Feats

 

The following feats are unique to the Avatar: the Last Airbender World.  Where necessary, whether a feat is used for Version 1.0 or Version 2.0 of the bending system is noted.  These feats supplement the feats already published in d20 sorcebooks, though DM's should keep in mind that the lack of magic in the Avatar world makes many feats inappropriate for inclusion.

AIRBENDING STUDY [Bending, Version 2.0]
The flows of the wind may influence all elements, and an astute bender may learn power by understanding this.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Earth - Air flows around all obstacles, and the earthbender who learns this understands a new way to mold his stubborn element. By breaking down his earth blast into dozens of pebbles, he may negate a foe's cover. Reduce a foe's cover bonus by one step (full to partial, partial to none), but reduce the earth blast by 1d6 due to the loss of solid mass.
Water - Air currents mass and swell around an airbender, aiding their movements. The insightful waterbender learns that while air exists around the body, water exists inside of it. With this understanding, the waterbender may use his water to aid his equilibrium, gaining his Wisdom modifier as a circumstance bonus to Balance and Tumble checks.
Fire - With similiarly insubstantial elements, the firebender learns ways to manipulate his flame to increase it's defensive capabilities, as befits an airbender. By learning to channel his flame's currents through the air around him, he makes a better defense for himself. The firebender's penalty to Deflect Bending is reduced to +0.

BALANCED BLADE [Style, Fighter]
You have mastered the unique fighting style of wielding your sword in one hand, using your other hand to balance your strikes and gain better control over your motions.
Prerequisites: Combat Expertise, Dodge, Weapon Focus (longsword), Intelligence 13
Benefit: When using a longsword in one hand and wearing no more than light armor, you gain a bonus on your attack rolls and a Dodge bonus to your armor class equal to 1+one-fifth your base attack bonus (round down).
Special: A fighter may take this as one of his fighter bonus feats.


BEHIND THE BACK [General]

Darting forward and circling your opponent, you manage to position yourself behind her back and avoid her strikes.
Prerequisites: Dodge feat or a dodge bonus to AC as a class feature, Tumble 9 ranks
Benefit: As a full-round action, you move into your opponent’s square and behind her back, rotating as she spins and moving as she moves. Whenever the opponent targets you with an attack, you make a Tumble opposed by her attack roll. You may add any Dodge bonuses to you have to your AC to this opposed check. If your check exceeds her attack roll, you are able to remain behind her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. You do not threaten any squares while using this maneuver.

If the opponent moves, you may either elect to move with her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you using a Bluff check. If she wins this Bluff check, you cannot move with her. You can remain behind your opponent’s back as long as you succeed in opposed checks. If you are successfully hit by the opponent, you automatically move into an adjacent square of your choice and your attempt ends (though you can initiate another as a full-round action).

BLUE FIRE [Bending]
You have learned seldom-taught techniques to make your firebending burn hotter than ever before.
Prerequisites: Firebending 15 ranks, Knowledge (Bending) 9 ranks
Benefit: The damage dice for your firebending attacks increase by one step from d6's to d8's.  Additionally, your penalty to Deflect Attack attempts is reduced to -2.

BREAK STANCE [General]
You know how to attack to unbalance a bender, reducing his ability to bend effectively.
Prerequisites: BAB +6, Knowledge (Bending) 3 ranks
Benefit: When executing an unarmed strike or a targeted bending seed, you may attempt to break your opponent's stance and hinder his ability to bend. Attempting to do so requires a successful attack roll at a -4 penalty. If you hit with this attack, your opponent is rendered flat-footed, pushed back 5 feet, and takes a -5 penalty to all Bending skill checks. Additionally, your opponent must make a Reflex save or be considered dazed for one round and take a -4 penalty to checks made to resist trip, bull rush, or overrun attempts.
Special: A fighter may select Break Stance as one of his fighter bonus feats.

CHANNEL BLAST [Bending]
Through practice with your bending and weapon of choice, you learn to use both at the same time.
Prerequisites: Base attack bonus +5, Weapon Focus (weapon chosen), the ability to use a bending Blast
Benefit: When wielding a weapon with which you have the Weapon Focus feat, you may use your bending Blast as if you had two free hands.
Normal: Your hands must be free in order to bend

CHI DISRUPTION [General, Fighter]
Your accurate strikes block the flow of chi with a person’s body, hampering their movement.
Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Wis 13+
Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point in your opponent’s body, blocking the flow of her chi and making even simple movements difficult. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or take a -2 penalty to Dexterity or Strength (your choice). This penalty lasts for one round, plus an additional number of rounds equal to your Wisdom modifier.  If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round and multiple uses on the same target are cumulative. This feat can never reduce a creature’s Dexterity or Strength score below 1. You can only use this feat against foes of the Humanoid type.
Special: A fighter may select Chi Disruption as one of his fighter bonus feats.


