boat or ship decks to propel the craft along. you gain a bonus to this check equal to your bending modifier. You also must make Concentration checks at the current's DC in order to not lose the form.or as gentle . - Shape Water (Fundamental Seed) Difficulty Class: 5 Components: Somatic.as you are capable of controlling. . Augment: . however. The Craft skill determines the exact quality of the object created. Instantaneous (Ice) Saving Throw: Fortitude negates (object.For every eight points you use from your augment pool. If successful. Maintenance Action: Move action Range: 30 ft. Riptide (Seed) Difficulty Class: See Text Components: Meditation Bending Time: One round Maintenance Action: Full-round action Range: 60 ft. Water Strength Light Moderate Strong Severe Rapids Riptide Whirlpool Base DC 0 5 10 20 35 55 80 Movement/Round 20 ft. While riding the surfboard. Craft (Weaponsmithing) and Craft (Fletching) can be used with Shape Water to make weaponry and ammunition out of ice. Area: Cone-shaped spread of water Duration: Concentration + one round You begin to change the currents in a 60-ft. for every 5 points the Craft DC increases. this form fails. or to calm the currents ahead. Every round past the first that you maintain this seed. they begin returning to their natural state as the environment dictates.By using ten points of your augment pool. These currents act like wind of the corresponding strength.By using five points of your augment pool. Watercraft Size Large or smaller Huge Gargantuan Colossal Speed Retention 100% 50% 25% 15% One round after you cease to focus on the currents. Augment: .

The target creature gains a +2 bonus to their reactive Balance. Every round. Not immediately recoverable. Augment: . You gain a bonus to this bull rush check equal to your Bender Level.For every four points that you exceed the difficulty class. it is considered to be a creature of Medium size. you can create and maintain an additional cylinder. faster in hot conditions. Area: Cylindrical burst (5-ft radius. segment. Bull Rush and Grapple checks. If you originate this attack from your square and shoot upwards. they are knocked prone. You gain a +2 synergy bonus and an additional attempt for every additional Spout simultaneously trying to push the Steady Stance (Seed) Difficulty Class: 10 Components: Somatic. When fired and while maintained. the length of your cylinders increase by 10 ft. they may attack the ice with a melee . you can shape one additional cube.For every point that you exceed the base difficulty class. though it does not hinder them in any way: Size Category Medium or smaller Large Huge Gargantuan Colossal Volume in 5-ft cubes 1 8 64 512 4096 subject in that direction. Effect: Horizontal or vertical line of rushing water. for example. the weaponry becomes useless in ten minutes. Duration: Concentration Saving Throw: Reflex negates Target a single square within 20 feet (including your own. subjects do not take on-going damage. but must make a Strength or Escape Artist check (DC 15) to break free as a standard action. they are considered to be checked against movement in all directions. One 5-ft cube creates material for eight medium-sized weapons. they end up prone in the adjacent space. Water Required: 450 Gallons per 5 ft. in this case. As a free action. or up to four hundred pieces of ammunition. simultaneously stabilizing and trapping them. Augment: . Effect: Encase creatures' feet in solid ice. 20 ft. Subjects affected take 4d6 bludgeoning or piercing damage (your option) every round that they remain in the stream.) You shoot huge amounts of water originating from that square. Ammunition and thrown weapons made of ice always break upon usage. . you may instead opt for Spout to fire at lower pressure. If they are knocked back at least ten feet. or the terrain in the space is difficult to pass through) but make their save. Spout initiates a bull rush with every creature in its area. Trip. Duration: Instantaneous Saving Throw: Reflex negates You coat the creature's feet in solid ice.Weaponry made out of ice has 10 Hardness and 1 HP. If suspended in mid-air by Spout. Creatures caught in Spout are allowed a Reflex save to move to an adjacent space safely. you can propel yourself upwards twenty feet.For every fourteen points you use from your augment pool. Attacking through a spout in either direction grants total concealment.For every five points you use from your augment pool. you deal an additional 1d6 damage with one cylinder. Target: A creature standing on the ground. it deals no damage and creatures in the spout's path are gently pushed to the end of the line's effect. Appropriately sized water creatures such as elementals can be altered with use of this seed. Meditation Bending Time: Standard action Maintenance Action: Move action Range: 60 ft. You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by water spouts. long) originating within 20 feet. and are considered checked (unable to move forward) against movement in that direction. Unless the ambient temperature is below freezing. Meditation Bending Time: Standard action Range: 20 ft. Spout (Seed) Difficulty Class: 20 Components: Somatic. the subjects are granted a new Reflex save to escape to an adjacent space. Alternatively. . If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft. If trapped against a wall or other solid surface by Spout.

