Author Topic: Prestige Classes  (Read 5099 times)

Offline dman11235

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Prestige Classes
« on: March 13, 2012, 09:47:12 PM »
PRESTIGE CLASSES

Agent of the Dai Li
Secret police agent of the Earth Kingdom, a master of tracking and grappling.

Elemental Blade
Combines the best of both bending and melee combat.  Uses two weapon fighting with an Energy Blast.

Energy Bender
Masters of their own body, capable of great feats of physical ability.

Fire Adept
Pride of the Fire Nation Army, these people make fire hurt bad.

Healer of the North
The Water Tribe's healers are renowned for their restorative prowess.

Nightbender
Sneaky airbenders who use sound manipulation to assassinate threats.
« Last Edit: March 13, 2012, 09:59:50 PM by dman11235 »
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Offline dman11235

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Re: Prestige Classes
« Reply #1 on: March 13, 2012, 09:47:51 PM »
AGENT OF THE DAI LI

For the Earth King.

The Dai Li are an elite group of warriors loyal to the Earth Kingdom.  They utilize their mastery over the element they represent to incapacitate foes quickly, quietly, and efficiently.  Their training with a new style of earthbending has let them become masters of grappling, a very useful tool when apprehending criminals.

BECOMING AN AGENT OF THE DAI LI
Almost all members of this class are taught under a teacher who was either previously a member or is currently a member of the Earth Kingdom's secret police.
ENTRY REQUIREMENTS
Skills: Autohypnosis 4 ranks, Gather Information 4 ranks, Survival 4 ranks
Feats: Dai Li Initiate, Improved Grapple, Ranged Pin
Seeds: Imprison, Earth Blast
Special: Must have been trained initially by a past or present member of the Dai Li.

Class Skills
The Agent of the Dai Li's class skills (and the key ability for each skill) are Autohypnosis {wis), Balance (dex), Bluff (cha), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Gather Information (Hide (dex), Jump (str), Knowledge (religion) (int), Knowledge (history) (int), Knowledge (planes) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), and Tumble (dex).
Skills Points at Each Level: 6 + int
Hit Dice: d8

Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special Abilities
Advanced Bending, Dextrous Combatant, Size  Doesn't Matter Urban Tracking
Mobility, Track
Non-Lethal Takedown, Grappling Master +2
Burrow
Ignore Cover, Master Tracker
Flawless Movement
Hidden in Earth
Perfect Movement
Hide in Plain Sight
Escape Master
Speed
+0
+10
+10
+20
+20
+30
+30
+40
+40
+50

Weapon Proficiencies: An Agent of the Dai Li gains no new weapon or armor proficiencies.

Advanced Bending: The Agent of the Dai Li class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Dextrous Combatant: The Dai Li focus on a more elusive, fast moving style of earthbending.  Their dedication to speed trades heavy armors for elusive defenses. You add your dexterity modifier to your fortitude save, as long as you are wearing light or no armor.  In addition, you gain the Dextrous Combatant feat, even if you don't meet the prerequisites.

Urban Tracking: You gain Urban Tracking as a bonus feat.  In addition, you may add your Wisdom modifier to Gather Information checks.

Size Doesn't Matter: Beginning to prove your worth as a grappling master, you learn to ignore the size of your opponent.  You are treated as your size or your opponent's size, whichever is larger, when grappling.  This even applies to grappling using Dai Li Initiate.

Mobility: You gain the Mobility feat, even if you do not meet the prerequisites.  In addition, you can move around more efficiently, granting a bonus to all jump and climb checks equal to your class level, and a speed bonus as presented on the class chart.  These bonuses only apply while you are in contact with a bendable material and while you are wearing light or no armor.  The speed bonus is a direct improvement to your base land speed, and every ability that refers to it gains the appropriate boost as well.

Track: You gain the Track feat.

Non-Lethal Takedown: You know that a dead criminal is a useless criminal. Beginning at level 2, you can substitute non-lethal damage at will.  In addition, you can opt to leave an air hole in the cocoon when you Imprison a creature.

Grappling Master: You gain a bonus to all grapple checks.  This bonus begins at +2, and increases by 2 again at levels 6 and 9.  You lose this bonus if you wear medium or heavier armor.

Burrow: You gain a burrow speed equal to one half your land speed, rounded down, minimum of 5'.  If you already have a burrow speed, it is increased by this amount.  You can only burrow through bendable material (usually earth and rock).

Ignore Cover: You've mastered the ability of striking those you have a harder time seeing.  Any earthbending attack you make can originate from any location within range of the attack, effectively negating cover as long as the new originating spot has no cover between it and the target.  For instance, if you fired an Earth Blast as a target behind a low wall, and there was a pile of earth behind the wall right next to the target, you would not take any cover penalties on the attack.  Miss chances still apply, and you must still know where the target is.

Master Tracker: You no longer take penalties for moving faster while tracking.  In addition, you may add your Charisma modifier to survival checks.  Finally, you add your class level to all survival and gather information checks used to track a creature.

Flawless Movement: You no longer leave a trail when moving through earth.  When moving on or in a bendable material, it is nearly impossible to track you.  Anyone attempting to do so takes a -20 penalty on the attempt.

Hidden in Earth: Your ambush training leads you to be well hidden from prying eyes.  When you are inside a bendable material, you can see without obstruction out of the tile(s) you occupy, while benefiting from Improved Cover against all those outside of it.  If you choose to remain completely submerged in the earth, granting total cover, it takes a move action to switch between total cover and improved cover.

Perfect Movement: You motions are so precise that no terrain can impede you. You are no longer hindered by any difficult terrain in any way, and you retain your Mobility bonus while not on a bendable surface.  In addition, you may make an additional 5' step in a round.  You lose this bonus if wearing medium or heavier armor.

Hide in Plain Sight: You can use the Hide skill even while being observed, as long as you are in contact with a bendable material.

