Syrah Silvaner's page

5 posts. Alias of Dragonborn3.




Waterbender 2






Neutral, with tendencies for any of the four axises



Strength 10
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Syrah Silvaner

Link to pic

Height: ? Weight: ?

Hit Dice: 2d8+2
Hit Points: 18

Fort +1 Ref +6 Will +5
Base Attack Bonus +1 CMB +1 CMD 14

Armor Class: 15 =10(base)+3(Dex)+2(Defense)
Touch: 15 Flat-Footed: 12

Water Blast, DC 5(1d6 bludgeoning, x2) +4 ranged attack
>>Range 30ft, plus 5 every two levels. Increasing the DC by 2 adds 5 more feet for every +2
Bursting Bubble +10 DC
>>As Water Blast, except as a 5ft radius centered on Syrah. +5 to the DC per person ignored by the burst, and the radius increases by 5ft for every 5 her check goes over 15(10ft radius if her check totals 20-24 for example)
Water Weapons, DC 10(1d6 damage, crits as the weapon, ranged weapons are still restricted by bending range)
>>Syrah creates weapons out of water, be it a staff or a dart or bow. Weapon based feats, like Weapon Focus, apply if the weapon created matches the one the feat applies too.

Heal: +7 =2(Wis)+2(rank)+3(Class)
Acrobatics: +7 =2(Dex)+2(rank)+3(Class)
Perception: +7 =2(Wis)+2(rank)+3(Class)
Survival: +7 =2(Wis)+2(rank)+3(Class)
Swim: +5 =0(Str)+2(rank)+3(Class)
Waterbending: +7 =2(Wis)+2(rank)+3(Class)+3(Skill Focus)

Lv1: Focused Bending(+4 competence bonus to waterbending checks when using Water Blast)
Lv1 Focused Study: Skill Focus(waterbending)

Focused Mind: +2 to concentration checks
Crowd Dodger: +2 to Acrobatics checks to move through an enemies space to avoid AoOs for leaving a threatened square.

Racial Features: +2 Dex, Focused Study(Gain Skill Focus as a bonus feat at levels 1, 8, and 16), Extra Skill point per level

Favored Class(Waterbender): +2 skill points

Class Features(Waterbender):

Weapon and Armor Proficiency – A waterbender is proficient with all simple weapons, and 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 Waterbending 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).

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.

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. For ease of reference, ice has hardness of 0 and 3 hit points per inch of thickness.