| Post/Author/DateTime | Post |
|---|---|
| #1ekioJun 26, 2009 9:32:57 | Theoretically, if you were making the benders (air/earth/fire/waterbenders) as classes, what kind of paragon paths could you do for each? I'm kind of stuck for ideas. |
| #2ceiling90Jun 26, 2009 18:29:45 | It really depends how far you can stretch the idea of paragon paths for each bender type. Water has at least two distinct possibilities: Especially if they're a leader A path more focused on healing, granted that your waterbender brew has healing at all... or a path the is pretty much a bloodbender; the whole controlling other people bits from third season ep 8. I could reasonably see a third part taking on more of the martial type, like an ice warrior bender or the like; but water is pretty expanded in terms of ideas. Fire has maybe one or two: Striker style anyway... The lightning adept style would be a good paragon path, as it's supposed to be something only master, or seasoned, or genius benders are supposed to do... but it's plausible as a feat which could be expanded via PP. Or since we see Zuko; which could be a multiclass firebender/ranger or whatever, have a paragon path that specializes in blending more martial styles... Earth: Defender? Striker? controller? I suppose metalbender or some such could be a decent path, though it'd be hard to differentiate effects and purpose between rock and metal really. Other than it being something akin to an anti-magic field for earthbenders... Air: Striker? Controller? Lost here. We don't see enough, save for avatars and low levels mooks which basically emulated aang. So I wouldn't know.. |
| #3ekioJun 26, 2009 19:06:06 | It really depends how far you can stretch the idea of paragon paths for each bender type. Waterbender is a leader, the firebender is a striker, the earthbender is a defender, and the airbender is a controller. The playtest showed that. Bloodbender's a definite shoo-in. I'd like to do a more ice-based bender, and a vanilla tsunami type. Firebender's going to have a lightningbender and a "Dragon of the West" type paragon, which deals with a lot of breaths and closeblasts. Though I'm not sure about much else. The earthbender's metalbending paragon path will be a sort of debuffer, similar to the rust monster's rusting capabilities in the MM2. Not sure much else though. And airbender I'm completely clueless on. It's definitely going to require a bit more thought and less "from the show" ideas. Hm. |
| #4thephilosopherkingJun 26, 2009 21:35:09 | And airbender I'm completely clueless on. A specialized form of Airbending in which the bender is able to generate sound waves and manipulate already existing ones as they travel through the air? Soundbender "The paths of magical knowledge are many and varied, none more so than the enchanting melodies of a Soundbender. " Prerequisites: Airbender A Soundbender is an airbender who delves deeply into the arcane power locked within the simplest of tunes, seeking to unlock that power to affect the world around him. Due to the nature of their profession, most Soundbenders tend to be vivacious, loud and full of life. There passion for sound and music makes these arcane spellcasters appear so unlike the standard image of an airbender, that of a sage, hunched over his tomes in a dark and lonely library. In contrast, the Soundbender can normally be found in taverns and other places where music can be found, entertaining the crowds with his newest melody. Waterbender is a leader, the firebender is a striker, the earthbender is a defender, and the airbender is a controller. The playtest showed that. Where is this play test? |
| #5Goober4473Jun 27, 2009 2:43:08 | Air: Soundbending, controlling other peoples' breathing, some sort of trickster like Aang (floating on a sphere of air). Earth: Metalbending, sandbending, mudbending, maybe one that lets you surround you body in earth for extra melee capability. Fire: Lightning focus, breath focus, close combat focus, some sort of rage-based path, something to do with living flame (regeneration as an ability). Water: Ice focus, plantbending, bloodbending, healing focus. Then for each, a pure element path that enhances the main traits of the class. |
| #6SinasilverJun 28, 2009 2:03:13 | You might be able to dig up some of the community thoughts on the matter in this forum as well as in the campaign forum. I know there's been 3 or 4 starts to avatar conversions, that never seemed to finish. Hopefully you'll be the one to carry it through to completion. :D |
| #7oldmastersaruJun 28, 2009 12:53:32 | sigh the air bender is an easy...hell all them are look for jade empire they did this effectively air benders become tempests earth benders become stone immortal and so fourth.... now that i am thinking about this we should just take the magic styles and make a class out of that so at least it some what original.... yes this could work make... i got some work to do...... |
| #8ekioJun 28, 2009 14:11:40 | The playtest is at my work computer. The air/earth/fire/waterbender is completed to level 3, with 5-7 feats. It was a shitload of fun at the playtest, but I'll upload and post the PDF tomorrow. Until then. EDIT: The playtest me and my group did was level 3, but now I'm up to level 7 to 9 roughly. |
| #9ekioJun 28, 2009 14:13:36 | ... maybe one that lets you surround you body in earth for extra melee capability. The Shaper Earthbender is a build in my incarnation of the Benders. |
| #10ekioJun 29, 2009 9:20:40 | Boom! Excuse the mess. The PDF is everywhere and no where all at once. But, there it is, nonetheless. If you guys need me to upload it somewhere else, just ask. Some computers HAET Scribd (my home computer does). |
| #11silverphx7Feb 02, 2010 16:57:39 | Is this still happening? Can I help? -Usagi |
| #12ekioFeb 02, 2010 19:52:21 | Yes, its still happening. Yes, I need the help. Email me at ekiatoui@gmail.com, or better yet, IM me on MSN messenger at ekiatoui@hotmail.com |
| #13CyvarisFeb 03, 2010 15:21:52 | I like this alot, may need to start up a campaign using it. I have a question, how will multiclassing be handled? Since duel-bending does not exist and I could see these guys along side the martial classes you would need some limit. Say cannot take this feat if you have levels in Bending classes. Anyway what is left open to do? I would be glad to help, I am nothing but time. |
| #14ekioFeb 03, 2010 15:55:45 | Me and my girlfriend were talking about it last night. It would depend on the campaign. In normal D&D that didn't have any of the original Avatar fluff attached to it, multiclassing rules wouldn't really matter. The benders would be their own class, etc. But in a actual Avatar campaign, the rules would be just if you already are a member of an Elemental class, you couldn't multiclass into the other classes. Simple as that, really. Otherwise, I don't see any problem in multiclassing between the Elemental and martial classes. Regarding things left to do, its mainly powers, paragon paths, feats, etc. I've updated a lot since my last post. I'll get into InDesign and re-PDF everything again. By the way, the waterbender's different. A lot different. :\ The playtest my group did showed that the waterbender was kind of bland/lame. If you have MSN, feel free to message me and ask questions. |
| #15ekioFeb 03, 2010 16:19:04 | www.scribd.com/doc/16920521/Avatar-the-L... Right. Didn't take too long. I'm not sure if I included the whole techniques thing in my first draft. Techniques were supposed to be the magic items that Benders used to get that desperately needed enhancement bonus to attack/damage. I couldn't rationalize a bender using magic implements or weapons, so I made a new "slot" for them called techniques, based off that scroll Kitara got in that one episode. They represent techniques Benders incorporated into their fighting style to up their effectiveness in bending. In addition to the enhancement bonuses they got, they also recieved an encounter power, either in the form of a new attack power derived from that style of technique or as some sort of add-on that was triggered off other powers. In the end, I thought the Innate Technique class feature for each Bender was much cooler and much more graceful. Besides, I was a rabid fan of the alternate reward system in the DMG2 and has become my default system. Looking to hear your guys thoughts on it. |
| #16CyvarisFeb 03, 2010 16:52:30 | I like the "techniques" equipment, but I could see them using implements actually. Something along the lines of the jewels/pendants in Jade empire. Having them near you enhances your bending. A good cannon example of this was the Water from the spring in season 1 that Katara carried around, or Aangs staff. Anyway my brain is a little addled(stupid classes) but I would like to help, are either the Ice based water bending PP or lightning fire pp still open for work, I have some nifty ideas for both and would like to take a crack at them. |
| #17ekioFeb 03, 2010 16:59:30 | Before I do paragon paths, I'd like to get each of the classes to at least 10th level powers. Also. Ki focuses might be in order for the benders. |
| #18CyvarisFeb 03, 2010 17:38:07 | I personally like the idea of implements as the lore supports it well, and you could do some cool stuff like beads, shashes, pendents etc. It would be a way to give the setting a very eastern feel by flavoring the implements in this way. Again look at Jade Empire for what I am talking about. |
| #19ekioFeb 03, 2010 20:11:31 | So let's get this started I suppose. I'm stumped as to what to give to the waterbender. I'm stuck on level 3 encounters, and only have one, moon's push. Don't jump up all at once. |
| #20UsagiYojimboFeb 04, 2010 16:07:28 | Push of the Tides---Waterbender Attack 3 You push water away from you on all sides disrupting your foes and protecting yourself simultaneously. Encounter*Elemental Standard Action Close burst 1 Targets: Enemies Within Burst Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage and the target takes a -2 to a defense of your choice until the end of your next turn. Torrential: You may slide the target up to 3 squares. Icy Tracks---Waterbender Attack 3 You move water over the ground under your foes and then suddenly freeze it. Encounter*Elemental, Cold Standard Action Line 3 Targets: Enemies within line. Attack: Wisdome vs. Reflex Hit: 1d8 + Wisdom modifier damage and the target is knocked prone. Miss: The target takes a -2 penalty to AC until the end of your next turn. Streaming the Water---Waterbender Attack 5 You use a technique designed to teach young waterbenders to deliver a surprising attack. Daily*Elemental Standard Action Line 2 Targets: Enemies in line. Attack: Wisdom vs. AC Hit: 1d8 + Wisdom and you Effect: You repeatedly move a line of water through your enemies squares. Your allies gain combat advantage against the target. The line moves with you. You may change the angle of the line on your turn as a move action. The water lasts until the end of your next turn. Sustain Minor: When you sustain you repeat the attack. Your allies still gain combat advantage against the effected enemies. The Evening Tide---Waterbender Utility 6 Encounter*Elemental, Healing Immediate Reaction Range 10 Trigger: An Ally is reduced to 0 Hit Points by an attack. Effect: You may slide that ally 2 squares. That ally may immediately make a death saving throw. Calming: Your ally may spend a healing surge. The Morning Tide---Waterbender Attack 5 Encounter*Elemental Immediate Reaction Close Burst 2 Centered on the Ally Trigger: An Ally is reduced to 0 Hit Points by an attack. Attack: Wisdom vs. Fortitude Hit: 1d10 + Charisma modifier damage. Effect: The target is knocked prone. Torrential: The target is pushed 2 squares and then knocked prone. |
| #21ekioFeb 04, 2010 17:36:18 | Alright, that's what I'm talking about. Push of the Tides---Waterbender Attack 3 You push water away from you on all sides disrupting your foes and protecting yourself simultaneously. Encounter*Elemental Standard Action Close burst 1 Targets: Enemies Within Burst Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage and the target takes a -2 to a defense of your choice until the end of your next turn. Torrential: You may slide the target up to 3 squares. Sounds alright. Icy Tracks---Waterbender Attack 3 You move water over the ground under your foes and then suddenly freeze it. Encounter*Elemental Standard Action Line 3 Targets: Enemies within line. Attack: Wisdome vs. Reflex Hit: 1d8 + Wisdom modifier damage and the target is knocked prone. Miss: 1d8 damage and the target takes a -2 penalty to AC until the end of your next turn. I'd probably take the damage on the miss effect out and just do the -2 to AC thing. Damaging miss effects are, more often than not, for daily powers. Streaming the Water---Waterbender Attack 5 You use a technique designed to teach young waterbenders to deliver a surprising attack. Daily*Elemental Standard Action Line 2 Targets: Enemies in line. Attack: Wisdom vs. AC Hit: 1d8 + Wisdom and you Effect: You repeatedly move a line of water through your enemies squares. Your allies gain combat advantage against the target. The line moves with you. You may change the angle of the line on your turn as a move action. The water lasts until the end of your next turn. Sustain Minor: When you sustain you repeat the attack. Your allies still gain combat advantage against the effected enemies. That's pretty cool. At first, I was thinking that the sustaining should be standard, but the limited range and rather weak damage doesn't really deserve a Standard action sustain. Maybe move action? I'll think about it. The Evening Tide---Waterbender Attack 5 Immediate Reaction Range 10 Trigger: An Ally is reduced to 0 Hit Points by an attack. Effect: You may slide that ally 1 + Your Charisma modifier squares. Calming: Your ally may spend a healing surge. This is more of a Utility. And I think I'll make it so. However, I think I'll have the effect be "You slide that ally two squares. That ally may also make a death saving throw as a free action." Then, Calming Waterbenders get that whole "ally may make a healing surge" she-bang. The reasoning behind beefing up that initial effect is so calming waterbenders aren't necessarily pigeon-holed into taking this particular utility power and Torrential waterbenders don't instantly shy away from it. The Morning Tide---Waterbender Attack 5 Immediate Reaction Close Burst 2 Centered on the Ally Trigger: An Ally is reduced to 0 Hit Points by an attack. Attack: Wisdom vs. Fortitude Hit: 1d10 + Charisma modifier damage. Effect: The target is knocked prone. Torrential: The target is pushed 2 squares and then knocked prone. I really like this one. I'll update the document here in a bit. And hopefully contribute a bit too. |
| #22UsagiYojimboFeb 04, 2010 18:03:04 | Fantastic, well those changes all sound good. I'm particularly happy with the Tide powers, but I'm fine with that being a Utility. I have done much design work on 4th Ed, so I yield to your superior expertise with one exception. I wrote all of these powers straight out of my head except Streaming the Water, which takes some heavy lending from the Cleric attack Spiritual Weapon. I reduced the damage from d10 and made it Line 2 instead of Range 10, but otherwise its exactly the same. Of course this is your baby, so it's up to you. I've got some more ideas but I have to do some reading for tomorrows classes. -Usagi |
| #23CyvarisFeb 04, 2010 18:13:08 | Okay this is something that kinda has been bugging me, melee. I could see battle being well kinda interesting against the PCs in a game. I know most of the show had bender vs bender but D&D does alot of melee. Now maybe there could be some powers like the swordmage or you could make a feat like sorceorous blade channeling, or just make some melee touch powers(seeing how "lines" have come back I could see it working). |
| #24ekioFeb 04, 2010 18:23:08 | Fantastic, well those changes all sound good. I'm particularly happy with the Tide powers, but I'm fine with that being a Utility. I have done much design work on 4th Ed, so I yield to your superior expertise with one exception. Yeah, thinking about it as I was doing a bit of work around the house, the idea settled and it seemed alright. Okay this is something that kinda has been bugging me, melee. I could see battle being well kinda interesting against the PCs in a game. I know most of the show had bender vs bender but D&D does alot of melee. Now maybe there could be some powers like the swordmage or you could make a feat like sorceorous blade channeling, or just make some melee touch powers(seeing how "lines" have come back I could see it working). The firebender and earthbender all have quite a few melee attacks. The firebender have a few weapon based or just straight up melee 1 attacks and the shaping earthbender has those "earth travels up the leg to the fist then pop a mother in the face" type of powers. ;) The airbender and waterbender both have a lot of line and close powers and in the airbender's case, is really quick, nimble, and damn hard to catch. Trust me. Damn hard. Also: Trapping Water Waterbender Attack 5 The projectile of water is what forces him down; the quickly forming ice is what keeps him there. Daily ♦ Elemental, Technique Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 2d8 + Wisdom modifier damage and the target is knocked prone and dazed (save ends). Effect: The target is knocked prone (save ends). Calming: The target makes attacks at a -4 penalty while prone due to this power. Okay, now onto level 6 utility powers. (If it isn't obvious, the waterbender was the hardest for me. First off, never played a leader Second... its just hard!) |
| #25UsagiYojimboFeb 04, 2010 19:20:38 | I'd also like to throw my weight at Implements and weapons concept The main reason is for purposes of fun. I think you're right that the Innate Technique is an elegant solution. On the flip side it can be a lot of fun to gather magic items and they can lend a great deal to what makes your character unique in the long run. I think since we're dealing with a new power source and new powers that it makes perfect sense just to make up some new implements (Glider Staves and Waterskins?!). Both Earth and Firebenders seem to be good at the whole weapon dealie, but perhaps they could go the way of the 4th Ed. Monk and have "Implements: Weapons you're proficient with" for their powers. Otherwise it's just a sort of static bonus, which has less flavor than say, a dagger that shoots snakes. -Usagi |
| #26ekioFeb 04, 2010 20:32:55 | I'm leaning towards doing Ki Focuses. Ki Focuses can be all sorts of things: jewels, scrolls, sashes, necklaces, headband, etc. It's generic enough to apply very well to the Benders. Additionally, ki focuses can apply to both implement AND weapon powers. Very nice. Also, gives us reason to make up a bunch of cool magic items. ![]() |
| #27UsagiYojimboFeb 04, 2010 20:56:42 | Icy Patch---Waterbender Utility 6 You drench an area in water and then freeze it making moving harder for your foes. Daily*Elemental, Zone Minor Action Area burst 5 within 10 squares Effect: The burst creates a zone of icy ground that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and anytime an enemy would be pushed, pulled or slid through the zone you may add 2 squares to the distance. While within the zone, any enemy takes a -5 penalty to Acrobatics checks. Cooling Vapors---Waterbender Utility 6 You surround an ally with a cooling mist to protect them from the harmful effects of heat. Encounter*Elemental Standard Action Range 5 Target: You or one ally. Effect: Until the end of the encounter, the target gains resist fire equal to your Charisma modifier. Healing Current---Waterbender Utility 6 You convert your healing waters to a mist and send it to refresh your allies. Encounter*Elemental, Healing Standard Action Blast 3 Target: Allies within blast. Effect: The target regains hitpoints equal to half their level. Calming: The target regains hitpoints equal to half their level + 5. Torrential: Increase the area to Blast 5. |
| #28UsagiYojimboFeb 04, 2010 21:28:38 | Icicle Spear---Waterbender Attack 7 You hurl water at your opponent and freeze it just before contact pinning them to the ground. Encounter*Elemental, Cold Standard Action Ranged 10 Attack: Wisdom +2 vs. AC Target: One creature. Hit: 2d6 + Wisdom modifier damage. Effect: The target is immobalized (save ends). Steamshot---Waterbender Attack 7 You heat a jet of water and guide it straight towards the eyes of your target. Encounter*Elemental Standard Action Ranged 10 Attack: Wisdom vs. Fortitude Target: One creature. Hit: 2d8 + Wisdom modifier damage. Effect: The target is blinded (save ends). Part the Sea---Waterbender Attack 7 You push enemies to the side and break up their ranks. Encounter*Elemental Standard Action Ranged 10 Attack: Wisdom vs. Fortitude Target: One or two adjacent creatures. Hit: 2d8 + Wisdom modifier damage and you slide one or both targets 2 squares. They must end their movement farther away from eachother than they started. Torrential: The targets are also knocked prone. Mercy of the Sea---Waterbender Attack 7 You embrace the duel nature of the sea, protecting and healing your allies and harming your foes. Encounter*Elemental, Healing Standard Action Ranged 10 Attack: Wisdom vs. AC Target: One creature. Hit: 2d8 + Wisdom modifier damage. The first time an ally hits the target befor the end of your next turn, that ally can spend a healing surge. Calming: The ally may also make a saving throw. |
| #29silverphx7Feb 04, 2010 21:54:59 | What about a low level utiilty that let's them pull water out of stuff. That might make a good class ability. Draw Water Waterbender Class Ability As a waterbender you can always find water to work your bending on. At-Will Elemental Minor Action Ranged 2 Effect: You can remove the water from up to one cubic foot of either non-living or non-hostile plant matter and transfer it into a receptacle within range. You are instinctively aware of whether or not an object within range has at least a pint of water in it. |
| #30ekioFeb 04, 2010 22:13:17 | I liked each of these. I made the Icicle Spear a level 9 daily and remade it into an area burst and called it Hail of Icicles. Thought that idea was too cool to pass up. Also, I loved the Mercy of the Seas one. I thought spending a healing surge as an encounter power was a little much, but you upped the intensity of the power by making it attack AC. I like it. A lot actually. I took the Healing Current power and tossed it into the Level 10 utilities. I'm doing only 3 powers per for the time being, just to get it all done and, I dunno, make sure everything works alright. This is the most progress I've had in this project for the like, past few months. You're too cool. |
| #31ekioFeb 04, 2010 22:17:15 | What about a low level utiilty that let's them pull water out of stuff. That might make a good class ability. Acutally, I was thinking about that. In the show, the benders have a lot of out of combat utility: shifting stuff, transferring stuff, molding stuff, etc. I was thinking of making the simple and basic bending techniques, such as munipulating the different elements, as sort of "cantrips" for the classes. The reasoning behind this is... well. If someone's playing a bender, they want to be able to bend stuff. Statting these basic bending abilities out as straight up utility powers is well and all, but I don't want to have people sacrifice utlity powers that could be otherwise cool and flavorful for that basic bender utility that should come with the class itself. Maybe a set of cantrips, universal to the Elemental set of classes, is in order. Ponder, ponder, ponder... SO we need two level 9 Dailies and two level 10 Utilities. Then onto paragon paths? |
| #32silverphx7Feb 04, 2010 22:53:40 | Bending Bender Class Feature At-Will Elemental You have learned how to manipulate the element you study, forcing it to move, change shape, or appear. At-Will Elemental Minor Action Ranged 2 Effect: You may do any one of the following *Move up to a square foot of your element from any location within range to any other location within range. *Produce up to a square foot of your element (pull water out out of the ground or an inanimate object, breathe fire, pull minute particles of dirt together into a mass, create a vaccum which pulls air in). *Change the temperture of your element from one extreme to another (water can either freeze or boil, earth can be warmed or cooled, fire can burn low or high, air can be chilled or warmed). *Mold up to a square foot of your element within range into any shape until the end of your next turn. Special: Nothing you create with this technique can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This technique cannot duplicate the effect of any other power. Hows that? |
| #33ekioFeb 04, 2010 23:06:38 | Bending Bender Class Feature Perfect! |
| #34UsagiYojimboFeb 04, 2010 23:17:20 | Octopus Form---Waterbender Attack 9 You create eight water arms to protect you and your allies from all sides. Daily*Elemental, Stance Standard Action Personal Effect: You and any adjacent allies gain a +2 to AC and Reflex and you may make the following attack once Immediate Interrupt Trigger: An enemy attacks an adjacent ally. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage and the target is knocked prone. Torrential: You push the target 2 squares and then knock them prone. Water Spout You summon a column of water that envelopes your foes. Daily*Elemental, Healing Standard Action Line 3 Effect: One, two or three enemies. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is immobalized until the end of your next turn. Effect: The first ally to hit your target before the end of your next turn may spend a healing surge. Calming: The first ally to hit your target before the end of your next turn may spend a healing surge and gain additional hitpoints equal to your Charisma modifier. |
| #35ekioFeb 05, 2010 7:05:39 | Octopus Form---Waterbender Attack 9 You create eight water arms to protect you and your allies from all sides. Daily*Elemental, Stance Standard Action Personal Effect: You and any adjacent allies gain a +2 to AC and Reflex and you may make the following attack once Immediate Interrupt Trigger: An enemy attacks an adjacent ally. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage and the target is knocked prone. Torrential: You push the target 2 squares and then knock them prone. I might up the effectiveness of this power. It works alright as-is, but if we're going to have an octopus form, I wanna hit as many guys as possible. So I'm thinking... Octopus Form---Waterbender Attack 9 You create eight water arms to protect you and your allies from all sides. Daily*Elemental, Stance Standard Action Personal Effect: You and any adjacent allies gain a +2 to AC and Reflex and you may make the following attack once per round as an opportunity attack. You also have threatening reach with this attack. Additionally, you can choose to use this attack as a standard action as a normal attack. Attack: Wisdom vs. Fortitiude. Hit: 1d6 + Wisdom modifier damage and the target is knocked prone. Torrential: You push the target 2 squares and then knock them prone. The real reason I'm doing this is because that scene in the series was ****ing cool. Water Spout You summon a column of water that envelopes your foes. Daily*Elemental, Healing Standard Action Line 3 Effect: One, two or three enemies. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is immobalized until the end of your next turn. Effect: The first ally to hit your target before the end of your next turn may spend a healing surge. Calming: The first ally to hit your target before the end of your next turn may spend a healing surge and gain additional hitpoints equal to your Charisma modifier. Alright, when I get to work, I'll try and help out a little more. ![]() |
| #36ekioFeb 05, 2010 8:22:18 | Level 10 Utilities Cradle Wave When your friend slips and falls, you're there to help him back up. Encounter * Elemental Immediate Interrupt Range 5 Trigger: An ally within range falls or falls prone. Effect: They may stay in the square they were in before they fell or stand back up as a free action. Cleansing Mists As acid eats away at flesh, you wash the corrosive concoction off. Encounter * Elemental Minor Action Range 5 Target: A creature within range is taking typed ongoing damage. Effect: They may make a saving throw as a free action against one ongoing damage source with a +2 bonus. Thoughts? |
| #37UsagiYojimboFeb 05, 2010 9:43:18 | I like Cleansing Mists a lot. I'm a little confused about Cradle Wave. When you say falls, does that mean falls off of something? What happens if they space they were just in has a falling hazard in it, like a pit or a zone that pushes? I thought of two more: Wash Away Wounds You bend some cleansing water over an allies wounds and when they dry they are healed. Encounter*Elemental, Healing Standard Action Ranged 10 Target: One ally. Effect: The ally may regain hitpoints as if they spent a healing surge. Add your Charisma modifier to the hitpoints regained. Frozen Barricades You bend water into pillars and then freeze it giving cover to your allies. Encounter*Elemental, Cold Standard Action Ranged 10 Effect: You conjure three icy pillars each occupying one square within range. They cannot be attacked or damaged. Enemies can’t enter a square occupied by an ice pillar, but allies can move through the pillars’ spaces as if the pillars were allies. The pillars grant cover to allies but not enemies. While adjacent to a pillar, allies gain resist fire 5 or have existing resist fire increased by 2. |
| #38UsagiYojimboFeb 05, 2010 10:07:34 | Also, the Waterbender is looking a little deficient on the Healing side. I think we might have to reduce the damage or side-effects on some of these attacks so they can heal a bit. Par'Example: Icy Tracks---Waterbender Attack 3 You move water over the ground under your foes and then suddenly freeze it. Encounter*Elemental, Cold, Healing Standard Action Line 3 Targets: Enemies within line. Attack: Wisdome vs. Reflex Hit: 1d8 + Wisdom modifier damage and the target is knocked prone. Any ally adjacent to a enemy as they fall prone may spend a healing surge. |
| #39ekioFeb 05, 2010 10:22:44 | Its supposed to be if someone falls off something, like a ledge or bridge or something. It could be applied to a pit trap, though. I like both of those utilities though. Should be dailies, though. Alright, so now that we have each of the Benders to level 10 utilities, we should start thinking about Paragon Paths. I'm thinking maybe four or five for each? Its also another part of the class building process I've been lost on, hence the original intention of this entire thread. ![]() For the airbender, I really like the Soundbender idea posted earlier into this thread. Maybe a path for flying techniques. For the earthbender, I'd like a metalbending paragon path that "damaged" the opponent's weapons. It probably wouldn't break them break them, but inflicting penalties to attack and damage rolls. Something that represents damaging weapons. And maybe penalties to armor as well. For the firebender, I'd really like a lightningbender and a "Dragon of the West" type deal. The lightningbender, I'd imagine, would be really chaotic and possibly self damaging, but really potent. I can see a powers where lightning jumps from creature to creature. The Dragon of the West would be all about blast powers. For the waterbender... maybe a Chi Master (like the female waterbenders of the Northern Tribe) and an Ice-based waterbender. Also. Bloodbender and plantbenders. Hell yeah. Thoughts, comments, suggestions? Also, the Waterbender is looking a little deficient on the Healing side. I think we might have to reduce the damage or side-effects on some of these attacks so they can heal a bit. Maybe not so many "spend a healing surge" things but maybe small increments of hitpoints and slightly larger increments of temporary hit points. |