Escape Master: You have become so adept in the ways of grappling that it is nearly impossible for others to hold you.  As long as you are touching earth, and are wearing light or no armor, you cannot be pinned.  In addition, you gain a bonus to grapple checks made to escape or resist a grapple equal to twice your class level.
 
PLAYING AN AGENT OF THE DAI LI
Usually serving the Earth King, you will tend to be deployed to control crime that regular police forces cannot.  As such a commitment to orders is typically a view most hold.
Combat: Ambushes are the primary tool for you.  A good encounter for a member of the Dai Li involves hitting the target with a pin immediately before they even know what happened.
Advancement: Most members of the Dai Li will either continue in the Bender class when finished with this one, although some do use the Energy Bender to help imporve their own abilities.  Some utilize the Monk for the improvement to speed, however, and some take levels in Ranger to help with their tracking.
Resources: The Dai Li, being a special part of the Earth Kingdom's police force, have access to many restricted areas and technologies, some of which are not even known by the outside, aside from rumors.

AGENTS OF THE DAI LI IN THE WORLD
I would have gotten away with it, but there was this guy in the ground, see, and he pinned me with stone handcuffs almost immediately.

Most people who know of the Dai Li expect to see an evil, unrelenting, corrupt officer who will use any excuse to disappear you into the night.  Those who know of the Dai Li as they actually exist still are nervous when they come to talk, as they generally do not talk to those who aren't in some sort of trouble.
Daily Life: The Dai Li frequently undergo training exercises to hone their abilities.  They tend to get up early, exercise often, and eat well.  When on assignment, they tend to be extremely professional.
Notables: The first Dai Li agents were thought to have been trained by Avatar Kyoshi.  This would makes sense, as some of their movements more closely resemble those of other elements, especially water.  During the 100 Year War, however, the rumors began as to the evil nature of the organization, rumors which remain today.  During that time, it is rumored that the organization brainwashed people into ignoring the war, and disappeared those who spoke out about the war.  Long Fang was the man thought to be responsible for this change in the organization.
Organizations: The Dai Li are the secret police force of the Earth Kingdom.  Many people know that they exist, however very few know anything true about the organization.  Being part of the Earth Kingdom police force allows them more freedom to do what they need to in order to capture and interrogate criminals or enemies of the state.

NPC Reaction
When an NPC finds out that someone is a member of the Dai Li, they generally are nervous and scared about what the Dai Li can and will do to them.  NPCs generally run off of the rumors about the disappearances that surround the Dai Li, thinking that brainwashing is soon to come for them.

AGENTS OF THE DAI LI IN THE GAME
Agents of the Dai Li are designed to work on the same level of power as the Bender class.  This class works well with the power structure of that class when compared to others.
Adaptation: This class works well in any setting that allows for the Bender.  If moving this to a setting without the Dai Li organization, simply rename the class and feat, as there are no organization specific mechanics.
Encounters: The Dai Li typically attack in overwhelming numbers with an ambush.  They do not like to lose, and will attempt to hit every party member with a grappling Earth Blast in the surprise round.  They are swift group workers, so much caution should be heeded by the party if they have reason to believe that the Dai Li are after them.
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Offline dman11235

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Re: Prestige Classes
« Reply #2 on: March 13, 2012, 09:48:18 PM »
ELEMENTAL BLADE

I can take you without bending or without the pike, but the flaming pike just makes things more fun, don't you think?

Some people use bending, some use weapons, but some utilize both fighting styles together.  This class represents those who use their bending skills in addition to a martial weapon prowess to fight.  Whether by using a bending form to augment an attack or by using a weapon made of their element in addition to a material blade, Elemental Blades are never at a loss for weaponry.

BECOMING AN ELEMENTAL BLADE
Anyone who trains to combine the two styles of bending and weapon can become a Elemental Blade.  Some teachers exist to facilitate the transition, although anyone with enough discipline to master two arts can succeed.

ENTRY REQUIREMENTS
Feats: Two Weapon Fighting, Dextrous Combatant
Skills: Concentration 8 ranks
Seeds: Any 2 seeds
Special: Bending level 2, Base Attack Bonus +4, proficiency with at least 1 martial weapon

Class Skills
The Elemental Blade's class skills (and the key ability for each skill) are Balance (dex), Climb (str), Concentration (con), Craft (int), Escape Artist (dex), Handle Animal (cha), Heal (wis), Hide (dex), Intimidate (cha), Jump (str), Knowledge (History) (int), Knowledge (Dungeoneering) (int), Knowledge (Nature) (int), Listen (wis), Move Silently (dex), Profession (wis), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Survival (wis), Swim (str), and Tumble (dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10
Level
1
2
3
4
5
6
7
8
9
10
BAB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special Abilities
Shielded Bending, Zen Combat, Elemental Weapon
Elemental Flurry
Swift Bending (1 attack)
-
Zen Combat (maneuvers)
-
Swift Bending (2 attack)
-
-
Rapid Bending
Weapon
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Weapon Proficiencies: An Elemental Blade is proficient with all simple and martial weapons, and all armor and shields, including tower shields.

Advanced Bending: The Elemental Blade class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Shielded Bending: You receive no penalty for using a shield when bending, and you can wear one armor type larger than you normally could without penalty.  In addition, you no longer provoke any Attacks of Opportunity for bending.

Elemental Melee: You no longer have to increase the DC on your Element Blast in order to convert it into a melee attack.  In addition, you can now treat it as any melee weapon of your choosing, provided you are proficient with the weapon.  This allows you to improve your blast as you would any material weapon, although this follows special rules.

You can improve it up to a level indicated on the table.  This follows the typical weapon enhancement rules, including the restriction of not enhancing a weapon beyond a +5 bonus, although weapon enchantments can increase the effective bonus beyond +5.  You cannot imbue your blast with any effect that contradicts your element.  For example, a fire bender could not add the Acidic, Sonic, or Frost qualities, but could add the Flaming quality.  As an elemental Blast can be used as a ranged attack or a melee attack, you can add ranged or melee exclusive abilities.  If you do, they only apply when the attack is used in the appropriate method.  For example, if you were to have a +1 keen Elemental Blast, it would only function as keen if you were using it as a melee slashing weapon.

