Forms with the Somatic component require precise, coordinated motion. Bending checks made to activate a form with a somatic component incur double the usual armor check penalty as a result, even if you have proficiency in the armor. If you do not at least have two limbs free, grappling, are prone, or otherwise hindered in a significant way, you must take a -10 penalty on your bending check in order to activate a form with a somatic component. Attempting to activate a form with the Somatic component while you are completely helpless, pinned, or otherwise immobile is impossible even for the most skilled benders.
Not sure I like this, for one reason: proficiency should lower/eliminate the ACP. If you're proficient, it shouldn't get in the way. Or, maybe it can let you ignore the ACP if you're proficient with light and wearing it, but med or heavy and it's halved.
Activating or maintaining forms with the Meditation component provokes an attack of opportunity unless done as a swift or free action unless otherwise stated. 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. Maintenance Actions can be quickened unless the form's description states they cannot, as you must make another bending check each time a form calls for a Maintenance Action. Augments can be added or removed while you are still maintaining a form; however, you must add +4 to the difficulty class that round in order to sustain your mental and physical balance while adjusting to a change. Templates, however, cannot be removed or added in this manner.
Added a little something.
Most forms with an Activation Time of Full-Round or shorter can be quickened. For every ten points you increase the difficulty class of a form, you can reduce the activation time and maintenance time of any such form to the next smaller action, to a minimum of Swift. A full-round action becomes a standard action becomes a move action becomes a swift action. However, some forms have their own rules on quickening, either allowing you to quicken them at less of a cost, or sometimes not at all.
We'll worry about this bit later. I do agree with the fact that numbers need to change, just not sure what they should change to. It'll be later in a general class discussion. Personally, I feel that changing it one step would cost less than changing it two steps. That might be abusable though.
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, just like a spell.
900 Gallons = One 5-ft cube of water
Unless a seed otherwise states so, water must be within 10 feet of you to use as part of an attack. Move Water, when used to fuel other attacks, only needs to bring the water within 10 feet.
Good.
Water Blast
[spoiler]Difficulty Class: 5
Components: Somatic
Activation Time: Ranged attack
Range: 60 ft.
Target: Creature
Flavor Text
The first offensive ability you learn as a waterbender. Whenever you would be granted a ranged attack, you may use a Water Blast instead, including as part of a full attack action, or feats like Shot on the Run. Each Water Blast deals 1d6 piercing, slashing, or bludgeoning damage at your option, depending on the exact shape and composition of the water used. This attack increases in damage as you take more levels in the Waterbender class; some prestige classes may also increase this damage.
Water Required: 1 Pint, not immediately recoverable.
Augment:
around a barrier to reach its target, though this does not grant you the ability to see around walls or other obstructions. Such attacks are still made as though blind.
[/spoiler]
This is fine, but the damage should increase, as it does. The wording here would mean that it does not follow the table (text trumps table and all). I struck out unnecessary words.
Move Water (formerly part of Manipulate Water)
[spoiler]Difficulty Class: 5
Components: Somatic, Meditation
Activation 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.
Effect: Move 5 ft.
Duration: Concentration
Saving Throw: Fortitude Negates (Object)
Flavor Text
A 10-ft cube of water vapor can be broken up into or recombined from eight 5-ft cubes at will. You shunt each controlled cube of water up to five 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.
A 5-ft cube of water or 10-ft cube of vapor holds approximately 900 gallons.
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.
Augment:
- For every five points that you exceed the base difficulty class (including all modifiers), you can move one additional cube.
- For every five points that you exceed the base difficulty class (including all modifiers), the distance you can move the water increases by five feet.
I gave it specific combination rules since otherwise, forms which require water and are a swift action could never actually be performed as a swift action.
Note: This is a 'Starter Seed'. I'll come up with a better name for them in a bit, but every waterbender starts with them. Therefore, there won't be multiple forms on any of these so things are simpler.[/spoiler]
I'd say +1 cube/DC increase. I say DC increase because you have to decide before you try and manipulate it how much you want to move. And the distance moved: have it be +5'/3 DC exceeded, start with 10'.
Why is this different than Manipulate?
Shape Water (formerly part of Manipulate Water)
[spoiler]Difficulty Class: 5
Components: Somatic, Meditation
Activation Time: One minute per 5-ft cube to be affected.