IMPROVED CHI DISRUPTION [General, Fighter]
With a flurry of precise blows, you are able to render a foe unconscious or immobile.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption, BAB +9, Wis 13+
Benefit: Your Chi Disruption attempts deal ability damage instead of imposing ability penalties. This means that you can reduce an opponent’s abilities to 0 using this feat. In addition, the DC to resist your Chi Disruption attempts increases by 2. Finally, if you reduce an opponent's ability score to 0 using this feat, the opponent must make a Will save or fall unconscious. You can only use this feat against foes of the Humanoid type.
Special: A fighter may select Improved Chi Disruption as one of his fighter bonus feats.

CHI IMMOBILIZATION [General, Fighter]
You know the exact pressure points that cut off the flow of Chi to a foe’s extremities.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption
Benefit: At the cost of two Stunning Fist attempts, you can attempt to limit or cut off a foe’s use of her limbs. As a standard action, you make a single melee attack. If your attack hits, your opponent must make a Fortitude save (DC 10 + half you character level + your Wisdom modifier) or lose the use of a single limb. Losing the use of an arm (or equivalent limb) gives the creature a -4 penalty to attack rolls and prevents the use of Two-Weapon Fighting and two-handed weapons. Losing the use of both arms increases the penalty on attack rolls to -8 and prevents the use of any weapons (though the creature can still make unarmed strikes using his/her legs or head). Losing the use of a leg gives the creature a -4 penalty to AC and halves the creatures base speed. Losing both legs renders the creature prone, eliminates any bonuses to AC other than Armor, Natural Armor, and Deflection bonuses, and limits the creature to 5 feet of movement per round. You can only use this feat against foes of the Humanoid type.  These effects last for one round, plus an additional number of rounds equal to your Wisdom modifier.
Special: A fighter may select Chi Immobilization as one of his fighter bonus feats.

CIRCLE WALKING [General]
Have you ever tried to grasp the wind?
Prerequisites: Tumble 8 ranks
Benefit: When making a full round attack, you take a 5-foot step between each attack. You gain a +1 dodge bonus to AC while circle walking. Using this maneuver requires a successful DC 25 Tumble check. For every 5 by which your Tumble check exceeds the DC, your dodge bonus increases by 1. You can use this maneuver even if you reserve attacks to gain Deflect Bending attempts.
Normal: You cannot move while making a full round attack.

CRAFT ITEM OF RENOWN [General]
Prerequisite:
Craft (specific skill) 6 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items – weapons confer a +2 bonus to attack rolls, armor bonus is increased by 2, and skill bonus items confer a +4 bonus. These items of renown take twice as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

CRAFT ITEM OF FAME [General]
Prerequisite: Item of Renown, Craft (specific skill) 9 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items – weapons confer a +3 bonus to attack rolls, armor bonus is increased by 3, and skill bonus items confer a +6 bonus. These items of renown take three times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

CRAFT ITEM OF GLORY [General]
Prerequisite: Item of Renown, Item of Fame, Craft (specific skill) 12 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items – weapons confer a +4 bonus to attack rolls, armor bonus is increased by 4, and skill bonus items confer a +8 bonus. These items of renown take four times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

CRAFT ITEM OF LEGEND [General]
Prerequisite: Item of Renown, Item of Fame, Item of Glory, Craft (specific skill) 15 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items – weapons confer a +5 bonus to attack rolls, armor bonus is increased by 5, and skill bonus items confer a +10 bonus. These items of renown take five times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

DEFLECT ARROWS [General, Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike or Weapon Focus (any melee weapon)
Benefit: Once per round, when you would normally be hit with a ranged attack, you may make an opposed attack roll to deflect the attack, taking no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons cannot be deflected.  You must either have a hand free or be wielding the weapon to which you have applied the Weapon Focus feat in order to deflect arrows.

Special: A fighter may select Deflect Arrows as one of his fighter bonus feats.