Elemental Flurry: You can unleash a flurry of attacks using both a melee weapon and your elemental blast.  Once per encounter, as a free action, you can enter a state of clarity and speed that grants you an additional attack at your full base attack bonus.  In addition, all attacks you make this round are at a +1 bonus for every 2 levels in this class.  The additional attack must be made with your Elemental Blast.  You provoke no attacks of opportunities for ranged attacks during this round.  You can enter this state in additional rounds per combat by succeeding on a DC 40 bending check, +10 per additional round.  So to enter it on a third round you would need to make a DC 60 bending check.  This stacks with any extra attacks from other sources, such as Flurry of Blows.

Zen Combat: An Elemental Blade focuses on his wisdom in battle, rather than brute strength.  You gain the Intuitive Attack feat.  If you already have this feat, you instead add your  strength or dexterity modifier (whichever is higher) to your attack rolls as well.  Beginning at level 5 he also adds his Wisdom modifier to all combat maneuvers.

Swift Bending: An Elemental Blade uses both his bending and weapons in battle.  This dedication to balance between the two styles has helped him bend things more quickly, while still maintaining a melee presence.  A a full round action, a Elemental Blade can bend any seed with a bending time of one standard action or lower, and make an attack.  Beginning at level 7 you can make two attacks while using this ability.

Rapid Bending: At level 10, an Elemental Blade's speed with bending reaches its epitome.  Once per encounter, an Elemental Blade may, when using Swift Bending, instead make a full attack action and bend any seed with a bending time of one full round action or less.
 
PLAYING AN ELEMENTAL BLADE
Elemental Blades are masters of balance, utilizing both bending and mundane combat styles.  They tend to try and even out biased situations.
Combat: This class uses both mundane and bending attacks to down foes and support allies.  Typically, an Elemental Blade will be on the front line within melee range, dealing blows with a weapon and their elemental blast, but the use of other bending seeds allows for this class to be effective at medium ranges as well.  In addition, the bending discipline they use typically affects their combat style towards the style of that discipline.
Advancement: An Elemental Blade will usually come from a background of both bending and a melee class, such as Fighter.  When done with this class, they tend to continue on with their bending class, to keep their bending level up and gain access to new seeds.
Resources: Members of this class do not have any specific resources at their disposal.  Any organization that would have helped them before would usually continue to help them.

ELEMENTAL BLADES IN THE WORLD
I thought I had him when I disarmed him, but then he bended a fireball at my face!  There should be a law against that. -a sore loser after a lost duel.

Most people will not view you any differently than they would the bending discipline that you come from.  Soldiers aren't typically singled out, aside from opposing factions, so there is no set belief about Elemental Blades.
Daily Life: Most Elemental Blades live their lives in a similar fashion to the benders of the same discipline.  They tend to have a higher degree of discipline and ritual they follow, however.  Most Elemental Blades will meditate relatively frequently throughout the day, in order to attain and maintain balance.
Notables: During the 100 Year War, Fire Prince Zuko was rumored to have trained with both his bending arts and mundane discipline.  His practice with swords enabled him to hide his identity while he was on the run from the rest of the Fire Nation.  Xi Liang was a more recent practitioner of the art, and a member of the White Lotus.  During his travels he helped put down a number of attempted coups shortly before the invasion from the deserts 250 years ago.  He was struck down by a stray bolt at the battle of Ba Sing Se, and his loss as a fighter and as a field commander was one of the major reason for the failed defense.
Organizations: The Order of the White Lotus has many members who practice and teach this art, but the one organization dedicated to perfecting it is the School of the Twin Spears.  It might not be completely accurate to call it a separate organization, as there are rumors that it is mostly run by the Order of the White Lotus, and there is strong evidence to support that theory in that most, if not all, members of the Order who practice the art are rumored to have been taught at the School of the Twin Spears.
NPC Reaction
Most NPCs will immediately view you as a soldier, either for hire or for a nation.  If you are wearing the colors of an opposing faction, they will typically be wary, if not downright hostile.  However, this only applies to Elemental Blades belonging to factions, and generally NPCs will react with indifference.

ELEMENTAL BLADES IN THE GAME
This class falls between the Tome of Battle classes with regards to power.  It is intended to be on the same power level as the Bender and the classes that the Bender is most similar to.
Adaptation: This class will fit easily into any campaign that allows Bending and mundane combat.  Mechanically, very little will have to change in order to fit it into any setting which can also have magic.
Encounters: Elemental Blades will utilize their elemental fighting style as an introduction to their combat.  They typically will start out combat at range using bending, while closing the gap to get into melee range
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Offline dman11235

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Re: Prestige Classes
« Reply #3 on: March 13, 2012, 09:48:45 PM »
ENERGY BENDER



My greatest advantage is that you don't know what I'm capable of.

The fabled origins of elemental bending, the art of energy bending has been lost to time.  At least, that's what most people who even know what energy bending is think.  Energy bending continues to be practiced, though the chances of encountering a practitioner are slim, and when you do encounter one, you might not even know it.  Energy benders manipulate the two overlooked building blocks of the universe: positive and negative energy.  These two energies are crucial to life, and are so intertwined that energy benders are capable of manipulating both.  The other unique aspect of these energies is that other benders are the most likely to utilize them.

Energy bending begins as a balance within.  The practitioner doesn't outwardly manipulate the energy, he instead focuses on the energy within himself.  Only masters of the art are capable of manipulating the energy outwardly, and even then it is rarely visible.

BECOMING AN ENERGY BENDER
The first step on the journey to becoming an energy bender is achieving an inner balance.  But unless you have a teacher, it is highly unlikely that you will learn the art.  Extreme levels of concentration are required, to the point where you can influence your own body.