Maintenance Action: Move Action
Range: 30 ft.
Target: A 5-ft cube of water or ice
Effect: Manipulate the water's shape as you wish.
Duration: Concentration (Water), Instantaneous (Ice)
Saving Throw: Fortitude Negates (Object, Harmless)
Flavor Text
You manipulate the basic shape of water or ice to look like something else (such as a sculpture), though specific detail is very hard. Craft (Sculpture) determines the exact quality of the object created if it's a statue.
When you stop concentrating on liquid water, it returns to its natural shape.
Sculpted ice has 15 Hardness and 5 Hit Points per inch of thickness.
Craft (Weaponsmithing) and Craft (Fletching) can be used with Shape Water to make weaponry and ammunition out of ice. This weaponry deals damage as a normal weapon of its kind, +1d4 cold damage, but is extremely brittle. Weaponry made out of ice has 20 Hardness and 1 HP, and breaks upon delivering a natural 20 critical hit. Ammunition and thrown weapons made of ice always break upon usage. Unless the ambient temperature is below freezing, the weaponry becomes useless in ten minutes, faster in hot conditions.
One 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.
Appropriately sized water creatures such as elementals can be altered with use of this seed, though it does not hinder them in any way:
Augment:
- For every five points that you exceed the base difficulty class (including all modifiers), you can shape one additional cube.
Note: This is a 'Starter Seed'. I'll come up with a better name for them in a bit, but every waterbender starts with them. Therefore, there won't be multiple forms on any of these so things are simpler.
Also, it ate the weapon usage of Ice Shards[/spoiler]
Why does it take so long?Everything else seems fine, but it shouldn't take so long to do, and then more complex ones should take longer. I just don't see how it takes a minute to make the equivalent of a 5' tall stick figure. Also, the augment should be an increase to the DC. See the bottom for this, since I've seen it in every seed so far. So: *. The fact that it ate the Ice Shards weapon use: good. NOt really much of a reason it's there, anyway. Though this is more reason to lower the time. Full round action, increases for more complex things. Not sure how to do this though.
Phase Change (formerly Melt/Freeze)
[spoiler]Difficulty Class: See Text
Components: Somatic, Meditation
Activation Time: Full-Round Action
Range: 30 ft.
Target: A 5-ft cube of water, ice, or a 10-ft cube of water vapor.
Effect: Change the water's temperature, or even its phase.
Duration: Instantaneous; see text
Saving Throw: Reflex or Fortitude Negates (Object)
Flavor Text
With precise focus and gestures, you suddenly cause a spike or fall in water temperature and pressure, with the appropriate results. 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 vice-versa.
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. Fortitude negates.
Frozen creatures are considered helpless, take 1d4 non-lethal 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.
Quickly created ice is exceptionally frail. Ice has hardness 5 and 1 HP per cube. Glacial Ice has hardness 10 and 5 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.
Appropriately sized water creatures and objects such as elementals can be altered with use of this seed:
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. An elemental that is only partially targeted (if the bender cannot control enough 5-ft cubes of water to cover the whole elemental) quickly regains its normal form, however.
An elemental turned into a gaseous form, liquid form, or solid form when that is not its normal state is left helpless for 3 rounds as it attempts to reconstitute itself. One made gaseous is immune to any physical damage during this time period.
Augment:
- By increasing the difficulty class by ten, 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 exhaling and breath control.
- By increasing the difficulty class by twenty, 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.
- For every ten points that you exceed the base difficulty class (including all modifiers), you can affect one additional cube.
Note: This is a 'Starter Seed'. I'll come up with a better name for them in a bit, but every waterbender starts with them. Therefore, there won't be multiple forms on any of these so things are simpler.[/spoiler]
Well, it's long. That could be a bad thing. Otherwise it's fine.
Steady Stance
[spoiler]Difficulty Class: 10
Components: Somatic, Meditation
Activation Time: Standard Action
Range: 20 ft.
Target: A creature standing on the ground.
Effect: Encase creatures' feet in solid ice.