| #40UsagiYojimboFeb 05, 2010 12:32:26 | Bloodbender "I have power over water, the same water that flows through your veins right now." Prerequisites: Waterbender You have refined your waterbending technique so effectively that you can move the very blood that flows through your enemies bodies. You harm your foes bodies from the inside out or cause them to move to your will like an automaton. Bloodied Superiority (11th Level): Your power over blood lets you gain advantage against wounded foes. When an enemy is bloodied you gain combat advantage against them until the end of your next turn. Bloodbending Action (11th Level): When you spend an action point to take an extra action you may force a bloodied creature within 10 squares to make a melee basic attack as a free action. Blood Control (16th Level): When you are first bloodied you may immediately spend a healing surge as a free action. Bloodbender Techniques: Bloodbend---Bloodbender Attack 11 You tug at the insides of your foe, preventing them from moving and ripping their insides apart. Encounter*Elemental Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage. The target is immobolized until the end of your next turn. Effect: If the target is bloodied, they are instead stunned until the end of your next turn. Bloodmoon---Bloodbender Utility 12 Your body is so in tune with the phases of the moon that you can simulate its effects with your blood. Daily*Elemental Minor Action Personal Effect: You take 1d8 damage. Until the end of your next turn your Bloodbender and Waterbender attack powers get a +2 power bonus to attack and damage. Sustain Move: The bonus persists. Sustain Minor: You take the damage again and the bonus persists. Puppetmaster---Bloodbender Attack 20 You push and pull the water in the body of your enemy, allowing you to control their movements. Daily*Elemental Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier damage and the target is dominated until the end of your next turn. Sustain Standard: Make the attack again. |
| #41UsagiYojimboFeb 05, 2010 13:23:07 | Here are some of my ideas for paths: Air Bender: Aerial Acrobat, Focuses and speed and damage, Striky. Air Temple Monk, who learns to be as indomitable as an Airbison. Water Bender: Sweatbender, who takes penalties in order to boost allies attacks. Follower of the Moon Spirit, whose power waxes and wanes from turn to turn. Follower of the Sea Spirit that specializes in continuous attacks that increase in effect. Earth Bender: Dai Li, Uses rock gloves to isolate and restrain enemies so no one can get to them. Sandbending that blinds foes and creates zones Seismic Adept, who gains Tremorsense. Fire Bender: Blue Fire Adept, flamejets for fast movement or flight. Magma Bender, does damage in lines that persist for a turn. Fire Berzerker who takes the rage path to its logical conclusion and, on the flip side, Sun Warrior who takes the Harmony path. |
| #42ekioFeb 05, 2010 13:29:08 | Metalbender "Refining the earth won't save you and your weapons from my power." Prerequisites: Earthbender Typical earthbenders cannot bend earth and ore that have been refined. Metals, such as iron and steel, do not react to the will of the earthbender. Its unnatural, thus doesn't have the same reverberations and feel of natural earth. Though, occasionally, strong willed earthbenders become in tune with these unnatural metals and force them to bend. Polarized Allies (11th Level): When an enemy attacks your watched ally with a power with the Weapon keyword, the watched ally has a +3 power bonus to AC instead of the normal =2. Metalbending Action (11th Level): When you spend an action point to take an extra action, your enemies' weapons and armors shudder under your focus. Each enemy within 2 squares of you either take a penalty to damage equal to half your level until the end of your next turn or a penalty equal to your Wisdom modifier to AC. Further Faults (16th Level): When an enemy adjacent to either you or your watched ally rolls a 1 when attacking, they drop their weapon in the square they occupy as an immediate reaction. Metalbender Techniques: Devastating Grip---Metalbender Attack 11 You curl your focus over your enemy's weapon and it crumbles. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Constitution vs. Fortitude Hit: 1d10 + Constitution modifier damage and the target takes a -1 to attack rolls (save ends). For every failed save, this increases to -2, -3, etc. to a maximum of -5. Weapon's New Master---Metalbender Utility 12 As he goes to strike your friend, his weapon's alleigance changes quickly. Encounter*Elemental Immediate Interrupt Close burst 5 Trigger: Your Watched Ally provokes an opportunity attack. Target: One creature attacking your ally. Effect: They automatically miss with their opportunity attack. Armor's Vicegrip---Metalbender Attack 20 As they surround you, their armor suddenly tightens and stops them in their tracks. Encounter*Elemental, Technique Standard Action Close burst 2 Target: Enemies within burst. Attack: Wisdome vs. Reflex Hit: 2d6 + Constitution modifier damage and the target is immobilized (save ends). Special: The close burst is centered on a watchful ally within 10 squares. |
| #43jubba-maestroFeb 05, 2010 13:30:35 | Whoa, Cooool I never knew... |
| #44ekioFeb 05, 2010 13:39:21 | Whoa, Cooool I never knew... Never knew what? ![]() |
| #45ekioFeb 05, 2010 13:46:35 | Here are some of my ideas for paths: We should add to that like a Typhoon-type deal. Close bursts, pushing and sliding. Plus the Soundbender. Water Bender: Sweatbender, who takes penalties in order to boost allies attacks. I'm not too keen on the Sweatbender. Sounds gross. :P Really though, it just isn't clicking with me. You make it, though, I'll put it in. Bloodbender. Icebender. Plantbender. Earth Bender: Dai Li, Uses rock gloves to isolate and restrain enemies so no one can get to them. LOVE the Seismic Adept. Plus the Metalbender. I had one idea for an earthbender with the working title of "earthsurfer." Basically, with a grounded stance, he rippled the earth around himself. He'd be quick too, I'd imagine. Fire Bender: Blue Fire Adept, flamejets for fast movement or flight. I like each of these as well. |
| #46UsagiYojimboFeb 05, 2010 14:29:16 | Follower of the Moon Spirit "I am one with the power of the moon." Prerequisites: Waterbender, Calming path. You learn your power from the moon itself, like the original waterbenders did. Your power waxes and wanes like the moon. This cycle would seem a weakness to someone else, but you know it to be a sign of strength. Phases of Power (11th Level): Your power changes as you use your powers. You begin each encounter in the Phase of the New Moon. When you use a Encounter, Daily or Utility Waterbending power you manifest the next phase at the end of your turn. The phases go New, Crescent, Gibbous, Full, New... ect. Phase of the New Moon: You are darkened to the world making you harder to see, but also reducing your power. You gain concealment but you cannot use Daily Attack or Utility powers. Phase of the Crescent Moon: Your power protects you, but it is not strong as of yet. You gain a +1 to Will and Fortitude but you cannot use Daily Attack powers. Phase of the Gibbous Moon: Your power is growing. You gain a +1 to all defenses. Phase of the Full Moon: Your power is at its peak. You gain a +2 to all defenses and attacks made with Waterbending powers. Moon's Action (11th Level): When you use an action point to gain an extra action you may change your Phase to any Phase at the end of your turn. Moon's Blessing (16th Level): When you are pushed or pulled you gain temporary hit points equal to your Charisma modifier. Follower of the Moon Spirit Powers: Harvest Moon---Follower of the Moon Spirit Attack 11 You harness the power of the Harvest Moon to guide your allies blows. Encounter*Elemental Standard Ranged 10 Target: One creature. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage. Effect: The first time an ally hits the target with melee attack before the end of your next turn that ally may spend a healing surge or make a melee basic attack. Blue Moon---Follower of the Moon Spirit Utility 12 You call upon the power of the rare Blue Moon to repeat a benificial effect. Daily*Elemental Immediate Reaction Ranged 10 Trigger: An ally uses a healing surge or makes a saving throw. Effect: Another ally within range may make a healing surge or take a saving throw. Tidal Blast---Follower of the Moon Spirit Daily 20 You harness the force that guides the ocean and use it to hurl water at your foes. Daily*Elemental Standard Action Blast 5 Target: Enemies within blast. Attack: Wisdom vs. AC Hit: 4d10 + Wisdom modifier damage and the target is pushed 2 squares and takes ongoing 5 damage (save ends). |
| #47UsagiYojimboFeb 05, 2010 15:13:48 | Sweatbender "Water is power and I'm full of it, it just takes time to get it out." Prerequisites: Waterbender. You were stranded somewhere without water, you felt powerless without it. But you found a way around all of that. You have learned to bend the sweat your body naturally exudes in the heat of combat. Now as you tire your power only increases. Power of Wearyness (11th Level): As you become more exhausted your power grows. When you use your second wind choose an ally, that ally gains a +2 bonus to attack rolls and defenses until the end of your turn. Strenuous Action (11th Level): When you use an action point to gain an extra action you may take a -2 penalty to your next attack to give an ally a +2 bonus to their next attack. Tactical Exhaustion (16th Level): When you could spend a healing surge, you may instead choose to lose that healing surge. If you do an ally within 10 squares of you gainst hit points as if they had spend a healing surge. Sweatbender Powers: Steaming Uppercut---Sweatbender Attack 11 You throw an uppercut and a geyser bursts underneath your opponent rocketing them into the air. Encounter*Elemental Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier damage and the target is blinded (save ends) and knocked prone. Strenuous Recharge---Sweatbender Utility 12 With a strained breath you reveal that you are only just beginning to fight. Daily*Elemental Standard Action Personal Effect: You regain an Encounter or Daily power you have already used or you may spend a healing surge. Steamroom---Sweatbender Attack 20 You raise the temperture of the water around a foe causing a benificial, if a tad icky, circumstance for your allies. Daily*Elemental, Zone Standard Action Close Blast 3 Target: Each enemy in blast. Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is blinded (save ends). Effect: The blast creates a zone of burning vapor that lasts until the end of the encounter. Any enemy that enters the zone is blinded (save ends). |
| #48ekioFeb 05, 2010 16:37:21 | Let's sum this up. (Mainly so I can gather my thoughts.) Airbender Aerial Acrobat (done) Air Temple Monk Soundbender (done) Typhoonist Windstaff Glider (done) Windrunner (done) Earthbender Dai Li (done) Earthglider (done) Metalbender (done) Professional Earthbender (done) Seismic Adept (done) Sandbender (done) Firebender Blue Fire Adept (done) Dragon of the West Fire Berserker (done) Firedancer Lightningbender (starting...) Master of the Agni Kai (done) Sun Warrior (done) Waterbender Bloodbender (done) Follower of the Moon Spirit (done) Follower of the Sea Spirit (done) Icebender (done) Plantbender (done) Student of Chi (done) Sweatbender (done) |
| #49ekioFeb 05, 2010 17:16:48 | Soundbender "I can manipulate the sound of the night into a bellowing monstrosity. I can make a dragon's flight into the slight swishing of a winged lemur's wings!" Prerequisites: Airbender. You discovered through experimentation that you can use your airbending abilities to change the pitch, volume, or the very essence of sound itself. You can use it to mute someone's actions or exaggerate it into be extremely loud. Perfect Pitch (11th Level): While you are within 5 squares of an enemy that suffers from the deafened or dazed effects, they take a -2 penalty to saving throws against that effect. Deafening Action (11th Level): When you spend an action point, you can stun every creature within 2 squares of you instead of taking another action. Muffled Steps, Better Eats (16th Level): You gain a +2 class bonus to Stealth and Perception. Allies within 3 sqaures of you also gain the +2 bonus to Stealth. Soundbender Powers: Sonic Boom---Soundbender Attack 11 As you speed past, the sound barrier is shattered in your wake. Encounter*Elemental, Technique, Thunder Standard Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. Will. Hit: 2d6 + Wisdom modifier damage and the target is dazed until the end of your next turn. Special: You may shift your speed before the attack. Sound Funnel---Soundbender Utility 12 You grant your friend the same sort of hearing you have, even if they're not ready for it. Daily*Elemental Minor Action Range 5 Target: One ally within range. Effect: The target gets a +5 power bonus to Perception checks until the end of your next turn. Bellowing Burst---Soundbender Attack 20 You lower the pitch of your voice and amplify your voice. Daily*Elemental, Technique, Thunder Standard Action Close burst 2 Target: Each creature in burst. Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is deafened and stunned (save ends). Effect: The target is deafened and dazed (save ends). |
| #50UsagiYojimboFeb 05, 2010 18:29:45 | Follower of the Sea Spirit "You know what you and mountains have in common? The ocean can destroy you both!" Prerequisites: Waterbender, Torrential. The ocean is the most powerful force in the world. It works slowly, but given enough time it can destroy continents and you have learned how to attune with it. Your waterbending is powered by the phases of the moon, like all Waterbenders, but you have such a kinship with the ocean that your style is almost completely alien to your peers. Relentless Waves (11th Level): Your power grows like the power of the wave, started off small in the distance and slowly growing to enormous proportions. When you use an Encounter attack power you gain a +1 bonus to attack a +2 bonus to damage to the first Daily attack power you make before the end of your next turn. If you use an Encounter attack power in this time but before using a Daily attack power, start the duration over and add 1 to the attack bonus and 2 to the damage bonus to a maximum +5/+10. Indomitable Action (11th Level): When you spend an action point to take another action you can instead stop being Immobalized, Stunned and Slowed if any apply. Cascading Attack (16th Level): Anytime you push an enemy more than 1 square you deal extra damage to them equal to your Charisma modifier. Follower of the Sea Spirit Powers: Kiss of the Sea---Follower of the Sea Spirit Attack 11 Encounter*Elemental Standard Action Line 3 Target: Enemies in the line. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier. Effect: The target is pushed 2 squares. Cascade---Follower of the Sea Spirit Utility 12 Daily*Elemental Immediate Reaction Trigger: You are pushed or pulled. Effect: An ally can charge as a free action. Vortex---Follower of the Sea Spirit Attack 20 Daily*Elemental Standard Action Burst 3 within 10 Target: Enemies in burst. Attack: Wisdom vs. Reflex. Hit: 2d8 + Wisdom modifier damage. Effect: Targets are pulled as close to the center of the burst as possible and take ongoing 5 (save ends). |
| #51UsagiYojimboFeb 05, 2010 18:49:37 | Ice Bender "Water may not frighten you, but ice has two things water doesn't, heft and a pointy end." Prerequisites: Waterbender Water is just a transitional state, you've mastered the ability to move water around and then freeze it solid into weapons, barricades and complicated traps. You can disrupt the field by making the ground slick and you can hold your enemies in blocks of ice. Persistent Cold (11th Level): If an enemy is immobalized by a Waterbending power with the Cold keyword, that enemy remains immobalized for one turn longer than they otherwise would have. Freezing Action (11th Level): When you spend an action point to take an extra action, enemies within Close burst 2 of you take your Charisma modifier in cold damage. Absolute Zero (16th Level): Add 1d8 damage to any Waterbending attack you make with the Cold keyword. Icebender Powers: Freezing Blast---Icebender Attack 11 You coat your enemies in water and freeze them into place. Encounter*Elemental, Cold Standard Action Blast 3 Target: Enemies in blast. Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage and the target is immobalized until the end of your next turn. Ice Armor---Icebender Utility 12 Your bending creates thick plates of icy armor to protect you or an ally. Daily*Elemental, Cold Standard Action Ranged 10 Target: An ally within range or you. Effect: The target gains +2 to AC and resist fire equal to your Charisma modifier. Icy Charge---Icebender Attack 20 Using your powers over ice to propel yourself along the slick ground you charge into combat freezing enemies feet as you go. Daily*Elemental, Cold Standard Action Melee touch Target: One, two or three creatures. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is immobalized (save ends). Special: You may slide your speed and make this attack against up to three targets that you are adjacent to at some point during this movement. |
| #52UsagiYojimboFeb 05, 2010 20:12:24 | Plantbender "Water is the source of life itself for everything in this forest... everything except for you!" Prerequisites: Waterbender Animals are complex, they resist, they think, they feel. Plants on the other hand are simple, simple and powerful. By bending the water within plantlife you can protect yourself, control the plants natural defenses and restrain your foes. Plantbending (11th Level): You may substitute non-hostile plant matter for water for any of your Waterbender attacks as long as there are sufficient amounts of it. Once per day you may add the following effect to a Waterbender or Plantbender attack: Effect: The target is restrained (save ends). Plant Affinity (11th Level): You may ignore the effects of terrain and natural hazards involving plant life. Foggy Swamp Style (16th Level): While in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC Plantbender Powers: Vineblade---Plantbender Attack 11 You surround one of your arms with vines and thorns letting you slash enemies close to you and impale enemies far away. Encounter*Elemental Standard Action Close burst 1 Target: Creatures in Burst. Attack: Wisdom vs. AC Hit: 2d6 + Charisma modifier damage. Effect: Make a secondary attack. Secondary Attack Secondary Target: One creature within 10. Secondary Attack: Wisdom vs. AC Hit: 2d6 damage. Plant Gaurdian---Plantbender Utility 12 You pull plants from nearby together and create a totem to help your allies. Daily*Elemental, Conjuration, Healing Standard Action Ranged 10 Effect: You conjure a plant gaurdian into 1 square within range. Allies who start their turn adjacent to it regain 5 hit points and gain a +2 bonus to their Fortitude defense. Plant Body---Plantbender Attack 20 You pull local plants to you creating a huge body that protects you from attacks. Daily*Elemental Move Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. Reflex Hit: 2d8 + Charisma damage. Effect: You are surrounded by plants and vines, giving you a protection. Your size changes to Large, you gain threatening reach and you regeneration 5 until the end of the encounter. |
| #53UsagiYojimboFeb 05, 2010 20:46:01 | Master of the Agni Kai "A proper, honorable battle is fought one on one." Prerequisites: Firebender You are a warrior and that means you have principles. You are willing to fight enemies with the help of your allies, but a worthy foe must be faced one on one. You are a vetaran of the Agni Kai, a ritualized duel traditionally fought between firebenders. Agni Kai (11th Level): As a free action you may designate one opponent as your foe in an Agni Kai. You may only change this once the opponent is dead, unconcious, has given up or has retreated. When your foe in an Agni Kai shifts, you may shift 1 square as a free action. Honorable Defense (11th Level): If you fight unarmored or wearing Cloth armor Firebender and Master of the Agni Kai attacks deal additional damage equal to your Constitution modifier. Finishing Blast (16th Level): When you attack a prone enemy you deal additional damage equal to your Constitution modifier. Master of the Agni Kai Powers: Close Quarters Blaze---Master of the Agni Kai Attack 11 You take advantage of the one on one nature of your duel and burn your foe. Encounter*Elemental, Fire, Weapon Standard Melee attack Target: One creature. Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage. Burning Ring---Master of the Agni Kai Utility 12 To ensure that your enemy doesn't have far to go you surround yourself with flame. Daily*Elemental, Zone, Fire Move Action Close Burst 3 Effect: You create a burning ring of flame that lasts until the end of the encounter. When a creature enters or exits the zone they take your Dexterity modifier in fire damage. Last Blast---Master of the Agni Kai Attack 20 You leap towards your foe and hit them with a blast so powerful it leaves you winded. Daily*Elemental, Fire, Weapon Standard Action Melee attack Target: One creature Attack: Dexterity vs. AC Hit: 6[W] + Dexterity modifier fire damage. Effect: You are daze until the end of your next turn. |
| #54ekioFeb 05, 2010 22:20:42 | Foggy Swamp Style (16th Level): If there is plantlife within 5 squares of you, you gain a +2 to AC. I think this might be a little too situational. How about... Foggy Swamp Style (16th Level): While in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC |
| #55UsagiYojimboFeb 06, 2010 11:33:37 | Dai Li "..." A glove made of stone flies out of the shadows and asphyixates you. Prerquisites: Earthbender, Trained in Acrobatics or Athletics You are a member of an elite group of Earthbenders trained to move quietly, secretly and kill with efficiency. If you are forced to enter combat openly you are a master of quickly incapacitating your opponent. Hand of the Dai Li (11th Level): You are trained to use the Hand of the Dai Li, an earthbending technique where you wear gloves made of stone. These gloves take up the Arm Slot, they provide a +3 proficiency bonus to Grab attacks and allow you to make grab attacks as Ranged 10 attacks. They may be enchanted as normal. Movement of the Dai Li (11th Level): You are trained in Stealth. You gain a +2 bonus to Athletics, Acrobatics and Stealth checks made while climbing. Grasp of the Dai Li (16th Level): You may sustain a grab as a free action. You are considered to have two extra hands for the purposes of making grab attempts. Creatures take a -2 penalty to Escape attempts vs. your grabs. Dai Li Powers: Crush the Windpipe---Dai Li Attack 11 Your Hand of the Dai Li flies forward, takes purchase and begins to crush the throat of a foe. Encounter*Elemental Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 3d8 + Constitution modifier damage. Special: If you target a foe that is grabbed by you, this attack automatically hits. Move Unnoticed---Dai Li Utility 12 You are trained to use your earthen surroundings to sneak up on your foes. At-Will*Elemental Effect: You may move up to your speed through a surface made of solid earth as long as you end your movement in an empty space. Incapacitate the Target---Dai Li Attack 20 You move quickly and efficiently to an opponent and knock them unconcious. Daily*Elemental Standard Action Melee touch Target: One surprised creature. Attack: Constituation +2 vs. Reflex Hit: The target is unconcious (save ends) and grabbed. |
| #56UsagiYojimboFeb 06, 2010 13:01:02 | Seismic Adept "I don't even need to lay eyes on you to defeat you." Prerequisites: Earthbender You have learned to see with your feet. You leave them bare and place them on the ground to literally hear your opponents movement. You don't need to see a thing in order to fight, in fact vision just distracts you at this point. Seismic Vision (11th Level): You gain tremorsense 5. Seismic Sense (11th Level): You gain a +5 to perception checks to detect movement in contact with the ground. Seismic Action (11th Level): When you use an action point to take an extra action, enemies you can see with your tremorsense are knocked prone. Seismic Superiority (16th Level): Enemies that you can see with your tremorsense cannot gain combat advantage against you or your watched ally. Seismic Adept Powers: Roundabout Shockwave---Seismic Adept Attack 11 You cause a ripple in the earth to appear behind an enemy, pulling them closer to you. Encounter*Elemental Standard Action Blast 5 within 10 Target: Enemies within blast. Attack: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier damage and the target is pulled up to 5 squares. Protective Terrain---Seismic Adept Utility 12 The ground itself rises up to give you or your allies cover. Daily*Elemental, Wall Standard Action Area wall 3 within 5 squares Effect: You pull a wall up to 3 squares long and 1 square high up out of the earth that lasts until the end of the encounter. The wall grants cover. Earthquake---Seismic Adept Attack 20 You focus all of your technique to deliver the ultimate attack, the unbridled power of the shuddering earth. Daily*Elemental Standard Close burst 5 Target: Creatures within burst. Attack: Constitution vs. Fortitude. Hit: 4d10 + Strength modifier and the target is knocked prone. Miss: The target is knocked prone. |
| #57ekioFeb 06, 2010 13:10:19 | Pupil of Chi Chi constantly moves, wanders throughout the body. Left unattended, it moves freely. I, as a director of Chi, can optimize its potential." Prerquisites: Waterbender, trained in Heal You've trained in a different area from your waterbending brethren and sisters. You trained in a majorly pacifist style of waterbending. Though bending water is a major part of it, it also concentrates on the actual chi, or life force, of a person. You've known for a long time that aligning chakras has a greater effect on a person's wellbeing than any amount of water can. Calm Stance, Calm Mind (11th Level): When you sacrifice an action, you gain bonuses to attacks. If you sacrifice a minor action, you gain a +2 damage. If you sacrifice a move action, you gain a +1 to attack and damage. Concentrated Aligning (11th Level): When you spend your short rest realigning the chi and chakras of others, you and every ally within 5 squares are under affect. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to their healing surge value with every healing surge. Pacifist Action (16th Level): As a free action when you use an at-will waterbender power, you can choose not to instead enforce the health of another. Instead, make a Wisdom attack against your own Will defense. If you "hit," you roll damage as normal. Instead of inflicting this damage, an ally within 5 squares gains that half of that as temporary hit points. Pupil of Chi Techniques Vicious Sap---Pupil of Chi Attack 11 You pull one being's chi and compliment another's with it. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Will. Hit: 1d10 + Wisdom modifier damage and one creature within range gains an amount of temporary hit points equal to the damage. Chakra Manipulation---Pupil of Chi Utility 12 You feel the pulsing and the reverberation of a creature's inner being and manipulate it. Daily*Elemental Immediate Interrupt Close burst 3 Trigger: A creature within range makes a saving throw. Target: The creature that triggered this power. Effect: You may either give a +5 bonus or a -5 penalty to the saving throw. Soullink---Pupil of Chi Attack 20 A dangerous technique, practiced only by master of Chi, that overloads a person's body by forcing your life force into them. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 3d8 + Wisdom modifier damage and the target is dazed and grants combat advantage (save ends). Miss: Half damage the target is dazed until the end of your next turn. Effect: You are weakened until the end of your next turn. |
| #58UsagiYojimboFeb 06, 2010 14:19:53 | Sandbender "The true power of earthbending is in the tiniest particles of dirt, I'm just honest about it." Prerequisite: Earthbender You have practiced your earthbending techniques to focus on the tinest particles of dirt. When it is grouped together it can hit as hard as any boulder, but separate it can bypass any defense. A sandstorm is the ultimate sign of team work, billions of tiny particles working together to topple even the greatest foes. Sandbending (11th Level): You may substitute loose soil or sand for rocks and packed earth for any of your Earthbender attacks as long as there are sufficient amounts of it. Once per day you may add the following effect to one of your encounter or daily powers. Effect: The target is blinded (save ends) Sandwalk (11th Level): You may ignore the effects difficult terrain and natural hazards due to sand, loose soil or mud. Sandarmor (16th Level): While in difficult terrain that is caused by a sand, loose soil or mud, you gain a +2 to AC. Sandbender Powers: Sand in the Eyes---Sandbender Attack 11 You can pull the ol' sand in the eyes trick with suprising efficacy. Encounter*Elemental Immediate Interrupt Close burst 1 within 5 Trigger: You or your watched ally is hit by an attack. Attack: Constitution vs. Reflex Hit: The target is blinded until the end of your next turn. Sand Skiff---Sandbender Utility 12 By bending the earth you can skate across its surface like boat on water. Daily*Elemental Move Action Personal Effect: You slide your speed +2. Sandstorm---Sandbender Attack 20 The earth gives you cover while it cuts into your opponents skin. Daily*Elemental, Zone Standard Action Close burst 5 Effect: You create a zone of obscuring sand that lasts until the end of your next turn. Allies gain concealment while in the zone. Enemies that start their turn in the zone take damage equal to your Strength modifier. Sustain Minor: The zone persists. |
| #59ekioFeb 06, 2010 14:54:57 | Sandbender Seems a little too familiar to the Plantbender. We could put Sandwalk and Sandarmor together to make some sort of Sandbending Proficiency feature. Maybe we could do... Sandbending Action (11th level): When you spend an action point, one watched ally has total concealment until the end of your next turn. Speaking of the plantbender, the daily restrained (save ends) is a bit too powerful. Restrained is a POWERFUL condition. |
| #60UsagiYojimboFeb 06, 2010 15:17:03 | Fire Berzerker "Fire is passion, fire is violence, fire is power!" Prerequisites: Firebender, Raging Some people think that firebending is about control, harmony and stability, you know that the opposite is true. When you first started firebending your anger got in the way of your control but now it is an asset. You can push yourself one step beyond where the other benders go and lose yourself in the blaze. Blazing Charge (11th Level): When you charge you deal Constitution modifier fire damage to any creatures that make opportunity attacks against you during your charge. Raging Action (11th Level): When you spend an action point to take an extra action you may double the extra damage from your source of strength class feature. If you do, return it to 0 after the attack. Rage of the Dragon (16th Level): You may increase the extra damage from your source of strength also increases when you are hit by an attack. Fire Berzerker Powers: Meteor Jumpkick---Fire Berzerker Attack 11 You make a running jump and surround yourself by flame blazing into your enemy. Encounter*Elemental, Fire Standard Action Melee attack Target: One creature Attack: Dexterity vs. AC Hit: 2d10 + Dexterity modifier fire damage. Special: You may use this as part of a charge instead of a melee basic attack. Fast Rage---Fire Berzerker Utility 12 You don't have time to get worked up. Daily*Elemental Move Action Personal Effect: Increase the current extra damage from your source of strength class feature by 2. Nova Rage---Fireberzerker Attack 20 You bring your anger to the surface and convert it into pure heat. Daily*Elemental Standard Action Close burst 2 Target: Creatures in burst Attack: Dexterity vs. Fortitude Hit: 2d10 + Dexterity modifer fire damage. Effect: Double the extra damage you deal from your source of strength class feature until the end of your next turn. At that point return to 0. |
| #61UsagiYojimboFeb 06, 2010 15:27:47 | Sandbender Okay, I like Sandbending Action. How about we drop Sandarmor and replace it with: Desert Mastery (16th Level): While in difficult terrain that is caused by a sand, loose soil or mud, when you make an opportunity action you gain temporary hit-points equal to your Strength modifier. As far as the Plantbender, how about: Plantbender: You may substitute non-hostile plant matter for water for any of your Waterbender attacks as long as there are sufficient amounts of it. When you score a critical hit with a Waterbender or Plantbender attack instead of maximizing the damage you may add the following effect: Effect: The target is restrained (save ends). |
| #62UsagiYojimboFeb 06, 2010 15:57:26 |
I like this a lot. It really fits with the philosophy of the Waterbender.
This is also good as the Waterbender is right now, as in, right now they are not that good at healing. But if we tweak them to be better at healing then I think we should change this to be a steady boost of +5 hit points per Tier.
This one is very complicated but what it amounts to, I think, is that some of the time you give an ally temporary hit points instead of attacking... That seems like it's effectively an At-Will attack power which is really uncommon amongst Paragon paths, but I think you could make it an At-Will anyway. Also, if I'm not mistaken, if you make a Wisdom attack against your own Will that is just a saving throw since your Wisdom Score gives the same bonus to both of them.