ENTRY REQUIREMENTS
Skills: Concentration 10 ranks, Autohypnosis 5 ranks
Feats: Skill Focus (concentration)
Special: Bending level 5

Class Skills
The Energy Bender's class skills (and the key ability for each skill) are Autohypnosis (wis), Balance (dex), Concentration (con), Craft (int), Disguise (cha), Escape Artist (dex), Handle Animal (cha), Heal (wis), Hide (dex), Jump (str), Knowledge (History) (int), Knowledge (Religion) (int), Knowledge (The Planes) (int), Listen (wis), Move Silently (dex), Profession (wis), Sense Motive (wis), Spot (wis), Survival (wis), and Tumble (dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1   +0    +2     +2     +2    Ki Focus, Ki Strike
2   +1    +3     +3     +3    Ki Health
3   +2    +3     +3     +3    Ki Speed, Swift Focus
4   +3    +4     +4     +4    Ki Strength
5   +3    +4     +4     +4    Extra Focus
6   +4    +5     +5     +5    Improved Focus
7   +5    +5     +5     +5    Ki Projection
8   +6    +6     +6     +6    Ki Paralysis
9   +6    +6     +6     +6    Ki Recovery
10  +7    +7     +7     +7    Expert Focus


Weapon Proficiencies: An Energy Bender gains no new proficiencies.

Advanced Bending: The Energy Bender class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Ki Focus: As a move action, you may make a Concentration check with a DC of 25.  Success indicates that you gain Ki Focus.  This state last indefinitely (though see below), and grants you a +2 bonus on all will saves and the Uncanny Dodge ability (see Rogue class feature).  Every time you focus after the first increases the DC by 4, although 8 hours without focusing resets the DC.

Expending your focus grants you powerful abilities.  As you gain levels you get access to more kinds of ki abilities.  You can only benefit from one ability per focus you expend, however.  Expending a focus is a free action that must be taken on your turn, unless stated otherwise.

Ki Strike: On a melee attack, you gain a bonus on the attack roll equal to your class level and you deal an extra 1d6 damage per point of wisdom modifier.  The attack must be made on the same turn in which you expended you focus, otherwise the attempt is lost.  At level 6 you have the option of dealing positive or negative energy damage with the attack.  This only applies to the bonus damage granted by this ability.  At level 10 you can use this ability out to a range of 60 feet.  You create a blast of energy (either positive, negative, or untyped, chosen at the time of the strike), that deals double the bonus damage (2d6 per point of wisdom modifier).  Using this is part of the attack action that gains the benefit of this ability.

Ki Health: You gain +2 con and Fast Healing equal to your class level for one minute.  At level 6 this increases to +4 con.  At level 10 it increases to +6 con and Fast Healing 15.

Ki Speed: You gain +2 dex and +10' speed to all of your natural movement speeds for one minute.  At level 6 this increases to +4 dex and +15' speed.  At level 10 this increases to +6 dex and +20' speed.

Ki Strength: You gain + 2 str and +2 on all combat maneuvers (such as Trip) for one minute.  At level 6 this increases to +4 str and +4 on combat maneuvers.  At level 10 this increases to +6 str and +8 on combat maneuvers.

Ki Projection: You affect another creature with your Ki abilities.  You can grant any creature (other than yourself) a bonus or penalty on any ability score of + or – 1 per 3 character levels for one minute.  You must touch the creature, and a successful Will save (DC 10+1/2 character level+wisdom modifier) halves the penalty and duration.  At level 10 you can affect up to one creature per 2 character levels, you can use this ability with a range of 30 feet, and you can affect two ability scores at once.  This is a standard action.  Multiple uses overlap, though you can affect a different ability score.

Ki Paralysis: You can paralyze a creature with a touch.  You must succeed on a touch attack, and the target is granted a will save (DC 10+1/2 character level+wisdom) to resist.  Success on the save reduces the effect to Shaken for one round.  This is not a fear effect, although creatures immune to stunning are immune to it.  Failure on the save means the creature is paralyzed for one round.  At level 10 you can use this ability with a range of 30 feet and the duration is increased to two rounds.  This is a standard action.  If you have the ability to spend multiple focuses at once, for each additional focus you expend the DC is increased by 4.

Ki Recovery: You can heal a creature as per the Heal spell.  This has a range of touch, can affect any creature (even those powered by negative energy), and the DC for resisting is a will save of DC 10+ ½ character level+wisdom.  Otherwise this acts as a Heal spell of caster level 10.
 
Extra Focus: You may hold up to 2 focuses at the same time.

Swift Focus: You may gain focus as either a swift or move action.

Increased Focus: The benefits of your focus increase in power.  Having focus grants you a +2 bonus on all saves, +2 bonus on AC, Improved Uncanny Dodge (see the Rogue class feature), and damage reduction equal to your class level overcome by nothing.

Expert Focus: You constantly gain the benefits of being focused.  You must still gain additional focuses to spend for the Ki abilities, however.

PLAYING AN ENERGY BENDER
Energybenders are masters of their own body.  They tend to not let others affect them, and take charge of situations presented.
Combat: Most energybenders are physical combatants, getting close to their opponent and using unarmed strikes.  They use their Ki abilities to improve their own combat prowess at the beginning of combat, and higher level Energy Benders use the penalty inducing abilities available to hinder opponents before beginning the melee attacks.  The Ki Strike ability ensures that the hits are effective.
Advancement: Due to the powerful later abilities, most energybenders stay in this class for the full 10 levels.  Others try to balance this class with the base Bender that they came from, using a combination of elemental bending and melee attacks in combat.  Firebenders tend to utilize this route most.  The most common non-bending class used by energybenders is the Monk, with its similar philosophies and abilities that compliment the self-perfecting ones of the Energy Bender.
Resources: Generally, energybenders are expected to fend for themselves.  They might receive some aid from their home nation and any organization they are affiliated with, but most energy benders prefer to provide their own power.

ENERGY BENDERS IN THE WORLD
The guy didn't look that tough.  But, well, he was tough.  He took all five of the thugs easily.  I guess you really can't judge those monks by their looks.