and the Strength and Escape Artist DC increase by +1. HP equal to twice your Bender Level. Water Required: 4 Gallons per tentacle. It has no other ability scores. hardness of 10. . . reduced attack and Armor Class and all other appropriate changes in qualities due to size. It has no move speed. you can make each tentacle a single size larger. when one strikes a creature one or more size categories smaller than Tentacle (Seed) Difficulty Class: See Text Components: Somatic. with the addition that you are able to deflect both Ranged and Melee attacks. and uses your saves when necessary. granting them an additional +5 ft.For every five points you use from your augment pool. These Slam attacks have reach equal to your natural reach plus 5 feet. occupying your own square. Meditation Bending Time: Full-round action Maintenance Action: Standard action Range: 60 ft. you gain the ability to block two attacks as though you had the Deflect Attack class feature. your tentacles are able to initiate grapple attacks.For every six points you use from your augment pool. granting it an additional +5 ft. you may opt to forego one or more Slam attacks. . They deal 1d8 damage and you add your Wisdom modifier as a bonus to attack rolls with these weapons. This water is not immediately recoverable. Water Required: 2 Gallons per Small or Medium leg. and has fast healing equal to your Bender Level. The attack to be deflected can be one made against you or any allied creature in your threat range.For every four points you use from your augment pool.By using ten points of your augment pool. Water Required: 4 Gallons per tentacle. with a Strength score equal to your Wisdom score. 0 ft. When making a tentacle full-attack. +8 Strength. This octuples (multiplies by a factor of eight) the water required. you can make and control another tentacle. . (Tentacle). The tentacles can attack. This tentacle is a Mediumsized object with 0 hardness. and with a base attack bonus equal to your Bender Level. you can increase the damage done by all tentacles as though they had improved one size category. the creature gains an additional +2 bonus on those checks. This octuples (multiplies by a factor of eight) the water required. but not grapple or sunder. This stance initiates two different forms. It also can make trip and disarm attacks. Waterbenders affected by this seed may simply dismiss the ice as a move action. The ice has an AC of 5. reach.weapon as a full-round action. Octopus (DC 15): You create three tentacles around yourself. For every round past the third that you maintain this form. Augment: . . trip or disarm. and hit points equal to your twice your bender level. for each such attack you avoid using. Tentacle (DC 10): You create a five-foot-long tentacle of water in the targeted square. For every round past the third that you maintain this form. the two sources stack for Deflect attempts. the ice has an additional 2 hit points. This water is immediately recoverable if it is in your space.For every six points you use from your augment pool. . gaining the benefit of any related feats you possess. you take a -1 cumulative penalty to all bending checks as the water becomes more and more difficult to maneuver. Maintaining the form and directing tentacles to attack is a standard action. This water is not immediately recoverable. you can make all tentacles stronger and longer when you activate this form.For every four points you use from your augment pool. and can be performed with the feet if necessary. and you gain the Improved Grab special attack with your tentacles. (Octopus) Area: One or more 5-ft squares (Tentacle) Effect: Create one or more 5-ft long tentacles Duration: Three rounds + concentration. Augment: . you take a cumulative -1 penalty to all bending checks. and improved damage. Each of these tentacles grant you a Slam attack as a natural weapon. you can make and control another tentacle when you activate this form. If you already possess Deflect Attack.For every point that you exceed the difficulty class. Only your first Deflect attempt of the round requires an immediate action. The tentacle has a single Slam attack that deals 1d8 damage.For every three points you use from your augment pool. reach and +8 Strength. Maintaining the form and directing tentacles to attack is a full-round action. Augment: .