I love all three of these, good job! |
| #63UsagiYojimboFeb 06, 2010 16:10:35 |
Awesome!
Also cool, although I think you need to explain how you determine which penalty the enemy takes. I assume it's your choice.
This seems neat too, it might be a bit underpowered though, the liklihood of a 1 being rolled by an enemy who is also holding a weapon and adjacent to the right character is pretty low, considering that the penalty of dropping your weapon is pretty mild since it's just a minor action next turn to pick it back up.
These attacks are really cool though. |
| #64ekioFeb 06, 2010 16:50:18 | Excuse my lack of quotes. ![]() The changes to the Sand/Plantbender sound good. Re: Pupil of Chi's Concentrated Aligning, I agree. If we go back and mess with the powers they have, we could change it. Easy. Re: Pacifist Action, holy crap, you're right. It would just be a saving throw. Also, you'll notice that when I type in a hurry, I just phase out words. Sentences, sometimes. ![]() Re: Metalbending's Metalbending Action, yeah. It's your choice. That was just bad wording on my part. Re: Further Faults, we could make it... Further Faults (16th Level): When an enemy adjacent to either you or your watched ally misses with a power with the Weapon keyword, they take a penalty to damage rolls equal to your Wisdom modifier until the end of your next turn. Or Further Faults (16th Level): When an enemy adjacent to either you or your watched ally rolls a 1 when attacking with a power with the Weapon keyword, they are knocked prone. The visual I'm getting from this is like, a bad guy swings a sword at the pitiful waterbender and the earthbender bends their sword to drive itself into the ground, sheath itself, or do something otherwise not convienent. ![]() Also, you're doing a FANTASTIC job with the paragon paths. Can't thank you enough. I'm going to work on the design for a little while. |
| #65ekioFeb 06, 2010 17:41:51 | Absolute Zero (16th Level): Add 1d8 damage to any Waterbending attack you make with the Cold keyword. I'm going to change that from 1d8 to "your Dexterity modifier." Also, how long is Ice Armor supposed to last? |
| #66ekioFeb 06, 2010 20:28:22 | Earthglider "The earth carries me effortlessly and I carry it the same way." Prerequisites: Earthbender. The earth is not as solid and cold as others believe it to be. You know that the earth is made up of small particles, at a very miniscule level. Concentrating on that tiny of a level enables you to bend the earth as fluidly as any other bender could with their respective elements. Throttle Down (11th Level): If an effect forces you to be slid, pulled, or pushed, you can reduce the distance by 1 square. Rippling Action (11th Level): When you spend an action point, the ground even helps your allies. When you spend an action point to take another action, allies within 10 squares of you may shift 2 squares as a free action. Not to Touch the Earth (16th Level): When you run, the earth rises up to accompany you. You do not take the normal -5 penalty to attack rolls while running. Earthglinder Techniques: The Earth Guardian---Earthglider Attack 11 To protect your friends, the ground repels enemies. Encounter*Elemental, Technique Standard Action Close burst 1 Target: Enemies within burst. Attack: Constitution vs. Fortitude. Hit: 1d8 + Constitution modifier and the target is slid 2 squares and knocked prone. Special: This close burst is centered on a watched ally. Ride the Wave---Earthglider Utility 12 Falling down hasn't much of a problem. The earth picks you back up and you find another place to be. Encounter*Elemental Immediate Reaction Personal Trigger: You fall prone. Effect: You stand up immediately and slid your speed + 2. Wrinkle in the Dirt---Earthglider Attack 20 Stomping your foot makes the ground jump, almost in fright. Daily*Elemental, Technique Standard Action Close burst 2 Target: Each enemy in burst. Attack: Constitution vs. Reflex. Hit: 2d10 + Constitution modifier damage and the target is knocked prone. Effect: The area affected is difficult terrain for your enemies. Sustain Minor: The area affected continues to be difficult terrain. |
| #67UsagiYojimboFeb 06, 2010 20:57:08 | For the Metalbender I'm definitely leaning toward the first idea i.e. Wisdom penalty. The more often you can use an ability the more fun it is to have unless its effect is dramatic, which falling prone isn't. The Ice Armor is supposed to last for the encounter, if you think that's too powerful, make it Sustain Minor. The Earthglider looks like it would be really fun to play. Earthbenders already resist being moved, make it a dwarf and you can refuse to be slid up to 3 spaces. He ain't goin' nowhere. On the flip side it seems like a highly manuverable build which is a fun way to play a defender. I've been looking at the powers for the classes and, though I expect you are already planning on this, I think we are going to have to move stuff around once the classes are build. Firebenders, for example, seem to be dealing less damage than Waterbenders, just a little and I guess that's made up for by their Source of Strength, but I think we should crunch the numbers when this is over. |
| #68ekioFeb 06, 2010 21:23:19 | For the Metalbender I'm definitely leaning toward the first idea i.e. Wisdom penalty. The more often you can use an ability the more fun it is to have unless its effect is dramatic, which falling prone isn't. I was leaning towards the Wisdom penalty too. The Ice Armor is supposed to last for the encounter, if you think that's too powerful, make it Sustain Minor. The Ice Armor for the entire encounter is cool enough. The Earthglider looks like it would be really fun to play. Earthbenders already resist being moved, make it a dwarf and you can refuse to be slid up to 3 spaces. He ain't goin' nowhere. On the flip side it seems like a highly manuverable build which is a fun way to play a defender. The manueverability is what I was going for. (I'm watching Avatar again, for some reason homebrewing these classes made me interested again, and something Toph did inspired that.) I've been looking at the powers for the classes and, though I expect you are already planning on this, I think we are going to have to move stuff around once the classes are build. Firebenders, for example, seem to be dealing less damage than Waterbenders, just a little and I guess that's made up for by their Source of Strength, but I think we should crunch the numbers when this is over. The firebender was based loosely on the sorcerer. Instead of having their constant, "apply this modifier to every attack you do" I thought it'd be cooler if the firebender built up to his maximum potential. Additionally, the firebender can TOP the sorcerer's initial damage add-on, easily. It just takes a while to get there. The firebender is damaging (seriously, flaming kenkus in my initial playtest adventure me and my friends made). But I am planning just a general go through the class and eyeball it all thing. Like I did the guerrilla. The manueverability is what I was going for. (I'm watching Avatar again, for some reason homebrewing these classes made me interested again, and something Toph did inspired that.) |
| #69UsagiYojimboFeb 06, 2010 21:39:11 | Sun Warrior "You think you're impressive, my fire has scorched the hide of dragons!" Prerequisites: Firebender, Harmonious Everyone knows that the first firebenders learned from dragons but you are one of the few in this generation who has sought out their tutalage. When you firebend your fire burns with all the colors of the rainbows. Dragons Movement (11th Level): None of your movement is wasted, you take a +2 bonus against opportunity attacks. Flames of the Dragon (11th Level): Your relationship with fire is completely reciprocal, you gain Fire Resist equal to the amount of extra damage you deal with your Source of Strength class ability. Harmony of Soul (16th Level): Your mind burns as steadily as the flames you control. When you use any Firebender or Sun Warrior powers you gain a +2 bonus to your Will defense until the end of your next turn. Sun Warrior Power: Perfect Flame---Sun Warrior Attack 11 You have refined the act of firebending to the point of near perfection. Encounter*Elemental, Fire Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 4d8 + Dexterity modifier damage and you gain temporary hit points equal to your Constitution modifier. Harmonious Spirit---Sun Warrior Utility 12 You take a moment to center yourself. Daily*Elemental, Healing Move Action Personal Effect: You may make a saving throw. Until the end of your next turn you do not provoke attacks of opportunity. Dance of the Dragon---Sun Warrior Attack 20 You control the flame and the flame guides you. Daily*Elemental, Weapon Standard Action Melee attack Target: One, two or three creatures. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier fire damage and you may spend a healing surge and you may shift 5 squares and make a secondary attack. Secondary Attack: Dexterity +2 vs. AC Hit: 2[W] + Dexterity modifier fire damage and you may make a saving throw and you may shift 5 squares and make a tertiary attack. Tertiary Attack: Dexterity +3 vs. AC Hit: 1[W] + Dexterity modifier damage and you gain a +1 to all defenses until the end of your next turn. Note: I'm not entirely happy with this. I really like how the Fire Berzerker came out it seemed like the alternative to that would be a slightly more defensive build, but for some reason I don't feel like I've got it here. Tell me what you think. |
| #70ekioFeb 06, 2010 22:28:28 | Aerial Acrobat "I am a leaf on the wind. Watch me soar." Prerequisites: Airbender. You ride the wind effortlessly. Gravity holds no meaning to you when you are carried up and around. Airbending doesn't mean just blasting enemies and manipulation. Its also a means of propulsion and you best personify this. Flying Action (11th Level): When you spend an a action point to gain another action, you may instead spend it to fly at your speed + 2. Forced Acrobatics (11th Level): When you are slid or pushed, you may slide additional squares equal to your Dexterity modifier at the end of the movement. Bouts of Flight (16th Level): When you spend a move action, you can travel by air instead of on land. Instead of moving your speed, you may instead fly at half your speed. You must end your movement on solid ground though. Aerial Acrobat Techniques: Flashy Entrance---Aerial Acrobat Attack 11 After a long jump, you land on the ground, blasting air at all sides. Encounter*Elemental, Technique Standard Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. Fortitude. Hit: 3d6 + Wisdom modifier damage and the target is pushed 2 squares. Special: You may fly half your speed before this attack. Gentle Fall---Aerial Acrobat Utility 12 You find yourself plummeting down, further and further. Good to know this Airbending stuff then. Encounter*Elemental Immediate Reaction Personal Trigger: You fall. Effect: You land safely. Gust of Wind---Aerial Acrobat Attack 20 Maybe your enemies would like to experience the thrill of vertigo. Daily*Elemental, Technique Standard Action Close blast 4 Target: Each creature in burst. Attack: Wisdom vs. Reflex. Hit: 2d10 + Wisdom modifier damage and the target is pushed 6 squares. Miss: Half damage and the target is pushed 3 squares. Special: The distance traveled by your target does not need to be landbound. However, no matter how high you enemies go, they do not take falling damage as a result of this attack. |
| #71UsagiYojimboFeb 07, 2010 1:04:12 | Switching it up a bit, givin' Sokka some love. Jian Swordsman "I may not be able to shoot fire or heal people or fly, but that doesn't make me worthless!" Prerequisite: Any Martial Class, the ability to mark opponents Your weapon is an extension of yourself. It is as much a part of you as any other part of your body. Creativity, versitility, intelligence, these are the traits that define a great swordsman and these are the traits that define you. You begin your training by practicing calligraphy, you finished your training by crafting your own sword. The Way of the Sword (11th Level): You are proficient with the Jian, which is a specialized type of Longsword with the High Crit property. Otherwise it is the same as a Longsword. Stroke of the Brush (11th Level): You move your sword with the same subtle movements you use with writing calligraphy. You may add your Dexterity modifer to damage dealt with a Jian. Cutting the Bamboo (16th Level): You have learned to cover your retreat by disrupting your enviroment. Whenever you Shift 1 square as a move action, the space you leave is considered difficult terrain until the end of your next turn. Jian Swordsman Powers: Write Your Name---Jian Swordsman Attack 11 When you use your sword you write your name on the battlefield. Encounter*Weapon, Martial Standard Action Melee attack Target: One creature. Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and you score a critical hit on a 19-20 when attacking this foe until the end of the encounter. Take Everything In---Jian Swordsman Utility 12 You pause for a moment letting your other senses help you find your target. Encounter*Martial Move Action Personal Effect: You immediately know the location of any creatures within 10 squares that you have marked and take no penalties from concealment or cover when attacking them until the end of your next turn. Jian Master---Jian Swordsman Attack 20 Your sword is an extension of you, like an extra long, really sharp arm. Daily*Weapon, Martial, Stance Standard Action Melee attack Target: One creature. Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Effect: You assume the stance of the Jian Master. Until the end of the encounter you gain combat advantage against foes you have marked and gain a +2 to your Reflex and AC defenses against them. |
| #72UsagiYojimboFeb 07, 2010 1:26:57 | Blue Fire Adept "You burn with rage, I burn with passion." Prerequisites: Firebender You are not an average firebender. You have accumulated years of training and mastered the subtle are of the blue flame. With practice and efficiency you create fire hotter than a dragons breath and fire it with more precision than a Yu Yan archer. Blue Flames (11th Level): When you firebend your fire is so hot that it's blue. When you miss with a firebending attack that doesn't have a miss effect you deal damage equal to half of your current extra damage from the source of strength class feature. Explosive Action (11th Level): When you spend an action point to take make an extra attack action that attack deals an additional 1d10 force damage. Blue Blaze (16th Level): Your firebending is so precise it's scary. When you make a Firbending attack that affects multiple squares, you may use a minor action to select any number of those squares to remain unnaffected. Blue Fire Adept Powers: Azure Inferno---Blue Fire Adept Attack 11 You have refined your blaze to move precisely where you want it to, and no where else. Encounter*Elemental, Fire Standard Action Ranged 10 Target: One, two or three creatures within 10 squares. Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage. Flame Jets---Blue Fire Adept Utility 12 You propel yourself into the air by firebending underneath yourself. Encounter*Elemental, Fire Minor Action Personal Effect: You gain a fly speed equal to your land speed until the end of your next turn. Special: You may sacrifice other firebending attacks in order to continue this flight. Burning an encounter power resets its duration. Burning a daily power resets its duration and increases your speed by +4. Pinwheel Attack---Blue Fire Adept Attack 20 You create a series of firey rings and hurl them at your opponent. Daily*Elemental, Fire Standard Action Ranged 10 Target: One, two or three creatures. Attack: Dexterity vs. Reflex Hit: 3d6 + Dexterity modifier damage and the target takes ongoing 5 fire damage (save ends). |
| #73UsagiYojimboFeb 07, 2010 11:11:06 | Professional Earthbender "You think you can touch this, I am the BOULDER!" Prerequisites: Earthbender You learned to earthbend so you can fight, and to a certain extent that's what you do. You are trained as a Professional Earthbender and you ROCK! Your technique is a bit showy, but that doesn't make it non-functional. You have a proficiency for knocking enemies away and stunning them with elaborate earthbending techniques. Earthbending Gimmick (11th Level): When you take this paragon path you must choose if your Earthbending persona is a Face (A Good Guy) or a Heel (A Bad Guy). This just determines the way your powers work and doesn't have to have anything to do with your personality outside of the ring. If you are a Heel you are trained in Intimidate and gain a +2 bonus to hit surprised foes. If you are a face you are trained in Diplomacy and gain a +2 bonus hit enemies adjacent to your watched ally (as long as that is not yourself). Spectator Action (11th Level): Heat (Heel): You fight dirty and play off the fear of your enemies. When you spend an action point to make an extra attack that attack gains the Rattling keyword. Pop (Face): You fight well with your teammates. When you spend an action point to make an extra attack you may instead have you and one of your allies make a melee basic attack against the same target. Ring Out (16th Level): Cheap Shot (Heel): When you push or pull an opponent you always manage to get in a cheapshot. If you push an enemy at least 2 squares you deal additional damage equal to your Strength modifier. Tag Team (Face): You are adept at team attacks. If you push an enemy to a space adjacent to your watched ally, that ally gains combat advantage against this enemy until the end of your next turn. Professional Earthbender Powers: Submission Hold---Professional Earthbender Attack 11 You have the target where you want them, now you just need to finish this. Encounter*Elemental Immediate Reaction Melee attack Trigger: An adjacent enemy falls prone. Attack: Constitution vs. Fortitude Hit: 4d4 + Constitution modifier damage and the target is dazed until the end of your next turn. Heel: Target is stunned instead of dazed. Face: You may spend a healing surge. Ring Match---Professional Earthbender Utility 12 You are used to fighting in an arena, so why not? Encounter*Elemental, Zone Move Action Area 5 Effect: You create a wrestling ring in which to fight that lasts until the end of the encounter. The zone is elevated 5 feet. Heel: You fill your arena with traps and pitfalls. Enemies in the zone grant combat advantage. Face: You use your talent for teamwork to turn the fight in your favor. You and your watched allie gain a +2 bonus to your AC and Reflex defenses while you are both in the ring. Signature Move---Professional Earthbender Attack 20 You launch into the complicated earthbending technique that you are known for. Daily*Elemental, Weapon Standard Action Melee attack Target: One creature. Attack: Constitution vs. AC Hit: 4[W] + Constitution modifier damage and the target is knocked prone. Heel: You may immediately perform a melee basic attack on the target as a free action. Face: You may immediately switch places with a your watched ally if they are within 5 squares of you. |
| #74UsagiYojimboFeb 08, 2010 0:07:13 | Lightning Bender "Firebending is only the beginning." Prerequisites: Firebender Only a select few firebenders are capable of bending lightning. Bending lightning is not fueled by rage or emotional harmony like other firebending which is why some call lightning the cold fire. You have learned to seperate the Yin and Yan of your chi, once seperated the chi attempts to reunite and the energy caused by your chi crashing back together creates lightning and then you direct it. Lightning Bending (11th Level): You gain the At-Will attack power Lightning Cascade. Lightening Cascade---Lightning Bender Path Feature With precise movements and careful focus you bend lightning to your will. At-Will*Elemental, Lightning Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier lightning damage. Choose one other target within range and deal Dexterity modifier lightning damage to it. Chain Lightning Action (11th Level): When you spend an action point to make an extra attack, all enemies within 3 of you or your target for this attack take Strength modifier lightning damage. Lightning Perfection (16th Level): Your overwhelming flames class feature affects attacks with the lightning keyword as well. Lightning Bender Powers: Pinpoint Lightning---Lightning Bender Attack 11 Sometimes it is best to focus all of your strength on on spot. Encounter*Elemental, Lightning Standard Action Ranged 10 Target: One creature. Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier lightning damage and the target is stunned until the end of your next turn. Redirect Through the Stomach---Lightning Bender Utility 12 Using movements borrowed from the Waterbenders, you have learned to absorb and redirect lightning. Encounter*Elemental, Lightning Immediate Interrupt Ranged 10 Trigger: You are attacked by something with the lightning keyword. Effect: You are unnafected by the attack and may immediately use your Lightning Cascade at-will as a free action. Note: This seems pretty powerful. I think it should be tempered by the relative rarity of its usage (attacked by a lightning attack) and also the fact that creatures that make lightning attacks are also likely to have resist lightning. If not, here's a weaker version that is still cool as hell. Redirect Through the Stomach---Lightning Bender Utility 12 Using movements borrowed from the Waterbenders, you have learned to absorb and redirect lightning. Encounter*Elemental, Lightning Immediate Interrupt Personal Trigger: You are attacked by something with the lightning keyword. Effect: You resist the attack. The first time you make an attack with the lightning keyword before the end of your next turn you gain a +2 to hit and +4 to damage. Lightning Strikes Twice---Lightning Bender Attack 20 You fire two bolts of lightning in rapid succsession. Daily*Elemental, Lightning Standard Action Ranged 10 Target: One or two creatures. Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage and the target is stunned. Miss: 1d8 + Dexterity modifier damage and the target is dazed. |
| #75ekioFeb 08, 2010 12:12:02 | Lightning Bender Sorry I didn't respond all day yesterday. Was playing D&D. ![]() I think instead of giving the Lightningbender the new at-will as path feature, we could instead give it the ability to switch any Firebender power with the Fire keyword to the Lightning keyword. |
| #76UsagiYojimboFeb 08, 2010 12:25:23 | Good job, I'm glad to here you are gaming. That was how I originally built it, but I feel like it's a bit lacking for two reasons. The first is simple, in the show the use of lightning bending is both powerful and strenuous, neither Ozai or Azula uses it excusively, and yet the implication is that it is both more powerful and harder to defend against. So I think that the class should reflect this, still having to rely on Firebending but with the ability to pepper the fight with Lightning. On the flip side, I think that lightning works differently than fire and it would be really nice to be able to feel like the power was really unique. I might be a bit off here, but the major distinction between elemental keywords is what things are resistant/vulnerble to them, right? Since firebenders already have the Overwhelming Flame ability, they don't really need to be able to flip their keywords around. It would just kind of be a "I fire... fire" vs. "I fire lightning" kinda deal. It seems like the novelty would wear off after just a little while. That being said, I now feel like the Lightning Perfection ability is lacking. If you are worried about balance, we could just add in "swap an at-will for the at-will Lightning Cascade" clause. If that still doesn't work for you, then I propose we make it "swap fire for lightning and..." something, so that the powers work is some significantly different way, possibly tempered by not adding the Source of Strength extra damage to it. |
| #77ekioFeb 08, 2010 12:59:42 | Good job, I'm glad to here you are gaming. I suppose you're right. Maybe instead of permanently swapping out at-wills, you can decide at the beginning of the day to swap out an at-will for Lightning Cascade for the day. I kind of like the Overwhelming Flames for lightning though. Btw, have you seen this? www.youtube.com/watch?v=u1_QiuP12qQ |
| #78UsagiYojimboFeb 08, 2010 14:35:21 | Oh, I'm so pumped. I'm trying to resist getting too excited, there needs to be room for the movie to not meet my expectations. Also, I'm really hoping they don't take the giant monster out of the third act, movie adaptations have been doing that a ton (i.e. Watchmen, Fantastic Four 2... hell, seeing Galactus in all his splendid pinkness was the only reason I went to see that.) But I'm getting off track. What is the essential issue with allowing people to have more than two at-wills? It seems like a very common fear but the only reason I see it being a problem is because it makes you more interesting than the other characters... but if that's essentially all your paragon path offers, which is what I was going for here, then I think it balances out. If there is something I'm missing then I'm okay with your idea for daily swapping, but that feels to me like pretty much the same thing as having another at-will, just a little less convenient. I'm not wholly opposed to it, but I think this is more elegant and not particularly more powerful. You can still only make one attack per-round barring action points. |
| #79ekioFeb 08, 2010 15:05:34 | You're probably right. I'm a little paranoid when it comes to balance, if you can't tell. Forget I said anything then. |
| #80UsagiYojimboFeb 08, 2010 15:24:36 | No, it's definitely good that your so worried about it. We need to watch for that. |
| #81UsagiYojimboFeb 08, 2010 15:47:39 | Windstaff Glider "Why bother even touching the ground, this world is so much bigger than that." Prerequisites: Airbender You are practiced with the Air Nomads Windstaff and have learned to fly with it. There is nothing beyond your reach, it's all within the grasp of the winds. But that doesn't mean you have forgotten the affairs of the grounded, you are adept at taking them by surprise. Gliderstaff (11th Level): You are always ready to fight the effects of gravity. Anytime you would fall you may instead fly 2 squares. You only take falling damage if you are incapable of taking actions while you fall. Gliding Action (11th Level): When you spend an action point to take an extra action, you may fly half your speed beforehand. Ride the Winds (16th Level): You gain a fly speed equal to your land speed. Windstaff Glider Powers: Falcon's Dive---Windstaff Glider Attack 11 You take off from the ground and then fly into your opponent with the force of a hurricane. Encounter*Elemental Standard Melee 1 Special: You may fly your speed before making this attack. Target: One creature. Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier damage and the target is pushed 3 squares. Effect: The target is knocked prone. Ride the Thermals---Windstaff Glider Utility 12 You pull the wind up underneath you and hover for a moment. Encounter*Elemenatl Standard Action Personal Effect: You may hover until the end of your next turn. Sustain Move: The effect persists. Surf the Gale---Windstaff Glider Attack 20 With incredibly precise movement you stand up on top of your staff leaving your hands free as you ride it through the ranks of your enemies. Daily*Elemental Standard Action Melee 1 Special: You may fly your speed without provoking attacks of opportunity and make the following attack up to twice during that movement. Target: One creature Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage and the target is pushed 2 squares, knocked prone and daze (save ends). |
| #82UsagiYojimboFeb 08, 2010 16:08:18 | Windrunner "The wind is always at my back." Prerequisites: Airbender You can fly, that's true, but you prefer to stay on the ground and simply move at tremendous speeds. No one can catch you, you are nearly untouchable. Because of your speed you are more comfortable fighting close up to enemies than other Airbenders. Winding Current (11th Level): You don't need to take the most effecient path in order to count as charging. You must still move at least 2 squares before hand. Wind's Protection (11th Level): The attack penalty from running only lasts until the end of the turn in which you ran. Windwalker (11th Level): Increase your base speed by 2. Windrunner Powers: Mercurial Slam---Windrunner Attack 11 You move with blinding speed and ram yourself into an opponent. Encounter*Elemental Standard Action Melee 1 Special: You may use this attack as part of a charge. Attack: Wisdom vs. AC Hit: 3d8 + Wisdom modifier damage and the target is dazed and pushed 3 squares. Effect: You are dazed until the end of your next turn. Quick as Lightning---Windrunner Utility 12 You move faster than the eye can see. Daily*Elemental Immediate Reaction Personal Trigger: You are hit by a melee attack. Effect: You shift 4 squares. Hurricane Kick---Windrunner Attack 20 You bring new meaning to the term Flying Kick. Daily*Elemental Standard Action Burst 2 Special: You may use this attack as part of a charge. Primary Target: One creature in burst. Attack: Wisdom vs. AC Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares, knocked prone and stunned. Secondary Target: Creatures other than the primary target in burst. Attack: Wisdom vs. AC Hit: Wisdom modifier damage and the target is pushed 3 squares and knocked prone. |
| #83ekioFeb 08, 2010 16:48:55 | You work too fast. Makes me feel slow.Firedancer "The flame is as graceful as the dancer." Prerequisites: Firebender, trained in Acrobatics You wield the power of fire with grace, bending the flames to your will and making them your own. You put on a show for all the world to see... and you make it deadly. For you, firebending isn't just a power. It's a dance. Synchronized Firebending (11th Level): When you use your move action to shift, you gain a +2 to damage to all Firebender and Firedancer attack powers until the end of your turn. Captivating Action (11th Level): When you spend an action point to take another action, you may shift your speed. At the end of the movement, you may deal your Source of Strength damage to all creatures that are adjacent to you. Jump Up and About (16th Level): When stand up, cease being immobilized, or save from being immobilized, you may shift half your speed as a free action. Firedancer Techniques Fire Masamune---Firedancer Attack 11 You draw out long whips of flame and swing them around yourself. Encounter*Elemental, Technique, Fire Standard Action Close burst 1 Target: Creatures within blast. Attack: Dexterity vs. Reflex. Hit: 2d10 + Dexterity modifier damage. Enveloping Flames---Firedancer Utility 12 Finding yourself trppaed, you seemingly disappear in a burst of fire. Daily*Elemental Move Action Personal Effect: Every creature adjacent to you grants combat advantage until the end of your next turn. You teleport 3 squares. Summoning the Sun---Firedancer Attack 20 You twist and twirl your firebending into a large sun-like ball of flame. Daily*Elemental Standard Action Close burst 2 Attack: Dexterity vs. Fortitude. Target: Creatures within in burst. Hit: 3d12 + Dexterity modifier damage and the target takes ongoing 5 fire damage (save ends). Miss: Half damage. |