Quite simply, nobody knows that energybenders even exist.  Those that even know what it is don't think anyone still practices the art.  A small order of energybenders exist to teach those who are worthy of learning the art, and a few self-taught energybenders exist, but no one can realize that they encounter an energybender without actually being one themselves.
Daily Life: Energy benders are typically fairly religious, although they tend to shy away from deity worship.  They have their own daily rituals, and they have their own routines.  A typical energy bender will focus on rituals and routines that emphasize balance, both with food and social interaction.
Notables: Though history has lost track of who exactly are energybenders, there have been rumors of two notable figures in the 100 year war being energy benders.  The Firelord's son General Iroh was once thought to have exhibited signs of knowing how to energy bend.  His extreme levels of self-perfection and strength led to his rumor-riddled escape from a firebender prison.  Frequent rumors claim that the Avatar at the time of the war, Aang, somehow removed the ability for then-Firelord Ozai to bend his element, something that is not exactly a common occurrence.  The rumor is that Aang used energybending to rob Ozai of his bending ability.
Organizations: There are no known organizations dedicated to either helping or hindering energybenders.  The art is so obscure that the only organization that knows about it is only concerned with teaching those worthy and willing to learn the art of energybending.  The only actions it takes on a global or even national level are to obscure the fact that the art is indeed practiced to this day.  There are rumors that the head of this organization (which has no name), is an ancient lionturtle, one of the extinct megabeasts of legend.

NPC Reaction
Most NPCs would treat an energybender like any monk they would come across.  For those energybenders that begin as an elemental bender, if they still exhibit signs of being a member of that element, they would still carry the stigma of that element.

ENERGY BENDERS IN THE GAME
The Energy Bender was designed to fall into place power wise between the Warlock and the Swordsage.  It goes well with classes of that power level, and can help with some boosting for allies, although the class tends to do better alone or with other classes that do well alone.
Adaptation: Because of the use of supernatural abilities, the Energy Bender cannot be incorporated into non-magical campaigns very easily, but otherwise fits well without much adaptation into most campaigns that the Bender class is accepted in.
Encounters:  NPC Energy Benders tend to keep to themselves, coming across as simple monks.  Those that do lend their talents to a cause specialize in unarmed combat in most cases.
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Re: Prestige Classes
« Reply #4 on: March 13, 2012, 09:49:09 PM »
FIRE ADEPT



The flames of passion are powerful, mine are even stronger.

Most firebenders are content with their power and mastery over their element.  Some wish to be consumed by their own flames.  These benders become Fire Adepts.  At the sacrifice of their training in martial areas, they have become more powerful with the forms they actually have.

BECOMING A FIRE ADEPT
Many Fire Adepts train at the Fire Nation Academy.  The training is difficult, and few meet the call.  Those who do are rewarded with great power.  It is not impossible, however, for firebenders to learn the arts on their own.

ENTRY REQUIREMENTS
Skills: Concentration 8 ranks
Feats: Form Specialization (any two)
Seeds: Breath of the Dragon, any one damage based fire seed
Special: Bending level 5

Class Skills
The Fire Adept's class skills (and the key ability for each skill) are Bluff (cha), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Handle Animal (cha), Hide (dex), Jump (str), Knowledge (religion) (int), Knowledge (history) (int), Knowledge (planes) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Survival (wis), and Tumble (dex).
Skills Points at Each Level: 4 + int
Hit Dice: d6

Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special Abilities
Advanced Bending, Bonus Damage, Temperature Regulation (10)
Improved Breath of the Dragon
Environment Control (1 band)
Energy Healing
Environment Control (2 bands)
Temperature Regulation (30)
Environment Control (3 bands, swift action activate)
Energy Healing (ability damage), Environment Control (free action concentrate)
Environment Control (4 bands)
Temperature Regulation (immune), Rapid Fire

Weapon Proficiencies: A Fire Adept gains no new weapon or armor proficiencies.

Advanced Bending: The Fire Adept class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Bonus Damage: A Fire Adept does more damage with his fire abilities.  Every seed that deals fire damage deal an additional 1d6 damage for every odd level of Fire Adept.

Temperature Regulation: A Fire Adept begins to control the temperature surrounding their body, gaining resistance to both fire and cold 10  In addition, they have tolerance to adverse weather, and gain a bonus to fortitude saves to resist weather equal to their class level.  At level 6 the resistance increases to 30 for each, and they are resistant to adverse weather as per the Endure Elements spell.  At level 10 they become immune to both fire and cold damage.

Improved Breath of the Dragon: When you use the Breath of the Dragon seed, the cost of augments are reduced by 20%.  The augments of 10 are reduced to 8, and the augment of 5 is reduced to 4.

Environment Control: Beginning at level 3, a Fire Adept can regulate his surroundings.  At will, you can alter the area in a 5' per class level burst around you to be either one temperature band hotter or colder.  This takes a full round action to start, and a swift action to maintain every round.  The temperature is treated as the closest value to room temperature (70 degrees) for the band, so altering a Warm band to be Hot would make the air 90 degrees and making that same temperature Moderate would make it 60 degrees.  At levels 5, 7, and 9, you can alter the temperature by an additional band.  Beginning at level 7 this requires only a swift action to start.  At level 8 this requires a free action to concentrate on.

Energy Healing: You learn to take the heat energy from around you and turn it into energy you can use.  Whenever you resist fire damage, you heal an amount of HP damage equal to one half the amount you resist.  The fire damage must have originated from an external source for this to work, so for instance, if you hit yourself with a Fire Blast, you would not receive healing, but if another firebender hit you with a Fire Blast, you would.  Beginning at level 8 this helps alleviate ability damage.  You can trade 15 points of HP damage healing for one point of ability damage healing.
 