DISPERSE ATTACK [Bending, Version 2.0]
Prerequisites: Deflect Attack as a class ability, 8 ranks in any Bending skill
Benefit: You have mastered the defensive techniques presented by your element, allowing you to avoid even the most ferocious of attacks. In addition to being able to deflect attacks as normal, you can negate the effects of area of effect bending forms as well. As an immediate action that uses up one of your Deflect Attack opportunities, you may make an opposed bending check against your opponent. If you succeed, you negate the effects of the form for the 5-foot square you occupy. For every 5 by which you win the opposed bending check, you can negate the effect of the form for an additional 5-foot square, which must be adjacent to another square you are able to effect with this ability. For example, if you win the opposed bending check by 10, you can negate the area of attack form in three 5-foot squares.
Normal: You can only negate or deflect effects requiring an attack roll with your Deflect Attack

DISRUPT BENDING [General, Version 2.0]
You accurately strike crucial points on a bender’s body, making it difficult to bend.
Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Wis 13+
Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point on your opponent’s body, blocking the flow of his/her chi and disrupting his/her ability to bend. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or take a penalty to all Bending checks equal to half your character level. This penalty lasts for one round, plus an additional number of rounds equal to your Wisdom modifier.  If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist attempt. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round, and multiple uses on the same target stack. You can only use this feat against foes of the Humanoid type.
ability.

EARTHBENDING STUDY [Bending, Version 2.0]
Hard and unyielding, the earthbender's element is as resilient as he is. A truly perceptive bender glean an epiphany with his own element by understanding this.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Air - The resolute and unyielding earth defies the changing winds, and the airbender that learns this, learns that his element too may be unyielding it's strength. The airbender may now oppose bull rush attempts by utilizing his airbending, using an airbending skill check instead of the normal bull rush resistance roll.
Water - Water may carve canyons into the earth, but the hardest earth directs where this water flows. By learning how to form harder ice, the waterbender learns to be unyielding. The waterbender may add his Wisdom modifier to the hardness of his ice and twice his Wisdom modifier to the ice's hit points, and he may increase the break DC on immobilizing ice constructs by +2.
Fire - The stubborn and tenacious nature of earth aids the firebender in learning to stand tough against any onslaught.  The firebender adds his Wisdom modifier to Fortitude saves.

EXTRA BENDING SEED [Bending]
Through careful practice, you have learned more bending techniques in your studies.
Prerequisites: The ability to use a bending Blast, Knowledge (Bending) 6 ranks.
Benefit: You may add one additional bending seed to your list of seeds known.

FOCUSED BENDING [Bending, Version 2.0]
You become more competent at bending a specific way.
Effects: Choose one Bending seed. You gain a +4 competence bonus to the appropriate bending skill when using a form with that seed.
Special: You may take this feat multiple times. Its effects do not stack, but must be applied to different seeds.

FIREBENDING STUDY [Bending, Version 2.0]
The breath of the dragon is the power of the firebender, and by learning this principle a bender may find that the breath can bring strength to his own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Air - Breath is the airbender's territory, for it is the element itself that they bend. By manipulating air currents, the bender may reduce some of the sting of a firebender's breath. So long as the airbender is aware of the incoming fire and he is taking a defensive action, he gains a Fire Resistance equal to his Wisdom modifier.
Water - The natural antithesis of fire, the waterbender learns that strength of fire lies in its intensity. With this knowledge, the waterbender may increase the force of his water blast by adding his Wisdom modifier to the damage.
Earth - For the earthbender, the ways of fire may teach a lesson of haste and passion. The earthbender may increase the speed of his earth blasts by reducing the size and power of the blast. When making a full attack action, the earthbender receives an extra attack at his highest attack bonus. The damage of the blasts are reduced by 1d6 and all attacks receive a -2 penalty.

I'M GREAT WITH ANIMALS [General]
You have befriended an animal, who trusts you implicitly and accompanies you on your travels.
Prerequisite: Character level 6
Benefit: You gain an animal companion as the Druid class feature. You count as a Druid three levels lower than your character level for the purpose of this ability.

You can choose your animal companion from the following list.  The listed levels are equivalent druid level.