| #84UsagiYojimboFeb 08, 2010 17:30:40 | Oh, I'll lay off pal. I'm just a little out of control excited about this. |
| #85ekioFeb 08, 2010 18:44:07 | Oh, I'll lay off pal. I'm just a little out of control excited about this. NO. PLEASE DON'T. It motivates my lazy butt. |
| #86graffitizooFeb 08, 2010 19:40:53 | I see this is coming along swimmingly. =D I'm super excited to see what this looks like done. Also. When the time comes for playtesting, I'm gonna have a hard time deciding what to play. |
| #87UsagiYojimboFeb 08, 2010 20:15:04 | I'm torn as well, I mean, on one hand I know I would be a Firebender if this were real life, but on the other hand I want to be an Airbender and on the third hand, I want to play an Earthbender. Well anyway, off to making more paragon paths. Dragon of the West "Do you know why they call me the Dragon of the West, I won't bore you with a story, it's more of a demonstration." Prerequisites: Firebender Firebending was first practiced by the dragons and when the knowledge was passed to the mortal races they changed the way it worked. You practice a form of firebending intended both to represent its origins both out of respect and efficacy. Breath of the Dragon (11th Level): When you use firebending based on the works of dragons, it is particularly effective. You gain a +2 class bonus to Firebending attacks with an area of close blast. Stance of the Dragon (11th Level): Your stance helps channel the power of your attacks. If you haven't moved since your last turn, attacks with an area of close blast deal an additional 1d10 damage. Ocean of Chi (16th Level): The stomach is often called the sea of chi, yours is more like a vast ocean. Firebending attacks with an area of close blast have their area increased by 1. Dragon of the West Techniques: Breath of the Great Dragon---Dragon of the West Attack 11 You take a deep breath and exhale incinerating enemies in front of you. Encounter*Elemental, Fire Standard Action Close blast 5 Target: Creatures within blast. Attack: Dexterity vs. Reflex Hit: 3d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends). Tea to Calm the Spirit---Dragon of the West Utility 12 You always keep a cup of tea handy, even in the middle of battle. Daily*Elemental Standard Action Personal Effect: You gain temporary hit points equal to your Constitution modifier. The first time you use a firebending attack with an area of close blast before then end of your next turn you may make a saving throw. Blaze of the Last Dragon---Dragon of the West Attack 20 Breath is the center of your power and when you are pushed to your last breath you make sure to take your enemy with you. Daily*Elemental Immediate Interrupt Close blast 5 Trigger: You are reduced to 0 hit points by an attack. Attack: Dexterity +2 vs. Reflex Target: Creatures within in blast. Hit: 6d6 + Dexterity modifier damage and ongoing 10 fire damage (save ends). Miss: 2d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends). |
| #88UsagiYojimboFeb 08, 2010 20:45:13 | Air Temple Monk "Attachment to worldly concerns is nothing when compared to the utter bliss of perfect freedom." Prerequisites: Airbender Airbending is an artform that requires a strong, honest and most importantly free spirit to learn. The path of properly studying airbending is done in a monastary amongst the original Airbenders, the Air Bison. Unlike the monastaries to be found on the ground, you have learned the value of humor and fun and are a source of great joy to the world. You seek to balance this with a strong mind and a calm attitude. Take Off Action (11th Level): You have learned how to take to the air like your Air Bison teachers. When you spend an action point to take an extra action you may fly half your speed afterwards. En-Light-enment (11th Level): You gain a +4 class bonus to Acrobatics checks. Monk's Will (16th Level): Your mind is as strong and wild as the wind itself. You gain resist psychic equal to your Intelligence modifier. Air Temple Monk Techniques: Take Off Dodge---Air Temple Monk Attack 11 You are not just hard to hit, you punish those who attempt it. Encounter*Elemental Immediate Interrupt Close burst 1 Trigger: You are hit by a melee attack. Target: Creatures within burst. Attack: Wisdom vs. Fortitude Hit: Wisdom modifier damage and the target is knocked pushed 1 square. Stillness of Mind, Wildness of Spirit---Air Temple Monk Utility 12 You meditate for a moment and prepare to launch an attack. Daily*Elemental Standard Action Personal Effect: You end one effect that a save can end. Eye of the Storm---Air Temple Monk Attack 20 You remain in the only safe place, the center of the storm itself. Daily*Elemental Standard Action Close burst 3 Target: Creatures within burst Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage and the target is pushed 3 squares and dazed until the end of next turn. Special: Allies may shift 3 squares before the attack. |
| #89ekioFeb 08, 2010 20:56:20 | I'm torn as well, I mean, on one hand I know I would be a Firebender if this were real life, but on the other hand I want to be an Airbender and on the third hand, I want to play an Earthbender. Well anyway, off to making more paragon paths. When I first conceptualized the classes, I kind of based them on the playstyles on a few of my friends. The Firebender was originally intended for her and she was the one who played the firebender in the playtest. She played the Raging firebender, I think. The guy I made the earthbender for EXTREMELY enjoyed it. ![]() Firedancer's done by the way. LOVE the Dragon of the West. Iroh is my favorite character of all time. So we have EVERYTHING DONE except for the Typhoonist. However, I'd like to have an equal amount of paragon paths for each class. The magic number seems to be 7. We're missing one concept for each the airbender and the earthbender. Airbender Aerial Acrobat (done) Air Temple Monk (done) Soundbender (done) Typhoonist (done) Windstaff Glider (done) Windrunner (done) Windsword Practioner Earthbender Dai Li (done) Earthglider (done) Metalbender (done) Professional Earthbender (done) Seismic Adept (done) Sandbender (done) Student of the Badgermole (done) Firebender Blue Fire Adept (done) Dragon of the West (done) Fire Berserker (done) Firedancer (done) Lightningbender (done) Master of the Agni Kai (done) Sun Warrior (done) Waterbender Bloodbender (done) Follower of the Moon Spirit (done) Follower of the Sea Spirit (done) Icebender (done) Plantbender (done) Student of Chi (done) Sweatbender (done) |
| #90graffitizooFeb 08, 2010 21:06:44 | I did indeed enjoy the Firebender. Assuming that I need to play something different this playtest, I'm leaning towards Air Bender, but I can't be sure. Argh. Decisions are hard. |
| #91UsagiYojimboFeb 08, 2010 22:37:44 | Well I'm pretty content with my work here. If your not opposed, I say you wrap up the remaining three classes. I got a couple more class ideas left in me, let's say: Badgermole Burrower: Focuses on underground movement and surprise attacks. Windstorm Adept: Focuses on preventing enemy movement by slowing them with wind. |
| #92ekioFeb 09, 2010 11:16:20 | Typhoonist "Gentle winds make no impact on the land. The ferocity of the storm can level kingdoms and instill fear!" Prerequisites: Airbender The calm mind and philosophy of mainstream airbending does not and never will appeal to you. Airbending can be as fierce and as destructive as firebending. You are nature's wrath and retribution and a precursor to a coming storm. Fierce Winds (11th Level): Once per round when you push a creature as a result of an Airbender or Typhoonist attack power, you may knock them prone. They can roll a saving throw to avoid falling prone. Strong Current Action (11th Level): When you spend an action point to take an extra action, you may push every creature within two squares of you 1 square. Reactive Movement (16th Level): When you are pushed or slid, you may shift 1 square after the movement is complete. Typhoonist Techniques: Distant Cyclone---Typhoonist Attack 11 You conjure a small tornado on an oncoming group of enemies. Encounter*Elemental, Technique Standard Action Area burst 1 within 10 squares Target: Creatures within burst. Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier damage and the target is slid 3 squares. Tornado Platform---Typhoonist Utility 12 You conjure a small tornado to lift you up and about. Daily*Elemental Move Action Personal Effect: You have a fly speed equal to your land speed (hover 2) until the end of your next turn. Sustain Move: The effect lasts until the end of your next turn. Foreboding Storms---Typhoonist Attack 20 Only a low rumble hints towards what you're about to do. Daily*Elemental, Technique Standard Action Area burst 3 within 10 squares Target: Creatures within burst. Attack: Wisdom vs. Fortitude Hit: 4d8 + Wisdom modifier damage and the target is knocked prone and slid 3 squares. Miss: Half damage and the target is knocked prone. Special: You may delay this attack and use it as an immediate interrupt any time between the end of your turn and the beginning of your next turn. If you delay, you gain a +2 to attack and damage. |
| #93ekioFeb 09, 2010 14:31:12 | Student of the Badgermole "They don't talk, but they're great teachers!" Prerequisites: Earthbender You've created and based a few of your earthbending techniques off of the lore of badgermoles, mystical and powerful creatures said to have created earthbending. The earth for you is as useful and accessible as water. You can burrow and dig effortlessly and can do the same for your friends and enemies. Grounding Criticals (11th Level): When you score a critical on a creature, they are immobilized until the end of your next turn. Burrowing Action (11th Level): When you spend an action point to take an extra action, you may burrow at your speed + 2 as a move action. Take the Dive (16th Level): When you use your move action to shift, you instead teleport 1 square. Student of the Badgermole Techniques: Shaking Stomp---Student of the Badgermole Attack 11 You stomp the ground and a wayward enemy is engulfed by the earth. Encounter*Elemental, Technique Standard Action Melee touch Target: One creature. Attack: Constitution vs. Reflex Hit: 1d10 + Constitution modifier damage and the target is dazed and immobilized until the end of your next turn. Get Over Here!---Student of the Badgermole Utility 12 Your ally sinks into the ground and emerges right next to you. Daily*Elemental Move Action Close burst 5 Target: One watched ally within range. Effect: You teleport them to any adjacent square. Dangerous Emergeance---Student of the Badgermole Attack 20 You burrow into the ground then come up, showering your enemies with rocks and debris from below. Daily*Elemental, Technique Standard Action Close burst 2 Target: Enemies within burst. Attack: Wisdom vs. Fortitude Hit: 4d6 + Constitution modifier damage and the target is dazed (save ends). Miss: Half damage. Special: You may burrow your speed without provoking any opportunity attacks before using this attack. |
| #94UsagiYojimboFeb 09, 2010 18:57:46 | I love this Badgermole build. I have one question, which is why do you teleport sometimes and burrow other times? As in: Teleport: Get Over Here!, Take the Dive Burrow: Dangerous Emergence, Burrowing Action Otherwise I... wait for it... dig this. OOOOOOOOOH! |
| #95ekioFeb 09, 2010 20:22:20 | I love this Badgermole build. I have one question, which is why do you teleport sometimes and burrow other times? As in: The reason I made them "teleports" was to maybe illustrate a quick "get into the ground, come out of the ground" type of action. I guess it made more sense mechanically than "You burrow into the next square." Also. :| That joke. |
| #96UsagiYojimboFeb 09, 2010 22:00:31 | Seems fair. What's the plan for after you build the Air Sword Guy... thing. (Also, are you going to use the picture where Aang is dressed up like Nightmare?) Are we going to move forward on the rest of the powers or are we dropping this while you playtest? I'm actually a little blown away with the amount we put into this. I mean, I was showing my friend (the first one to have an intersecting interest in DnD and Avatar) and I just realized how much we did in the last couple days. I mean, damn. If we were to keep it up at this rate we could have a skeleton build for all the classes by the end of the month. Also, I know I'm getting ahead of myself here, but I've been thinking about Epic Destiny's. -Usagi |
| #97ekioFeb 10, 2010 1:44:58 | Seems fair. Yeah. I'm imagining some sort of airbender duelist. It is pretty cool how far we've gotten in the past, what, four or five days? We could definitely have this done pretty soon. I wanna do the playtest once we get all of paragon tier done (paths and powers) and quite a few feats. Don't worry, I've been thinking of epic destinies as well. ![]() |
| #98ekioFeb 10, 2010 13:32:16 | Windsword Practicioner "It takes great skill to conjure the sharpest blade out of thin air." Prerequisites: Airbender, proficiency with longswords You've learned to create tools and weapons out of the very wind you bend and control. By this time, though, you've trained with your windsword, an extension of your airbending that takes the form of a blade. Windsword (11th Level): You gain the use of a windsword. It can be summoned and dismissed as a free action. Otherwise, it is exactly like a longsword. Additionally, when you make a basic melee attack with the windsword, you may use your Wisdom modifier instead of your Strength modifier. Swordsman's Action (11th Level): When you spend an action point to take an extra action, you gain reach with your windsword until the end of your next turn. Guided by the Winds (16th Level): When you hit a creature with your windsword, you may push them one square. Windsword Practicioner Techniques: Hail of Blades---Windsword Practicioner Attack 11 You turn quickly, producing a small cyclone of slashes and stabs. Encounter*Elemental, Weapon Standard Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. AC. Hit: 1[W] + Wisdom modifier damage and the target is knocked prone. Surging Technique---Windsword Practicioner Utility 12 You put that extra oomph in your abilities. Encounter*Elemental Minor Action Personal Effect: Your windsword's damage is increased from 1d8 to 1d10 until the end of your next turn. Forceful Parry---Windsword Practicioner Attack 20 Nimbly dodging his attack, you duck under and reciprocate with your own attack. Daily*Elemental, Weapon Immediate Reaction Melee weapon Trigger: When you are missed by a melee attack. Target: The triggered creature. Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage and the target is dazed (save ends). Miss: Half damage and the target is dazed until the end of your next turn. |
| #99ekioFeb 10, 2010 23:31:25 | HEROIC Tier feats CALM BLESSING Prerequisite: Waterbender, Calming Moon’s Blessing feature Benefit: You may shift 2 squares as a free action when an ally is bloodied. FROZEN TORRENT Prerequisite: Waterbender, Torrential Moon’s Blessing feature Benefit: Whenever an enemy bloodies an ally, you may immobilize that enemy until the end of your next turn instead of slow it. FOCUS ON THE BATTLE Prerequisite: Earthbender Benefit: You may designate a watched ally twice per turn as opposed to once per turn. GUIDING WINDS Prerequisite: Airbender, Zephyr Monastic Training Benefit: When you make a burst or blast attack, you may slide two allies, instead of one, within that burst or blast 1 square before the attack. HARMONIOUS BACKLASH Prerequisite: Firebender, Harmony Source of Strength feature Benefit: Once per day, you can increase your maximum damage (instead of 2 + Charisma, it would be 4 + Charisma) from your Source of Strength by two points if an ally within 5 squares drops to 0 or lower. HARSH GUSTS Prerequisite: Airbender. Hurricane Monastic Training Benefit: When you deal your Dexterity modifier in damage as per the Hurricane Monastic Training class feature, you may also push that creature 1 square. RAGE UNLEASHED Prerequisite: Firebender, Rage Source of Strength feature Benefit: Once per day, you can increase your maximum damage (instead of 2 + Constitution, it would be 4 + Constitution) from your Source of Strength by two points if an enemy’s attack drops you to 0 or lower. IMMOVABLE GUARDIAN Prerequisite: Earthbender Benefit: If you do not leave the square you occupied at the beginning of your turn, you gain a +1 bonus to hit with both shifting ground and earthen shard until the beginning of your next turn. SPLIT THE BLAST Prerequisite: Any elemental class Benefit: You may convert any power with the range of close blast 3 into two separate line 2 attacks. PARAGON Tier feats POSITIVE JING Prerequisite: Earthbender Benefit: You may designate one ally as your watched ally as a free action once per turn. Hoo-ee. Feats. Ideas, anyone? |
| #100UsagiYojimboFeb 11, 2010 10:47:15 | Kyoshi Warrior Training Prerequisites: Trained in Intimidate (Earth Kingdom) Benefit: You are proficient with the Kyoshi War Fan and you may apply war makeup during a short or extended rest. If you do, you gain a +3 bonus to your next Intimidate check. Kyoshi War Fan Prof. +2, 1d8 damage, Light Blade, Defensive, Off-Hand. (It's basically a Cutting Wheel with one-step up on its damage die) Southern Water Tribe Warrior Training Prerequisites: Trained in Athletics (Southern Water Tribe) Benefit: You are proficient with the Water Tribe Boomerang and you can move effeciently over icy ground. You gain a +3 bonus to Athletics checks while on difficult terrain due to ice, snow or water. Water Tribe Boomerang Prof. +2, 1d6, Range 10/20, Light Blade, Light Thrown Special: A Water Tribe Boomerang automatically return to a proficient wielder's hand after a ranged attack with the weapon is resolved. Fire Nation Soldier Training Prerequisites: Trained in Endurance, Firebender, (I think Firebenders ought to have this as a class skill since they have to resist the heat of their own attacks.), (Fire Nation) Benefit: You are proficient with the Fire Nation Uniform and you are very good at synchroning your fire attacks. If you make a an attack with the fire keyword while adjacent to a party member that has used an attack power with the fire keyword on their last turn you gain a +2 bonus to your attack. Fire Nation Uniform Chainmail (Heavy), Bonus +6, Enhancement —, Check –1, Speed, –1, Cost, 40, Weight 40 lb. Special: Your armor displaces heat very effectively. Anytime you would make a Endurance check to endure heat you may make two checks and choose one. Teachings of the Air Nomads Prerequisites: Trained in Insight, Airbender, (Air Nomads) Benefit: You are proficient with the Air Nomad Glider Staff. In addition you may meditate during a short rest, if you do you gain a +3 bonus to your next Insight check. Air Temple Glider Staff Implement Special: Once per round when moving over difficult terrain you may treat the first square as normal terrain. |
| #101ekioFeb 13, 2010 19:33:39 | OUTBURST OF STRENGTH Prerequisite: Firebender, 11th level Benefit: When you spend your second wind, you may add three to your current Source of Strength damage. FLOATING WINDS Prerequisite: Airbender, 11th level Benefit: When you use your move action to shift, you may add 1 square to the distance. EARTH'S GRACE Prerequisite: Earthbender, 11th level Benefit: When you score a critical hit on a creature, you may pull them a number of squares equal to either your Strength or Wisdom modifier. GUIDING CHI Prerequisite: Waterbender, 11th level Benefit: When you treat a creature with a disease, you gain a +3 bonus to the Heal check you make. SUPERIOR EVASIVE WINDS Prerequisite: Airbender, 11th level Benefit: Instead of gaining a +2 to AC from your Evasive Winds class feature, you may spend a minor action to gain a +2 bonus to AC. PERSONAL HEALING Prerequisite: Waterbender, 11th level Benefit: As a free action when you use your healing waters class feature, you may change the range from close burst 5 or 10 to melee touch. You may then an extra 1d6 to the hit points gained. Typically, it seems, classes don't ALWAYS get paragon tier feats. At this stage of the game, you start getting more and more race and class tied feats. Phbhbht. |
| #102UsagiYojimboFeb 16, 2010 21:20:05 | FIRE'S CLOSED FIST PREREQUISITES: Firebender BENEFIT: When you score a critical hit you may increase your extra damage from your source of Strength class feature by 2, but not above your normal maximum. Increase this bonus to 4 when you reach Paragon tier and 6 when you reach Epic. OCEAN'S OPEN HAND PREREQUISITES: Waterbender BENEFIT: When you gain a benefit to your attack rolls from your Warrior's Instinct class feature you may choose to grant the bonus to AC instead. EARTH'S GRASPING HAND PREREQUISITES: Earthbender BENEFIT: When you would be pushed, pulled or slid you may reduce the distance moved by 1. AIR'S SWEEPING HAND PREREQUISITES: Airbender BENEFIT: When you move at least 2 squares you gain +2 bonus to your Reflex defense until the end of your next turn. |
| #103jubba-maestroFeb 17, 2010 17:09:32 | Uhmmm, sorry for the intrusion, but wat's going on? |
| #104UsagiYojimboFeb 17, 2010 19:58:54 | No worries, we are constructing all the relavent crunch to allow someone to play 4th Ed. DnD either within the Avatar: The Last Airbender universe or with elements derived thereof. Why do you ask? |
| #105ekioFeb 20, 2010 20:19:05 | Airbender Level 11 Encounter Pathfinder---Airbender Attack 11 You carve your way through the fray. Encounter*Elemental, Technique Standard Action Line 3. Target: Creatures within burst. Attack: Wisdom vs. Reflex. Hit: 2d8 + Wisdom modifier damage and you may shift your speed to a square adjacent to a target hit by this power. Zephyr: The range of this attack is instead Path 3 instead of Line 3. Leap Frog---Airbender Attack 11 A torrent of wind crushes an opponent and you use it to jump. Encounter*Elemental, Technique Standard Action Close burst 1. Target: One creature within the burst. Attack: Wisdom vs. Fortitude. Hit: 1d10 + Wisdom modifier damage. The target is knocked prone and you may jump your speed. Hurricane: You may jump your speed + your Dexterity modifier damage. Aurora Wall---Airbender Attack 11 You guide your hand and a wall of air rises. Encounter*Elemental, Technique Standard Action Wall 3 within 10 squares. Target: Each creature within wall. Attack: Wisdom vs. Reflex. Hit: 1d6 + Wisdom modifier damage and the target is pushed 3 squares. |
| #106silverphx7Feb 22, 2010 22:36:05 | Airbender Level 11 Encounter I can't seem to find where the Path area is explained, or any powers that use it. It seems it's a little better than Line, but where is it written up? Pathfinder and Aurora Wall are both really cool, but my favorite is Leap Frog, I can just see Aang doing that and I can also see it really being fun to use in a fight. |
| #107ceiling90Feb 23, 2010 0:15:05 | I thought level 11 is the realm of paragon path powers. You get a paragon path power at the level. Sorry for being redundant. So uh... unless you want to change some of those powers to other levels or at least change them to be level 11 pp encounter powers... they aren't exactly going to be picked... |
| #108ekioFeb 23, 2010 8:29:33 | Pathfinder and Aurora Wall are both really cool, but my favorite is Leap Frog, I can just see Aang doing that and I can also see it really being fun to use in a fight. Oh. Right. Paths are a different sort of line. Whereas line attack powers go in a straight line, with a path, you start in a square adjacent to you but you can pick where it goes, square by square. So instead of a straight line, you can make it go diagonal. Or if the Path is long enough, you can make it a circle. Or you could snake it through the battlefield. I thought level 11 is the realm of paragon path powers. You get a paragon path power at the level. Sorry for being redundant. So uh... unless you want to change some of those powers to other levels or at least change them to be level 11 pp encounter powers... they aren't exactly going to be picked... Stupid me. Should've been titled Level 13 Encounter Powers. |
| #109zorakerFeb 24, 2010 3:57:45 | sorry to intrude with something that you are not upto yet tho for the destinys i was wondering if you could do this. make a destiny for each bender class and lay out the option of a epic destiny for the avatar. plus been waiting for this to updated for a while cant wate'for it to be done and great job on it guys |
| #110ekioFeb 24, 2010 6:51:56 | I plan on making an epic destiny for each bender. Christ, can't remember any of the-- Oh! The Leviathan. Waterbender epic destiny. That's something one of my playtesters suggested. Regarding the Avatar himself, he's going to have a feat chain available to him that will allow him to multiclass and power swap with each of the bender classes (in order, mind you; Air -> Water -> Earth -> Fire, depending on what your Avatar's base class is). An Avatar epic destiny, I'd imagine, would have the whole Avatar State thing as a "when you drop to 0" class feature. |
| #111zorakerFeb 24, 2010 7:01:27 | actually i didnt think of that you dont mind if i design something for ya just to throw some ideas around you can change it later |
| #112ekioFeb 24, 2010 13:25:35 | Please do! I'm open to anything. |
| #113ceiling90Feb 24, 2010 23:08:54 | Is there a way you could conglomerate all the powers and even maybe the base class statistics somewhere? |
| #114zorakerFeb 25, 2010 2:21:06 | well this is what ive got so far just have to do some more feats and paragon paths and a destiny tell me what you think so far www.scribd.com/doc/27435755/Avatar |
| #115ekioFeb 25, 2010 8:25:11 | Is there a way you could conglomerate all the powers and even maybe the base class statistics somewhere? I'm updating this as we go. I'm laying on the paragon paths in InDesign right now. Look for an update later today. www.scribd.com/doc/16920521/Avatar-the-L... well this is what ive got so far just have to do some more feats and paragon paths and a destiny tell me what you think so far I'm thinking that we should write up actual multiclass feats that any class can take. Even though benders can technically learn other bending styles in Avatar (with the exception of the Avatar himself), I'm sort of aiming for the guide to be setting neutral so you could place benders in any campaign. When we have the multiclass feats done, we can build the Avatar around them. Also, I totally agree that the Bender multiclass feats should be the whole "pick an at-will, get an encounter." |
| #116zorakerFeb 25, 2010 8:37:14 | well what i was aiming for was there was gunna be a different multiclass system for each of the classes and a system for the avatar him self just give me some time and see what you think at the end of it glad you like the atwill to encounter idea and glad to be on the team for the project seems good that a forum cominity is coming to gether to help one person |
| #117zorakerFeb 25, 2010 9:42:05 | ok an update on the file www.scribd.com/doc/27454449/Avatar sorry if im being a payne |
| #118ekioFeb 25, 2010 22:29:49 | Okay. Its been updated, with the exception of five of the firebender paragon paths and the level 13 airbender encounter powers. www.scribd.com/doc/16920521/Avatar-the-L... |
| #119UsagiYojimboFeb 26, 2010 13:20:19 | Oh man is that lookin' good! -Usagi |
| #120ekioFeb 26, 2010 13:30:47 | They debuted with the assassin. Monks can use them too. If you don't have D&D Insider, it's a little hard to explain. Pretty much, they are miscellaneous items with their own item slot (that slot being "Ki Focus".) I have this urge to just copy and paste, but I'm sure that's not alright with WotC. ![]() Ki Focuses can be anything: wooden practice swords, prayer beads, maybe a training guide. Its something they've practiced or meditated while training. Anyway, when a character can use Ki Focuses as an implement, they use that Ki Focus's enhancement bonus to any power with the Implement keyword. Attack and damage, mind you. You can also apply its enhancement bonus to ANY weapon you are proficient with. So it allows you to switch back and forth between Implement and Weapon powers on the fly. That's pretty much it. The official rules for Ki Focuses come out in Player's Handbook 3. |
| #121UsagiYojimboFeb 26, 2010 18:00:09 | Okay, I don't have Insider, but one of my players does, I'll look into it. |
| #122UsagiYojimboFeb 27, 2010 10:50:03 | So I'm thinking that Earthbender's ought to be able to use their Watched ally kind of like the Ranger's beast companion. If you're into it, I think there are two ways to go about it, one is that we go back and choose some attacks from earlier levels and give them the Watched Ally keyword or we just limit it to Paragon and upward. Regardless I think we should have some of the Paragon paths we made use this. That is, if you don't think it's out of control. New Earthbender Encounter Powers: New Keyword: Watched Ally A power that has this keyword can be used only while your watched ally has been designated and is conscious during an encounter. Range The following range designations appear in some powers. Melee Watched Ally 1: The attack’s target must be adja- cent to your Watched Ally. Melee weapon (Watched Ally 1): The attack’s target must be within the reach of the weapon you’re wielding and must be adjacent to your Watched Ally. Close burst (Watched Ally): The burst originates from your Watched Ally. Avalanche Charge---Earthbender Attack 13 You encase yourself in a solid stone armor and then charge forward. Encounter*Elemental, Implement Standard Action Melee 1 Target: One creature Attack: Constitution vs. Fortitude Hit: 2d8 + Constitution modifier damage and the target is pushed 1 + your Strength modifier squares and dazed. Afterward you must slide to a square adjacent to the target. Terra Blast---Earthbender Attack 13 With a stomp you pull a boulder from the earth in front of your ally, with a punch you send it flying at your opponent. Encounter*Elemental, Implement, Watched Ally Standard Action Close burst 3 (Watched Ally) Target: One creature Attack: Constitution vs. AC Hit: 2d8 + Constitution and the target is dazed until the end of your next turn. Special: When you use either your earthen shield or shifting ground immediate actions, you may use this attack instead. It targets either the creature you would have pushed with shifting ground or the creature that made the ranged attack that triggered earthen shield. Sand to Stone, Stone to Sand---Earthbender Attack 13 You mar your enemies in quicksand and then harden it into stone. Encounter*Elemental, Implement, Watched Ally Standard Action Close burst (Watched Ally) 1 Target: Creatures in burst Attack: Constitution vs. Reflex Hit: The target is restrained (save ends). Special: If you target only one creature, it also takes your Constitution modifier in damage. |
