Bending Class / Seed Revisions
ending Seed Revisions
This thread is dedicated to the edit and revision of specific seeds as well as class features or special abilities. This will likely arise do to the discovery of unbalanced or illogical mechanics discovered during game-play. This is unlikely to happen often however, as the rule system has proved very well made ^^
Standard action Creates the tentacles.
then a Full Round Action controls and attacks with them every turn thereafter, meaning you do not get to attack with them the turn they were created.
This became necessary when it was discovered out interpretation allowed you to attack after making them, making it not need a full round to maintain as you would just take a standard action to re-make them. This is not what the intended design was, and the new design re-balances the seed.
The only time the tentacles can deflect attacks is when using the Octopus variant, which requires the tentacles to be directly next to the bender. When using the normal version (which lets you make them anywhere in your bending range) they CANNOT deflect attacks.
When an enemy attempts to move through the space of a tentacle, they provoke an AoO and must pass a Strength check at -4 against the Benders Wisdom check.
Waterbender Swim Skill
Waterbenders obviously have Swim as a skill.
Waterbenders may take 10 on any swim check, even when rushed or threatened
Waterbenders may modify their Swim skill with their Wisdom instead of Strength
Waterbenders gain +10, not +15 on a full moon (i copied it wrong it was originally +5 and i wrote +15, but a think +10 better represents the power change given by the full moon in the show)