Rapid Fire: Reaching the pinnacle of literal fire power, a 10th level Fire Adept drastically increases their potential for destruction.  He gains the ability to bend any instantaneous damaging fire seed twice with the same action.  The seed cannot be quickened.  The second instance of it manifesting happens effectively at the same time, after the effects of the first one are concluded, and it occurs at a bending level of one half the bending level that the original seed, rounded down.  For example, if a Fire Adept with a bending level of 18 uses this ability to bend two instances of Firespin.  The first one is at his full bending level of 18, and the second one occurs immediately after the first one resolves, and works off of a bending level of 9.

PLAYING A FIRE ADEPT
Fire Adepts, being masters of powerful flames, often are emotional and respond as such.  Emotions run high, but end up being under strict control.  After all, powerful emotions are not useful if they can't be tapped.
Combat: Fire Adepts use their powerful damaging seeds to annihilate their opponents.  Due to their boosts to damaging fire seeds, and the breath control supplied by Breath of the Dragon, they can take out even the most resilient foes using their flames.
Advancement: Most members of this class seek to continue their ascent into firebender greatness.  As such, they tend to focus on increasing their bending level and gaining new seeds to play with.  Some may attempt to increase their spiritual perfection as well, using levels in Monk to help achieve this.
Resources: Typically a Fire Adept is a student in the Fire Nation Bending Academy, and as such can utilize the library there, as well as call upon instructors and other student for aid.  This resource is available to all students, and is severely restricted for non-students.

FIRE ADEPTS IN THE WORLD
I didn't know fire could get that hot!

The layman cannot distinguish between a normal firebender and a Fire Adept, and as such will treat them similarly.  Once in combat, or by entering into a conversation, the difference can be intuited, as the Fire Adept tends to be more brash, and readily enters into disputes.
Daily Life: A typical day for a Fire Adept involves meditation and emotional conditioning.  If he is a member of the Fire Nation Army, then the Fire Adept will also participate in drills, typically with a squad under his command.
Notables: One particularly notable Fire Adept is actually one who was not trained by the Fire Nation Army, but rather a man with no remembered name or origin.  He lived during the 100 Year War and worked as a mercenary for the Fire Nation.  Towards the end the war, he was hired to assassinate the Avatar, and all that is known from this encounter is that he was defeated and presumably killed.  Another notable Fire Adept from the war was the disgraced Admiral Jeong Jeong, otherwise known as The Deserter.  He received that nickname for being the first to desert the Fire Nation Army's reign of terror and surviving.  His power was so great that few attempted to even find him, much less attack him in an attempt to either kill or capture him.
Organizations: The Fire Nation Bending Academy trains most new Fire Adepts, and the great majority join the Fire Nation Army as a result.  The national pride certainly helps that choice, and as such most work to help their homeland.

NPC Reaction
The reactions to members of this class rarely changes from those of traditional benders.  In the Fire Nation Army, those who have managed to take this path are revered as bending masters, capable of providing guidance in battle.

FIRE ADEPTS IN THE GAME
This class is meant to be on par with the Tome of Battle level of gameplay, the extra power on damage seeds allowing them to take foes out faster and more completely, and the fifth level ability allowing them to hit more targets, or the same target for more damage.
Adaptation: This class adapts well to any setting that the Bender class adapts to, with the same changes applying.
Encounters: Fire Adept NPCs will typically utilize their seeds more than physical combat, keeping the PCs away from themselves, using either allies or the terrain.

Sample Encounter
A typical encounter with a Fire Adept would involve running afoul of the Fire Nation Army.  Encountering them in these circumstances would typically involve one Fire Adept supported by at least two regular firebenders, and potentially some non-benders.  Whatever the composition of the attacking party, the Fire Adept will typically be in charge, a higher level than the others, and issuing commands, causing the group to work together.  The Fire Adept will begin combat with a salvo of fire at a distance, while the other enemies close the gap and engage the party in melee.
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Re: Prestige Classes
« Reply #5 on: March 13, 2012, 09:49:55 PM »
HEALER OF THE NORTH

I don't care who's side they are on, I will heal them to the best of my ability.

Healers of the North are waterbenders specially trained to maximize their healing potential.  Typically eschewing all other forms of bending, they focus on the Healing Water seed in order to better heal any injured people they encounter.

Based on an ancient tradition of the Northern Water Tribe, most of the female waterbenders take this route, and most of the male waterbenders take the combat route, although there have been notable exceptions.  In the past 100-200 years, more and more integration has been happening, and proportions of genders in this path and the combat path have been evening out.

BECOMING A HEALER OF THE NORTH
Traditionally, the women of a tribe study under a female teacher to learn healing bending arts, while men train under a male teacher to learn combat arts.  This tradition is not the only way to become a Healer of the North, however.  Anyone who shows compassion for others and displays a gift of bending can train to become one. A trainer is not required to learn the art, but exceptions are very rare, due to the tricky nature of biology.

ENTRY REQUIREMENTS
Skills: Heal 8 ranks, Concentration 4 ranks
Feats: Skill Focus (heal), Specialized Healing
Seeds: Healing Water, Water Shield
Special: Bending Level 5

Class Skills
The Healer of the North's class skills (and the key ability for each skill) are Balance (dex), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Handle Animal (cha), Heal (wis), Jump (str), Knowledge (religion) (int), Knowledge (history) (int), Listen (wis), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Survival (wis), Swim (str), and Tumble (dex).
Skills Points at Each Level: 4 + int
Hit Dice: d8

Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special Abilities
Enhanced Healing, Circular Attack
Improved Circular Attack
Intuitive Healing
Protective Water (saves)
Free Healing
Protective Water (damage)
Peaceful Existence
Passionate Healing
Protective Water (attack)
Revivify

Weapon Proficiencies: A Healer of the North gains no new proficiencies.

Advanced Bending: The Healer of the North class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Enhanced Healing: A Healer of the North is better at healing than a waterbender who learned how to do it on their own.  Beginning at level 1, they gain an additional +1 healing point for every 2 ranks they have in the Heal skill whenever they use Healing Water.  As they gain levels, they gain additional bonuses to the seed, as detailed below.