| #123ekioFeb 27, 2010 11:56:18 | So I'm thinking that Earthbender's ought to be able to use their Watched ally kind of like the Ranger's beast companion. If you're into it, I think there are two ways to go about it, one is that we go back and choose some attacks from earlier levels and give them the Watched Ally keyword or we just limit it to Paragon and upward. Regardless I think we should have some of the Paragon paths we made use this. That is, if you don't think it's out of control. I think we should keep doing it the way he have been doing it. Using the target line and adding a Special clause when need be. So Sand to Stone becomes... Sand to Stone, Stone to Sand---Earthbender Attack 13 You mar your enemies in quicksand and then harden it into stone. Encounter*Elemental, Implement Standard Action Close burst 1 Target: Creatures in burst Attack: Constitution vs. Reflex Hit: The target is restrained (save ends). Shaping: If you target only one creature, it also takes your Constitution modifier in damage. Special: This attack is centered on your Watched Ally. also, diving headfirst into InDesign again |
| #124UsagiYojimboFeb 27, 2010 12:06:35 | Okay, here is the rehash. Also, good call on the Shaping Earthbender clause. Avalanche Charge---Earthbender Attack 13 You encase yourself in a solid stone armor and then charge forward. Encounter*Elemental, Implement Standard Action Melee 1 Target: One creature Attack: Constitution vs. Fortitude Hit: 2d8 + Constitution modifier damage and the target is pushed 1 + your Strength modifier squares and dazed. Afterward you must slide to a square adjacent to the target. Terra Blast---Earthbender Attack 13 With a stomp you pull a boulder from the earth in front of your ally, with a punch you send it flying at your opponent. Encounter*Elemental, Implement Standard Action Close burst 3 Target: One creature Attack: Constitution vs. AC Hit: 2d8 + Constitution and the target is dazed until the end of your next turn. Special: This attack is centered on your Watched Ally. When you use either your earthen shield or shifting ground immediate actions, you may use this attack instead. It targets either the creature you would have pushed with shifting ground or the creature that made the ranged attack that triggered earthen shield. Stone to Sand, Sand to Stone---Earthbender Attack 13 You mar your enemies in quicksand and then harden it into stone. Encounter*Elemental, Implement Standard Action Close burst 1 Target: Creatures in burst Attack: Constitution vs. Reflex Hit: The target is restrained (save ends). Shaping: If you target only one creature, it also takes your Constitution modifier in damage. Special: This attack is centered on your Watched Ally |
| #125ekioFeb 27, 2010 23:36:06 | www.scribd.com/doc/16920521/Avatar-the-L... Updated. Totally. Corrected a lot of wording problems. Fixed a lot of the formatting. Rearranged it so there isn't one page to one level of powers. It has all the powers currently made for the benders. Each paragon path (7 for each, so 28 all together). This is the most up-to-date version. Currently. I'm going to bed my eyes hurt. This is a lot more work in relation to the Guerrilla. Actually, its about 4x the work. ;) EDIT: Hey, someone else posted something very similar on Scribd... www.scribd.com/crow3333 |
| #126UsagiYojimboFeb 28, 2010 12:54:01 | I've settled on a more interesting Glider Staff for the Teachings of the Air Nomads Feat: Glider Staff Proficiency Bonus: +2 , Damage: 1d8, Cost: 35 gp, Weight: 1 lb., Group: Staff, Properties: Special. The Glider staff is a slightly lighter Quarterstaff that can, when struck on the ground or spun in a very specific way, produce a set of gliding wings on either side and a stabalizing tail. While wielding a Glider Staff you gain a +5 bonus to Athletics checks made for the purposes of jumping. What do you think? I was looking through my stuff and realizing just how much stuff needs to be edited still. I'm wondering if you want me to tell you now about stuff that should (or might need to) be changed, or if we should just do a big copy editing session at the end. A few examples right now are: The Plantbender still has the 1/Day Restrained ability, which I remember you thinking was too powerful. Unless we decided to keep it, let's change that to: If you score a critical hit with a Waterbender attack you may forgo the maximized damage. If you do, the target of your critical hit is Restrained (save ends). The Windstaff Glider currently has an ability that makes it fly forever instead of falling. It should be changed to: If you have a Gliderstaff in your hands when you fall, you may move 1 square horizontally for every 5 feet you fall vertically. This movement happens simultaneously. You only take falling damage if you are incapable of taking actions while you fall. Windstaff Glider also ought to either give proficiency in the Gliderstaff or have Teachings of Air Nomads as a Prerequisite. And the Effect text for the Icebender's Ice Armor Utility is currently copied from the Bloodbender's Blood Moon Utility. It should read: The target gains +2 to AC and resist fire equal to your Charisma modifier. I have some other stuff, but I will wait for your go ahead before I keep posting edits. -Usagi |
| #127ekioMar 04, 2010 22:55:13 | Just collect what you find in a document of some sort and we'll go back and edit the **** out of it. Practiced Kata---Firebender Attack 13 You always assuume learning katas and forms were just to please your master. Not anymore. Encounter*Elemental, Weapon, Fire Standard Action Melee weapon Target: One creature. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier fire damage. Shift 3 squares and make the secondary attack. Secondary Target: One creature. Secondary Attack: Dexterity vs. AC Secondary Hit: 2[W] + Dexterity modifier fire damage and the target is knocked prone. Scattered Flames---Firebender Attack 13 Extending your bending, you send plumes of fire in every direction. Encounter*Elemental, Implement, Fire Move Action Close burst 3 Target: One, two, or three creatures. Attack: Dexterity vs. Reflex Hit: Dexterity modifier fire damage. Harmonious: The target also takes your Charisma modifier damage. Searing Bolt---Firebender Attack 13 Your enemies only see you emerge from your firebending prowess. Encounter*Elemental, Implement, Fire Standard Action Close blast 3 Target: Each creature within blast. Attack: Dexterity vs. Fortitude. Hit: 2d6 + Dexterity modifier damage. Raging: You gain combat advantage against every enemy you hit with this attack until the end of your next turn. ------------------------------------------------------ Encasing Frost---Waterbender Attack 13 You curl the ice around their legs. The ice is so tough that only the force of another blow could break it. Encounter*Elemental, Implement, Cold Standard Action Range 5 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage and the target is immobilized until the end of the encounter. When the target is hit by any attack, the target is no longer immobilized. (I really like the idea of this power, but I'm unsure how to go about it... this seems okay, I guess.) Wetstone---Waterbender Attack 13 A torrent of water washes over your foes, cutting them up. The water swerves around your allies' weapons, sharpening them. Encounter*Elemental, Implement Standard Action Close blast 3 Target: Each enemy within blast. Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier damage. Effect: Each ally within the blast gains a +2 to damage until the end of your next turn. Torrential: Each ally within the blast gains a +2 to attack and damage until the end of your next turn. Softened Blows---Waterbender Attack 13 You place a soft mist of water around an enemy that soothes any ally he dares to try and attack. Encounter*Elemental, Implement Standard Action Range 10 Target: One creature. Attack: Wisdom vs. Reflex. Hit: 2d8 + Wisdom modifier damage. One target of the next attack the target makes gains 5 temporary hit points as an Immediate Interrupt. Calming: One target of the next attack the target makes gains 5 + your Charisma modifier damage temporary hit points instead of 5. |
| #128UsagiYojimboMar 06, 2010 20:05:19 | Immobalized until the end of the encounter is out of control good. I mean, you could freeze a melee dependant enemy and just walk way, use a couple rounds to get fully healed and such, reposisition, do your hair, as long as you don't walk away you might even be able to take a short rest. I also don't understand how a lot of attacks would break the ice, like psychic attacks or other ice based attacks. I sort of understand the idea, but I think you need to make it (save ends). Here is an idea: The target is immobalized (save ends) and take as -2 to this saving throw until it is subject to a melee attack. Or, I suppose: The target is immobalized (save ends). Immediately end the immobalized condition if the target is hit by a melee attack. I really like Wetstone, I appeciate it's flavor, puntastic name and uniquness. |
| #129UsagiYojimboMar 07, 2010 18:00:57 | Some Daily Powers: Chi Exchange---Waterbender Attack 15 You pull the water out of your foe, and with it their life force, leaving them cold and your allies empowered.. Daily*Elemental, Cold, Healing, Implement Standard Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: 3d10 + Wisdom modifier cold damage, and ongoing 10 cold damage (save ends). While this power’s ongoing dam- age is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier when starting a turn adja- cent to one or more targets taking the ongoing damage. Calming: You and your allies regain hitpoints equal to 5 + your Wisdom modifier. Flame Tunnel Burst---Firebender Attack 15 You shoot a stream of flame around your opponent and once they're surrounded you hit them with an explosive fireball, giving them nowhere to run to. Daily*Elemental, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity +2 vs. Reflex Hit: 4d12 + Dexterity modifier fire damage. Miss: Half damage. Rock Crush---Earthbender Attack 15 You drop a boulder on your opponent, breaking up their formation and keeping them apart. Daily*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. AC Hit: 3d10 + Constitution modifier damage and creatures adjacent to the target are slid 3 squares. This movement must be directly away from the target of the attack. Quaking: Creatures adjacent to the target take your Strength modifier in damage. Pinpoint Cyclone---Airbender Attack 15 You bring a powerful, if small, cyclone into existence on your enemies. Daily*Elemental, Conjuration, Implement Standard Action Path 3 within 10 Target: Up to three creatures Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is slid up to 2 squares and knocked prone. |
| #130UsagiYojimboMar 07, 2010 22:26:43 | Aaand some Utilities: Earthen Upheaval---Earthbender Utility 16 You rip the ground up, causing jagged rocks and pits to impede movement. Daily*Elemental Minor Action Close burst 5 Effect: Each square in the burst becomes difficult terrain until the end of your next turn. Shaping: You may center this attack on your watched ally. Stone Tent---Earthbender Utility 16 You create a crude earthen hut around you, granting you a moments respite from combat. Daily*Elemental Standard Action Personal Effect: You are completely surrounded by a tent made of stone, crystal or some other earthen material. While within the hut you cannot be subject to any attacks. Any attack that would target or effect you instead effects your hut. The hut had resist damage 10 and hit points equal to 5 + your Consitution modifier. If your hut is reduced to 0 hit points or if you leave the hut, the effect ends. While in the hut, any power you use automatically targets you and cannot target any other creature. |
| #131UsagiYojimboMar 07, 2010 22:51:53 | Solar Flare---Firebender Utility 16 You create a burst of fire so bright that it blinds your enemies. Encounter*Elemental, Fire Minor Action Close burst 1 Effect: Enemies in the burst are blinded until the end of your next turn. Hot Foot---Firebender Utility 16 You learned this prank as a child, now you use it to distract your enemy. Encounter*Elemental, Fire Minor Action Melee touch Effect: The target grants combat advantage to you (save ends). Oceans Kiss---Waterbender Utility 16 You pull water together, infuse it with healing magic and then blow it towards your allies. Daily*Elemental, Healing Minor Action Close blast 5 Target: One ally in blast Effect: The target spends a healing surge. Calming: A secondary target is affected Secondary Target: Other allies in blast Secondary Effect: The ally gains temporary hit points equal to your Charisma modifier. Regrouping Cascade---Waterbender Utility 16 You flood the battlefield and then pull your allies back to you like the tides. Encounter*Elemental Minor Action Close burst 5 Effect: Pull allies within in the burst up to 5 squares. Winds of Chance---Airbender Utility 16 By subtly changing wind currents you push your enemies attack away from you and into an enemy, throwing it off guard. Daily*Elemental Immediate Interrupt Trigger: You are hit by an attack. Effect: The attack misses. Choose a creature within range of the attack you negated. That creature grants combat advantage to next creature to attack it. Wall Running---Airbender Utility 16 Your movement is not limited to the ground any longer. At-Will*Elemental Move Action Personal Effect: You move your speed. You may move over vertical surfaces as if they were horizontal during this movement as long as you end your movement on a flat surface. |
| #132UsagiYojimboMar 08, 2010 19:39:50 | Oh man, I really like turning level 16, you get the coolest utilities at level 16. It's like crossing a grand divide, except when you get to the other side you can summon dinosaurs or wreath your allies in fire that heals them! |
| #133UsagiYojimboMar 09, 2010 13:12:01 | Ice Crush---Waterbender Attack 15 You encase an opponent in brittle ice. Once they wrestle free the ice shatters into dozens of brittle, razorsharp shards. Encounter*Elemental, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: Wisdom modifier damage and the target is immobilized (save ends). Aftereffect: The target takes 3d8 + Wisdom modifier Cold damage. Gale Force Push---Airbender Attack 15 With a spin and a push you hurl powerful and yet precise winds at your opponent. Encounter*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage and the target is pushed 4 squares. You may have the target end this movement in a space occupied by a creature. If you do, deal 1d8 to both creatures and push the creature that was in this space, 1 square. Earthen Uppercut---Earthbender Attack 15 With a rising punch you rocket an opponent into the air. Encounter*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: 3d8 + Wisdom modifier damage and the target is pushed 2 squares. Effect: The area that was occupied by the target counts as difficult terrain until the end of the encounter. Swallowing Flame---Firebender Attack 15 You surround your foe with fire, burning them for an extended period of time. Encounter*Elemental, Fire, Implement Standard Action Blast 2 Target: Creatures within blast Attack: Dexterity vs. Reflex Hit: 3d10 + Dexterity modifier damage. |
| #134UsagiYojimboMar 10, 2010 0:14:02 | Freedom of the Wind---Airbender Utility 16 Your kinship with your element allows you to resist impediment. Daily*Elemental Minor Action Personal Effect: You may immediately end the effect of being Slowed, Restrained or Immobilized. In addition, you gain a +2 bonus to your speed until the end of your next turn. Passion of the Flame---Firebender Utility 16 The fire that burns with you also burns inside of you. Daily*Elemental Minor Action Personal Effect: You may spend a healing surge, instead of healing you you may end one effect that a save can end. In addition, you gain a +2 bonus to your defenses until the end of your next turn. Versitiliy of the Water---Waterbender Utility 16 Your tactics have become as fluid as the water you control. Daily*Elemental Minor Action Personal Effect: Until the end of the encounter, anytime one of your powers would allow someone to spend a healing surge, they may make a saving throw instead, and vice versa. Indomitibility of the Stone---Earthbender Utility 16 You become as hard to move as rock, and even harder to break. Daily*Elemental Minor Action Personal Effect: Until the end of the encounter you gain resist damage 5 and may not be forced to move. This effect ends immediately if you move more than 1 square in a round. |
| #135ekioMar 12, 2010 11:23:29 | Terribly sorry. I've had the flu all this week and have been totally out of comission. But I'm back. Sort of. Slick Surface---Waterbender Attack 15 You coat the field with a great wave of water, turning it into a sheet of ice that's friendly to your friends, but not to your enemies. Daily*Elemental, Cold, Implement Standard Action Close blast 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier damage. Until the end of the encounter, the area effected is considered difficult terrain for your enemies. Additionally, when an ally within the area shifts, they may shift an additional two squares. Torrential: Allies may instead shift an additional number of squares equal to your Dexterity modifier. Fist of the Dragon---Firebender Attack 15 Each strike you land empowers you more and more. Daily*Elemental, Fire, Weapon Standard Action Melee weapon Target: One creature. Attack: Dexterity vs. AC, two attacks. Hit: 2[W] + Dexterity modifier fire damage. Each time you hit the target, you may add 3 points to your Source of Strength. This cannot go over your maximum amount of damage you can deal with your Source of Strength. Raging: Until the end of your next turn, the points you gain from this attack can go over your maximum amount of damage you can deal with your Source of Strength. After the end of your next turn, your Source of Strength damage defaults to the maximum. I'll do the last earth abd airbender 15th level daily here... in a bit. :X |
| #136redbadge767Mar 13, 2010 8:54:12 | I've been doing something like this on my own, but it's still in the infant stages. And it's not NEARLY as good. Seeing how as you guys are so much farther along, do you mind if i join in? |
| #137ekioMar 13, 2010 9:28:57 | I don't mind at all, consider yourself a part of the project. It seems there are a lot of Avatar 4e projects out there that never came to fruitition, judging by comments made earlier in this thread or by Googling. If we work together, we can finally put a stop to this tragedy. ;) It would help if you go back and read through what we've done so you can get a feel for how each of the classes work and the style of attacks me and Usagi are going for. You can find a link to the Scribd document, which is a PDF I've laid out with all the powers compiled. Level 13 encounter powers, level 15 daily powers, and level 16 utility powers for each class have been done. (We're doing 3 powers per level per class, by the way; two of those powers for each build of each class and one power that's kind of neutral to the two builds.) We're missing one daily for level 15 for the airbender and the earthbender. Also also also, if you decide to read through the PDF, feel free to jot down whatever mistakes you see or numbers you think should be re-crunched. Welcome to the project. We'll get this finished eventually. |
| #138ceiling90Mar 13, 2010 12:49:47 | I'd like to help to... I do have some basic write ups for the Water bender and the Earthbender a while back... and I kinda wanna see how yours and mine stack up...Cause I've been strapped for ideas for a while.. |
| #139redbadge767Mar 13, 2010 15:10:06 | ya, i had already read through all of it. I was pretty bored .Rockslide---Earthbender Attack 15 As you charge your opponent, you build up far more momentum than expected Daily • Elemental, Weapon Standard Action Close blast 3 Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier damage, and you push the target 2 squares. Effect: If you charge and use this power in place of a melee basic attack, it is instead a close blast five, and the target is pushed one more square and knocked prone on a hit. Miss: You push the target 2 squares (this feels a little over powered, but im not sure) Air Funnel---Airbender Attack 15 Thinking fast, you whip your enemies projectile around Daily • Elemental, Implement Immediate Reaction Ranged special Trigger: an enemy misses you with a ranged attack Target: The triggering enemy Range: Whatever the range of the attack that missed you was Attack: Wisdom vs. Reflex Hit: Whatever effect the power that missed you would normally have on a hit Special: even if the power that missed you would normally deal damage on a miss, you take no damage. In addition, if the power that missed you would normally deal damage on a miss, you deal no damage on a miss with this attack. |
| #140redbadge767Mar 13, 2010 15:15:51 | I meant i was bored enough to read through all of it, not that it all bored me. ![]() |
| #141UsagiYojimboMar 13, 2010 20:33:47 | ya, i had already read through all of it. I was pretty bored (this feels a little over powered, but im not sure) I like this idea, but the power seems confused. You have it as a close blast 3, but it stipulates using it as a melee basic attack? What I think you were going for is that you can attack one target Melee 1, and then target another creature within Close blast 3 (the damage is seems too high for you to be able to effect all targets in close blast 5). I'm also feeling like the power is just a bit too complicated. Here is what it might could look like if I were to rewrite it, tell me what you think: Rockslide---Earthbender Attack 15 As you charge your opponent, you build up far more momentum than expected Daily • Elemental, Weapon Standard Action Melee 1 Target: One creature Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier damage, and you push the target 2 squares, make a secondary attack. Secondary Target: One or two creatures within close blast 3. Secondary Attack: Constitution vs. AC Secondary Hit: 2[W] + Constitution modifier damage. Special: You may use this attack instead of a melee basic attack during a charge.
This attack idea is fine, it's basically the opposite of one of the Level 16 Utilities for Airbenders, but that's fine. What it suffers from is complicatedness and confusing, non-definitive description. Again, if you'll allow me, here is the way I would write it: Air Funnel---Airbender Attack 15 Thinking fast, you whip your enemies projectile around Daily • Elemental, Implement Immediate Reaction Ranged 10 Trigger: An enemy misses you with a ranged attack Target: The triggering enemy Attack: Wisdom vs. Reflex Hit: 3d10 + Wisdom modifier damage. Special: This attack retains the non-damage effects of the attack that missed i.e. status effects, forced movement and the like. My reasoning for changing that attack so drastically is that it was so variable. That is, sometimes it would deal lot's of damage (if a monster misses with their encounter power) or it might deal very little damage (if it's just a minions ranged attack), you don't really get any kind of consistency. Furthermore, if the attack is elemental in nature, the creature delivering it is fairly likely to be resistant or immune to their own attacks, which would make this attack entirely usesless. Now the unfortunate side effect of my rendition is that it feels a lot less interesting than yours, if more reliable. |
| #142redbadge767Mar 13, 2010 21:24:26 |
I like this. I was trying to get at a charge where you hit a lot of people, but like i said, i thought it was kind of overpowered. This sums up the same flavor with better game terms.
Really? oh I see it. Great minds think alike, I suppose. In any case, what I meant for the power to do would be to allow you to nail an enemy with one of their own powers, but really, the status effects are what make it interesting. also, there has to be a certain amount of reliability, before you make it interesting. it's good though. thanks. what needs done now? |
| #143UsagiYojimboMar 13, 2010 22:57:21 | Well we are on to Level 17 Encounter Powers for all four classes. So if you want to think up some more powers, that's most of what we're doing for now. You are also welcome to bring in some wild cards if you want, feats or magic items from the show. Also, I'm not the judge of quality on this board, so don't take my critiques as being official in some capacity, I was just trying to write your power ideas up in a way that makes sense in my brain, but they still ought to be your powers. |
| #144redbadge767Mar 14, 2010 7:14:56 | trust me, if they hadn't been what i was going for, i would have said so. and about the wild cards, the Sokka PP isn't in the pdf, just so you guys know. |
| #145redbadge767Mar 14, 2010 7:35:17 | Cold Feet---Waterbender Attack 17 Don't worry, you're just nervous Encounter • Elemental, Cold, Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier cold damage, and the target is immobilized and grants combat advantage until the end of your next turn |
| #146redbadge767Mar 14, 2010 9:36:17 | Concentrated Twister---Airbender Attack 17 |
| #147redbadge767Mar 14, 2010 9:42:07 | the reason for these was that, at 17th level, you lose your level 3 encounter attack powers, so i noticed that there is often a selection of "older sibling" powers, that are similar to, but more powerful than, their level 3 counterparts |
| #148ekioMar 14, 2010 14:48:37 | Just popping in for a second. Just got back from playing D&D (playing a level 5 Human Monk multiclass Earthbender ;)) and GraffitiZoo just gave me the cover I asked her to make for the PDF. What do you guys think? I'd like to help to... I do have some basic write ups for the Water bender and the Earthbender a while back... and I kinda wanna see how yours and mine stack up...Cause I've been strapped for ideas for a while.. Feel free to jump in at any time. I'm kind of considering this project crowdsourced now. You can see the class features and all the powers (as I'm sure you're well aware) on Scribd. Whenever you have the urge or the inspiration, please jump in and pitch your power/feat/whatever ideas. And the Jian Swordsman will be in the PDF. It'll be in a later Miscellaneous section. |
| #149UsagiYojimboMar 14, 2010 21:54:42 | Cold Feet---Waterbender Attack 17 This is good, but I think the damage should be upped to 2d10, and the range increased to 10. The other three are all pretty good though. |
| #150UsagiYojimboMar 15, 2010 0:52:47 | Looks sweet Ekio. Let's roll out a few more powers: Waterfall Strike---Waterbender Attack 17 By targeting the enemy with a surging current of falling water you prevent them from lifting their weapon. Encounter*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is immobilized and unable to make attacks until the end of your next turn. Ice Hammer---Waterbender Attack 17 You hurl a watery blast at your opponent and, just prior to hitting them, you freeze it solid. Encounter*Elemental, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. AC Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares and dazed. Torrential: The target is stunned until the end of your next turn. Scorching Burst---Firebender Attack 17 With a stomp you cause red hot fire to burst from the ground below your opponent. Encounter*Elemental, Fire, Implement Standard Action Burst 3 within 10 Target: Creatures within burst Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier fire damage and the target takes ongoing 5 fire damage (save ends) Proximity Blast---Firebender Attack 17 You explode with white hot fury, burning yourself and enemies that are close to you. Encounter*Elemental, Fire, Implement Standard Action Close burst 1 Target: Creatures within burst Attack: Dexterity vs. Reflex Hit: You take damage equal to your current Source of Strength damage, and the target takes 2d10 + Dexterity modifier fire damage plus additional half your current Source of Strength damage. Raging: The target takes additional damage equal to your current Source of Strength damage. |
| #151ekioMar 15, 2010 11:04:31 | Dancing Jing---Earthbender Attack 17 You exert a technique that demostrates positive and neutral jing all in one blow. Encounter*Elemental, Implement Standard Action Close blast 3 Target: Enemies within blast. Attack: Constitution vs. Reflex Hit: 2d8 + Constitution modifier damage and the target is pushed three squares. If you have a watch ally within the blast, they may shift their speed to a square adjacent to you. Lingering Debris---Earthbender Attack 17 With a solid fist, you crash into your enemy. The rock smashes and the pieces linger around you. Encounter*Elemental, Weapon Standard Action Melee weapon Target: One creature. Attack: Constitution vs. AC. Hit: 2[W] + Constitution modifier damage and you gain a +3 bonus to AC and Reflex until the end of your next turn. Shaping: The bonus to AC and Reflex is equal to 3 + your Strength modifier. Follow Through---Firebender Attack 17 With a strong stance and strong arc, you shatter the ground ahead of you. Encounter*Elemental, Implement Standard Action Path 5 Target: Each enemy within path. Attack: Constitution vs. Reflex Hit: 2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn. Quaking: The target is also knocked prone. Swallowing Flame---Firebender Attack 15 Just got a GREAT idea from this power. We could make a daily power that was a close burst 2 that had huge damage, right? But as a Sustain Standard, you could continue the attack with the same range (close burst 2), but the damage slowly and slowly gets weaker and weaker. Like a flame slowly dying. Sure, you sacrifice the potential damage with the power, but coupled with the Source of Strength, you're causing moderate damage to more enemies as the fire lingers on. |
| #152UsagiYojimboMar 15, 2010 12:54:04 | Oh... I think I fell asleep when I was writing that one. I wanted it to have a sustain of some sort. Now that I think about it, let's change that attacks name to Flamethrower and the flavor text to... aww hell, here: Flamethrower---Firebender Attack 15 You blast nearby foes with a cascade of fire. Encounter*Elemental, Fire, Implement Standard Action Blast 2 Target: Creatures within blast Attack: Dexterity vs. Reflex Hit: 3d10 + Dexterity modifier damage. You gave me an idea for an attack. Blast Furnace---Firebender Attack 19 You burn as hot as you possibly can, but the fire is to hot to control, and you must spend a time cooling it down or be burned as well. Daily*Elemental, Fire, Implement Standard Action Close blast 2 Target: Creatures within blast Attack: Dexterity vs. Reflex Hit: 8d10 + Dexterity modifier damage Miss: Half damage. Effect: You take 8d10 damage at the end of your next turn. If you spend a standard action, reduce this damage by 4d10. If you spend a move action, reduce this damage by 3d10. If you spend a minor action, reduce this damage by 1d10. |
| #153UsagiYojimboMar 15, 2010 13:01:41 | Wind Barrage---Airbender Attack 17 You blast your target with a mini hurricane that keeps them at bay even after they've recovered from the attack. Encounter*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is pushed 3 squares and slowed until the end of your next turn. Air Slice---Airbender Attack 17 You asail your opponents with air currents so fast and so thin that they actually cut into their flesh. Encounter*Elemental, Implement Standard Action Blast 3 Target: Creatures in blast Attack: Wisdom vs. AC Hit: 3d6 + Wisdom modifier damage. |
| #154UsagiYojimboMar 15, 2010 13:29:47 | Flash Boil---Waterbender Attack 19 With a motion you coat an enemy with water and then bring the water to boil, brutally scalding them in the process. Daily*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is stunned until the end of your next turn. Stone Prison---Earthbender Attack 19 You stomp and instantly create a stone prison around your target, and crush them. Daily*Elemental, Implement Standard Action Ranged 5 Target: One creature Attack: Constitution vs. Fortitude Hit: The target is restrained and takes ongoing 10 damage (save ends both). |