Duration: Instantaneous
Saving Throw: Reflex negates
Flavor Text
You coat the creature's feet in solid ice, simultaneously stabilizing and trapping them. The target creature gains a +2 bonus to their reactive Trip, Bull Rush and Grapple checks, but must make a Strength or Escape Artist check (DC 15) to break free as a standard action. (Alternatively, they may spend a full-round action chipping the ice away with a light or one-handed weapon.) Waterbenders affected by this seed may simply dismiss the ice as a move action.
Water Required: 2 Gallons per Small or Medium leg. This water is immediately recoverable if it is in your space.
Augment:
- For every five points that you increase the difficulty class, the creature gains an additional +2 bonus on those checks, and the Strength and Escape Artist DC increases by +2.
[/spoiler]
See below* for the increase DC vs exceed DC.
This augment should be +2/5, and +1/5 for the DC for str/escape artist.
Water Whip
[spoiler]Difficulty Class: 10
Components: Somatic
Activation Time: Move Action
Maintenance Action: Free Action
Range: 0 ft.
Effect: Whip-like tendril of water.
Duration: Concentration.
Flavor Text
You create a thick tendril of water that wraps itself around your arm and into your hand. You can use this cohesive water as a weapon, and are considered to be proficient with it. 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 class, only has a 10-ft reach, is a light weapon, and threatens its area. The Water Whip has 0 hardness, 10 HP, and takes non-lethal damage from physical attacks. It regenerates 10 points of non-lethal damage every round. The Water Whip lasts as long as you concentrate (a free action), or until it is destroyed or you let go of it.
Water Required: One gallon, or eight pints. This water is immediately recoverable.
Augment:
- For every five points that you exceed the base difficulty class (including all modifiers), you gain an additional +2 bonus to trip or disarm attempts made with the whip.
- For every four points that you increase the difficulty class, the whip deals damage as though it were a size larger.
- For every ten points that you increase the difficulty class, the whip gains an additional 5' reach.
- At +4 per size, 12d6 damage per strike with the whip is within easy reach at 20.
- 15' reach around L5-6, 20' reach around 10-11, 25' reach around 17-18, 30' reach only possible in non-canon.[/spoiler]
First thing....objects are immune to non-lethal damage...how about just saying it's immune to physical damage, because it instantly regenerates any part that is lost?
Also, +1 size/4 DC is (assuming 44 is reached) 8d6, not 12d6. You need 2 more to get that 12d6 (and reach is better). 20+10 for levels, +4 assumed for wis (canon can get up to...+6, so that gets that). Non-canon that wis can get up to +12 or so, so that's up to 22d6 if you focused on that. I honestly don't see a world where giving up that reach will be worth that damage. You give up 20' of reach for +40.5 damage. That's it. For perspective, that's nearly a 70% drop in threatened area. So, what do we do? We can either reduce the usefulness of this seed by taking away its good reach, or up the amount gained by increasing damage. Halving the DC increase will yield a max of 102d6 by 20 canon. That's....too much (average of 357...). Every 3 will yield a max of 22d6 canon. That's better, but still probably not worth it compared to reach.
So. Who's in favor of nixing the damage increase for this altogether and lowering the DC increase for reach to +5 since it's the only augment? Note that this yields a reach of 45'. I don't think that's too much, it just solidifies this as the primary BC option. Tentacle can still be useful for closer BC, and has other ways to shine: damage. +6 DC/5' would yield a max of 40', and +7/5' is a max of 35'. I think the +5/5' might just work well.
Tentacle
[spoiler]Difficulty Class: See Text
Components: Somatic, Meditation
Activation Time: Full-Round Action
Maintenance Action: Full-Round Action
Range: 60 ft. (Tentacle), 0 ft. (Octopus)
Area: One or more 5-ft squares
Effect: Create one or more 5-ft long tentacles
Duration: Three rounds + concentration.
Flavor Text
This stance initiates two different forms.
Tentacle (DC 10): You create a five-foot-long tentacle of water in the targeted square. This tentacle is a Medium-sized object with 0 Hardness and 25 hit points, and an Armor Class of 10. It takes non-lethal damage from slashing, bludgeoning, and piercing attacks, and regenerates 25 points of non-lethal damage a round.
The tentacle has a single Slam attack that deals 1d8 damage, with a Strength score equal to your Wisdom score, and uses your base attack bonus as its own. It has no other ability scores. It has no move speed, and uses your saves when necessary. It also can make trip and disarm attacks, gaining the benefit of any related feats you possess.