Effect: Ray Duration: Instantaneous Saving Throw: None The first offensive ability you learn as a waterbender. only has a 10ft reach. Disk (DC 10): You create a thin but sturdy.By using five points of your augment pool. you can increase the radius by five feet. and does not impose an armor check penalty. Water Blast (Fundamental Seed) Difficulty Class: 5 Components: Somatic Bending Time: Ranged attack Range: 60 ft. provided you have a quantity of water in your hands. Attacks going through the water from either direction suffer from concealment due to the shifting. . Water Required: 1 Pint. . the miss chance due to concealment increases by 5%. Whenever you would be granted a ranged attack.For every ten points that you exceed the base difficulty class. allowing for 360° protection. Water Required: 60 Gallons. This water is not immediately recoverable. However. Augment: . to a maximum of 50%. any creature can simply push through the water and enter. This water is immediately recoverable. not immediately recoverable. this attack can make one 90° turn to reach its target. or eight pints. Augment: Water Shield (Seed) Difficulty Class: Varies. . Water Required: One gallon. This disk grants you a +4 shield bonus to Armor Class. though this does not grant you the ability to see around walls or other obstructions. see text.-radius dome or sphere of water around your body. spinning water. Water Whip (Seed) Difficulty Class: 10 Components: Somatic Bending Time: Move action Maintenance Action: Free action Range: 0 ft. the shield bonus to Armor Class increases by 1. depending on the composition of the water.For every four points that you exceed the difficulty class. and are considered to be proficient with it.For every five points that you exceed the difficulty class. Water Required: 3 Gallons. you can create an additional shield for an ally within range. Target: You Effect: 10-ft. This attack deals 1d6 damage. and has fast healing equal to your Bender Level. and the water acts as a curtain for purposes of blocking line of effect. you can perform this form as part of a standard melee attack on the same target. Duration: Concentration You create a thick tendril of water that wraps itself around your arm and into your hand. increasing by an additional 1d6 damage for every five Bender Levels that you have. immediately recoverable. tower shieldsized mobile disk of water in front of you. or feats like Shot on the Run.the tentacle.For every five points you use from your augment pool. including as part of a full attack action. it may immediately initiate a grapple attack as a free action. . Augment: . slashing. The Water Whip has all the features of a normal whip for your size category except that it deals lethal damage on a successful hit regardless of a target's armor. Components: Somatic Bending Time: Standard action Maintenance Action: Move action Range: 30 ft. Effect: Whip-like tendril of water. Each Water Blast deals 1d6 piercing. is a light weapon.-radius sphere centered on you (Aqua Shell) Duration: Concentration This stance initiates two different forms. or bludgeoning damage at your option. Augment: . You can use this water as a weapon. such as with a block of ice or a Water Whip.By using five points of your augment pool. Aqua Shell (DC 25): You create a 10-ft. It lasts until it is destroyed or you let go of it. and threatens its area. you may use a Water Blast instead. HP equal to twice your bending level. The Water Whip has 0 hardness.

if the wave fails the bull rush and the target creature is smaller than it. You gain a bonus to this bull rush check equal to your Bender Level. . not immediately recoverable. Wave initiates a bull rush with every creature it runs into. . you grant the wave a +1 bonus to its bull rush modifier. where they will be gently set down. Wave can make two 45° turns. This increases its Strength by four points and gives it an additional four points to its Bull Rush modifier. Meditation Bending Time: Full-round action Range: 60 ft. If the targeted creature was the same size category as the wave or larger.For every ten points you use from your augment pool. You pick any mass of water within range and send it crashing forward 5 feet per Bender Level. If Wave runs into a friendly creature (including you). you gain an additional +2 bonus to trip or disarm attempts made with the whip. the whip gains an additional 5' reach. you may opt to let them ride the wave at its crest until the wave ends. you can increase the wave's size category by 1. Augment: .For every five points you use from your augment pool.For every four points that you exceed the base difficulty class. Duration: 1 round You create a giant. fast-moving tidal wave by augmenting natural fluctuations. using your Wisdom score in place of a Strength score.. for an overall increase of six points. Water Required: 900 Gallons per 5-ft cube.For every six points that you exceed the difficulty class.For every three points you use from your augment pool. . the wave stops there. moving eight times as many cubes of water. All creatures and objects hit by the wave take 1d6 points of bludgeoning damage. Wave (Seed) Difficulty Class: 15 Components: Somatic. you deal an additional 1d6 damage. . but no more. Area: Eight adjacent 5-ft cubes of liquid water. it keeps going due to momentum. even if the wave extends past your control or enters an anti-magic field. and is considered to be a large creature. it is considered to have overrun the creature instead.