| #155ekioMar 15, 2010 14:49:25 | I like the idea of the power. I'd like it to be... Swallowing Flame---Firebender Attack 15 You surround your foe with fire, burning them for an extended period of time. Encounter*Elemental, Fire, Implement Standard Action Close burst 2 Target: Each creature within burst. Attack: Dexterity vs. Fortitude. Hit: 3d10 + Dexterity modifier damage. Sustain Standard: Repeat the attack, taking off a die of damage for each turn sustained. Level 19! Whoo! Pressing Matters---Airbender Attack 19 You bring down a heavy cloud of air upon your enemies, making it entirely too hard to move. Daily*Elemental, Implement, Force Standard Action Area burst 2 within 10 Target: Each creature within burst. Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier force damage and the target is knocked prone and immobilized (save ends). Aftereffect: The target is immobilized (save ends). Aftereffect: The target is slowed (save ends). Miss: Half damage and the target is slowed until the end of your next turn. EDIT: Also, I need some names from you guys. :P I'm going to make a inside title page so whenever someone takes the PDF and puts it somewhere, they'll know where it comes from. You can use your Wizards.COM account or some other internet handle. I'm just going to use my real name. |
| #156UsagiYojimboMar 15, 2010 15:42:01 | I'm happy to go by my real name, Devin Green. |
| #157UsagiYojimboMar 16, 2010 11:27:00 | Tornado Palm---Airbender Attack 19 With a touch you hurl an enemy away from you. They won't be getting back up. Daily*Elemental, Implement Standard Action Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 4d10 + Wisdom modifier damage and the target is pushed 3 squares, knocked prone and slowed (save ends). Hurricane Drop---Airbender Attack 19 You rocket into the air and then drop on top of your opponents. Daily*Elemental, Implement Standard Action Close burst 3 Special: Before making this attack, you may teleport your speed. Target: Creatures within burst Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier damage and the target is knocked prone. Miss: Half damage. |
| #158redbadge767Mar 17, 2010 5:29:43 | Dangit! i had a sick airbender power..... oh well, guess ill save it for the next daily level (i call one), in any case im Thomas Dahlhauser, if you're putting me on there too Facefreeze---Waterbender attack 19 feezing your enemies eyes is a great way to give yourself a distraction Daily • Elemental, Implement, Healing Standard Action Ranged 10 Target: one creature Attack: Wisdom vs. Fortitude Hit: 4d8 + Wisdom modifier damage, and the target is blinded (save ends), and takes a -2 penalty to saving throws for this effect. One adjacent ally can spend up to 2 healing surges. |
| #159UsagiYojimboMar 17, 2010 14:48:30 | Pitfall---Earthbender Utility 22 The ground changes beneath you, creating a pits with thin and extremely fragile lids. Daily*Elemental Standard Action Burst 5 within 10 Effect: You create obscured pit traps around the battlefield. Choose three spaces within the burst, these are now pit traps. The traps look the same as the ground around them, but enemies that step on them are subject to a Constitution +2 vs. Reflex attack. If the attack hits, they fall into the trap, take 1d10 damage and fall prone. It requires a move action to escape from the pit trap. Earthcracker---Earthbender Utility 22 With a stomp you break the earth, making it harder for your opponents to reach you. Encounter*Elemental Move Action Path 5 within 10 Effect: You tear a fissure in the earth, forcing enemies and allies alike to leap over it if they intend to pass. Spaces within the path are now a hole 10 foot deep hole in the ground. These spaces may not touch on more than one side. Creatures within the path when it is created may choose which side of the fissure they are on, but do not fall in. |
| #160UsagiYojimboMar 17, 2010 16:25:52 | Firewater---Firebender Utility 22 In a pinch, your firebending can be used to create a boiling hot concoction that will get you back on your feet. Encounter*Elemental Minor Action Personal Effect: You gain temporary hit points equal to you 10 + your Dexterity modifier. As long as you have these temporary hit points, you gain a +2 to saving throws. Mirage---Firebender Utility 22 By heating the air around you, you make it hard to tell precisely where you are. Encounter*Elemental Minor Action Personal Effect: You gain concealment until the end of your next turn. You have total concealment for the purposes of opportunity attacks that you provoke moving out of a square adjacent to an enemy. Sustain Minor: The effect persists. |
| #161UsagiYojimboMar 17, 2010 16:36:33 | Water Apotheosis---Waterbender Utility 22 You coat yourself with a thin layer of water that allows you to breathe underwater. At-Will*Elemental, Healing Minor Action Personal Effect: Until the end of your next turn, you may breathe underwater and gain a +10 power bonus to Athletics checks made to swim. |
| #162ekioMar 17, 2010 19:31:21 | Alright. So paragon tier officially closes with level 20. Let me wrap the PDF up here in a bit and I'll get it onto Scribd. Are there any feats, magic items, items, etc. that we want in to be playtested? I'm probably going to run a small adventure for 6, 7, or 8 people (all playing bender classes), so I can see a lot of things in the class being playtested. Will you guys be running a playtest? Maybe we could get an online thing going? One last note, I hope you guys are taking down notes as we go so at the end, we can go through and edit this thing. I have a small Notepad document I'm updating here and there, myself. |
| #163UsagiYojimboMar 17, 2010 20:55:01 | Well I for one have been planning on editing the finished document. If I do it that way I can catch things that need to be fixed due to how they were written all the while copy-editing the actual finished product. If there is some reason why I should have a separate note/document that I haven't thought of, I can do that. I, for one, would be happy to do an online thing. I don't, however, know precisely what you mean by that, what would that look like? I haven't really thought of many items or feats. I'm a little worried that I'm out of creative ideas at the moment. I think I'll watch the show again for some inspiration. Since we're talking about plans, here's what I'm going to do. When the document is finished, I want to go through and spreadsheet all the relevant information so I can see what the classes look like all leveled out. I'm going to do this for two reasons: First: To make sure that the damage and effects are level appropriate horizontally and vertically (Horizontally, as in, across the four classes i.e. make sure Waterbenders aren't dealing more damage than Firebenders. Vertically is just level by level within a class i.e. to make sure that higher level powers aren't worse than some lower level ones.) Second: To make sure the classes have some consistencies over the course of their development. For example, Waterbenders seem to specialize a little in immobilizing attacks and the ability to heal. I think all the classes should have a short list of things that, crunch wise, define them, so they don't just feel distinct from other classes, but in fact are. That will probably mean a lot of moving around, making it so that players feel like they get these thematic powers consistently. This isn't to say that others shouldn't do the same, it's just a heads up. |
| #164ceiling90Mar 17, 2010 21:26:58 | Water Apotheosis---Waterbender Utility 22 Isn't that a bit high for what is essentially the aquatic keyword? I mean I like the power, but a epic utility? Couldn't you change it to an encounter stance? So you don't have an upkeep? These are just some questions on it... |
| #165ekioMar 17, 2010 22:13:46 | Well I for one have been planning on editing the finished document. If I do it that way I can catch things that need to be fixed due to how they were written all the while copy-editing the actual finished product. If there is some reason why I should have a separate note/document that I haven't thought of, I can do that. I myself just have something I can write in. I noticed something while I played my monk/earthbender this past weekend and jotted it down on my laptop. Then again, I have a terrible terrible memory. Actually, I have a horrendous memory. But we can do it your way as well. I'm not sure how an online game works either. I know people do it, but I've never done it. Was hoping one of you knew how. :X If we're running low on ideas, maybe its time to rely on our own imagination for feats, items, and powers. This shouldn't be just a conversion of material on the show to 4th edition D&D, but rather, a conversion of the basics then building upon that to make a whole class with new ideas. I was sort of ready for a major overhaul of swapping powers around and redoing numbers. Here's the general theme I get from the benders off the top of my head though. Airbenders are all about forced movement on their enemies. They should have quite a few powers that restrict movement and knock enemies prone. Precision and perfect set ups are the name of the game for the airbender. Set them up and knock them down. (Though, the Zephyr airbender has a twinge of leader in them; I'm sure they wouldn't mind setting them up for someone else more substantial like a firebender to knock down). Earthbenders are about locking down enemies and isolating their watched allies with close bursts and blasts. Difficult terrain should play a minor theme in their powers too. The earthbender is defender in name, but they use heavy controlling protect their allies. Terrain manipulation. Additionally, I intended the Shaping earthbender to have quite a few Weapon and melee powers. Firebenders are damage dealers. They deal almost normal damage at first, but their Source of Strength builds and builds, creating an absolute monster of a striker later on. I initially imagined them using lines and paths more than other classes initially, but I can see bursts and blasts intruding into a good amount of their powers as well. I also imagined ongoing damage playing into their powers. I intended quite a few powers to have the weapon keyword as well. Waterbenders... were the hardest one for me to conceptualize and put down on paper. One: I don't play leaders. I never HAVE played a leader in my life. However, when I first wrote the beginning of the waterbender, I had JUST finished writing the guerrilla class so I was still in the controller state of mind. Pushes, pulls, slides, and immobilization became their major sthicks, but also the idea of opening ****s in an enemy's armor by placing them in disadvantageous positions also snuck in there too. To be honest, the waterbender is still very hard for me to work in. I'm sure you guys have your ideas about each Bender's calling card though. |
| #166UsagiYojimboMar 17, 2010 23:31:17 | You're dead right ceiling90, here is a better idea. Water Apotheosis---Waterbender Utility 22 You coat yourself and your allies with a thin layer of water that allows all of you to breathe underwater. At-Will*Elemental, Stance Minor Action Personal Effect: Until the end of your next turn you, and any allies within 10 squares of you, may breathe underwater and gain a +10 power bonus to Athletics checks made to swim. That way it gives a party the ability to breathe underwater. Thematically it seems it should have an upkeep (to represent the waterbender maintaing the bubble or whatever they are using to keep people in, but technically speaking it might be better as a stance. ***** I was just wondering why firebenders don't have more attack with ongoing fire damage. I think an overhaul could be in order, once we have all the material in front of us. As far as Waterbenders go, I think I might be able to shed some light on that since I play mostly leaders. Waterbenders don't have a lot of character right now. Immobilization seems very waterbendey (i.e. freezing their opponents feet), but, as leaders, they ought to have two things: Powers that bolster their allies Powers that heal their allies When we look back at them, I think some rethinking might be in order. What I feel really works for Waterbenders, are immediate interupt and immediate reaction attacks (since Waterbenders fight by reflecting an enemies attacks) and blasts or bursts that do a little damage and also grant a little bonus, so they can position themselves on the edge of combat and throw an attack at a group of enemies who are in melee with the other PC's, damaging the enemies and bolstering the allies. That way you have a character that can give a boost to an ally, then spend the battle peppering enemies with attacks, and when they are attacked in melee they have a power or two reserved as a defense of sorts. I've also been thinking, firebenders would be devastated by a single enemy with fire immunity, even resist fire 10 would be a lot to deal with. Looking around through some source material, I found a few examples of Paragon Path Features that let you ignore X Immunity. This ability is actually more powerful than if we were to give it too the firebender, since firebenders literally cannot deal damage that isn't fire based unless they just make melee attacks, and this other class can. So for most characters "resist X" is a puzzle, find out what deals more damage to this guy, but for Firebenders it can mean sitting out an entire fight. It might be a cool roleplaying experience to have the Striker reduced to dealing sub-par damage for a fight or two, but it seems like it would just pigeonhole the DM into using non-fire themed monsters. Anyway, that's just something to think about. |
| #167ekioMar 18, 2010 9:40:25 | Alright, so the plan is to finish epic tier powers, sigh of relief, then go through and rework mainly firebender and waterbender powers? Also, the firebender's Overwhelming Flames class feature kind of circumvents a creature's resist fire. So level 22 utility, level 23 encounters, level 25 daily, level 27 encounters, and level 29 daily. |
| #168UsagiYojimboMar 18, 2010 15:39:55 | Yeah, okay, I'm down with that. Yeah, earthbender came out pretty good, so did Airbender. I just re-read what I wrote before, I've got to stop posting when I'm really tired. Here is what I was saying: Firebenders cannot hurt enemies with Fire Immunity. This means that they either have to sit out fight with creatures that have Fire Immunity, or the DM has to intentionally not include any. Since this handicap is not present for any other Bender due to a contrivance of the rules (i.e. Earth, Water and Air not being damage carriers, thus not having creatures be resistant/immune to Earth/Water/Airbender attacks, for the most part) and since most characters are not locked into a single damage carrier like the Firebender (i.e. Wizards can just choose not use their lightning attacks against something with lightning immunity, meaning they just have to change tactics, but can, overall, remain in the fight) I think that the Overwhelming Flames ability is actually underpowered at the moment. I'm not sure if it should be boosted to reduce fire resistance by, say, 5 more per tier, but I definitely think that it should have the caveat "Creatures with Fire Immunity are considered to have Fire Resistance equal to their level + 5 (or 10 if your were to increase it) per tier instead." That way Firebenders can hurt them, but they still feel especially tough. |
| #169ekioMar 18, 2010 16:01:55 | Yeah, okay, I'm down with that. Yeah, earthbender came out pretty good, so did Airbender. Phbhbt. Okay. I understand now. That last part sounds good to me. |
| #170redbadge767Mar 18, 2010 17:03:46 | Yeah, okay, I'm down with that. Yeah, earthbender came out pretty good, so did Airbender. I feel as though i MAY have a better solution. just hear me out. so: most firebenders tend to multiclass or hybrid, as evidenced by soldiers who use weapons, Zuko uses swords, those ridiculous archer guys used bows, etc. I feel as though this may be the general way players will use these classes (though i may be wrong). In the end, only a few people became true "epic tier" firebending masters. So; my solution is that we make the firebenders epic destinies a good way to circumvent immunity, perhaps like the red dragon's breath weapon. This feels worded poorly, but do you get the jist? |
| #171redbadge767Mar 18, 2010 18:08:57 | Gust of Wind---Airbender Utility 22 |
| #172redbadge767Mar 18, 2010 18:25:04 | Airbounce---Airbender Utility 22 You place a cousin in the air, allowing you a controlled ricochet At-Will • Elemental Free Action Ranged 10 Trigger: You or an ally makes a jump Effect: The target gains a +5 bonus to the athletics check to jump, is treated as having a running start, does not have to jump in a straight line, and can exceed their movement with the jump. |
| #173ceiling90Mar 18, 2010 18:41:11 | Okay, here's a less giant page version of the post... This is my take on the waterbender, but I wanted it to be more flavored to my campaign world, and not really go too close to the show. CLASS TRAITS Role: Leader. Your control of water and the healing arts support your party and hinder your foes; and thus controller is your most natural secondary role, though the speeed and power of water does lend itself to striker. Power Source: Psionic. You mind, body and soul are dedicated to controlling water, from steams, mists, and ice; your hardened training and will manifest themselves through water. Key Abilities: Wisdom, Constitution, Dexterity Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Short sword, long sword, spear, unarmed strike Implements: Ki focus and weapons with you are proficient Bonus to Defense: +1 Fort, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Heal. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex) Class Features: Ars Aqua, Unarmed Combatant, Unarmored Defense, Ars Aqua Style, Manipulate Water, Flowing Circle Strike, Healing Waters You are an Adept, training to master the elements, through your mind, body and soul. You have specifically chosen water, the element of healing, destruction, and power. Water is the essence of life, and you respect that facet, but it can also drown; or if it abandons you, nothing but a quick death can be the answer. You train like other adepts, honing your body to be an implement itself to the water you want to control, learning to strike like the tides against the rocks, and flow through strike like the river does through land. But you are a healer, providing support for that lost in the proverbial sea of life, being an iceberg. Ars Adept Water Class Features Ars Adepts have the following Class Features. Ars Aqua You can control water to an unbelievable degree, and all your powers are called Disciplines. All Ars Adepts have their basic elemental control Discipline, and yours is Manipulate Water. It lets you control, summon and manipulate water (and water based liquids and some colloids) into forms and shapes of your desire. Ars Aqua Style Ars Aqua has a few styles, of which their practitioners follow, but the main two that has the most robust following are the Raging Ocean Style and the Frozen Tide Style. These styles benefit certain powers, and you can only choose one and may not change that style afterwards. Raging Ocean Style Your style embodies the RagingOcean, with crashing wave like strikes, and pummeling rain like fists, you like to be in the middle of the bout. Whenever you damage an enemy with your Flowing Circle Strike power, your allies receive a bonus to attack rolls against that enemy equal to your Dexterity modifier until the end of your next turn. Frozen Tide Style Your style embodies the serenity and strength of ice; you have singularly powerful attacks, and lingering conditions. Whenever you use your Healing Waters power on an ally, they receive resistance to damage equal to your Constitution modifier until the end of your next turn. Flowing Circle Strike The other crux of being an Adept is the ability to use your element to block, deflect, or redirect attacks, and you gain the Ars Aqua version, Flowing Circle Strike. Healing Waters Lastly, Ars Aqua is the art of water; thus the art of life. Your control of water heals others. You have the Healing Waters power. Unarmed Combatant Your unarmed strike is much more powerful than those without training. You gain use of the Monk Unarmed Strike weapon, which is part of the unarmed weapon group. It has a +3 proficiency, 1d8 damage, and has the off-hand property with a reach of 1. You must have a hand free to use your monk unarmed strike. You may also enchant your monk unarmed strike with the enchant item ritual, to make them into magic weapons. Unarmored Defense You are trained to dodge blows more efficiently than other combatants, and thus gain a +2 bonus to AC when you are wearing cloth or no armor and not using a shield. Implements Adepts usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a Adept studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person. When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of adept powers and adept paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient. You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers. If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. Keyword: Focus When a power has the Focus keyword, you may spend another action (minor or move) depending on the power to add an effect to that power; if you can spend the required action. The action must be spent either before the power is used (in conjunction to using it) or after it has been used or a trigger applies. The focus effects can only be triggered once per round. Ars Adept Water Powers Class Features Each Ars Adept Water has the Manipulate Water, Flowing Circle Strike, and the Healing Waters Disciplines. Manipulate Water Ars Adept Water Feature Water is your tool, your art, your weapon. At-Will ✦ Psionic Minor ActionRange 6 Effect: You move, or summon water from nearby stores, or from the moisture of the air; creates about a 1 cubic foot of water.
Healing Waters Ars Adept Water Feature Water is life. Encounter ✦ Psionic, Healing Minor ActionRange 6 Target: You or an ally Effect: Target may spend a healing surge, but instead of gaining their surge value, they instead gain 1d6 + Wisdom modifier hp and Regeneration 3 until the end of your next turn. 2d6 + Wisdom modifier hp and Regeneration 5 until the end of your next turn at 10th level. 3d6 + Wisdom modifier hp and Regeneration 10 until the end of your next turn at 16th level. Special: You may use this power twice per encounter, but only once per round. At 16th level you may this power three times per encounter, but only once per round. Sustain Minor: You sustain this power on any number of targets with a minor action, for 5 minutes or until end of encounter. Level 1 At-Will Disciplines Ice Blossoms Ars Adept Water Attack 1 Ice blossoms at the feet of your enemies… At-Will ✦ Cold, Psionic, Focus, Implement Standard Action Area Burst 1 within 10 squares Target: Enemies in Burst Attack: Wisdom vs. Reflex Hit: Wisdom modifier damage; allies adjacent to or inside the area burst may shift 1 square as a free action. Focus: Minor Action Effect: The area burst is considered difficult terrain until the end of your turn. Ice Shards Ars Adept Water Attack 1 Frozen glass hinders your foe. At-Will ✦ Cold, Psionic, Focus, Implement Standard ActionRange 6 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage; target has a -2 penalty to reflex defense until the end of your next turn. Frozen Tide: Allies gain a bonus to damage against target equal to your Constitution modifier until the end of your next turn. Focus: Minor Action Trigger: Successful hit with Ice Shards Effect: Target is slowed until the end of your next turn. Wave Strike Ars Adept Water Attack 1 Like a crash of a tidal wave, you sweep your foe… At-Will ✦ Psionic, Focus, Weapon Standard Action Melee Touch Target: One creature Attack: Wisdom vs. Fortitude Hit: 1[W] + Wisdom modifier damage; target is pushed 1 square Raging Ocean: The target is pushed 1 + dexterity modifier squares Focus: Minor Action Trigger: Successful hit with Tidal Strike Effect: Target is knocked prone. Water Whip Ars Adept Water Attack 1 Like a crash of a tidal wave, you sweep your foe… At-Will ✦ Psionic, Focus, Implement Standard Action Melee 3 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage; target takes a -2 penalty to attack rolls until the end of your next turn. Focus: Minor Action Trigger: Successful hit with Water Whip Effect: Target is knocked prone. So with the Focus mechanic, I wanted to model the more intense concentration or effort the characters have when trying to pull off an effect or move that seems to do more or get bigger or whatnot. I also wanted to have a cool unifying class mechanic like the psionic sort of have... either the discplines of the monk or the at-will and dailies only of the other psionic classes. I'm not sure if it works, but I thought it was a neat idea. |
| #174redbadge767Mar 18, 2010 19:20:19 | Okay, here's a less giant page version of the post... We did this too Power Source: Psionic. You mind, body and soul are dedicated to controlling water, from steams, mists, and ice; your hardened training and will manifest themselves through water. We made the Elemental power source for all the benders. It makes it work a little better, i think Key Abilities: Wisdom, Constitution, Dexterity We had it basically the same, but with charisma instead of Constitution. I think that makes sense, since waterbenders tend not to be extremely fortitudinous Armor Proficiencies: Cloth, Leather we had hide too, probably because waterbenders tend to live near the poles where wearing hide armor keeps you warmer Weapon Proficiencies: Short sword, long sword, spear, unarmed strike instead of being specific to a few characters in the show (I THINK that is what you did), we just made them proficient with simple melee and ranged Implements: Ki focus and weapons with you are proficient Same thing Bonus to Defense: +1 Fort, +1 Will Same thing Hit Points at 1st Level: 12 + Constitution score Same thing Hit Points per Level Gained: 5 Same thing Healing Surges per Day: 7 + Constitution modifier Same thing Trained Skills: Heal. From the class skills list below, choose four more trained skills at 1st level. We did not make them proficient with heal, though that might be a good idea. We just made them proficient with 4 of their choice. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex) Did not have Acrobatics (but now that i think about it, i think we should), Arcana (don't think we should), Perception (Think we Shouldn't), Religion (Shouldn't), or Stealth (Shouldn't) Class Features: Ars Aqua, Unarmed Combatant, Unarmored Defense, Ars Aqua Style, Manipulate Water, Flowing Circle Strike, Healing Waters You are an Adept, training to master the elements, through your mind, body and soul. You have specifically chosen water, the element of healing, destruction, and power. Water is the essence of life, and you respect that facet, but it can also drown; or if it abandons you, nothing but a quick death can be the answer. You train like other adepts, honing your body to be an implement itself to the water you want to control, learning to strike like the tides against the rocks, and flow through strike like the river does through land. But you are a healer, providing support for that lost in the proverbial sea of life, being an iceberg. Pretty similar, with a few differences discussed later on. Ars Adept Water Class FeaturesArs Adepts have the following Class Features. Ars Aqua You can control water to an unbelievable degree, and all your powers are called Disciplines. All Ars Adepts have their basic elemental control Discipline, and yours is Manipulate Water. It lets you control, summon and manipulate water (and water based liquids and some colloids) into forms and shapes of your desire. Ars Aqua Style Ars Aqua has a few styles, of which their practitioners follow, but the main two that has the most robust following are the Raging Ocean Style and the Frozen Tide Style. These styles benefit certain powers, and you can only choose one and may not change that style afterwards. Raging Ocean Style Your style embodies the RagingOcean, with crashing wave like strikes, and pummeling rain like fists, you like to be in the middle of the bout. Whenever you damage an enemy with your Flowing Circle Strike power, your allies receive a bonus to attack rolls against that enemy equal to your Dexterity modifier until the end of your next turn. Frozen Tide Style Your style embodies the serenity and strength of ice; you have singularly powerful attacks, and lingering conditions. Whenever you use your Healing Waters power on an ally, they receive resistance to damage equal to your Constitution modifier until the end of your next turn. Flowing Circle Strike The other crux of being an Adept is the ability to use your element to block, deflect, or redirect attacks, and you gain the Ars Aqua version, Flowing Circle Strike. Healing Waters Lastly, Ars Aqua is the art of water; thus the art of life. Your control of water heals others. You have the Healing Waters power. What is Ars Aqua? Unarmed CombatantYour unarmed strike is much more powerful than those without training. You gain use of the Monk Unarmed Strike weapon, which is part of the unarmed weapon group. It has a +3 proficiency, 1d8 damage, and has the off-hand property with a reach of 1. You must have a hand free to use your monk unarmed strike. You may also enchant your monk unarmed strike with the enchant item ritual, to make them into magic weapons. We didn't have this, probably because most water benders never actually hit things with their hands Unarmored DefenseYou are trained to dodge blows more efficiently than other combatants, and thus gain a +2 bonus to AC when you are wearing cloth or no armor and not using a shield. Didn't have this either, for the reason that it defeats the point of making them proficient with better armors. ImplementsAdepts usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a Adept studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person. When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of adept powers and adept paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient. You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers. If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. Same thing Keyword: FocusWhen a power has the Focus keyword, you may spend another action (minor or move) depending on the power to add an effect to that power; if you can spend the required action. The action must be spent either before the power is used (in conjunction to using it) or after it has been used or a trigger applies. The focus effects can only be triggered once per round. This sounds AWESOME. I would really like to work these into some of the powers, if you guys are cool with that. Ars Adept Water PowersClass Features Each Ars Adept Water has the Manipulate Water, Flowing Circle Strike, and the Healing Waters Disciplines. Manipulate Water Ars Adept Water Feature Water is your tool, your art, your weapon. At-Will ✦ Psionic Minor ActionRange 6 Effect: You move, or summon water from nearby stores, or from the moisture of the air; creates about a 1 cubic foot of water.