Maintaining the form and directing tentacles to attack is a full-round action. For every round past the third that you maintain this form, you take a -1 penalty to all bending checks per round as the water becomes more and more difficult to maneuver.
Water Required: 1 Gallon or 8 Pints per tentacle. This water is not immediately recoverable.
Augment:
- For every four points that you increase the difficulty class, you can make and control another tentacle.
- For every four points that you increase the difficulty class, you can make one tentacle Large size, granting it 10 ft. reach, 2d6 damage, and the appropriate size modifiers on attack (-1), armor class (-1) trip (+4), and disarm (+4). This requires an additional 3 Gallons of water per tentacle.
For every four points that you increase the difficulty class, you can increase the health and non-lethal regeneration of a single tentacle. Both scores raise by two points.
Octopus (DC 15): You create three tentacles around yourself, occupying your own square. These three tentacles have the same statistics as a normal tentacle, but in addition, for each Octopus Tentacle attack you opt to forego on your turn, you may attempt to use it to negate one attack made against you for the round; this ability works exactly like the Deflect Attack class ability, except that it does not require a use of your Immediate Action and may be applied against both melee and ranged attacks (including touch attacks).
Maintaining the form and directing tentacles to attack is a full-round action. For every round past the third that you maintain this form, you take a -1 penalty to all bending checks as the water becomes more and more difficult to maneuver.
Water Required: 1 Gallon or 8 Pints per tentacle. This water is not immediately recoverable.
Augment:
- For every four points that you increase the difficulty class, you can make and control another tentacle when you activate this form.
- For every four points that you increase the difficulty class, you can make one tentacle Large size when you activate this form, granting it 10 ft. reach, 2d6 damage, and the appropriate size modifiers on attack (-1), armor class (-1) trip (+4), and disarm (+4). This requires an additional 3 Gallons of water per tentacle.
- For every four points that you increase the difficulty class, you can increase the health and non-lethal regeneration of a single tentacle when you activate this form. Both scores raise by two points.
- By increasing the difficulty class by ten when you activate this form, you can grant Octopus Form the ability to grapple and the Improved Grab feat to all of your tentacles.
I'm not sure on anything involving attack of opportunity spam; I freely admit that for a COer, my sense of balance is a bit weak.[/spoiler]
Lotsa things here. Maintenance, I'd change to a standard action. This way, you can still move (they did in the show...) but can't really do much of anything else. There are some seeds that are move actions, but they aren't big ones. Or are a lot weaker due to being quickened. Congratulations! Your quickening system is awesome! I also striked things that should be removed, and bolded additions. For hardness/HP/AC/damage, see Water Whip. It's immune to physical damage because it can instantly regenerate as long as there is water. Also, I think it requires more water. 4 gallons for a large tentacle (also, reword that, as it is you can increase it to large twice with +8 DC, not huge....)...a 10' square creature being the size of a normal box, or a small object....yeah....Also note that it is exponential. On size increases: have the str score increase as normal.
Octopus: why do they share your square? Why can't you designate squares around you? It should be that. And you shouldn't be able to increase the size, .... this is going to be a difficult seed to manage. I can't see any reason why you shouldn't be able to create larger tentacles, but that's a real problem in placement. Also, note that having the tentacles being in adjacent squares only restricts you to 8 at the most attacks negated. So they must be in your square, indefinite amount can be created. Also, it should be +1/3 DC, not /4. If the point of this is to make you nearly immune to attacks, it had better do it. +3 gives you 12 attacks to be negated in canon. That still doesn't help if you've got 4 firebenders using rapid shot/flurry with fire blasts. And grappling...I don't see it. This one needs work. Tentacle is fine though, for the most part.
Ice Shards
[spoiler]Difficulty Class: 10
Components: Somatic, Meditation
Activation Time: Standard
Range: 90 ft. (Crystal Strike), 60 ft. (Crystal Rain, Wolfbat's Maw)
Area: One 5-ft. square of ice (Wolfbat's Maw)
Target: One creature (Crystal Strike, Crystal Rain)
Effect: Bladed ice
Duration: Instantaneous
Saving Throw: Reflex Negates (Wolfbat's Maw)
Flavor Text
This stance initiates three different forms.