patterns. compulsions. HP. rock. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed. Improved Size (Ex): The bender golem increases to Medium Size. Improved Bull Rush (Ex): The bender golem gains the Improved Bull Rush feat. and any effect that requires a Fortitude save unless it also works on objects or is harmless. +20 Medium. The skill of the water or earthbender determines the general power of the Bender golem. or the golem is considered to be blind. A bender golem looks like a giant. Deflection (Ex): The bender golem gains a +1 deflection bonus to Armor Class. Saves and cannot see on its own – the master must be able to see what the golem is fighting. nonlethal damage. necromancy effects. A bender can always substitute two choices from a lesser menu for one of its given abilities. and morale effects). mindaffecting effects (charms. stunning. and adds the appropriate modifiers to Armor Class. a bender golem that ever strays out of range from its master (usually 60 ft) immediately collapses. +40 Huge). as specified in the golem's statistics block. and it gains a Base Attack Bonus equal to a Fighter of the bender's level. It shares the same value for Hit Dice. or 3rd-level bender golem can only choose special abilities from this menu. CREATING A BENDER GOLEM When activating the Golem form. 2nd-level. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape. Cleave (Ex): The bender golem gains the Cleave feat. a result of 30 or higher creates a golem that looks like a specific individual. snow. Due to this link. lava. Bull Rush and Attack and as a construct it also gains bonus health due to size (+10 Small. paralysis. or energy drain. and . phantasms. though. A bender golem does not need to meet the prerequisites for a feat granted by a menu choice. Unlike most creatures. +30 Large.GOLEM. ability damage. ability drain. BENDER Bender golems are not independent creatures – they are constructs made and directed by a waterbender or earthbender. fatigue. exhaustion. formed out of the elements of life. No matter how high the check result. ice. a bender golem's appearance can't hide the fact that it's a giant mass of elements. This improves its slam damage. Master's Traits Most of a bender golem's traits mimic its controllers'. metal or sand (as appropriate to the bender). The quality of this sculpture is determined by a Craft (Sculpture) check. vaguely humanoid creature made of water. disease. Bender Golem Menu A A bender creating a 1st-level. This trait may be selected more than once. It cannot heal damage. sleep. he or she chooses one or more special abilities from a menu of abilities appropriate to that level of aquatic golem. Disarm. Special Abilities When the bender begins to activate the Golem form. the bender golem can use its extra attacks from high Base Attack Bonus with its Slam Attack. Initiative. Combat Reflexes (Ex): The bender golem gains the Combat Reflexes feat. He may choose a number of Menu A traits equal to the Golem's level plus one. It is not subject to critical hits. but it can be repaired by magic. This trait may be selected more than once. Celerity (Ex): The bender golem’s land speed is increased by 10 feet. Buff (Ex): The bender golem gains an extra 5 hit points. Trip. may grant it reach. Its ability scores are based on the creator's. and do not appear independently of them. but the bender can twist or carve one into a specific shape or design according to his or her whim. COMBAT Bender golems act only as directed by their creators. Construct Traits A bender golem has immunity to poison. death effects. the bender assembles the desired creature from a menu of choices. a result of 20 to 29 creates a golem that looks like an accurate portrayal of that creature type. This trait may be selected more than once.