Flowing Circle Strike Ars Adept Water FeatureIt always returns. At-Will ✦ Psionic, Focus, Implement Immediate InterruptRange 6 Trigger: An attack that targets AC or Reflex hits you within the range Effect: You gain a +1 bonus to AC and Reflex until the end of your turn. Focus: Free action (Special) Trigger: The attack misses you Effect: You deal the attacker damage equal to your Wisdom modifier. Special: you can only use this power once a round. This doesn't really feel like a leader's power. Don't really think it belongs. sorry. Healing Waters Ars Adept Water FeatureWater is life. Encounter ✦ Psionic, Healing Minor ActionRange 6 Target: You or an ally Effect: Target may spend a healing surge, but instead of gaining their surge value, they instead gain 1d6 + Wisdom modifier hp and Regeneration 3 until the end of your next turn. 2d6 + Wisdom modifier hp and Regeneration 5 until the end of your next turn at 10th level. 3d6 + Wisdom modifier hp and Regeneration 10 until the end of your next turn at 16th level. Special: You may use this power twice per encounter, but only once per round. At 16th level you may this power three times per encounter, but only once per round. Sustain Minor: You sustain this power on any number of targets with a minor action, for 5 minutes or until end of encounter. This sounds VERY cool, but it feels a little overpowered. I like ours a little more, but i think if we find a middle ground, it will nail the flavor right. Level 1 At-Will DisciplinesIce Blossoms Ars Adept Water Attack 1 Ice blossoms at the feet of your enemies… At-Will ✦ Cold, Psionic, Focus, Implement Standard Action Area Burst 1 within 10 squares Target: Enemies in Burst Attack: Wisdom vs. Reflex Hit: Wisdom modifier damage; allies adjacent to or inside the area burst may shift 1 square as a free action. Focus: Minor Action Effect: The area burst is considered difficult terrain until the end of your turn. We already made level 1 at will powers, i would recommend we somehow convert these to where we are now powers Ice Shards Ars Adept Water Attack 1Frozen glass hinders your foe. At-Will ✦ Cold, Psionic, Focus, Implement Standard ActionRange 6 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage; target has a -2 penalty to reflex defense until the end of your next turn. Frozen Tide: Allies gain a bonus to damage against target equal to your Constitution modifier until the end of your next turn. Focus: Minor Action Trigger: Successful hit with Ice Shards Effect: Target is slowed until the end of your next turn. Same as what i said before. Wave Strike Ars Adept Water Attack1 Like a crash of a tidal wave, you sweep your foe… At-Will ✦ Psionic, Focus, Weapon Standard Action Melee Touch Target: One creature Attack: Wisdom vs. Fortitude Hit: 1[W] + Wisdom modifier damage; target is pushed 1 square Raging Ocean: The target is pushed 1 + dexterity modifier squares Focus: Minor Action Trigger: Successful hit with Tidal Strike Effect: Target is knocked prone. Same as what i said before. Water Whip Ars Adept Water Attack 1Like a crash of a tidal wave, you sweep your foe… At-Will ✦ Psionic, Focus, Implement Standard Action Melee 3 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage; target takes a -2 penalty to attack rolls until the end of your next turn. Focus: Minor Action Trigger: Successful hit with Water Whip Effect: Target is knocked prone. Same as what I said before So with the Focus mechanic, I wanted to model the more intense concentration or effort the characters have when trying to pull off an effect or move that seems to do more or get bigger or whatnot. I also wanted to have a cool unifying class mechanic like the psionic sort of have... either the discplines of the monk or the at-will and dailies only of the other psionic classes. I'm not sure if it works, but I thought it was a neat idea. Again: Love the focus. We should find SOME way of using that. Now, i would reccomend that you just go through what we've done so far, and maybe just skim it at least. It will probably save a lot of time, but don't think it's set in stone, you've got some really awesome ideas here. |
| #175ekioMar 18, 2010 20:05:22 | I totally dig the idea of psionic benders. Totally fits. As I was the one who laid out the original class features, you and me had a lot of similar ideas. But I have to disagree when it comes to a few of your class features. I didn't want to make the benders feel like monks with bender abilities. If you wanted to make a unarmed bender punching action, you'll want to mix it up with the monk either through hybriding or multiclassing. What I've noticed with a lot of homebrew classes and their class features is that a lot of their class features could be and SHOULD be feats. Feats that should be used in conjunction with a class to create a certain angle. Class features should be base in the exact angle you want a class to be cast in. They should perserve the idea of the original idea and flavor, but should leave specific builds and flavor to feats, paragon paths, and additional builds if the class warrants it. The unarmed bender isn't necessarily the general idea I was going for and by the idea it seems that you're putting forth, unarmed defenses and attacks don't necessarily compliment the idea. I was going for the straight up, no **** caster bender. Weapon styles (with the exception of the earth/firebenders; they should totally be able to use weapons from the get-go) and unarmed punch-a-guy-in-the-face should be handled through either feats or multi/hybrid classing. I'm not sure if that made sense. I was interrupted. :< Also, I love the focus idea, but I think we're a *little* far in development (epic tier and all) to go back and redo powers. But I was also thinking about the focus thing... it seems like in actual playing, the focus thing would become almost infinite power points. Being that the waterbender is a ranged character with none of her class features relying on those extra actions (with the exception of the Healing Waters power), the only time a character could not use her additional focus caveat would be when she moved, stood up, shifted, etc. I LOVE the idea of the focus keyword, seriously do, I'm just not sure how it'd play out on the table. If you decide to continue with this version of the waterbender (though I always appreciate collaboration with the Avatar project), I'd recomend a playtest regarding the focus keyword. Anyway. ![]() Earthen Plate---Earthbender Utility 22 You put that extra oomph in your earthbending. Encounter • Elemental Immediate Interrupt Personal Trigger: You use your earthern shard power to protect a watched ally Effect: You instead make a wall 5, starting in a square adjacent to the ally, blocking line of the sight of the triggering ranged attack. Creatures cannot pass through this wall and the wall blocks line of sight. This wall lasts until the end of your next turn. Glorious Smash---Earthbender Utility 22 You put down an enemy and shatter the ground around him. Daily • Elemental Immediate Interrupt Personal Trigger: You knock an enemy prone. Effect: The triggering enemy is dazed (save ends). Additionally, the creature's square and every adjacent square is difficult terrain until the end of the encounter. Pluck from the Air---Earthbender Utility 22 It's foolish of them to think that flying away will protect them from the earth's vengeance. Encounter • Elemental Move Action Ranged 10 Target: One flying creature. Effect: They drop to a square of solid ground within 10 squares. They take no falling damage. |
| #176UsagiYojimboMar 18, 2010 20:54:26 | Ekio, your prayers for a more coherent Waterbender have been answered, sort of, let me check something. ceiling90, I really like this stuff you have here, but I'm not totally clear on what you want us to do, are you just looking for help in making your own class work or are you offering us ideas? Well regardless I think I have to say that my favorite thing there is Flowing Circle Strike, which really doesn't fit too well for a leader, but works so well for a Waterbender that I want to use it anyway. With your permission, I would change it around to say: Flowing Circle Strike Waterbender Feature It always returns. At-Will*Elemental Immediate Reaction Ranged 5 Trigger: An enemy targets you with an attack. Effect: The effect depends on whether the attack hits, or misses. Hit: One ally within range gains a +1 to all defenses against the attacking creature until the end of your next turn. Miss: The first ally to hit the attacking creature before the end of your next turn deals additional damage equal to your Charisma modifier. This is what I think we have been missing as far as character for the Waterbender, an at-will class feature that allows Waterbenders to be involved in melee, since being missed by an attack benefits an ally offensively, and being hit benefits them defensively. I'm a little on the fence on the last part though, I think perhaps it should be: "...additional damage equal to half your level." Anyway Ekio, if ceiling90 is okay with us poaching this idea, I think we should drop this on the Waterbender as our first major revision to the class. That would go a long way towards making the class feel both unique and more Leadery. In regards to Earthen Plate, how tall is the wall? If the creatures can fly or climb for example, you would need to know that. If you want an ability that totally cordones off an area for a turn, I reccomend adding in a stipulation about a roof of sorts. These other two Utilities are great though. I'm so excited, we're almost done! |
| #177ekioMar 18, 2010 20:58:09 | WAIT WAIT WAIT. Before anything. Unless I'm missing something, we're missing two Earthbender level 19 attacks, two Firebender level 19 attacks, and one Waterbender level 19 attack. Usagi, consider yourself head of the waterbender. I've tried twice to remake the class. One, when I first made it then like, 6 months after that. I have never been happy with it. I obviously can't do it ![]() We're missing... Airbender: One level 22 utility. Earthbender: Two level 19 dailys. Firebender: Two level 19 dailys. One level 22 utilities. Waterbender: One level 19 daily. One level 22 utility. |
| #178ceiling90Mar 18, 2010 21:51:48 | Ugh, the boards hate me. Anyway, I'm perfectly fine with you poaching the idea, I really wanted to share my work on the benders, since I more or less reached a dead end with the processes. The monk stuff... well it's a hold over from the fact that benders all of them are essentially martial artists that when they do the arguable "somatic" component of thier spell casting are really doing kata. Even some of the practices or the "dance" as it was called in the ep where Zuko and Aang get better firebending, is a two man fight kata. I just wanted the class to at least embody the necessity of having to hit someone real hard with thier fist and not thier bending. Though, it's true about the disconnect, it wasn't often that any of the benders in the show fought hand to hand or even with weapons with notable exceptions. I'm okay with it being even a build idea or a feat or cross class, it makes sense. Now, the Focus idea came about even before the Psion preview was out, and I didn't read about power points yet... but looking through the phb3, PP's are regained at any rest (short or extended). So they are in a way are infinite anyway. But... here's why I think it would be okay, and my line of thought when first designing the focus keyword powers: At-will and Encounters have minor action focus, and Dailies have move action focus. This still means that while they may use the focused version of a power, for dailies and the encounters, they are still limited by the number of uses within the encounter ( or day). The at-will are arguably more powerful, but neither do they change like those of the Psion, Ardent, or Battlemind. I haven't really play tested any of this, but it's was a thought process. If anything, remove the Focus abilities from the At-wills, and only allow them on Encounters and Dailies. On re-doing powers... *shrugs* it's up to you guys. Also, I never figured Focus to ever go on utility powers. Note: On thinking about the Focus, it's almost... underpowered in a sense. You using more of your action economy; even if it is just a minor action, there are myriads of racial powers, other class powers, and even sustain that clinch on you having a "free" minor action. It's sort of brining back the whole "Full round action" or whatever. It's kinda working backwards. But eh, maybe it needs a real playtest; I just haven't found a group that I could use so far. I like the idea, but I'm not sure if it's actually good. So do what you guys want, I just wanted to share. |
| #179UsagiYojimboMar 18, 2010 23:03:15 | Snaking Dragon Strike---Firebender Attack 19 After slashing your opponent a snaking blast of flame charges through your other enemies. Daily*Elemental, Fire, Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier fire damage. Make a secondary attack. Secondary Target: Creatures within Path 5 Secondary Effect: Enemies in Path 5 take fire damage equal to your the current extra damage your Source of Strength Class Feature. Dragon's Bite---Firebender Attack 19 Their are few attacks more devastating than the bite of a dragon. This is perhaps the closest a firebender can come to that. Daily*Elemental, Fire, Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity vs. AC Hit: 6[W] + Dexterity modifier damage. |
| #180ekioMar 18, 2010 23:07:16 | www.scribd.com/doc/16920521/Avatar-the-L... Updated all the way. WITH THE EXCEPTION OF WHAT USAGI JUST POSTED ;_; brb, my eyes are crawling out of my head. |
| #181UsagiYojimboMar 18, 2010 23:17:30 | Oh... sorry dude. It's looking better than ever, good job. |
| #182ceiling90Mar 18, 2010 23:45:02 | If you guys want, can I look over the current powers and suggest some focus versions? |
| #183UsagiYojimboMar 19, 2010 2:51:48 | Tempest Blast---Waterbender Attack 19 Waterbending is about reflection, the reflection of attacks and emotions. But sometimes, it's also about releasing emotions... violently. Daily*Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 4d8 + Wisdom modifier damage and the first ally to hit the target before the end of your next turn may spend a healing surge. Rain Storm---Waterbender Utility 22 By pulling water together tightly you create rainclouds. When you realease your focus, a small weather system forms on the battlefield. Daily*Elemental Move Action Burst 10 within 5 Effect: You create a weather system within your burst that lasts until the end of the encounter, the water disrupts your enemies and heals your allies. Choose three spaces within the burst, those spaces now have heavy rain. You may change the location of the heavy rain to anywhere else in the burst as a minor action. Enemies within the burst suffer a -2 to attacks, enemies in areas of heavy rain suffer a -4. Allies within the burst gain Regeneration 2, allies in areas of heavy rain gain Regeneration 4. |
| #184UsagiYojimboMar 19, 2010 3:07:42 | Flame Shield---Firebender Utility 22 One of the more advanced firebending techniques, it involves letting flames burn mere inches from your body, to singe your opponents, but leave you unharmed. Daily*Elemental, Fire Move Action Personal Effect: Until the end of the encounter creatures that moves adjacent to you or starts its turn adjacent to you, takes fire damage equal to your Charisma modifier. |
| #185redbadge767Mar 19, 2010 5:29:38 | Feel free to look it over. Updraft---Airbender Utility 22 You pick your enemies slightly off the ground, forcing them to stop moving. Daily • Elemental, Zone Minor Action Close Burst 10 Effect: All enemies in the burst are Immobilized (save ends). In addition, whenever they are hit by an attack while still immobilized, the creature that hit them may push them a number of squares equal to their strength modifier. |
| #186ekioMar 19, 2010 8:29:49 | If I were you, I'd hold off the focus idea for right now. While I like the idea, I'd like to ponder about it for a little while before anything's implemented. Besides my personal preferences though, it seems that after epic tier powers are thought up and laid out, we're going to go through and edit the hell out of them, particularly the firebender and the waterbender. Terraquake---Earthbender Attack 19 You lift a strong hand and clench it into a fist, crushing the earth underneath your enemies. Daily*Elemental, Implement Standard Action Area burst 2 within 10 Target: Each enemy within burst. Attack: Constitution vs. Fortitude. Hit: 4d10 + Constitution modifier damage and the target is slowed and takes 10 ongoing damage (save ends). Quaking: Each ally within the burst is considered a watched ally until the end of your next turn. Crushing Blow---Earthbender Attack 19 You sink into the earth as an enemy appraoches one of your friends. Daily*Elemental, Implement Immediate Interrupt Melee weapon Trigger: An enemy triggers your shifting grounds power. Effect: You teleport to a square adjacent to the target and make the following attack in place of the shifting grounds power. Target: The triggering creature. Attack: Constitution vs. AC. Hit: 3[W] + Constitution modifier damage and you push the target 5 squares. They are immobilized (save ends) at the end of the push. Shaping: The watched ally previously threatened by the target gains a bonus to all defenses equal to your Strength modifier until the end of your next turn. Level 22 utility down, level 23 encounters to go... |
| #187redbadge767Mar 19, 2010 15:22:57 | onward and upward! When are we going to start on epic destinies? |
| #188UsagiYojimboMar 19, 2010 15:30:40 | I actually think we should finish all the classes before we make the epic destinies. That seems like it will be a lot of fun and I want to save it for the end. But that doesn't mean we can't start thinking of them. |
| #189ekioMar 19, 2010 18:20:33 | Epic destinies will probably be the last thing we do. Path of Flames---Firebender Attack 23 You project a ray of fire across the battlefield, searing your enemies. Encounter*Elemental, Implement, Fire Standard Action Line 5 Target: Each creature within line. Attack: Dexterity vs. Reflex. Hit: 2d6 + Dexterity modifier fire damage and the target takes ongoing 10 damage (save ends). Splashing Fire---Firebender Attack 23 As you bring your weapon down, the residue of fire splashes around him. Encounter*Elemental, Weapon, FIre Standard Action Melee weapon Target: One creature. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier fire damage. Each adjacent creature to the target, excluding you, take a number of fire damage equal to your current Source of Strength damage. Raging: Each creature adjacent to the target, excluding you, take 1d6 + your Source of Strength fire damage. Full Stomach---Firebender Attack 23 No amount of medicine will quell this heartburn. Encounter*Elemental, Implement, FIre Standard Action Close blast 5 Target: Each creature within blast. Attack: Dexterity vs. Fortitude. Hit: 4d8 + Dexterity modifier fire damage and the target is slid one square. Harmonious: Allies within the blast are exempt from this attack. |
| #190UsagiYojimboMar 19, 2010 20:09:51 | Deadly Mist---Waterbender Attack 23 A mist surrounds your target and then, with incredible speed, the individual drops begin to fly around tearing them apart and dashing harmlessly on your allies. Encouter*Elemental, Implement Standard Action Blast 5 Target: Enemies within blast Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage. Effect: Allies in the blast gain temporary hit points equal to your Charisma modifier. Calming: Aliies in the blast gain temporary hit points equal to your 5 + your Charisma modifier. Watering Ram---Waterbender Attack 23 As you run you pull water along with you and then strike a line of enemies with tremendous force. Encounter*Elemental, Implement Standard Action Line 3 within 5 Target: Creatures in line Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier damage and the target is pushed 3 squares. Torrential: Allies may shift 3 squares. Icicle Barrage---Waterbender Attack 23 Water flies over your enemy and then freezes into a deadly sharp rain of icicles. Encounter*Elemental, Cold, Implement Standard Action Burst 3 within 5 Target: Creatures in burst Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier cold damage and the target grants combat advantage until the end of your next turn. Miss: Wisdom modifier cold damage and the target grants combat advantage until the end of your next turn. |
| #191UsagiYojimboMar 19, 2010 23:04:52 | Stone Blade---Earthbender Attack 23 It takes effort to hurl a boulder at an opponent, it takes refinement to sharpen it first. Encounter*Elemental, Weapon Standard Action Melee weapon or Ranged 5 Target: One creature Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier and the target is dazed (save ends). Rippling Ground---Earthbender Attack 23 By punching the earth beneath you, you create a shockwave that can appear nearly anywhere on the battlefield. Encounter*Elemental, Implement Standard Action Blast 3 within 5 Target: Creatures in blast Attack: Constitution vs. Fortitude Hit: 2d10 + Constitution modifier damage and the target is knocked prone. Special: You may determine the origin of this attack as if you shared a space with your watched ally. Quaking: The attack deals 3d10 + Constitution modifier damage. Moving Wall---Earthbender Attack 23 You take a strong stance and the earth itself rises up to protect you. Encounter*Elemental, Implement Standard Action Close burst 2 Target: Creatures in burst Attack: Constitution vs. Fortitude Hit: 2d10 + Constitution modifier damage and the target is pushed 3 squares. Effect: After the attack is resolved, repeat this attack, now centered on your current Watched Ally. Shaping: Targets are also immobilized until the end of your next turn. |
| #192rizzen_nailoMar 20, 2010 9:50:15 | Well first off I must say good job to those involved in making this thus far. I've read the entire thread and downloaded the latest version...and will download all future versions you come up with. However I did notice one thing of high importance to the series seems missing...how can one make an avatar character? Although it might be best if it was left up to the dm running a game that allowed this stuff into his or her game. Either way if you guys are planning to playtest this in an online game I'm be more than happy and willing to help out with this endeavor. I would help create powers, feats and such...but I'm not that great at creating things aside from magic items for D20. Either way keep up the good work. |
| #193UsagiYojimboMar 20, 2010 12:48:14 | I think the current plan for the Avatar is going to be a feat tree, similar to the way that multiclassing works, but with one key difference. That is that when an Avatar starts out as a certain type of bender, the feats multiclass them into the other bending classes in a specific order. This is, of course, because the elements are in a certain balance with eachother, Fire is opposite to water, Earth to Air. Like this... >Air> ^ V Fire Water ^ V < Earth < |
| #194UsagiYojimboMar 20, 2010 14:20:57 | Windclone---Airbender Attack 23 As you dash at your opponent you create a body double or directed air currents and hurl it at your opponent. Encounter*Elemental, Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom +2 vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target grants combat advantage (save ends). Storm Push---Airbender Attack 23 Airbending can create strong winds or precise winds, but only a few talented Airbenders can do both at the same time. Encounter*Elemental, Implement Standard Action Ranged 20 Target: One creature Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier damage and you may slide the target 3 squares. Zephyr Sweep---Airbender Attack 23 The battlefield is a mess, it's time to wipe it clean. Encounter*Elemental, Implement Standard Action Blast 5 within 5 Target: Enemies within blast Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier damage and you push the target 3 squares. Effect: Slide creatures within the blast 3 squares. |
| #195UsagiYojimboMar 20, 2010 17:42:48 | Burning Weapon---Firebender Attack 25 Your weapon is coated with fire as you strike, even after the fire disapates your weapon remains heated. Daily*Elemental, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 5[W] + Dexterity modifier fire damage. Effect: Until the end of the encounter, attacks you make with the weapon keyword deal an additional 1[W] fire damage. Avalanche Hammer---Earthbender Attack 25 With a single motion you erect a powerful defense crush an enemy. Daily*Elemental, Implement Standard Action Close burst 1 Target: One creature within burst Attack: Constitution vs. AC Hit: 4d10 + Constitution modifier damage and the target is pushed 1 square and knocked prone and you pull a wall of continuous squares made of stone out of the ground. At least one square of the wall must be in the square the target vacated. The wall may be up to 5 squares long and 2 squares high. Miss: No damage but the target is pushed and knocked prone and the wall appears. Special: You may center this attack on your watched ally. Crashing Waves---Waterbender Attack 25 With a clap you bring two titanic waves together, smashing your targets from either side. Daily*Elemental, Implement Standard Action Line 5 within 5 Target: Creatures within line Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is stunned (save ends). The first ally to hit the target before the end of your next turn may spend a healing surge and gain additional hit points equal to your Charisma modifier. Wind Tunnel---Airbender Attack 25 By moving winds around the battlefield you create a temporary, but intense mini-weather system. Daily*Elemental, Implement, Zone Standard Action Path 5 Target: Creatures in path Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage. Effect: You create a zone of forceful winds within the area affected that lasts until the end of your next turn. Any time a creature enters a square within the zone, you may shift that creature 1 square. |
| #196UsagiYojimboMar 20, 2010 20:12:58 | Glacial Onslaught---Waterbender Attack 25 You freeze a huge quantity of water and then push the frozen mass through the battlefield. Daily*Elemental, Cold, Implement Standard Action Line 6 Target: Creatures in line Attack: Wisdom vs. AC Hit: 4d10 + Wisdom modifier damage and all adjacent squares count as difficult terrain to your enemies until the end of your next turn. Effect: The area of the attack counts as difficult terrain to your enemies until the end of your next turn. |
| #197ekioMar 20, 2010 23:11:44 | Well first off I must say good job to those involved in making this thus far. I've read the entire thread and downloaded the latest version...and will download all future versions you come up with. Hello. Thanks for the compliments. Its always nice to hear from someone who's enjoying our work.If you're willing to help, I would love to put someone on magic item duty. As I'm sure you're aware, the benders will be using Ki Focuses (like the monk and assassin do). There are ki focuses out there in Dragon and Player's Handbook 3, but they're both fitted for the two respective classes that use them. I would love to have bender oriented ki focuses. If you're up to it. I'm always glad to have more people on board with this project. |
| #198rizzen_nailoMar 21, 2010 0:40:33 | Well if I had more time tonight/this morning I'd gladly come up with an item or two. However I was mainly checking a few sites before hitting the sack and getting some much needed rest for a long day tomorrow/today. However when I get done with what I need to tomorrow/today I'll look through everything that you've got in the most recent pdf as well as what's posted here. Then I'll begin working on some magic items that should fit with the benders...as well as fluff of the series. |
| #199UsagiYojimboMar 21, 2010 1:53:22 | Yes, we have Magic Items! It's all coming together. |
| #200redbadge767Mar 21, 2010 14:10:46 | Scything Sprint---Airbender Attack 25 |
| #201redbadge767Mar 21, 2010 14:28:30 |
Whoops! Scything Sprint---Airbender Attack 25 As you run across the battlefield, you send out razor thin ribbons of air toward foes. Daily • Elemental, Implement Standard Action Close burst 4 Effect: Shift your speed +2, and make the following attack at any 3 points during this movement. Target: One creature in burst Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage, and the target is slowed (save ends) There |
| #202UsagiYojimboMar 21, 2010 22:02:32 | Grasping Winds---Airbender Attack 25 The winds your summon seem to grasp onto your targets and pull them to you. Daily*Elemental, Implement Standard Action Ranged 10 Target: One, two or three creatures Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage, is pulled 3 squares and the target is grasped by one of your air currents (save ends). As long as the target remains grasped, they take a -2 to penalty to their AC and Reflex defenses, this bonus is cumulative. In addition, when a target who is grasped by an air current is hit by one of your attacks, you may pull them 2 squares per air current they are effected by. Pyre Flame Touch---Firebender Attack 25 Your hands are coated in flame, with a touch you immolate your opponent. Daily*Elemental, Fire, Implement Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier fire damage and the target takes ongoing 20 fire damage (save ends) Aftereffect: The target takes ongoing 10 fire damamge (save ends) Icy Grasp---Waterbender Attack 25 You focus your attack on one target, completely removing them from the fight. Daily*Elemental, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier cold damage. Effect: The target is restrained (saved ends). Aftereffect: The target is immobilized (save ends). Spire Burst---Earthbender Attack 25 A wave of pointed spires burst from the ground around you, impaling enemies who are attack you. Daily*Elemental, Implement Standard Action Burst 3 Target: Creatures in burst Attack: Constitution vs. AC Hit: 3d10 + Constitution modifier damage and the target is pushed 2 squares and immobilized until the end of your next turn. Special: You may center this attack on your watched ally. |
| #203redbadge767Mar 23, 2010 5:06:57 | we have 4 level 25 daily powers for waterbender...... ones gonna have to be moved up to 27 encounter or 29 daily. |
| #204UsagiYojimboMar 23, 2010 13:50:57 | Glacial Onslaught---Waterbender Attack 25 You freeze a huge quantity of water and then push the frozen mass through the battlefield. Encouter*Elemental, Cold, Implement Standard Action Line 3 Target: Creatures in line Attack: Wisdom vs. AC Hit: 2d10 + Wisdom modifier damage and all adjacent squares count as difficult terrain to your enemies until the end of your next turn. Effect: The area of the attack counts as difficult terrain to your enemies until the end of your next turn. Boom! |
| #205dumas_driftMar 23, 2010 15:14:27 | This all looks FANTASTIC! I can't wait to see it in it's finished state. The only things that I can think of adding are: 1. Some more PPs that are themed for the more martial characters in the show (much like the Sokka path that you already have). Perhaps a Tai Lee path that disables monsters by preventing them from using powers/abilities, a throwing weapon type path to represent Mai's skill with blades, or even a Blue Demon PP for the Ranger/Tempest Fighter that would represent the more martial side of Zuko's skill. 2. The Avatar feat chain/PP/ED needs to include some sort of "spirit walk" type ability, even if it is mostly flavor 3. Some NPCs/"Monsters" to go with the PC type things (i.e. fire nation soldiers, water tribe skirmishers, Kyoshi warriors, badgermoles, air bisons, or even named characters, etc) Keep up the excellent work, as I can't wait to try it all out! |
| #206ekioMar 23, 2010 17:59:30 | This all looks FANTASTIC! I can't wait to see it in it's finished state. 1. Those are a possibility. A Ty Lee type of path would be really ****in' cool too. She had one of the greatest styles. I can picture the paragon path being a bit of a anti-thesis to the calming build of Waterbender. 2. The more and more I think about it, the more I think that the Avatar himself should be dealt with with a Heritage feat chain. I can see maybe an feat that would grant an encounter power that would allow you to become insubstanial/phasing or just vanish from the battlefield for a time. Maybe access to a ritual that would allow the Avatar to trance into the Spirit World. Otherwise though, the spirit walk ability will largely be flavor with the exceptions I mentioned before. 3. That would be awesome. |
| #207redbadge767Mar 23, 2010 18:43:04 | Hey, when we get to epic destinies, we should make the "white lotus grandmaster" epic destiny. |
| #208UsagiYojimboMar 23, 2010 19:49:53 | You know, I think those ideas are exactly what I need to revitalize my imagination for a bit: I'mma start with Tai Lee, back in a bit. Chi Blocker "It's like we're dancing! Oh... did I break you, sorry." Prerequisites: Trained in Acrobatics and Athletics, Martial Your agility is your strong suit. You can leap and jump around the battlefield and you have been trained to hit an opponent in their pressure point, causing their limbs to go limp and, in certain enemies, blocking their ability to channel magic by disrupting the flow of Chi through their body. Pressure Point Critical (11th Level): When you score a critical hit on an enemy with a melee attack you may choose to deal normal damage. If you do you block the targets Chi (save ends). Creatures with blocked Chi cannot make any actions except for standard movement and melee and ranged basic attacks. Acrobatic Movement (11th Level): You move around the battlefield very unpredictably. When you succeed on an Acrobatics check to perform an Acrobatic Stunt you gain a +2 bonus to you next attack roll. Chi Blocking Action (16th Level): When you spend an action point to make an extra melee attack action, if the attack hits, the targets Chi is blocked until the end of your next turn. Chi Blocker Powers: Chi Block Strike---Chi Blocker Attack 11 With some precise jabs and pokes you render an opponent unable to channel magic. Encounter*Martial Standard Action Melee touch Target: One creature Attack: Strength or Dexterity vs. AC Hit: 2d10 + Strength or Dexterity modifier damage and the target's Chi is blocked until the end of your next turn. Acrobat's Movement---Chi Blocker Utility 12 Some people walk into a fight, some people run, you prefer to do a handstand. Daily*Martial, Stance Move Action Personal Effect: Until this stance ends, you may move through opponents spaces, shift as a minor action and gain a +5 bonus to Acrobatics and Athletics checks. Pressure Point Flurry---Chi Blocker Attack 20 With a series of incredibly presice and very fast blows to your opponent, you render them unable to move for a time. Daily*Martial Standard Action Melee touch Target: One creature Attack: Strength or Dexterity vs. Fortitude Hit: 3d10 + Strength or Dexterity modifer damage. Effect: The target is stunned until the end of your next turn. Aftereffect: The target's Chi is blocked (save ends). |
| #209UsagiYojimboMar 23, 2010 20:44:28 | I feel like Mai could be easily replicated with the Flying Blade Adept from Martial Power, I'm not sure if I can think of a Knife throwing class that doesn't step on it's toes. Someone else is welcome to. The Blue Demon seems unique enough, a two weapon master who focuses on stealth and diguise. I'm into it. Blue Spirit "I was never here." Prerequisites: Trained in Stealth and Acrobatics, Two-Weapon Fighting. Swords are often misjudged as loud and blundering weapons, at best people think of them as elegant or powerful. Your swords are as silent as an owl in flight and as precise as any dagger. No one sees them coming unless you want them too, and no one sees you coming at all. Two Sword Style (11th Level): You may treat Scimitars as if they had the Off-Hand property. Stealthy Kill (11th Level): If you are hidden when you make an attack, and that attack leaves the target helpless or kills the target, you remain hidden as if you hadn't acted. Incapacitating Action (16th Level): When you spend an action point to make an extra attack while you are hidden you may choose to deal no damage. If you do, the target is knocked unconcious (save ends). Blue Spirit Techniques: Tie'Em Up---Earthglider Attack 11 You surprise your opponent by attacking them and then rapidly tying them up instead of killing them. Encounter*Martial, Weapon Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage and the target is restrained (save ends). Stealth Acrobatics---Blue Spirit Utility 12 Even the most observant enemy will never find a target that isn't where they're looking. At-Will*Martial Immediated Reaction Personal Trigger: You succeed on Stealth check. Effect: You make an Acrobatics check with a +2 bonus. If you succeed you remain hidden. Twin Blade Flurry---Blue Spirit Attack 20 As you attack your swords spin so fast that they deflect enemy attacks. Daily*Martial, Weapon Standard Action Melee weapon Special: You must be wielding two weapons. Target: One or two creatures Attack: Dexterity vs. Reflex (main weapon and off-hand) two attacks Hit: 2[W] + Dexterity modifier damage Effect: You gain a +2 to your AC and Reflex defense for each time this attack hits. This bonus lasts until the end of your next turn. |
| #210UsagiYojimboMar 24, 2010 12:05:32 | Tiger Hook Swordsman "My weapons are everything I need them to be. They change as the battle changes" Prerequisites: Two-Weapon Fighting, Martial Power Source Swords are an inelegant weapon, too simple and forceful to be your style. You use Tiger Hooks, a complicated form of sword, used in pairs, that takes years to learn how to use at all, let alone master. The Tiger Hooks have a long curved blade ending in a hook, a crescent shaped, bladed gaurd and a daggerlike protrusion at the bottom of the handle. Tiger Hook Mastery (11th Level): You gain proficiency in the Tiger Hooks. When you wield Tiger Hooks, they gain the Defensive property. Linking Swords (11th Level): Tiger Hooks can be used as a single weapon by linking the end of the blades together and swinging the swords like nunchaku. As a minor action you may convert your Tiger Hooks into a single weapon until the end of your next turn they gain the Reach property. Tripping Action (16th Level): When you spend an action point to take an extra action, one enemy adjacent to you is knocked prone. Tiger Hook Swordsman Exploits: Disarming Slash---Tiger Hook Swordsman Attack 11 Using the hooked end of your weapon to pull an enemies weapon away from them. Encounter*Martial, Weapon Standard Action Melee weapon Special: You must be wielding Tiger Hooks Target: One creature Attack: Strength or Dexterity vs. Reflex Hit: 2[W] + Strength or Dexterity modifier damage. If the target is holding a weapon, that weapon is dropped and thrown up to 5 squares. Brachiation---Tiger Hook Swordsman Utility 12 Your Tiger Hooks are good for more than just combat, the hooks help you climb and swing from trees. At-Will*Martial, Weapon Move Action Personal Special: You must be wielding Tiger Hooks Effect: You gain a climb speed equal to your land speed when climbing trees. If you are climbing something other than trees, make a climb check with a +5 bonus. Heaven and Sun Moon Swords---Tiger Hook Swordsman Attack 20 Using your Tiger Hooks you peform a complicated kata that exploits every unique aspect of the swords. Daily*Martial, Weapon Standard Action Melee weapon Target: One, two or three creatures Attack: Strength or Dexterity vs. Reflex, up to three attacks Hit: 1[W] + Strength or Dexterity modifer. Each attack has a different additional effect. No one creature may be the target of more than one effect. Disarming Strike: If the target is holding a weapon, that weapon is dropped and thrown up to 5 squares. Tripping Attack: The target is knocked prone. Cutting Blow: 2[W] damage. |
| #211UsagiYojimboMar 24, 2010 12:15:59 | One-Handed Weapon Prof. Damage Range Price Weight Group Properties [Tiger Hook] [+3] [1d8] [—] [50 gp] [2 lb.] [Light Blade, [Off-Hand] polearm] |
| #212UsagiYojimboMar 24, 2010 14:43:29 | So there we go, Blue Spirit Zuko, Ty Lee and Jet. I'm wracking my brains to think of any other characters that we haven't represented. I agree we should have the White Lotus Grand Master, and they should have an feature called White Lotus Gambit, but I'm getting ahead of myself. Let's return the our Encounter powers. This next step, level 27, are the most powerful Encounter attacks the classes will learn, and the following Daily powers will be the best attacks each class gets. I imagine we are all excited, so I think we should each do one. I mean, you guys don't have to, but I want you guys to have the opportunity to put your work into our final levels. Here's mine: Icicle Fusillade---Waterbender Attack 27 You surround yourself, and your target, in a burst of water droplets. Your allies find these droplets invigorating, but the ones surround your enemies harden into deadly icicles. Encounter*Elemental, Cold, Implement Standard Action Burst 5 Target: Enemies in burst Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier cold damage. Effect: Allies in the burst may spend a healing surge. Inferno Strike---Firebender Attack 27 With a flip and series of consecutive kicks you create a fire around your opponent that erupts upward, burning them to a crisp. Encounter*Elemental, Fire, Implement Standard Action Melee 1 Target: One creature Attack: Dexterity vs. Reflex Hit: 4d8 + Dexterity modifier fire damage and the target is vulerable 10 fire (save ends). Crag Hammer---Earthbender Attack 27 You slam your curled fists into the ground causing a huge plane of earth to fire upwards and then fall on your target. Encounter*Elemental, Implement Standard Action Wall 3 within 5 Target: Enemies in line Attack: Constitution vs. Reflex Hit: 3d8 + Constitution modifier damage. Effect: The earthen plate you dropped on your opponent becomes a wall. A wall 3 squares long and five feet high appears in the area effected by this attack. Special: You may center this attack on your watched ally. Gale Lash---Airbender Attack 27 You create a sickle shaped blast of wind that flies at your opponents. Just before it reaches them, you refine it to a cutting edge, slashing your enemies. Encounter*Elemental, Implment Standard Action Close Blast 3 Target: Enemies in blast Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is knocked prone and slowed (save ends). |
| #213redbadge767Mar 24, 2010 19:34:57 | I'll get mine in now, i suppose Eye of the Storm---Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction Encounter • Elemental, Implement Standard Action Burst 15 Target: Enemies in the burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier damage, and the target is knocked prone and dazed until the end of your next turn. Sustain Minor: Repeat the attack, but reduce the burst by one. You gain a +3 bonus to the attack roll against creatures hit by the original attack. Rise in Flame---Firebender Attack 27 Wreathed in fire, you stand up. And your enemy falls. Encounter • Elemental, Fire, Weapon Free Action Melee weapon Trigger: You stand up from prone, use your second wind, or are reduced to 0 hit points Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Strength modifier fire damage, and the target is knocked prone and stunned until the end of your next turn, and every enemy within a number of squares equal to your source of strength number takes fire damage equal to your source of strength number. Earthen Shrapnel---Earthbender Attack 27 You quickly condense some large rocks, then release them from the pressure, sending bits of rock across the battle field Encounter • Elemental, Implement Standard Action Blast 5 Target: Creatures in the blast Attack: Constitution vs. Fortitude Hit: 3d6 + Constitution modifier damage, and ongoing 5 damage and the target is marked (save ends both) Tsunami Strike---Waterbender Attack 27 You push your enemies out, then pull them back in Encounter • Elemental, Implement Standard Action Burst 3 Target: Enemies in burst Attack: Wisdom vs. Fortitude Hit: You push the target 5 squares. If at any point during this push they leave a square adjacent to one of your allies, that ally may make a melee basic attack against them. Then you pull the target 4 squares, and any enemy adjacent to you, you may make a melee basic attack against. (Some of these feel a little over powered. I'm not sure (have i said that before?)) |
| #214UsagiYojimboMar 24, 2010 22:40:26 | I'll get mine in now, i suppose I like this idea a lot, but it's a out of control. I think you could fix that easily by making three changes. It's powerful enough to be Sustain Standard, what it lacks in sheer damage dealing, it makes up for in hitting an entire battlefield, and since the Airbender is so mobile, it could be a good hit and run tactic.. You should have it target AC because otherwise it's ability to wipe minions off of the map would make it too good. Thirdly, I think you should make the Sustain Standard: read Sustain Standard: Make another Wisdom vs. AC attack, if the attack hits deal 1d10 + Wisdom modifier damage to the target. Each time you sustain, reduce the burst by 1. My reasoning is that dazed+prone is equivalent to stunned, or roughly equivalent, and being able to stun with that kind of range is a little too powerful for an Encounter attack, let alone a sustainable one. Lastly, what was the reasoning behind the +3 bonus? It seems a little tacked on. I don't have a problem, but I'm little confused. Does it only effect enemies hit by a the initial attack? Does it effect every enemy that was hit the last time the attack hit?
