Waterbender


Adventures - Waterbenders adventure most frequently to aid their community, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the group. Waterbenders in small communities may adventure to seek out a master to instruct them in their art.

Characteristics - Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor. They focus on defense, turning their opponent's blows against them, blocking them with gushing watery shields, or immobilizing their opponents in ice. Some waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.

Alignment - Waterbenders emphasize defense and try to avoid injuring even their foes. Thus, waterbenders tend toward good. Most waterbenders are concerned with their community above all else, eschewing both the wandering lifestyle and the disciplined life of an ascetic or monk. They tend to be neutral instead of lawful or chaotic.

Religion - Waterbenders draw their power from the Moon and venerate XiuaHi Xiua'hi above all others. Their power waxes in the moonlight and wanes during the day. Many waterbenders revere the memory of Nesius and her son Lossethir, though only evil waterbenders revere Yam.

Background - Most waterbenders train under a master. While there are no large schools or formal academies, waterbenders are common enough that most adepts train under a skilled master, serving as an apprentice.

Races - Waterbenders may be of nearly any race, though they are most common among Spiritfolk and Orcs. Flameborn are never waterbenders, finding water itself to be antithetical to their very nature. Athik Athiks and Kreen are desert folk by nature and seldom become waterbenders, but some Kreen who guard SeDasl Se'dasl do become waterbenders, using the sacred waters of Se'dasl to defend it.

Other Classes - Waterbenders share their defensive focus and high agility with airbenders. They are less at odds with the more solid and unmoving style of the earthbenders, though they prefer to redirect their opponents' attacks instead of overwhelming them. They dislike the unceasing aggression of the firebenders, but can work with them if the need presents itself. They are also capable of working with the more martial classes, using their defensive skills to assist warriors in battle.

Game Rule Information

Waterbenders have all the following game statistics.

Abilities - Wisdom is important to waterbenders, as it determines the Save DC's and durations of some of their waterbending Seeds. Waterbenders' emphasis on reflexes means that they also benefit from high Dexterity, which helps them turn their enemies' attacks and provides a boost to AC.

Alignment – Any (tending towards good and neutrality)
Hit Die – d8

Class Skills – Bending (water) (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Seeds
Known
1 +0 +0 +2 +2 Water blast 1d6, manipulate, child of the moon 1
2 +1 +0 +3 +3 Deflect attack, freeze/melt 2
3 +2 +1 +3 +3 Improved Unarmed Attack 3
4 +3 +1 +4 +4 Ski (20 ft) 3
5 +3 +1 +4 +4 Water blast 2d6 4
6 +4 +2 +5 +5 Ski (30 ft) 4
7 +5 +2 +5 +5 5
8 +6/+1 +2 +6 +6 Ski (40 ft) 5
9 +6/+1 +3 +6 +6 6
10 +7/+2 +3 +7 +7 Water blast 3d6, circular attack 6
11 +8/+3 +3 +7 +7 7
12 +9/+4 +4 +8 +8 7
13 +9/+4 +4 +8 +8 Ski (50 ft) 8
14 +10/+5 +4 +9 +9 8
15 +11/+6/+1 +5 +9 +9 Water blast 4d6 9
16 +12/+7/+2 +5 +10 +10 9
17 +12/+7/+2 +5 +10 +10 10
18 +13/+8/+3 +6 +11 +11 10
19 +14/+9/+4 +6 +11 +11 Ski (60 ft) 11
20 +15/+10/+5 +6 +12 +12 Water blast 5d6 12

Class Features


Weapon and Armor Proficiency – A waterbender is proficient with all simple weapons, and with padded and leather armor.

Child of the Moon - Waterbenders draw much of their power from the moon. During the night, waterbenders gain a +2 circumstance bonus on Bending (water) checks due to the influence of the moon. Additionally, during a full moon, Waterbenders gain an additional +5 circumstance bonus to Waterbending checks. However, the close link between the moon and Waterbending has its drawbacks. During a lunar eclipse, waterbenders are unable to use any waterbending abilities.

Water Blast
Base DC: 5
The first offensive ability a waterbender learns is to concentrate water into a large bubble in her hands and blast it at great speeds towards her foe. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) and increases in power as the waterbender gains levels, as shown above. A blast is a ranged attack, and a waterbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A waterbender can only use blasts when there is a source of open water within her bending range. A waterbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Waterbending DC, but still suffers penalties for concealment, as appropriate. A Water Blast is considered a weapon for the purposes of feat selection. Using a Water Blast takes at least one pint of water (one eighth that contained within the average waterskin).

