About Dom Waverider
Acrobatics 14 + 3 + 6
Bluff 16 + 3 + 10 + 8
Diplomacy 16 + 3 + 10 + 2 (+ 8 influencing crowds and gathering info)
Disguise 16 + 3 + 10 + 8
Perception 16 + 3 + 10
Perform (Sing) 16 + 3 + 10 + 2
Perform (Dance) 16 + 3 + 10 + 2
Perform (String) 16 + 3 + 10 + 2
Perform (percussion) 16 + 3 + 10 + 2
Sense Motive 16 + 3 + 10
Sleight of Hand 7 + 3 + 6 + 8
Concentration 10 + 3 + 6
Knowledge (Bending) (Int) 9 + 3 + 7 + 2
Waterbending (Wis) 16 + 3 + 10 + 2 + 6
Heal(Wis) 8 + 3 + 10
Child of the Moon +2 water bending at night +5 during full moon.
No bending during lunar eclipse.
Water Blast Base DC: 5 3d6
Deflect Attack Base DC: 5
Manipulate Base DC: 5
Melt/Freeze Base DC: 5
Maintaining Water Form DC -10
Disciple of the Healing Waters:
Greater Healing Waters – The first concept that a disciple of healing waters learns is the greater application of the healing arts’ foundations. She learns to a much greater extent the body’s natural flow and how better to apply her bending to repair damage done to it without exhausting herself. Disciples of healing water can use the Healing Waters seed a number of times per day equal to her waterbender level plus her disciple level before Waterbending DCs begin to increase in each attempt. The disciple also gains a bonus equal to her waterbender levels plus her disciple levels in each application of the seed, rather than half her class levels, as normal.
Sense the Lifestream – By touching a willing or helpless living creature and sensing how the body devotes chi and nutrients to certain areas of the body, a disciple of healing waters can assess the physical and spiritual health of the creature. The disciple must focus on feeling the creature’s lifestream for a full round to feel its pathways before learning what ails it. After this first round of focus, the disciple learns of any minor wounds and conditions the creature possesses (Current and total possible hit points points, states of fatigue and exhaustion). After the second round of focusing on this creature, the disciple learns of the number and severity of a creature’s more serious wounds (Current wound points as well as total possible). On subsequent rounds, the disciple of healing waters can decide to search the body’s systems for any one of the following ailments, each requiring a full-round action of concentration to assess.
Direct the flow — Disciples of healing waters quickly learn that the basics of healing learned by general waterbenders is child’s play compared to the full potential of water’s restoring touch. Disciples learn that they can use their own flow of chi to help lead a creature’s body to the proper way to heal itself by infusing a small stream of water with her own spiritual energy. A disciple of healing waters can restore a number of hit points in this way equal to her Wisdom modifier multiplied by her combined Waterbender and Disciple of Healing Waters levels each day. The disciple rolls a Waterbending check, and she can heal a number of hit points per round equal to the result of the check. A disciple of healing waters requires eight hours of uninterrupted rest to recover her ‘pool’ of healing.
Healing Pool= 160
Innate Understanding - The disciple of healing waters has gained a thorough enough understanding of the body systems of living creatures that she no longer needs to take a full-round to focus on the target of her seeds and class abilities, but may take the time anyway to gn a +5 to her Waterbending check for the purposes of using them.
Revitalizing pool - By spending one use of her Healing Waters seed, the disciple may imbue the water around her with her healing touch. She must first be in contact with a body of water, and then she may create a five-foot radius through which her power is released. The disciple may use any appropriate seeds or class abilities (Greater Healing Waters and Direct the Flow, for example) on anyone within this radius without having to be directly in contact with them, as long as they are touching the same body of water as the disciple. This radius lasts for one round for every five points of the Waterbending check per use, and it may be increased by 5 feet for every 5 points by which the Waterbending check beats the DC.
Return to the Lifestream
Bardic Performances: start: swift action maintain: free action Rounds 44
Dirge of Doom
Soothing Performance (Favored class bonus)
Skill focus Bending
Template Mastery (Tentacle)
Focused Bending (Tentacle)
Racial ability : Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
Basic PE (Gymnastics/acrobatics)
Self Study (Waterbending)
Magical Healing (He cheats and uses Ki as well)