. cold. Improved Damage Reduction (Ex): The bender golem’s surface forms a hard carapace and provides damage reduction 3/-. Only bender golems made out of water.Improved Slam Attack (Ex): The bender golem gains the Improved Natural Attack feat. It is still immediately destroyed when it reaches 0 hit points. the construct must hit with its slam attack. This improves its slam damage. A construct can use this ability only on a target that is at least one size smaller than itself. and adds the appropriate modifiers to Armor Class. +40 Huge). The bender golem gains resistance 5 against that energy type. Improved Critical (Ex): The bender golem gains the Improved Critical feat with its slam attacks. increasing the fast healing value by 2 each time. Trip. or it can instead choose to make an attack of opportunity at a -4 penalty. Improved Swim: The bender golem is streamlined and shark-like. They are purchased at twice the rate of Menu A abilities. (1d4 → 1d6 → 1d8 → 2d6 → 3d6) Mobility (Ex): The bender golem gains the Mobility feat. which deals extra damage equal to its Hit Dice. or sonic. This trait may be selected more than once. Extra Attack (Ex): The bender golem gains an additional slam attack at its highest base attack bonus when it makes a full attack. Trample (Ex): As a standard action during its turn each round. Pounce (Ex): If the bender golem charges a foe. Burning Touch (Ex): The golem's fists end in molten rock. it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. the opponent cannot react to trip the bender golem. Bull Rush and Attack and as a construct it also gains bonus health due to size (+10 Small. Only waterbenders' golems can have this trait. If the attempt fails. +30 Large. This trait may be selected more than once. Only bender golems made out of ice. Only an earthbender's golem may have this trait. Fast Healing (Ex): The bender golem heals 2 hit points each round as long as it remains in contact with its related element. Disarm. but for a different type each time. Improved Grab (Ex): To use this ability. This trait may be selected more than once. may grant it reach. 5th-level. Resistance (Ex): Choose one of the following energy types: fire. granting an additional smite per encounter. Greater Size (Ex): The bender golem increases to Large Size. allowing it to deal an extra 1d8 points of fire damage with a successful Slam attack. Trip (Ex): If the bender golem hits with a slam attack. and gains a swim speed of 30 feet. Improved Buff (Ex): The bender golem gains an extra 20 hit points. snow or sand may have this trait. Power Attack (Ex): The bender golem gains the Power Attack feat. Swim (Ex): The bender golem is streamlined and sharklike. hot sand. This trait may be selected more than once. or 6th-level bender golem can choose special abilities from this menu. and gains a swim speed of 60 feet. +20 Medium. a bender golem can literally run over an opponent at least one size smaller than itself. or boiling steam. The target can attempt a Reflex save (DC 10 + ½ bender golem’s Hit Dice + bender golem’s Strength modifier) to negate the damage. Only waterbenders' golems can have this trait. Heavy Deflection (Ex): The bender golem gains a +4 deflection bonus to Armor Class. Smite (Su): Once per encounter the bender can declare any one bender golem attack to be a smite. acid. metal or rock may have this trait. Only waterbenders' golems can have this trait. it can make a full attack. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Strength modifier. Earth Glide (Ex): The bender golem can move through any sort of unworked earth at its land speed. This trait may be selected more than once. Only earthbenders' golems can have this trait. electricity. This trait may be selected more than once. Stand Still (Ex): The bender golem gains the Stand Still feat. Muscle (Ex): The bender golem gains a +4 bonus to its Strength score. Bender Golem Menu B A bender creating a 4th-level.

the bender golem deals damage equal to its slam damage. This improves its slam damage.Bender Golem Menu C A bender creating a 7th-level or stronger bender golem can choose special abilities from this menu. Spring Attack (Ex): The bender golem gains the Spring Attack feat. Only an earthbender's golem may have this trait. Whirlwind Attack (Ex): The bender golem gains the Whirlwind Attack feat.points of damage reduction. Extreme Deflection (Ex): The bender golem gains a +10 deflection bonus to Armor Class. on a successful grapple check. They are purchased at twice the rate of Menu B abilities. Tremorsense (Ex): The bender golem has tremorsense out to 60 feet and the bender can see through it. Extra Buff (Ex): The bender golem gains an extra 60 hit points. Only a waterbender's golem may have this trait. Special Qualities See above Saves As Bender's Abilities Str: Bender's Wis Dex: Bender's Int Con: Ø Int: Ø Wis: 10 Cha: 10 . Trip. This trait may be selected more than once. but does slashing damage instead of bludgeoning damage). A bender golem that hits the same opponent with two claw attacks in the same round rends its foe. and adds the appropriate modifiers to Armor Class. metal or rock may have this trait. Only bender golems made out of ice. +40 Huge). Bender Golem Size/Type Small Construct [Water or Earth] Hit Dice/HP As Bender's+10 Initiative As Bender's Speed 30 ft. +30 Large. +20 Medium. armor-like plates and provides an additional 6/. Only bender golems made out of water. If a waterbender's golem has this trait. (6) Swim (15 ft) (if Water) Climb (20 ft) (if Earth) Burrow (15 ft) (if Earth) Armor Class +5 Natural Armor +1 Size Base Attack See above Attack Slam (1d4) Space/Reach 5 ft. Extreme Size (Ex): The bender golem increases to Huge size. and as a construct it also gains bonus health due to size (+10 Small. Extreme Damage Reduction (Ex): The bender golem’s surface forms hard. In addition. Disarm. Constrict (Ex): The bender golem has the improved grab ability with its slam attack. the tremorsense only functions in water. may grant it reach. Bull Rush and Attack. This trait may be selected more than once. which deals extra damage equal to 2d6 + 1½ times its Strength modifier. snow or sand may have this trait. Rend (Ex): The bender golem makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage. This trait may be selected more than once.

