Burning Edge:
[spoiler]Needs a damage augment. The reach augment seems out of place. Maybe a crit augment or something. Base looks fine though.[/spoiler]
Zuko uses fire whips, and you can use them to channel fire blasts, so I think the damage should be good.
But....it's....a longsword....
So assuming you keep the reach, I still say it needs a damage augment. I mean, if you're doing melee with it, it seems to me that that's the main reason you'd want it: damage. I do know that it currently seems a bit....lacking.
Claw of the Pheonix:
[spoiler]Why does this ignore miss-chances? Also, why cap the dice size increase? Change it to +1d6/BL on the exceed (so the exceed makes it 2d6/BL, then 3, then 4, then 5), though you'll need to get a 50 (not easy) on the exceed to get a whopping 3d6/BL under the current one. This helps keep it viable into epic (something we need to worry about eventually), since damage becomes increasingly ineffective at really high levels. Not sure though. Just seems to me that exceeds shouldn't be capped. Idea: have it ignore a portion of miss-chance: by reducing them. Have an augment increase the reduction. Still not sure why it's there though. Speed doesn't help you negate them, speed makes you more accurate.[/spoiler]
I was thinking you basically asploded the entire targeted cube, so no place to really be dodging in.
Then why does it require an attack roll? That would be an AoE seed. Let's see: we already have an AoE like this, only a larger area. I'm honestly at a loss on how to make it make sense.
Cold Fire:
[spoiler]This looks fine. Side note: I disagree on blue fire. It's all flavor: she's a really high level, and her fire is just blue.[/spoiler]
Well, that's the other way to look at it, but you'd get some people yelling "but a prodigy shouldn't take extra experience to represent!" That is how I would stat her character though.
The high level was just because she was. The blue fire is all flavor though. Her fire is the same fire, only it's blue. Because she's a prodigy.
Combustion+Explosion:
[spoiler]These two I lumped together because of whatever that guy's name was. The explody guy? Yeah, him. So yeah, it seems to me that Combustion should either be what he does, or should be an AoE like Fireball. Personally I like the Explosion template. You should be able to get explosive seeds other than just this (and I'm pretty sure it has some small references in the show), but these two seeds seem to want to be ale to do what he does, but they don't. Here's how I see it: Combustion should be Fireball, basically. That guy who I can't remember was using an Explosive one. So: Combustion: creates the bead, flies out, deals damage to the object struck of 1d6/BL. Deals damage in an area (start 10' radius) of 1d6/BL, the original target is also caught in this. Augments inlcude an area augment, possibly a damage one (what else does fire have?), possibly something else. Explosion: template to any open flame, initiate bull rush, half damage extra in bludgeoning (bull rush damage?), bull rush doesn't use str/BAB, uses BL/wis. Bonus on bull rush as exceed? Can you have augments on a template? Bull rush is in the direction of the blast, or outward from AoE ones.[/spoiler]
Combustion Man. He does combustion.
Problem with making it fireball rather than disintegrate is that he's supposed to be the most destructively powerful firebender we see in the show, and fireball does underwhelming damage after a while (even to objects, even if it was changed to hit them for full damage rather than half) and making it deal more raw damage than Claw of the Phoenix seems to be an iffy idea. This also has the advantage of giving fire access to a not-elemental attack.
Wary of it adding raw damage since I see Explosion + Fire Blast + Greater Flurry being very popular for the multiple bull rush attempts a round to play keep away.
Two things: it won't be Fireball, it will be *better* and actually useful. Also, Combustion Man was high level. That's why he was so destructive. Explosive should convert half of the damage to untyped damage, so it bypasses resistances. And possibly double the damage, and be a good increase to the DC for a template. It should also be a template. That way, you can apply it to the sphere AoE, cone AoE, line AoE, etc. Not just the two that it was (now not so). The way it is now is better than the way it was. So on to the current forms: Explosive: have the direction of the bull rush be outward from the center. Also, I'd add an exceed augment that adds a +1 bonus on the attempt/2 exceeded. And I'll wait on the whole damage discussion to clear up for the other thing I wanted to bring up (a damage augment).