Crystal Strike: You make a single blade of ice and fling it with deadly precision at the target. This seed deals 1d6 damage to a single creature as a ranged attack. Half of this damage is piercing and half is cold.
Water Required: One Pint. This water is not immediately recoverable.
Augment:
- For every two points that you increase the difficulty class, this attack deals another 1d6 damage, to a maximum of number of die equal to your character level.
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 that you increase the difficulty class, you gain a +2 bonus to the grapple check.
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 one five-foot square of ice with protruding spikes - anyone standing in the square gets a Reflex Save to avoid the attack. People who pass through the square in later rounds must make move at quarter-speed to avoid stepping on the spikes. They can make a Balance check to move at half speed (DC 20), or full speed (DC 25). Anyone struck takes 1d4 piercing damage and loses speed as though they had stepped on a caltrop. Anyone that falls prone in a spiked square takes an additional 1d6 piercing damage.
Augment:
- For every four points that you increase the difficulty class, you may affect one additional square with this activation.
Wolfbat's Maw/Orca's Maw? Which one? I vote Wolfbat.
Crystal Strike seems to be...boring. Needs something else to set it apart from Water Blast with the Change Phase add on.
Crystal Rain needs to be fixed. The augment should increase the str/escape DC as well as the grapple check.
Orca's Maw is useless after mid levels. Well, not useless, but not useful. Needs a method to either increase damage or make it harder to move through. Or both. No suggestions right now though.
Water Shield
[spoiler]Difficulty Class: Varies; see text.
Components: Somatic
Activation Time: Standard Action
Maintenance Action: Move Action
Range: Personal
Target: You
Effect: 10-ft.-radius dome or sphere centered on you (Aqua Shell)
Duration: Concentration
Flavor Text
This stance initiates two different forms.
Disk (DC 10): You create a thin but sturdy, tower shield-sized mobile disk of water in front of you. This disk grants you a +4 shield bonus to Armor Class, and does not impose an armor check penalty. Concentrating to maintain the disk is a move action.
Water Required: 3 Gallons, immediately recoverable.
Augment:
- For every five points that you increase the difficulty class, the shield bonus to Armor Class increases by 1.
- For every five points that you increase the difficulty class, the shield extends 5 feet in size, allowing one additional Medium or smaller creature to gain its benefits. This can be done twice.
- By increasing the difficulty class by ten, you turn the shield to ice and you can use the shield for cover.
Aqua Shell (DC 25)Water Required: 20 Gallons. This water is not immediately recoverable.
Augment:
- By increasing the difficulty class by five, you can increase the radius by five feet.
- For every four points that you increase the difficulty class, the miss chance due to concealment increases by 5%, to a maximum of 50%.
[/spoiler]
Fine as a base, but the augments are off. First off, the sphere use should have an ice option (it actually alread does, but it needs a cheaper one: change phase+this), that grants total cover. It should cost a good bit, but not as much as changing steam to ice. Probably a +20 DC thing. Or +24.
Shield: the increase protection number? It should be separate shields, not a wall. Walls grant cover/concealment, not a shield bonus to AC. It should also be indefinite. Because a +4 shield bonus for four people will be DC 25. For a +7 it will be 40. You can give them all +8s for 45. Note that a heavy shield at +5 is +7 shield. And that AC is the least important defense. I think that makes this seed almost worth taking. Not quite, but almost.
Surf (formerly part of Water Walk)
[spoiler]Difficulty Class: 15
Components: Somatic
Activation Time: Full-Round Action
Maintenance Action: Swift Action
Range: Personal
Effect: Surfboard
Duration: Concentration
HM03 is in the Safari Zone
You create a disk of ice attached to your feet that allows you to surf. You may make a Balance check every round to stay on your surfboard according to the current's DC (see table below); you gain a bonus to this check equal to your bending modifier. If successful, you ride the current at full speed in the direction it's going. You move this distance whether you want to or not.
While surfing, you may use your bending forms - however, if the form contains a Somatic component, you take a penalty to your bending check equal to the current's DC due to the unsteady and rapid nature of surfing. The Surf form itself does not take this penalty.