Intuitive Healing: At level 3 you gain a number of additional points equal to your Wisdom modifier.

Free healing: At level 5, the base cost of the Healing Water seed is reduced to 0, and the cost for healing multiple creatures is reduced to 4 per creature.

Passionate Healing: At level 8 you gain a number of additional points equal to your Charisma modifier.

Revivify: At level 10 you can use Revivify as the spell once per day with the following modification: the duration between when the creature dies and when it can be revivified is increased to 1 minute per Bending Level.

Circular Attack: The Healer of the North counts as full Bender levels for determining the benefits of the Circular Attack class feature.  If you did not have Bender levels before taking this class, you have the Circular Attack of a Bender of your Healer of the North level.

Improved Circular Attack: Beginning at level 2, a Healer of the North can use their Circular Attack feature to help their allies.  They can use it to prevent attacks against any ally within 30 feet.  This is more difficult that protecting oneself, so they take an additional -4 penalty on the subsequent attack.

Protective Water: The cost of protecting an ally with Water Shield is reduced to 3 per ally.  In addition, any ally protected by it gains morale bonus to saves equal to one half your Healing of the North levels.  Beginning at level 6, the allies gain a morale bonus equal to your Healer of the North level to damage.  Beginning at level 9, the allies gain a morale bonus equal to one half your Healer of the North level to attack.

Peaceful Existence: Your dedication towards helping others is truly something to appreciate.  You have a constant aura of tranquility surrounding you, granting a bonus to all diplomacy checks equal to your class levels.  In addition, this aura placates those around you, making them less likely to fight.  All creatures within 5 feet per level that can see you must make a will save (DC 10+1/2 character level+charisma) or refuse to deal lethal damage for 24 hours.  This is a mind-affecting charm and compulsion effect.  Any creature that successfully resists this is immune until one consecutive hour is spent outside the radius of this ability.

PLAYING A HEALER OF THE NORTH
Healers of the North focus their efforts on enabling others to do better.  Their empathy for all leads them to heal as many people as they can, sometimes even the enemy.
Combat: Healers of the North use their powers to improve their allies combat effectiveness, as well as healing them up when they get injured.  Since most are non-violent, they tend to stay out of actual combat, getting close only to heal those who are injured.
Advancement: Most Healers of the North stay in this class for the full 10 levels, as that is typically where the training will lead them.  After taking this class, they tend to continue taking levels in Bender, to continue making their bending more powerful, but some will take up other classes focused around helping allies, such as Bard.
Resources: Since most Healers of the North are trained in the Northern Water Tribe, and are members of that tribe, they can generally receive aid from most of the tribes across the globe.  Anyone friendly to the Northern tribe will generally be amicable to the Healer of the North, and will be open to giving aid.

HEALERS OF THE NORTH IN THE WORLD
She was so kind to me, healed me right up.  I thought I was a goner before that lass came along.  Especially since she was a member of the Northern tribe.  Thought she was comin' to finish me off. -anonymous Fire Nation soldier

Anyone who encounters a Healer of the North will generally be impressed with the amount of kindness shown.  They are accepted almost anywhere in the world, and the new organization is recognized globally as a force of peace.
Daily Life: The days of a typical Healer are not that unlike any other normal person.  They go about their business with a heightened sense of caring typically, but otherwise sleep, work, and eat just like anyone else would.
Notables: The most notable healer would be Katara during the later part of the 100 Year War.  The legends say that she brought the avatar Aang back to life weeks after his death at the hands of Fire Prince Zuko.
Organizations: The primary organization that Healers of the North will deal with is the Northern Water Tribe.  This is where almost all of the teachers live, and all of the teachers are members of that tribe.  They are dedicated to healing all others, no matter who they are affiliated with.  However, leadership has in the past lead to the organization only helping other members of the various Water tribes, and recent events have indicated that this route is one that will be taken.

Recently, a new organization has come about, due to the previously mentioned events.  This group split off the main tribe, and holds to the ideals of helping anyone in need, rather than just Water tribes and their allies.  Called the Swamp Healers, they are based out of the dense jungle swamps of the southern Earth Kingdom.  A few teachers of the Northern Tribe relocated themselves there, and joined up with the Swampbenders.

NPC Reaction
Any injured NPC will seek out a Healer of the North due to the kindness displayed constantly.  Only those of dark intentions wish harm on a healer without any provocation.

HEALERS OF THE NORTH IN THE GAME
This class is a more powerful healer than the Healer, but less powerful in combat than the Cleric.  It is intended to help others in the group succeed through keeping them alive longer and providing bonuses to combat.
Adaptation: This class can be adapted to any setting that the Bender can be adapted to, mainly through the same methods.
Encounters: Generally, any encounter with an NPC Healer of the North will involve seeking aid, or in the case of a violent conflict, paralyzing opposing forces.  Most Healers of the North won't require compensation for their services, unless it requires the expenditure of resources or otherwise exceeds what they would normally do.
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Re: Prestige Classes
« Reply #6 on: March 13, 2012, 09:50:34 PM »
NIGHTBENDER

Most airbenders use wind, I use sound.

The Silence Bender is a bit of an oddity to the traditional forms.  Utilizing its element in a relatively unique way it eschews traditional blasts and manipulation of air currents in favor of becoming deadly silent and sneaky.

BECOMING A NIGHTBENDER
Thieves of the night and outcasts of the typical airbender order are the ones most likely to undertake this path, though some airbenders who fight become assassins for their nation.  This is typically a solitary path, as few know how to soundbend.