Combustion: We need to settle the whole AoE thing, and I'll get to that later. But this is no longer an AoE, it's Disintegrate. The way it works now: insane. Disintegrate at will. you can auto-make the DC at level......13 easy. It also has no augments. Which is a bad thing. Disintegrate at will is not necessarily a bad thing though. It's not a particularly powerful spell, but the way it works now is just insane. I'll just throw this out there right now: I hate the fact that it disintegrates a portion of non-living matter, rather than follow the way every other thing operates: damage. So why not just let it deal double damage to objects? Seems a bit better, you know? They have rules in the DMG (and Dungeonscape they made them better) for destroying the ground and stuff, so that's taken care of. Also, it needs augments. Since this seems to be the most damaging thing a firebender can do: augment damage. +1d6/level/6 exceed for one. This will advance faster than similar ones, and for a good reason: it starts high. In two levels you're likely to get 3d6/BL, then in about 4 more another boost, so you'll get 4d6/BL by 20. Though I'd support a drop in DC of 5 for this. That will get you (at the current progression) access at 11, a 3d6/BL damage at about 14, 4 at 18, and 5 at 20. About so, anyways. Without feats as well. I'm not sure if 100d6 as a round action is too much, or just right. My judgement is being clouded.
Heat Control:
[spoiler]Needs more Heat Metal. Incandescence needs a maintain action to increase the heat. Deals +1d4 over the previous round. Augment to increase the cap on this, which is normally +2 steps, or 2d4. +1d4/+3. Otherwise I don't see much use for this seed. Same thing almost goes for vent, just that a clause needs to be added: goes back to normal after you stop concentrating. If this is cooler (i.e., room temp after Incandescence), then the damage lowers as appropriate. If it's warmer (i.e. vent on a fire elemental) things go back to normal.[/spoiler]
Ranged sunder in one round, no save for the object under the current scheme. 11d4 or 27 damage (achievable in mid-teens) will destroy any weapon or armor without at least +3 of true enhancement bonus.
And? It's not like this makes Sunder a viable tactic anyways. The problem with Sunder is not that it's hard to do, it's that it's stupid to do. The way you have it now makes it actually not terrible. In a setting where Sunder wasn't a stupid thing to do, this would be a viable means to incapacitating foes.
Heatwave:
[spoiler]Debuffs are nice....but why? I like it, but why? Also, should apply to the target of the original attack, in addition to the other effects. Maybe an augment to increase the duration? Area? Probably not area. Just duration: +1 round/+10 DC.[/spoiler]
Heat sickness is the rationale. Havoc of the X-Men uses heat to do that + headaches often.
Okay then: idea: add Nauseate to the augment list. +10 DC to have it nauseate on a failed and sicken on a successful. Then add an augment for increased DC, because I feel every seed that uses a save DC needs one. +1 DC/3 augment should be fine, since even on the lowest form I can think of (Fireblast) you'll have a DC of 10 before any saves, and if you want nausea then DC 20. 30 if you want to attack multiple opponents. Also, have it force a save "at the end of your turn or when you pass through it". Finally, have the duration of the heat last for one round, +1 round/5 exceed. And have the nausea condition last for one round, non-augmentable.
Inner Flames:
[spoiler]nice. but the HP is a bit low. Have the augment do something nifty. Like, increasing resistance to con damage or something. Ooh! bonus on fort saves against fatigue related things.[/spoiler]
Cranked up the HP a bit and added that + against fatigue.
At level 20 you get a whopping 27 temp HP from this. I'd make it +1/1, for a total of 37 or so temp HP. Makes it a bit easier on the math, and more for this is a good thing. Since they are refreshed every round, I'm not really willing to do more (like, +2/1), because that could get insane. I might start it at 5 HP too. 40 temp HP isn't so bad. And it makes the form somewhat useful at the beginning.
Lifebending:
[spoiler]I like it, but it's a bit bland. Hows about an augment to grant bonus con and/or str, and/or HP? I'll have to think of more and ways to do these things tomorrow (i.e., later today).[/spoiler]
It's already pretty strong, since it improves basically every area of a character. I'm leery of adding more.