Multiple successes (even from multiple instructors) do not stack. or scribe forms you have learned to perform. you recognize them automatically. . he forms available to a bender largely. Action: Four hours of uninterrupted practice. skills and items that benders can utilize to enhance their abilities. Try Again: Once per day. ITEMS Bending Skill (Wis. This chapter looks at feats. accelerating their growth.SKILLS. Martial Lore (Int. but do not solely define who they are as both people and combat entities. NEW SKILL USES Below is one additional use for the Bending skill introduced in this supplement. or by level in a bender class). DC Form's Bending DC + 10 Task Instruct a bender in the use of this form. Special) Check: You can teach others how to bend forms unfamiliar to them. You do not have to make this check for forms that you yourself have learned. Trained Only) Check: You can identify forms and disciplines used by a combatant. granting them a +3 insight bonus to their bending check to learn it when they are next able to acquire a new form (such as via a feat. as well as two new usages for the Martial Lore skill (introduced in Tome of Battle) to adapt it for use in a Bending campaign. FEATS. This bonus lasts for one week.

Your first forms learned of any discipline must be the fundamental forms of that path. (See Equipment chapter). Action: Varies. No action required. Eternal Flame Your inner fire seems to never die. Extra Form Through much training. Each time. Prerequisites: Burning Rush class feature. as noted above. Inner Flames. it applies to a different form.) Provided your bending skill is high enough. Benefit: Your Burning Rush ability lasts an additional two rounds. you have managed to learn an additional form. NEW FEATS Dexterous Combatant Your fighting style emphasizes grace and agility to confuse and weaken your foe. Bending DC 20+Target's Bender Level Identify all forms known by a particular creature by watching it for one minute. Select any form from any discipline which you currently have access to. One try per day per form. as noted above. Benefit: When you first take this feat. (Unless you have taken the Open-Minded feat. you learn the form. No action required. all of a discipline's fundamental forms count as a single seed for the purposes of learning them. Try Again: Varies. Special: You may take this feat three times. Prerequisites: Dexterity 15+. the speed increase lasts until you cease maintaining Inner Flame. grapple and disarm attempts. Retry every ten minutes. If you bend the Inner Flame form before it ends.DC Bending DC Task Identify a form being performed by someone you can see. Special: A Fighter may select this feat as a bonus feat. you are considered to be a member of the class associated with the form's discipline for purposes of determining discipline access. If you have not taken a level of any bending classes prior to taking this feat for the first time. . No retry. Weapon Finesse Benefit: You may substitute your Dexterity modifier for your Strength modifier on trip. Requires one hour. you only have access to one discipline. you gain Martial Lore as a class skill for all your classes (current and future). Scribe a form you know into a Bending Scroll.

Power Attack Benefit: You may treat any of your unarmed strikes as a two-handed weapon whenever it is advantageous to. all of a discipline's fundamental forms count as a single seed for the purposes of learning them. cross chops and lunging kicks. Special: In a canon setting. Special: A Fighter may select this feat as one of his bonus feats. each bending discipline counts as a single special attack. Combat Reflexes Benefit: You may make a number of additional attacks of opportunity equal to your Wisdom bonus. they still are considered light weapons for the purpose of twoweapon fighting. The resulting attack sends . In most circumstances. Benefit: Pick a form that you currently know. Form Specialization After extensive practice. Prerequisites: Wisdom 15+. you gain a bonus on your attack roll equal to your Wisdom modifier. Intuitive Attack Seeing with your mind's eye you know where to strike at any given moment. Benefit: You may use your Wisdom modifier in place of your Strength modifier on attack rolls with melee weapons. Superior Reflexes You have mastered the art of reaction. all Bending Forms are considered to be sets of Supernatural Abilities. Benefit: When you ready an action to damage an opponent under a specific condition. but intuitively. You may take this feat even if you cannot yet bend. Dexterity 15+. you know exactly when the opponent is at their most brittle – when they're about to act. you hurt things. Each time. you merge them into your consciousness and they become part of you. this feat should be highly restricted. Special: You may take this feat multiple times.Haymaker Your unarmed style emphasizes double-hand strikes. Prerequisites: Rock Steady class feature. and a bonus to your damage equal to your character level. A monk may select this feat as her 2nd level bonus feat in place of Combat Reflexes. Special: Characters with the Avatar template start out with this feat for free. you need a teacher to help you start the path of another discipline. you may learn them from any of the four disciplines. it applies to a different form. Whirling Circle When you circle back your opponent's energy. This means that feats which improve Supernatural Abilities are considered to affect them. Intuitive Reflexes Benefit: You may make as many attacks of opportunity in a round as your opponents provoke from you. Your first forms learned of a discipline must be the fundamental forms of that path. even if she does not meet the prerequisites. When you hit. you twist unpredictably and erratically. You gain a +4 bonus to all skill checks relevant to that form. Prerequisites: Wisdom 13+. Prerequisites: Strength 13+. Intuitive Reflexes You do not just react quickly. For the purposes of the Ability Focus feat in the Monster Manual as well as the Weapon Focus feat tree. Benefit: Whenever you are able to learn new bending forms. You can find a number of these feats in the book Tome of Magic. Headcracker. Improved Unarmed Strike. Open-Minded You have opened your mind to all the possibilities that the world contains. Special: A fighter may select this feat as a bonus feat. Rock Smash Watching and waiting for your opportunity to strike. You do not merely accept or tolerate ideas different from your own. you have learned to master a particular form and use it with more ease than most. SUPERNATURAL FEATS As mentioned briefly in the Bending Overview.

