Jin Hai Long

* Base
* Fire Nation

## Appearance

Jin wears very think clothing close to the wondering nomads of the Sandbenders. His cloak covers his left side fully, covering the fact that his Left Arm is gone.

## Abilities and Powers

As an Earthbender, Jin is able to control the earth around him for attacks or terrain manipulation. He was able to manipulate sand before, but is unable to currently due to losing his dominant arm. Living in the desert for most of his life, Jin is adept at stealing and reading people.

After an encounter with Spirits, he is able to add special effects into his earthbending.

### Skills

**Earth Bending:** The bender is able to perform various feats of bending that enhance their basic attacks depending on how powerful and solid their stance is. When attacking the bender may add 1 AP to increase the damage of your attacks by 2 until the end of the next turn. Earthbenders have advantage against being moved or thrown while standing on solid ground.

**Erosion:** The bender is able to grind earth and stone with their bending to create sand as an action with a successful Element Check. As a reaction the bender may attempt to negate another earth benders strikes by eroding them. This attack is Element vs Element and does not work against Sandbenders. After sand is made any bender with Erosion or Air bending is able to send the sand flying outwards away from them to attempt to blind their enemies. The number of targets is determined by the amount of sand around.

**Elemental Adept A+:** When performing a successful bending attack against an opponent that doesn't do damage the bender may add 1d4 of damage to their opponent on a successful Element Check vs the enemies AC.

As a reaction when the bender is attacked with a bending type they can bend they may roll element against all attacks of that type from the opponent to manipulate it away from themselves, they may then attempt to strike at a different target then the one who struck them with the attack and deal 1d4 damage on a success.

Minor feats of bending can now be made without an action.

**Fear of Night:** Many things hide in the dark. The fear of night is a small piece of fabric in the possession of those who who a spirit has allowed to hold their favor. While holding the fear of night the user is able to make a Survival Check against a Diligence Check on a sneak attack made on them once per day to avoid being taken by surprise. If the check happens at night or in a dark area it is made with advantage.

**Sand Tendrils A+:** The bender is able to create up to 2 long tendrils out of sand to subdue targets. When using this technique having enough sand is key.

This technique can only be used if sand is nearby or Erosion can be used to create sand. The bender is able to cover their arms with sand to produce whip like weapons to strike and opponent.

If a sand tendril is in play a bender may use Erosion's effect without using a reaction.

Tendrils do 3 damage or Earth bending damage. When striking a sand tendril can restrain an opponent. Element vs Physique to break away.

**Rock Spike:** The bender forces a small pillar of rock to quickly jut out from the ground knocking any hit by it from below into the air or hit from another side to the ground. Those hit must make a Physique or Reflex vs Element roll or be knocked away and take damage based on the Earthbending card. Those knocked into the air may make a reaction to grab onto something if there is anything to grab while in the air. If the target hits the ground they must make a Reflex check DC 15 or be knocked prone and take 2 damage.

**Trench:** The bender is able to dig a long trench in the earth to provide cover for allies or to redirect water or other liquids flowing from one source to follow a different path. The trench can be up to 5 ft deep and 10 ft long for each AP used in its creation. The trench gives full cover to any within it, making ranged attack against them have a -5 to hit. By using 2 AP instead of 1 the trench may be risen above original ground level instead of lowered by 5 ft.

**Cryoseism:** Earthbenders often find themselves at a disadvantage in frigid climates where the ground is far below the ice or waters. The Onna has given this bender the ability to shift the earth below the ice to cause a small quake. This does not move the earth or ice around it however cracks appear all over the surface as this ability sends out a loud sound that can temporarily deafen those who are too close with a DC 15+ Survival check in a 10 ft circle around the user disorienting them. This ability can also be used with other large bodies of earth or ice around the user.