====== Four kinds of benders ====== These four builds are quite similar, but their way of using energy and the element they are associated to should vary, based upon their philosphy. ==== Hatsu, the Firebender ==== **Name:** Hatsu \\ **Experience:** 1 \\ **Level:** 1 \\ === Philosophy === The core philosophy of fire is the dichotomy of creation and destruction. Fire is fueled by either the will to inspire, or the desire to destroy. \\ The following perks and flaws should reflect the disposition of a noble, hot tempered firebender from the high society of their noble nation. Being of high birth, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by lesser nobles and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary. Battle isn’t just a way of life, it is the way of life. There isn’t a conflict you’ve encountered that wasn’t best solved with steel, and your allies will have a hard time convincing you otherwise. You are prone to starting fights when they aren’t necessary and prolonging them even after the enemy has surrendered. ====Attributes==== ^Physical ^ Stat ^Cost ^Dice ^ |Agility |4 |10 |1d10 | |Fortitude |2 |3 |1d6 | |Might | | | | ^Mental ^ ^ ^ ^ |Learning | | | | |Logic | | | | |Perception |2 |3 |1d6 | |Will |2 |3 |1d6 | ^Social ^ ^ ^ ^ |Deception | | | | |Persuasion | | | | |Presence |3 |6 |1d8 | ^Extraordinary ^ ^ ^ ^ |Alteration | | | | |Creation | | | | |Energy |5 |15 |2d6 | |Entropy | | | | |Influence | | | | |Movement | | | | |Prescience | | | | |Protection | | | | ^HP | 22 | ^Evasion | 14 | ^Toughness | 14 | ^Resolve | 14 | ====Feats==== Choose a bane that you can invoke. When your roll on a damaging attack exceeds the target's defense by 5 or more (as opposed to the usual 10), you can inflict this bane for free. Each attack is still only capable of inflicting a single bane. When making a bane attack, you get Advantage 2 on the bane attack roll. When you take this feat, select one weapon or energy type. You gain Advantage 1 per tier of this feat for any damaging attack made with your choice. This bonus does not apply to bane attacks or boon invocations. Examples of energy types you can choose to specialize in include fire, cold, lightning, acid, poison, entropy, creation, and force - though this list is not exhaustive. \\ ==== Favored Banes ==== http://www.openlegendrpg.com/banes/persistent_damage \\ Set the target on fire with a roaring inferno of flames. \\ **Roll:** 1d20+2d6 Energy vs Toughness\\ **Effect:** The target burns for 1d8 fire damage at the start of its turns. **Resist ends** (Fail 3x = 1 minute) \\ **Special:** Bane Focus 1 (Persistent Damage), allows Hatsu to apply this bane if he makes a damaging attack \\ and deals 5 or more damage to his target. \\ http://www.openlegendrpg.com/banes/demoralized \\ With a dazzling display of fire, you scare the target, and put fright in their soul. \\ **Roll:** 1d20+2d6 Energy vs Resolve\\ **Effect:** The target gets disadvantage 1. **Resist (minor) ends** (Fail 3x = 1 minute) \\ \\ ==== Favored Boons ==== \\ ====Equipment==== \\ \\ ==== Koralok, the Waterbender ==== **Name:** Koralok \\ **Experience:** 1 \\ **Level:** 1 \\ === Philosophy === The philosphy of water is to be fluid, flexible, and ready to change. Waterbenders turn a good defense into a strong offense on the turn of a heel. \\ The following perks and flaws should reflect the disposition of a self-sufficient and pragmatic waterbender from either the northern or southern tribe. Having spent significant time fending for yourself in the wilderness, you excel at surviving and navigating in the wild. You always know the direction of true north and you can automatically find enough food to feed yourself plus a number of additional people equal to your Learning attribute score. You won’t tell a lie or engage in deceitful speech, even to save your own life or the life of another. ====Attributes==== ^Physical ^ Stat ^Cost ^Dice ^ |Agility | | | | |Fortitude |3 |6 |1d8 | |Might | | | | ^Mental ^ ^ ^ ^ |Learning | | | | |Logic | | | | |Perception | | | | |Will |2 |3 |1d6 | ^Social ^ ^ ^ ^ |Deception | | | | |Persuasion | | | | |Presence |2 |3 |1d6 | ^Extraordinary ^ ^ ^ ^ |Alteration | | | | |Creation |2 |3 |1d6 | |Energy |4 |10 |1d10 | |Entropy | | | | |Influence | | | | |Movement | | | | |Prescience | | | | |Protection |5 |15 |2d6 | ^HP | 24 | ^Evasion | 15 | ^Toughness | 15 | ^Resolve | 14 | ====Feats==== When you use the defend interrupt action, you also deal damage to the attacker equal to the amount by which your action roll exceeds the attacker's roll. When you purchase this feat, you create a permanent link between two attributes: one stronger (the primary attribute) and one weaker\\ (the dependent attribute). You may use your score in the primary attribute in place of the dependent attribute for the following situations: - Making action rolls - Calculating hit points, defenses, and other secondary statistics - Meeting feat, bane, and boon prerequisites Other situations at the GM's discretion You gain a swimming speed equal to your base speed and do not need to make any special action rolls to maintain this base speed. \\ ==== Favored Banes ==== http://www.openlegendrpg.com/banes/immobile \\ Freeze a target inside a prison of ice. \\ **Roll:** 1d20+1d10 Energy vs Toughness\\ **Effect:** Your target cannot move from its current space. If you invoked the bane with a Might roll, then both \\ you and the target are immobile in your current space for the duration of the bane (locked in a grapple). \\ While grappling in this manner, you can attempt to inflict this bane again upon the target. If successful, you can move your movement\\ and take the target with you. If this attack fails, you can only move by first releasing the target and ending the bane. \\ If you invoked the bane with any attribute other than Might, you can move freely while the target remains affected. \\ You can choose to release the target at any time (a free action that immediately ends the bane). \\ http://www.openlegendrpg.com/banes/slowed \\ Either through a torrent of water, or chilling cold in their bones, the target must fight hard to move through your attack. \\ **Roll:** 1d20+1d10 Energy vs Toughness\\ **Effect:** The afflicted target’s movement is reduced to 10 feet. This applies to all movement that is physical (flight, walking, climbing, etc.). \\ If the target is currently under a magical effect that increases speed, the two effects are canceled for the duration that both affect the target. \\ **Resist (minor) ends** (Fail 3x = 1 minute) \\ \\ ==== Favored Boons ==== http://www.openlegendrpg.com/boons/barrier \\ Ice or mist spouts forth and either block, or obscure an area.\\ **Roll:** Protection 1d20+2d6 vs DC 20.\\ **Effect:** Choose from amond these tags. You create an area of effect that has these properties. Choose 2: - Damaging (1d8) - Obscuring - Hindering - Baneful - Mobile http://www.openlegendrpg.com/boons/heal \\ Either through a torrent of water, or chilling cold in their bones, the target must fight hard to move through your attack. \\ **Roll:** Creation 1d20+1d6 vs DC 14. \\ **Effect:** Target heals 1d6 Hit Points. \\ **Duration:** Instantaneous. \\ \\ ====Equipment====