non-benders simply can't make any use of them. Benefit: If your Circular Attack is a critical threat and hits. This object should not be used in a canon Avatar World campaign. Nothing replaces hands-on instruction. Price: . including attack rolls made by objects created by the bender. . you may immediately make a trip attempt Attack of Opportunity against your attacker.) While a bending scroll is highly valuable to some benders. bending scrolls contain the secrets of their arts. and caused the overhunting of the lion turtles. Combat Reflexes. it grants an enhancement bonus of +2 to +8 on attack (but not damage) rolls with unarmed attacks and bending attacks. And of course.them off-kilter and leaves you ready to fire more. after a character has studied it for at least four hours. it adds a +2 insight bonus to their bending check for the purposes of learning the form inscribed on the scroll. No better time to do it. Finding a bending scroll is a great boon to player characters. A long gone artifact of the time the spirits first crossed over into our world. it greatly improves one's ability to fight with basic bending abilities. the critical is always confirmed. As a result. Channeling Gauntlets These simple but elegant gauntlets are made of fine lion turtle leather and plated on the back for defense.(One scroll) Windfall Press your luck when you're in dire straits. (Effectively allowing them to learn a form two levels before they normally could. those that have a competent master find them to be mere curiosities at best. Prerequisites: Defensive Roll class feature. Prerequisites: Circular Attack class feature. The target may not make a reactive attempt against you if you fail. they have no set value. Benefit: When you successfully use your Defensive Roll. NEW EQUIPMENT Bending Scrolls Ancient scrolls transcribed by masters long past. Special: If you have the Evasive Reflexes feat. Improved Trip. When worn by a bender of the appropriate element. you may take a 5-foot step instead of an attack of opportunity. A single crystal colored appropriate to an element rests between the knuckles on the back of each hand.

.............................. and no lost or negative levels.................................................................700 gp (+4)............. (One pint.........700 gp (+8).............8 Money & Magic........................................ creator's caster or manifester level must be at least three times the gauntlets' bonus.................................... but only a trained waterbender can utilize it................. Spirit Oasis Water cannot resurrect someone whose body has been disintegrated or otherwise destroyed beyond recognition................. It can even restore the dead to life........................................................... Weight: 1 lb.........................................42 Supernatural Feats.................................. she will return to life with all limbs restored.......700 gp (+2)..................... requires dragonhide or equivalent leather.................................................................. This water has a number of curative properties due SIDEBARS Benders and Monk Feats....................................... Price: 5............................... When a pint is used as part of the Healing Waters form.............................) Spirit Oasis Water Water blessed by the spirits..................... distilled in the freezing ice caps.................................... lost limbs are restored and scars are healed....64 ..................................... to its spiritual link........... when used on a character that has died within the last hour. she begins a long process of resurrection..................... resist energy/energy ray............................................................... 48................... CL or ML 5th............................ 27..............18 Sandbending. 12....700 gp (+6)..................38 Blue Fire.............. Craft Wondrous/Universal Item..........................................................................000 gp....... Price: 3..............................Faint evocation...... As long as she is attended to daily (as long-term care with the Heal skill) for the next 1d4 weeks.................................... true strike/offensive precognition..................................

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