Deflect Attack
Base DC: 5
Early in their training, waterbenders learn to block or deflect attacks directed at them and their companions. Once per round, a waterbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the waterbender succeed in an opposed attack roll. If the waterbender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

Additionally, a waterbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever she makes a full-round attack, a waterbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the waterbender reserved. Regardless of how many attacks a waterbender forgoes, she cannot use more Deflect Attack attempts than she has iterative attacks due to high Base Attack Bonus. These subsequent Deflect Bending attempts do not count as actions, and can be used any time during the round, even when it is not the waterbender's turn.

If a waterbender is caught flat-footed, she can make a Reflex save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed waterbender can never make more than a single Deflect Attack attempt.

For example, a 15th level waterbender’s Base Attack Bonus allows her to make 3 iterative attacks. If she decides to make a full-round attack, she can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing her total to 3 for that round).

Manipulate
Base DC: 5
The most basic of the waterbending seeds, manipulation involves simple movement or shaping of the three seeds of water (liquid, ice, mist).
• Movement: The base DC is for moving a 5-foot cube of water up to 5 ft per round in any direction. Adding another 5-foot cube of water to a seed increases the Waterbending DC by +4 per cube, and moving the water an additional 5 feet adds +2 to the DC. This use of the seed is a move action. A waterbender can manipulate water she can't see but knows is there by adding +10 to the Waterbending DC.
• Shaping: This seed can also be used to manipulate the basic shape of water or ice (not mist), though it does not allow intricate detail. For example, creating an sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of water or ice; the save DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping ice is essentially cutting away chunks from a block of ice, while shaping water is actually altering its shape.

Melt/Freeze
Base DC: 5
Another basic seed, this includes the ability to change the temperature and state of water.
• Chill: A waterbender may lower the temperature of one 5-foot cube of liquid water to make it icy cold as a standard action. By doing this to the source, water used in any other seed can deal an additional 1d4 cold. This seed can even be used to make ice so cold it burns. Each additional five-foot cube adds +4 to the Waterbending DC, changing water already of an extreme temperature (a volcanic spring, for example) adds +5 to the DC, and decreasing the bending time to a move action increases the DC by +15. Further increasing the bending time to a swift action increases the base DC by +25.
• Change Phase: A waterbender can also freeze or melt a 5-foot cube of water as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Waterbending DC and going straight from ice to vapor adds +10 to the DC, decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC. Ice has hardness of 0 and 3 hit points per inch of thickness.

Improved Unarmed Strike - A waterbender gains Improved Unarmed Strike as bonus feat at third level.

Ski – Through development of her abilities, a waterbender can move over the surface of water as naturally as if on land, or even more so. A waterbender can move on the surface of water, ice, or snow at the speed indicated on the class table. The waterbender can use the run action while skiing, provided that she skis in a straight line. If the waterbender ends movement on the surface of water, he must succeed on a Bending (water) check with a DC equal to the (distance moved/5) or fall into the water.

Circular Attack: Beginning at 10th level, a waterbender can redirect her enemies’ attacks, using the enemy’s own energy to retaliate against her. Once per round, when the waterbender successfully deflects a bending or ranged attack she may make a Reflex save opposed to the opponent’s attack roll. If the Waterbender matches or exceeds the opponent’s attack roll, she is able to bring the deflecting water round in a circle, absorbing the enemy’s energy and immediately making an additional Water Blast attack at that enemy at her full base attack bonus. The waterbender cannot choose to forgo this attack in order to gain an additional Deflect Bending attempt.

Waterbending Forms: Most waterbending seeds require a significant amount of water (i.e., more than is contained in the average water skin). As such, many seeds can only be used near a source of water or in an extremely humid environment, such as a rainforest. Small quantities of water can also be drawn from damp earth or other such surfaces using the Manipulate special ability. Note that, in cases where a large source of water is needed, the water must be wherever the form is actually taking place, not at the bender herself. If there is no source of water within 5 feet of the waterbender, a bending form must combine the form with the Manipulate seed to get it there. When using Manipulate in this way, a bender need not add the usual +4 to the Waterbending DC for combining seeds.

Maintaining Water: Oftentimes, it can be vital for a waterbender to gauge the amount of water she uses, as she has a limited amount. In order to maintain control of water used in a technique and not allow it to fall to the ground and require a use of Manipulate to recover, a waterbender must make a Concentration check equal to the form's total Waterbending DC – 10.



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