It's like Inspire Greatness, only worse. IG is +2 levels. And lasts more than a minute. Also, why do the - levels not stack? Everything else like this would. IG is available at level 9, btw. This at level 11. I'm not entirely sure what fits though. Discussion would be good.
Pyrotechnics:
[spoiler]Try splitting them into two maneuvers. For the blinding one, augments for DC increase and for blindness duration increase. Also, it needs a duration on the dazzled. As long as they look at the flame. The fascinate effect needs a DC augment, and an increase penalty augment. Maybe an augment to make it last longer than a breaking effect would have it last.[/spoiler]
They seem a little weak split into two, given that one's non-combat only. Dazzling has a duration of one round or as long as the flame is there, to vary based on the base flame. (As long as the flame is there is not very useful for say, fire blast.)
They should be split because they are so different, not because of power. but I see your point.
As for the duration: that's for the blindness. The Fascinate ones, discuss. Because I feel it needs it.
Redirect:
[spoiler]Needs more. First off, augments. Allow more redirects/turn. 1/5-10 should do it. Somewhere in there. Maybe more. Second, it seems limited in anything not canon. Discuss fixes to this? Maybe an ability to retaliate a la Circular Attack?[/spoiler]
Done to the first. To the second, with Cold Fire, you're moving any electricity or flame, which is a lot of what the monsters can do. And it means a party carrying a blaster is free to have him say, drop a Flame Strike with almost reckless abandon on your party without metamagic. That can be nice.
It's still pretty limiting non-canon. Energy attacks comprise a very small portion of attacks, and fire even less so, and electricity even less so. I'm not really sure what won't break canon and flavor yet will allow it to be useful enough in non-canon settings.
Soaring Flames:
[spoiler]Hurdle: needs a boost on the amount traveled: +10/+5'. I'd say get rid of the jump check as well. I'd also start it out as a 5' step, since you can't make 5' steps in difficult terrain. Lower the initial DC to 15.
Rising Dawn: add an augment for a boost to the jump check. Just think of how far Azula managed to go by the end of the series. +1/1
Rising Phoenix: Add a maneuverability augment: +1 step/+10 exceed. Maybe +15.[/spoiler]
We're talking... 80 foot horizontal jumps with a 20 foot vertical component. Does it need an additional augment?
Once again: think of how far Azula managed to go by the end of the series. And it probably needs an augment anyways. With full ranks in Jump and a str of +3 and a +1/1 augment you have a jump check of 96ish. That's 100 feet (rounded up). Azula managed to jump that far easy on Burning Rock part II. You know, to grab the cable? It's only 1/3 of a football field.
Also, I'd increase the action for maintaining the flight one to swift and the initial to standard. Keeps Rising Dawn actually useful if you just need to jump a chasm but don't need flight.
Sweeping Flames:
[spoiler]Nice, but seems to me the areas are all...very similar, yet this is a template? Discussion needed.[/spoiler]
It turns the current combustion as well as Claw of the Phoenix into a close range area of death, and you can do iterative area attacks with Fire Blast this way.
Discussion on AoE needed. I'll let you have the opening statements, since dinner approaches. Basically: how many AoE seeds do we need? How hard is it to adapt "cone" to "burst", when the only real difference is the origination point?
Wall of Fire:
[spoiler]Look to the spell for inspiration. First off, needs damage. 2d6+1/BL does it. Second off, have it deal 1d6 damage within 5' of it. Augments for increased damage possible, of +1d6/+3 DC, but that likely won't be as useful as the lengthening augments, so it's all fine. These are to the wall itself, not the aura of pain. Also one for duration after concentrating. +1 round/+10 does it. Won't be used.....at all at this though, so probably less. I'm tired.[/spoiler]
If used with Magnify Flames, its damage jumps up a lot, hence why it doesn't do any inherent damage, basically.
First off, since this does no damage it does nothing. Secondly, it's fire. How does it not do damage initially? It should deal a small amount of damage, augmentable but not by much, and then Magnify Flames can make it do more if you want. Thirdly, fire is not hot only at where it's flaming. That's why a smaller (much smaller) radius damage around it is there in a suggestion. As of right now it's not a very useful seed.