MOBILE MASTERY [Tactical]
You’ve found that understanding the influence of footwork and motion on a battle can be the keys to victory.
Prerequisites: Intelligence 13, Dexterity 15, Dodge, Mobility, Base Attack Bonus +9
Benefit: You gain access to three tactical maneuvers when wearing light or no armor.
Clever Footing: If your opponent attacks and misses you in melee combat and you have enough of your full base land speed "left over" from your previous turn, you may choose to take a five-foot step immediately after your opponent’s attack.
Tactical Maneuvering: When making a full attack, you may choose to make a five-foot step between each attack, though you may not move any further than your base land speed during one turn. This feat can also be used with consecutive uses of the Cleave feat, or in any such situation where multiple attacks are done consecutively during your turn.
Press the Advantage: You may choose to forego a move action during you turn in order to follow cowardly opponents that turn their backs. In doing so, you may follow an opponent up to your base land speed on his turn. Your opponent still provokes attacks of opportunity if his motion would have carried him out of your threatened area and another if his motion actually does take him out your threatened area. This feat cannot be used to move in any direction or for any purpose other than to follow your opponent.
Special: A fighter may take this as one of his fighter bonus feats. 

PARRY DEFENSE [General, Fighter]
You have learned the value of deflecting your opponent’s strikes, leaving them open to counterattack.
Prerequisites: Combat Expertise, Combat Reflexes, Base Attack Bonus +5, Dexterity 13
Benefit: If an opponent attacks you and misses while you’re using Combat Expertise to increase your armor class, you get an immediate attack of opportunity against him, counting against your number of attacks of opportunity for the round.
Special: A fighter may take this as one of his fighter bonus feats.

POINT BLANK BLAST [Bending]
You are skilled at aiming with your bending abilities at close range
Prerequisites: Base attack bonus +6, the ability to use a bending Blast
Benefit: You can apply precision-based damage with your Blast when targeting an opponent within 30 feet of yourself. This does not work on forms using any seed other than the bender's Blast, only the Blast itself.
Normal: You can't apply precision-based damage to a Blast.

REDIRECT CHARGE [Bending, Fighter]
Prerequisite: 6 ranks in Airbending, Earthbending, or Waterbending
Benefit: You are able to redirect the movements of a charging opponent, causing it to pass over or around you. To use this maneuver, you must ready an action, similar to setting a weapon against a charge. When a charging opponent enters your threat range, you make a Bending check opposed by the charging opponent’s attack roll. If you succeed, the target continues on in a straight line for the remainder of its movement. The target of a successful Redirect Charge attempt must move its entire allowable distance. It does not provoke an attack of opportunity for leaving any squares you threaten, but it does provoke attacks of opportunity as normal from other creatures. If you are an earthbender or a waterbender, you and the charging creature must be standing on a bendable surface (earth, soil, stone or similar for an earthbender, water, ice or snow for a waterbender) to use this feat.
Special: A fighter may select Redirect Charge as one of his fighter bonus feats.


SHARPSHOOTING [General]
Prerequisites: Precise Shot, Dexterity 13
Benefit:As a Full-Round Action, you do nothing else other than aim at your target using this feat. You may keep aiming at your target for as long as you wish, and each round adds a +2 to your next attack roll against that target (max +5). You fire the shot as a free action the round after you've finished aiming. If you are in a threatened square, are the subject of any attack, or lose sight of your target, you lose the benefits of this feat until you start aiming again.
Special: A fighter may take this as one of his fighter bonus feats.

GREATER SHARPSHOOTING [General]
Prerequisites: Base Attack Bonus +14, Dexterity 15, Precise Shot, Sharpshooting
Benefit: When making use of the Sharpshooting feat, every other ranged attack made in the round you fire your shot gains a bonus equal to half the bonus your original attack received.
Special: A fighter may take this as one of his fighter bonus feats.

SOLITARY STRIKE [Tactical]
The power and versatility of a single strike is all that it takes to swing the battle in your favor.
Prerequisites: Weapon Focus (any non-light slashing weapon), Base Attack Bonus +8
Benefits: You gain access to three tactical maneuvers when wielding a one-handed weapon by itself.
Swath – As a standard action, you may make an attack with an arc so wide that it targets opponents in four adjacent squares within your reach; making as single attack roll against all the targets and taking a -4 penalty on this attack.
Lunge – As a standard action, you may lunge forward, extending your body to the fullest, and deliver a single attack against an opponent usually beyond your reach. When using this maneuver, you effectively extend your reach by 5 feet for the attack, provoking attacks of opportunity (including from your opponent, if he can reach you).
Finisher Cut – By making an attack as a standard action and taking -2 on the attack roll, you may make an attack dealing double damage on a successful hit.
Special: A fighter may take this as one of his fighter bonus feats.

STUNNING FIST [General]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack a number of times per day equal to your character level and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special:A fighter may select Stunning Fist as one of his fighter bonus feats.

