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Bender of Water (3.5e Class)

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[[File:Katara_slices_balloon.png|thumb|right|150px|Water is a deadly slashing and bludgeoning force.]] -->
==Bender of Water==
* ''Water Whip:'' The Bender of Water can use water she has lifted to create a lashing tendril of water to swipe at an opponent. Treat this as a light weapon with reach which deals 1d10 (+1d6 per three Bending levels) points of slashing damage and has a 19-20/x2 critical. This is an attack action that requires at least a pound of water.
* ''Smash:'' The Bender of Water can use water she has lifted to make ranged attacks. Treat this as a bludgeoning weapon that deals 1d6(or 1d8, speak with your DM) points of damage (+1d4 per three Bending levels) and has a 19-20/x2 critical, with a 50' range increment. Anyone hit with this attack is knocked backwards 5' per four Bending levels, -10' per size category above Medium, or +5' per size category smaller than Medium. This is an attack action that requires at least 50 pounds of water. If the target has more than half of its maximum hit points, it stops immediately before being pushed into a dangerous place, such as in a fire, falling off a cliff, or into a cage.
* ''Encase in Ice:'' This Bend can only be taken if the Bender of Water already knows "Smash". When the Bender of Water hits a target with a Smash attack that weighs at least 100 pounds (quadruple for every size category larger than Medium, halve for every size category smaller than Medium), she may immediately freeze that water into ice, encasing the target. If target fails a Reflex save, he becomes completely incapable of moving, although two consecutive successful Strength checks (DC 10 + Bender of Water's Wisdom modifier) as full round actions are sufficient to break free. This move may also be used whenever an enemy within 500' is completely enveloped in water for any reason. Encase in Ice cannot be used more than once per round. A Reflex Trap Save is permitted for the target to resist being encased in ice. A successful Trap Save leaves the target standing on one side of a block of ice (their choice of side).
* ''Heal:'' The Bender of Water can use water to assist in a healing check. She can cure 1d6 hit points (+1 per Bending level) with a DC 20 Heal check. If she beats the check by 10 points or more, the target is also healed of 1 point of ability damage per three Bending levels. Each target cannot be healed in this way more than once per day. This is a full-round action that requires at least one pound of water.
* ''Ice Wall:'' The Bender of Water can turn the water she's levitating, and free water within 10' of its desired location, into a wall of ice at least 1 foot 6 inches thick as an immediate action. Note that ice weighs 57 pounds per cubic foot, has 3 hp/inch of thickness, and hardness 12.
* ''Block (''passive''):'' The Bender of Water gets a +2 shield bonus to AC (with an additional +1 per four Bending levels) while levitating at least 20 pounds of water within her square.
* ''Frost Breath:'' The Bender of Water can deal 1d8 points of cold damage (+1d6 per two Bending levels) to each target in a 10' (+5' per Bending level) cone. A reflex save is allowed for half damage. This is a standard action.
 
* ''Ice Projectile:'' When the Bender of Water throws a weapon, she may encase its handle in ice in order to have greater control over its path, and to accelerate it in flight. This gives it +1 to the attack roll, +1d6 to damage, and allows her to treat concealment as though it was 20 percentage points lower.
'''Major Bends:'''
* ''Puppeteer:'' At night during a full moon, the Bender of Water can attempt to lift and otherwise manipulate characters with liquids inside them like water. People are entitled to a Will Trap Save each round to resist. A character who has successfully resisted this ability becomes immune to this ability for 1d4 rounds.
* ''Freeze Blood Boil:'' The Bender of Water can only learn this ability if she already knows "Puppeteer". She may now force any character who she can currently manipulate with "Puppeteer" to make a Fortitude Trap Save. If they fail, they explode, dying instantly and dealing 1d6 points of cold damage per Bending level to each character within 10' (+5' per Bending level), with a Reflex save permitted for half damage. This is a full-round action that cannot be attempted more than once every 1d4+1 rounds.
* ''Blood Chi Block:'' The Bender of Water can only learn this ability if she already knows "Puppeteer". As a standard action, she can suppress the magical abilities of a touched target she can currently manipulate with "Puppeteer", denying them the ability to use any of the supernatural, spell-like, or psionic abilities they currently possess. If they gain new abilities through leveling up or some other method, those abilities can be used normally. Blood Chi Block lasts until removed, through the use of ''remove curse'', or by being touched by a [[Bender_of_Energy_(3.5e_Prestige_Class)|Bender of Energy]] who wishes to restore their powers.