ENTRY REQUIREMENTS
Skills: Hide 9 ranks, Move Silently 9 ranks, Bluff 4 ranks, Disguise 4 ranks
Feats: Unseen Thunder
Seeds: Soundbending, Airsense
Special: Bending Level 5, Trapfinding

Class Skills
The Nightbender's class skills (and the key ability for each skill) are Balance (dex), Bluff (cha), Climb (str), Concentration (con), Craft (int), Disable Device (int), Escape Artist (dex), Handle Animal (cha), Hide (dex), Jump (str), Knowledge (religion) (int), Knowledge (history) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Search (int), Sense Motive (wis), Spot (wis), Survival (wis), Swim (str), and Tumble (dex).
Skills Points at Each Level: 6 + int
Hit Dice: d6

Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special Abilities
Advanced Bending, Sneak Attack 1d6, Void Trapsense
Misdirecting Illusion
Master of Disguise, Sneak Attack +2d6
Hide in Plain Sight
Sneak Attack +3d6
Ventriloquist
Expert Sniper, Sneak Attack +4d6
-
Master Ventriloquist, Sneak Attack +5d6
Perfect Disguise

Weapon Proficiencies: A Nightbender gains no new weapon or armor proficiencies.

Advanced Bending: The Nightbender class counts as full bending level advancement.  You gain no other benefits of the class, such as new seeds, class features, etc.

Sneak Attack: Practicing precision and stealth, a Nightbender strikes vital areas with his attacks.  This is as the Rogue class feature, following the damage presented on the chart, 1d6 at level 1, and an additional 1d6 damage every other level afterward.

Void Trapfinding: Your manipulation of air has allowed you to sense and disarm traps from afar.  While you are concentrating on Airsense, you can use the Search skill within the range of it as if you were in every square that you can sense.  In addition, you may use Hand of Wind to disarm or trip traps, assuming you can lift the require materials, if any.  This does allow you to sense and disarm traps that you would not normally be able to reach, either on the other side of a wall, in the air, or somewhere else, however you are still limited to objects adjacent to air, as with the Airsense seed.

Misdirecting Illusion: Using your ability to manipulate sight with your bending, you create a small diversion, not enough to let you hide, but enough to get the target to focus elsewhere.  As a swift action, you alter the air around a subject, making them believe that there is another creature nearby.  They become distracted, allowing any hostile creature within 30' to be considered flanking, even if using a ranged weapon.  A successful Will save negates these penalties.  These penalties last until the beginning of your next turn.  Beginning at level 5, your air manipulation is more complete, making them waste more effort on the apparition.  Every creature is granted an additional +3 bonus on the attacks against the target.  Beginning at level 8, any creature attacking the target is considered flanking and receives the bonus, regardless of range.

Master of Disguise: Your practice with fooling others has benefited you greatly.  Beginning at level 3 you gain a bonus to Bluff and Disguise equal to your Wisdom modifier.  Beginning at level 6 you add your class level to Bluff and Disguise checks as well.

Hide in Plain Sight: Beginning at level 4, a Nightbender can use the Hide skill while being observed.

Ventriloquist: You gain a small ability to produce sound in different areas. While maintaining Soundbending's Wind Whisper form, you can produce any sound within range that you know how to make.  This can include spoken language, walking, a sword hitting a rock, etc., as long as you are capable of making the sound (you could not speak in a language you do not know, for instance).  This takes a swift action, lasts for up to one round, and ends the seed after it ends.  Any creature that hears can make a Sense Motive check opposed by your Bluff check to see it as a false sound, though they take a penalty of -1 per 10' away from the sound source.

Expert Sniper: When a Nightbender of 7th level or higher attempts to hide after a ranged attack, he only takes a -10 penalty on the check.  In addition, he can make this hide check as a swift action.

Master Ventriloquist: Your mastery of throwing your voice is something to be admired.  You may, as a free action at will, create sounds within a range of 5' per character level.  You may create any sound you wish, as long as you are capable of doing so, following the same rules as Ventriloquist.  Any creature that hears can make a Sense Motive check opposed by your Bluff check to see it as a false sound, though they take a penalty of -1 per 10' away from the sound source.

Perfect Disguise: You have mastered the art of auditory deception, granting a +10 bonus on all bluff and disguise checks whenever you use sound as part of the bluff or disguise.  In addition, any target that cannot see you (or otherwise cannot identify you with anything other than voice) automatically fails the check to see through the disguise, and must use other means to properly identify you (such as sense motive).
 
PLAYING A NIGHTBENDER
Liars and cheats by trade, they are often quite talkative when the situation calls for such.  Otherwise, you might not even know they are there.
Combat: Even though they usually work alone, nightbenders work well in groups of stealthy characters.  Using their stealth abilities, they are capable of getting in without fighting most of the time, but when it comes to the fight itself, they can remain hidden at a distance, and using their
Advancement: Most Nightbenders will continue with the Bender class or the class after completing this class, to keep their bending level up.
Resources: What resources might a member of this PrC be able to draw on.

NIGHTBENDERS IN THE WORLD
What?  No, there was no gal sneaking in here.  There was that ghost though.

Being as stealthy and low key as they are, Nightbenders are generally feared by those who would go against the organizations that hire them.  By the same token, it is nearly impossible to tell when someone is a Nightbender, without them actually being in the act of sneaking.
Daily Life: Nightbenders tend to carry on like a normal person for an average day.  They can adopt the culture of their surroundings fairly easily too.  Or rather, fool others into thinking that they are.
Notables: Though the air nomads have no standing army, not all of their kind wishes to repeat what happened all those years ago.  As one such individual, Yogender Singh Yadav, spent his life protecting his lands from invaders, executing strikes on those disturbing the peace.  Tales aobut him are the origin of various ghost legends surrounding the Serpent's Pass area.
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
NPCs tend to view anyone perceived as a Nightbender as a lying, cheating, assassin. This is assuming that they know you are a Nightbender.

NIGHTBENDERS IN THE GAME
Designed to fill in a stealth niche with Bender advancement, this class will not change the power level far from the base class.
Adaptation: This class works well in any setting that allows magic of any sort.  It follows the same adaptation rules as the Bender class.
Encounters: Typically a Nightbender will attack lone targets while alone themselves, although occasionally they will work in teams with other stealth characters, especially while using Misdirecting Illusion.  Ambushes are the primary form of assault, and if the Nightbender doesn't get the ambush, they will probably flee, at least temporarily, to set up another one.
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