SUNDERING BLAST [Bending]
Prerequisites: Ability to use any bending Blast, Point Blank Shot, BAB +6
Benefit: You can use your bending blast to make a sunder attack against an opponents weapon or armor. Your blast must be able to deal direct damage in order to be used for sundering. Blasts count as one-handed weapons for the purpose of resolving sunder attempts. You must be within 30 ft of the target to use this feat.
Normal: You can only make a sunder attack with a slashing or bludgeoning melee weapon.

TEMPLATE MASTERY [Bending, Version 2.0]
Choose a single template bending seed that you know.
Prerequisites: 8 ranks in any bending skill
Benefit: Whenever you use a form that can have the chosen template applied to it, the template is automatically applied with -5 taken away from its base DC. The base DC added by a template seed can never go below 5.
Special: This feat may be taken several times. Its effects do not stack; instead, it may be used to apply to different templates.

A THOUSAND CUTS [Tactical]
You’ve found that opponents can seldom cope with the devastation caused by repeated attacks.
Prerequisites: Weapon Focus (any light or one-handed bladed weapon), Base Attack Bonus +6, Dexterity 13
Benefit: This feat enables you to use three tactical maneuvers when wielding any light or one-handed bladed weapon to which you have applied the Weapon Focus feat in one hand.
Manyslice – When making a full attack with your chosen weapon, you may take -4 to all attacks that round to gain an additional attack at your highest base attack bonus.
Double Counter - When readying an action to strike an opponent that comes within your reach, you may ready two attacks instead of one, using your base attack bonus normally.
Shower of Sparks - You may make numerous, weak hits against an opponent to cause great injury, just as many small sparks do. You make a single melee attack against an opponent as a full-round action. If that attack hits, decrease the attack roll by -2; if the reduced roll still hits the opponent, apply damage and continue reducing the attack roll until an attack misses. The opponent takes damage normally hit by the first attack, and each additional attack deals 1d4 damage. These attacks are all quick stabs (dealing piercing damage).
Special: A fighter may take this as one of his fighter bonus feats.

WATERBENDING STUDY [Bending, Version 2.0]
By studying the arts of the ebb and flow of the tides like a waterbender, a bender may use those principles in bending their own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Earth - The earthbender learns that water may carve canyons and may apply this technique to his earthbending. The earthbender may add his Wisdom modifier to rolls to overcome another bender's Deflect Bending attempts.
Air - By studying the effects of pressure on water, an airbender may learn to better focus his energies with pressurized air. The airbender may now make an air blast attack as if he were a waterbender of equal level. The damage from this attack is non-lethal. If the airbender possesses the Air Scythe seed, he may now do lethal damage with that attack, regardless of whether or not he has a staff.
Fire - Redirect Lightning: A firebender can use a Deflect Bending action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll, as opposed to Deflect Bending.  It does, however, require a DC 35 Firebending check to initiate the maneuver.
The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning, and he fails to redirect it. On a successful check, the firebender channels the lightning to the other side of his body, redirecting it as he desires.

WHERE THERE IS LIFE, THERE IS WATER [Bending, Version 2.0]
One of waterbending’s greatest weaknesses is its dependence on an external supply of water. However, powerful waterbenders know that water can be found in many places, if only you know where to look.
Prerequisites: Waterbending 12 ranks, Manipulate
Benefit: With a successful DC 20 Waterbending check, you can use the Manipulate ability as a move action to draw water from the air. Enough water can be drawn from the air to use the Water Blast, Water Whip, Ice Shards, or Healing Water seeds.

Alternatively, you can use the Manipulate ability as a move action to draw water from a single plant or creature within your bending range. Creatures affected by this ability take 2d6 points of Constitution damage. Creatures can make a Fortitude Save (DC 10 + half your class level + your Wisdom modifier) to negate this damage and cause the drawing of water to fail. A waterbender can only use this ability on a single creature or plant at a time, and each Medium-sized creature or plant produces the equivalent of one 5 ft cube of water.

Finally, by increasing the Waterbending DC of a seed by +15, you can use this feat as part of using the seed.
Normal: A Waterbender must have some source of water, snow, or ice nearby to perform her bending.
Special: When in dry are such as a desert, the Waterbender must make a DC 30 Waterbending check to collect water from the air. Additionally drawing out water in such an area while executing any form increases the DC by +35. In an area of high moisture such as a swamp or seacoast, drawing out water in such an area while executing any form increases the DC by +5.