You can maintain this form as a swift action every round.
Water Required: 10 gallons, immediately recoverable.[/spoiler]
This needs more. It needs a method to go *wherever*. You're a waterbender, why can't you control water? Though I guess the move water thing can raise the water you're on, thus moving you in the direction you want. How about augments to eliminate the penalty to bending checks, and to allow others to surf? And what's up with whirlpool?
Wave
[spoiler]Difficulty Class: 15
Components: Somatic, Meditation
Activation Time: Full-Round Action
Range: 60 ft.
Area: Eight adjacent 5-ft cubes of liquid water.
Effect: Send waves crashing forward
Duration: 1 round
Flavor TextWater Required: 900 Gallons per 5-ft cube, not immediately recoverable.
Augment:
- For every two points that you exceed the difficulty class (including all modifiers), the distance you can move the wave increases by five feet.
- For every six points that you exceed the difficulty class (including all modifiers), you deal an additional 1d6 damage.
- For every fifteen points that you increase the difficulty class, you can increase the wave's size category by 1, moving eight times as many cubes of water.
[/spoiler]
I'm going to add in a suggestion for a new augment mechanic, in addition to the normal ones: +bonus/waterbender level. This is mainly for the distance of this. There are a couple I can see with this, I'll try and find them later. But it just...fits here. Also, I'd decrease the amount to increase the size of the wave to +10 DC. And add an augment for a straight bonus to bull rush. And add in the clause that it gets the str boosts for increasing size. And finally, this is the sort of thing I can see Surf interacting with, granting movement.
Control Aqueous Creatures (Contains Golem and something else)
[spoiler]Difficulty Class: Varies; see text.
Components: Somatic, Meditation
Activation Time: One round
Maintenance Action: Full-Round Action
Range: 30 ft.
Target: One Medium or smaller Water creature.
Effect: Create an aqueous creature (Golem)
Duration: Concentration
Saving Throw: Fortitude Negates (Puppet)
Flavor Text
This stance initiates two different forms.
Golem (DC 15): You create a giant, walking construct of water, snow, or ice, a level 1 bender golem. It appears where you designate and acts at your direction. The round that you cease maintenance, it collapses to the ground in a splash.
Golem statistics are listed here: http://theanteheroes.com/Avatar%20d20/BenderGolem.pdf
Golems are not summoned, but made. They are not subject to effects that hedge out or otherwise target outsiders; they are constructs.
Water Required:
This water is not immediately recoverable.
Augment:
- For every four points that you exceed the difficulty class, the level of the Golem increases by one.
This one I'm splitting.
Okay. This is actually really good. Since you can quicken the concentration, you can have one as a swift action, and then do other things, but it's hogging your swift action so it's actually a little weak. Benders have a LOT of uses for swift actions. In fact, I'm thinking we may need a generic bender PrC that focuses on allowing more swift actions, or just more opportunities to quicken maintaining.
Note though: this will need much play testing to get the abilities right, but the seed itself is fine. It's the golem that may be wonky.
[/spoiler]Puppet (DC 20)Augment:
- For every four points that you increase the difficulty class, you can affect one creature one size category larger.
- For every eight points that you increase the difficulty class, you can control an additional creature at once.
[/spoiler]
Why not just say its str score is your wis score? Also, is that penalty to bending checks cumulative?
Bend Plants (Template)
[spoiler]Difficulty Class: +15
Target: Living plants
Flavor Text
You can apply this template to any seed which requires or targets water of a non-specific form. Forms which require an intrinsic quality of free water, such as the Wave, Healing Water or Illusionary Mist forms, cannot utilize this template. You may control, freeze, boil or drain water-rich plants of the appropriate size instead. 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. The amount of volume you can affect is reduced to a quarter, rounded down. (If, for example, you could target four 5-ft cubes of water, you instead target one 5-ft cube of plants.)
Living plants used in the place of water have 3 Hardness, half the Regeneration value, and take lethal damage from physical attacks, and take non-lethal damage from energy attacks.
If the seed affects water creatures, it can now affect plant creatures instead.
Frozen plants have the same statistics as Ice.[/spoiler]
This seems...fine. But, I'm wondering how you can get an entanglement effect? Also, shouldn't it be able to affect MORE plants than it would have water?