This is also a bit nuts. I was with you until you got to "every enemy within a number of squares equal to your source of strength number takes fire damage equal to your source of strength number." That's also the entire battlefield, which isn't the strikers territory, and unlike your Airbender attack, automatically kills every minion. The idea seems to be a recovery move, so how about "You gain temporary hit points equal to your current source of strength value." Also, this is an Immediate Reaction, not a Free Action.
This looks good. We haven't really let the Earthbender mark anyone yet, I guess it makes sense.
This one is sort of silly. I like the idea, it's all oceanic and such, but it only deals damage if you provoke opportunity attacks? If that's the idea, why not. "Forced movement from this attack provokes opportunity attacks." Even then it wouldn't be out of control to add a 1d8 + Wisdom modifier damage to it. |
| #215ekioMar 25, 2010 1:12:08 | I'll do my encounter powers tomorrow. Also. If its no trouble, if one of you guys edits the other's powers, it would be very nice to me if you could go back and edit your post or post a new post with the updated powers. When it comes to compliling the powers into InDesign, it makes my life a lot easier to just pull it off the forums than to search through and through and try and make the updated power. |
| #216UsagiYojimboMar 25, 2010 2:10:39 | Sure, I can do that. Gotta wait for Redbadge's go-ahead on these though. Incidentally, I usually update the original post whenever I change something, so the stuff I've written, with only a few exceptions, is the final product. |
| #217redbadge767Mar 25, 2010 5:27:46 | I'll get mine in now, i suppose Sustain standard sounds good. And it makes more sense, now that I think about it. In answer to your third paragraph, the idea behind this was that it would "pin all the bad guys to the ground", and make them unable to stand up. The idea was, since you'll probably just get knocked prone next turn again, there's no point in using your one action to stand up, so you'll just move from the ground. And the +3 is cuz their already on the ground. Otherwise, they just stand up and move like nothing happened, even though there's a tornado. Can you think of a more graceful way of writing that?
But you can only use immediate reactions on other people's turns, whereas if you stand up from prone, you can't, cuz it's on your turn, so it's a free action. As far as the damage though, that works.
cool.
It's almost worth scrapping this. I think i lost my creativity on the first three. Ill come up with another one. |
| #218ekioMar 25, 2010 11:28:27 | Exposing Mist---Waterbender Attack 27 You bend and manipulate a bit of water into a mischevious cloud, forcing your enemy to flail around. Encounter*Elemental, Implement Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Will. Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, an attack roll of 19-20 against the target is considered a critical hit. Calming: When a critical hit is scored, you may add an additional 2d6 damage as a free action. Flame's Pass---Firebender Attack 27 With a well-delivered kick, you fling an enemy back into a group of his friends. Encounter*Elemental, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage and the target is slid 5 squares. Any creature that is adjacent to it at the end of the movement takes a number of damage equal to your current Source of Strength damage. Raging: You may shift your speed and make a basic melee attack against the target as a free action. You may not add your Source of Strength to this attack. Surging Fist---Earthbender Attack 27 You collect a fistful of dirt before it forms around your hand. A mighty slug will come from this one. Encounter*Elemental, Implement Standard Action Melee weapon Target: One creature. Attack: Constitution vs. AC. Hit: 2[W] + Constitution modifier damage and the target is knocked prone. Until the end of your next turn, whenever you hit a creature you may push them 1 square. Shaping: Until the end of your next turn, you may knock them prone at the end of the slide. Blocking Winds---Airbender Attack 27 With a giant sweep of your arm, a wall of hurricane winds emerges. Encounter*Elemental, Implment Standard Action Wall 5 within 10. Target: Each creature within wall. Attack: Wisdom vs. Reflex. Hit: 2d8 + Wisdom modifier damage and the target is pulled one square. Hurricane: Until the end of your next turn, the wall blocks line of sight and effect. Two things. We're missing a power specially crafted for one out of the two builds for each class. As it stands, we need a Torrential Waterbender power, a Calming Firebender power, a Quaking Earthbender power, and a Zephyr Airbender power. It's totally cool if you just add on something to an existing power. Also, the Craghammer Earthbender encounter power should be a Wall power. Line powers are always technically "close" powers. We're almost finished! I'm excited. )) |
| #219UsagiYojimboMar 25, 2010 14:41:51 | Eye of the Storm: Okay, so I see what you are talking about, and I think it's too powerful. The way I see it, I think you need to decide what this attack does. Either it does continuous "chipping" damage over a wide area, or it incapacitates but doesn't damamge over a wide area. Both attacks would be good, and it sounds like you are interested in the incapacitating variety, so my reccomendation is that you drop the sustained damage and have it read: Hit: 1d10 + Wisdom modifier damage and the target is knocked prone and dazed until the end of your next turn. Sustain Standard: Repeat the attack. Sustained Hit: Target is knocked prone and dazed until the end of your next turn. Each time you sustain, reduce the burst by 1. Rise in Flame: I did not know you could have a Triggered Free Action, but apparently you can so, you were right. Were you saying you liked my "temporary hit points" clause? Well, I can't tell, but for Ekio's sanity, here is what these attacks would look like as I understand them at the moment. Tell if this is what you were saying. Eye of the Storm---Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction Encounter • Elemental, Implement Standard Action Burst 15 Target: Enemies in the burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier damage, and the target is knocked prone and dazed until the end of your next turn. Sustain Standard: Repeat the attack, but reduce the burst by 1. Sustained Hit: The target is knocked prone and dazed until the end of your next turn. Rise in Flame---Firebender Attack 27 Wreathed in fire, you stand up. And your enemy falls. Encounter • Elemental, Fire, Weapon Free Action Melee weapon Trigger: You stand up from prone, use your second wind, or are reduced to 0 hit points. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Strength modifier fire damage, and the target is knocked prone and stunned until the end of your next turn. Effect: You gain temporary hit points equal to your current source of strength value. |
| #220redbadge767Mar 25, 2010 16:41:28 | Usagi, those were good, you had my intentions just right. But i'm going to add the zephyr and other things.... Eye of the Storm---Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction Encounter • Elemental, Implement Standard Action Burst 15 Target: Enemies in the burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier damage, and the target is knocked prone and dazed until the end of your next turn. Sustain Standard: Repeat the attack, but reduce the burst by 1. Sustained Hit: The target is knocked prone and dazed until the end of your next turn. Zephyr: Every time you sustain this power, you may shift your speed +2 before the attack. Earthen Shrapnel---Earthbender Attack 27 You quickly condense some large rocks, then release them from the pressure, sending bits of rock across the battle field Encounter • Elemental, Implement Standard Action Blast 5 Target: Creatures in the blast Attack: Constitution vs. Fortitude Hit: 3d6 + Constitution modifier damage, and ongoing 5 damage and the target is marked (save ends both) Quaking: The blast is instead a blast 7 Since i'm scrapping my old waterbender power, here's my new one. Humidity Control---Waterbender Attack 27 That was NOT an airbender move. Encounter • Elemental, Implement Standard Action Burst 8 Target: All enemies in burst Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage, and the target takes a -2 penalty to Reflex defense, and falls prone whenever hit by a daily attack (save ends all). Allies in the burst can spend a healing surge. Torrential: Enemies in the burst are also subject to a -2 penalty to saving throws (Save ends). |
| #221ekioMar 25, 2010 17:46:12 | Whoa. Close burst 8? Close burst 15? Isn't that a bit much? I'll admit, I'm not terribly knowledgable on epic tier powers, but isn't that a little extreme, even for epic powers? Even more so, close burst 8/15 encounter powers with save end effects? |
| #222ekioMar 25, 2010 18:25:04 | Hurricane Of A Million Winds---Airbender Attack 29 You slowly build up the hurricane that's known to level cities and destroy civilizations. Daily • Elemental, Implement Standard Action Close burst 5 Target: Each creature within burst. Attack: Wisdom vs. Fortitude Hit: 6d10 + Wisdom modifier damage and the target is slid 5 squares and takes ongoing 15 damage (save ends). Miss: Half damage and the target is slid 5 squares and takes ongoing 5 damage (save ends). Effect: Until the end of the encounter, you may slide the target 5 squares as a minor action on your turn. Hurricane: The target grants combat advantage until the end of the encounter. Flame of Tranquility---Firebender Attack 29 For the duration of the attack, you maintain a neutral chi and for a split second, you become one with the flame you control. Daily • Elemental, Fire, Implement Standard Action Ranged 10 Target: One creature. Attack: Dexterity vs. Reflex. Hit: 6d8 + Dexterity modifier damage. Pick five creatures within five squares of the target. They take 4d8 damage. Miss: Half damage. Pick five creatures within five squares of the target. they take 2d8 damage. Harminious: Before you deal your Source of Strength damage and after you resolve the attack, multiply your Source of Strength damage by the number of creatures that took damage as a result of this attack. You may distribute this damage as you see fit amongst the creatures you hit. (I am not sure whether or not I worded this right. The idea of the power is... let's say you hit six creatures with the Flame of Tranquility. Let's also say your current Source of Strength damage is 8. 8 x 6 = 48. If I choose to, I could unload all of this damage onto one creature instead of dealing 8 damage to each creature. Or I could deal 20 to one, 20 to another, and the remaining 8 to another.) AHHHH, be right back! Gotta run to the grocery store real quick. I'll do the Earthbender and Waterbender dailies once I get back. |
| #223redbadge767Mar 25, 2010 19:45:50 | Final editing on my 4 encounter powers, just gonna put em all here: |
| #224redbadge767Mar 25, 2010 20:04:18 | Fire Tempest---Firebender Attack 29 You release all your rage at your opponent, ending him. Daily • Elemental, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Reflex Hit: 10d10 + Dexterity modifier damage, and you may choose to deal double your source of strength damage to the target. If you do so, it drops to 0. Miss: Half damage. Vacuum---Airbender Attack 29 You remove the air from your opponents throat, not allowing him to breath. Daily • Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 5d10 + Wisdom modifier damage, and the target is weakened (save ends), and takes a -5 penalty to saving throws against this power. First Failed Save: The target is dazed and weakened (Save ends both). Second Failed Save: The target is stunned and weakened (save ends both). Third Failed Save: The target is unconscious (save ends). Entomb---Earthbender Attack 29 Once more, you curl your fist. This time, there is no escape. Daily • Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Fortitude Hit: 5d10 + Constitution modifier damage, and the target is restrained (save ends), and takes a -5 penalty to saves against this attack. I'll come up with my waterbender power in the morning, sorry. |
| #225redbadge767Mar 25, 2010 20:23:30 | Drench---Waterbender Attack 29 After coating your enemy in water, you alternate freezing and boiling, making their skin brittle and prone to bleed. Daily • Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 4d12 + Wisdom modifier damage, and the whenever the target is hit by an attack before the end of the encounter, it gains ongoing 5 damage (save ends). This ongoing damage is cumulative, but a save ends all of it. |
| #226ekioMar 26, 2010 11:56:59 | The Moon's Grasp---Waterbender Attack 29 You now control the very power celestial bodies control. Daily • Elemental, Implement, Cold Standard Action Close blast 5 Target: Each creature within blast. Attack: Wisdom vs. Fortitude Hit: 8d6 + Wisdom modifier cold damage and the target is pushed 3 squares. Miss: Half damage and the target is pushed 1 square. Effect: The target is helpless (save ends). Calming: Allies within the blast may spend as many healing surges as they wish. Additionally, they may spend a healing surge to gain a number of temporary hit points equal to their healing surge value + half your level + your Charisma modifier. Sundered Plates---Earthbender Attack 29 You only require your strong form and will to control the very plates that hold the earth together. Daily • Elemental, Implement Standard Action Close burst 4 Target: One creature. Attack: Constitution vs. Reflex. Hit: 6d12 + Constitution modifier damage and the target is prone and takes 15 ongoing damage (save ends). Miss: Half damage and the target is prone. They take 10 ongoing damage (save ends). Effect: The area affected is difficult terrain for enemies until the end of the encounter. Quaking: Each ally within the burst is considered a watched ally until the end of the encounter. |
| #227ekioMar 26, 2010 11:59:46 | Fire Tempest---Firebender Attack 29 Maybe instead of doubling your Source of Strength on the target to instantly kill him (because, holy ****, whoa), maybe with a Sustain Minor, you could deal your Source of Strength damage twice on the target until the end of the encounter. |
| #228UsagiYojimboMar 26, 2010 12:13:24 | I think Badge was trying to say: You may deal double your source of strength value to your oppoenent. If you do, return your source of strength to 0. But your idea is cooler in my opinion, since we already have a Paragon Path power that does this. |
| #229ekioMar 26, 2010 13:29:58 | I think Badge was trying to say: Maybe we could add that in for Raging firebenders. |
| #230redbadge767Mar 26, 2010 14:00:01 | by all means, that does sound cooler. Fire Tempest---Firebender Attack 29 You release all your rage at your opponent, ending him. Daily • Elemental, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Reflex Hit: 10d10 + Dexterity modifier fire damage. Miss: Half damage. Sustain Minor: Deal twice your strength modifier damage to the target every time you hit it before the end of your next turn. |
| #231ekioMar 27, 2010 12:48:43 | Even though we're still missing the last three level 29 daily powers, I'm going to go ahead and dive head first into InDesign to start laying out stuff. By the end of the day (provided we get the last powers), the main body of the work will be completed. EDIT: Also, might tone down the range of some of the attacks. :| EDIT x2: Will also add build benefits to levels of powers that do not have them. |
| #232UsagiYojimboMar 27, 2010 19:12:55 | Ocean's Crash---Watebender Attack 29 At the start of a fight you flood the battlefield, letting your allies move in and slamming into your opponents. Daily*Elemental, Implement Immediate Interrupt Burst 5 Trigger: You roll initiative Target: Allies in burst Effect: Slide the target a number of squares equal to your Charisma modifier. At the end of their movement, you may make the following secondary attack using your ally as the origin square. Secondary Target: One creature within melee reach of your ally Secondary Attack: Wisdom vs. AC Secondary Hit: 3d8 + Wisdom modifier damage and the target grants combat advantage to one ally until the end of your next turn. True Flame---Firebender Attack 29 You fire a blast of fire as pure as the breath of the first dragons and bursting with all of the colors of the rainbow. Daily*Elemental, Fire, Implement Standard Action Ranged 5 Target: One enemy in range Attack: Dexterity vs. Reflex Hit: 6d10 + Dexterity modifier fire damage. This attack ignores any resistances or immunities. Miss: 6d10 + Dexterity modifier fire damage. Hurricane Missile---Airbender Attack 29 This attack is powerful, but it's importance is not in its strength as much as its precision. Daily*Elemental, Implement Standard Action Ranged line of sight Target: One creature Attack: Wisdom vs. Reflex Hit: 3d12 + Wisdom modifier damage and the target is slowed (save ends), and take a -2 penalty to saving throws to end this condition. Miss: Half damage. The target is slowed (save ends). Tectonic Cutter---Earthbender Attack 29 You harness the energy that makes continents move and mountains form. Daily*Elemental, Implement Standard Action Path 5 Target: Enemies in path Attack: Constitution vs. Reflex Hit: 5d10 + Constitution modifier damage and the target is immobilized (save ends). Effect: The area effected by this attack spits into a deep, creatures in the path fall in and are knocked prone and need to take a move action to get out. You may begin to close the pit as a standard action, the pit closes at the end of your next turn. Enemies that haven't gotten out of the pit when you close it up again take a further 3d10 damage and instead of being slowed are now restrained (save ends). |
| #233ekioMar 27, 2010 22:58:41 | Everything's laid out. Every class has every level laid out, from 1st level at-wills to 29th level daily powers. That's 272 ****ing powers. (356 including paragon paths. ... 360 including presumably 4 epic destinies.) I'll have the PDF on Scribd.com updated tomorrow. I'm going to lay out the miscellaneous paragon paths Usagi made up earlier then upload the new PDF. What happens now? The last things that really need to be done are Epic tier feats, epic destinies, magic items (ki focuses mainly, but other magic weapons if we really want to), multiclass/hybrid entires (for campaigns that don't adhere strictly to Avatar canon, as my game won't)... I think that's it. Unless someone can come up with something else? |
| #234UsagiYojimboMar 28, 2010 0:30:19 | I will personally be bringing is some monsters. They will be my side project once our copy editing is done, so for now let's here people's suggestions for baddies that can be encountered. Here's a short list off the top of my head: Sky Bison Elephant Koi Badgermole Giant Eelhound Fire Nation Soldier (There will be a few varieties, Rough Rhinos, Yu-Yan Archers, Elites, Grunts. More ideas appreciated) Shirshu, One by itself and a larger more powerful variety with a June/Rider. Unagi, (The dragon from "Serpents Pass") Lion Turtle Lung Dragon (I'm not sure, I mean, this is the kind of dragon that you see in Avatar, and I want to include all of the First Benders, 'cept the Moon of course, what do you think?) Koh the Face Stealer Please quote this if you add any to the list so that I can have one source to come back to. |
| #235redbadge767Mar 28, 2010 8:47:09 | I've been DYING to make epic destinies since we started, so I think it might be time we started a list going of what we are going to do: Avatar (after a bloodline feat chain) White Lotus Grandmaster (I almost feel as if we ought to make it so that there are feats, or even a paragon path for this, so that a player can have to sensation of "rising through the ranks" of a secret elite society) Fire Lord aaaaaaannddd..... thats it. so i guess i wasn't so excited that i actually thought past the obvious ones. any other ideas, add them. |
| #236ekioMar 28, 2010 11:11:53 | Hold off the Avatar epic destiny for right now. I wanna make the heritage feats first so we can make the epic destiny jive well with it. The Leviathan was a suggestion by one of my playtesters. |
| #237ekioMar 28, 2010 14:33:13 | www.scribd.com/doc/16920521/Avatar-the-L... Alright. Every power, from 1 to 29 and the miscellaneous paragon paths. Maybe we should discuss each class's skill list. I know somebody mentioned it earlier. We could just refine those real quick. |
| #238CyvarisMar 28, 2010 15:05:34 | Well if monster building is gonna be open I would definetly like to jump in. I began sketching out using this in a game soon. Besides these classes I was going to allow martial and primal(Spirits are big in Avatar, maybe a little re-skinning on the druid though). Anyway enemies of all levels would be great. I'll draft some ideas and post them in a bit. |
| #239ekioMar 28, 2010 16:41:40 | Go for it. Note to the two guys doing the monster buildin', if it is at ALL POSSIBLE, please please please build your monsters in WotC's official Monster Builder. After doing so, export it as a JPG image. It makes it easier for to just drop it into the (soon to be made) Monster section of the book. So let's see. We need... • Monsters. • Epic tier Feats. • Epic Destinies. • Avatar heritage feat chain. • We need to go back and look over each of the powers again. I noticed that there were a few levels for the benders that did not have a power curtailed for each respective build. • Magic items. I guess the final act would be Usagi with his spreadsheet business. I have no idea how to go about that (with the Guerrilla, I just eyeballed it for like 4 months straight) so, I'm leaving that completely in your hands. Then drinks on me, I guess. Sky Bison avatar.wikia.com/wiki/Category:Creature There's a whole list of creatures though. I think it'd be cool if you guys made your own creatures in the same vein as Avatar. Like... AN ELEPHANT ARMADILLO (OMG COOL). |
| #240UsagiYojimboMar 28, 2010 20:45:03 | For those of you who do not have Monster Builder, you should post it, and I can render it in the program. The spreadsheet project will take some time. The idea will be to take all three powers of a given level for each class and lay them out next to eachother. Then I will make sure that damage scales a reasonable pace (higher level attacks are not less powerful than lower level ones and that the power of a given leader attack is leaderish in nature, par example) all the while copy editing the product. So... I won't start on the monsters for a while and you guys are welcome to do that if you like. One reccomendation, we come up with a level spread list for the different mosters so we know there is a good variety. For example: Fire Nation Soldiers: Soldier Level 1 Minion Front Line Firebender Level 1 Skirmisher Firebending Blaster Level 3 Artillery ... and so on. Once we have a level spread for all of the monster ideas we can start working on them. Otherwise I worry we will end up with an uneven spread of monsters. After all, it's perfectly possible for say, a Buzzard Wasp to be both a level 10 Skirmisher and a Level 3 Lurker, depending on how we decide to write them up. One final note. You can defitely make some different level versions of the monster. |
| #241redbadge767Mar 28, 2010 21:18:33 | Well, I guess I'll throw my take on the skill list Airbender: Religion automatically, Athletics, Acrobatics, Diplomacy, history, Insight, nature, perception My take: Acrobatics for sure, Athletics too, I suppose, Diplomacy is generally saved for intelligence using and leader characters, such as clerics, paladins, warlords, and wizards. intelligence is a secondary skill for airbenders, but it isn't their primary, nor are they leaders, so i don't feel it fits. History is good. Insight as well. Nature fits well enough. Perception seems to be more reserved for observant characters, like then ranger and rogue. Then again, airbenders are doubtless used to observation and reflection, so guess it works. I assume religion is for their connection to the spirit world, but this seems much more a primal than deific connection, which means that maybe they ought to be automatically trained with nature. I would suggest that they just be auto trained in one skill and trained in option of 4 more, or no auto train and just 4. Earthbender: Insight automatically, Athletics, Endurance, dungeoneering, nature My take: Athletics should be there. Dungeoneering makes since, because of the earth involved. Endurance is good. History might even be involved (maybe), because earthbenders are kind of proud. Insight makes a little sense, because they're supposed to watch and wait, but i almost feel like it's a little forced. nature works. they probably ought to have one auto-trained skill, and three other trained skills. Firebender: Acrobatics, Arcana, Bluff, History, Intimidate, Perception, Stealth, Streetwise My take: Acrobatics is there. Arcana, maybe...... not sure where you're coming from with this, but i can kinda see it. Athletics might belong here. Bluff, that might work. History, they are proud, so it makes sense. intimidate for sure. Don't really like perception here, for the same reason as above. Stealth is iffy, it only works if your like zuko in blue spirit form. Same goes for streetwise. I would recommend 4 trained skills, or maybe 1 auto-trained and 4 trained. Waterbender: Athletics, Diplomacy, Endurance, Heal, History, insight, nature My take: Acrobatics might belong here. Athletics is strength based.... doesn't really strike me as waterbender. Diplomacy makes sense. Endurance kind works, as it is akin to healing people on the go, i guess. Heal i think should almost be auto-trained. History i suppose could work. Insight is iffy, in my opinion. Nature works well, i suppose. I think perception belongs here, sort of. i would say 4 trained skills, or 1 auto trained and 3 or 4 skills. |
| #242ekioMar 28, 2010 21:33:40 | Before I start this, I don't remember what I gave the benders as skills. Its been like, 8 months. Airbender. I gave the Airbender religion because... they're monks. They're supposed to have knowledge about the Spirit World, the chakras, and (if they're in a standard D&D setting) knowledge about the other planes and the gods. I'd give them that automatically. I'd also give them a selection of... Athletics, Acrobatics, Stealth, Insight, Nature, and Arcana. (They seem like they would know about the different magics and how it affects the world.) One auto and pick three. Earthbender. Insight automatically, definitely. Athletics, Endurance, Nature, Dungeoneering. Pick two. Because defenders often get just three trained skills. Firebender. Acrobatics, Endurance, Stealth, History, Streetwise, Intimidate, Perception. Pick four. Waterbender. Athletics, Endurance, Religion, Nature, Insight, Heal, Diplomacy. Pick four. |
| #243UsagiYojimboMar 28, 2010 21:59:45 | I might add in Intimidate to the Earthbender. Also, I want to clarify that what I mean by a level spread for the monsters is an estimate. Don't worry about being precise, just think about an approximate level you think the monster should be if you can. |
| #244ekioMar 28, 2010 22:11:35 | I'm not worrying about monsters. You guys can take care of it. I have faith in you guys. ![]() I'm working on the Avatar bloodline feats (I've got the fluff, the entry feat, and the heroic tier feats done), the Avatar epic destiny, and probably epic tier feats as well. |
| #245UsagiYojimboMar 29, 2010 0:08:34 | Here are the Epic Destinies I'm planning on doing. Pheonix King: This would be based on the Firelord, I know that Redbadge already wants to do that path, but perhaps we can work together on it? If not, that's fine. Powerful Firebender. Spiritbender (or Energybender): This one is only sort of coming together in my mind, but the main idea at the moment is that it would involve absorbing energy carriers and preventing an enemy from using that carrier for a time. Moon Spirit: This one is simple, and based on the fact that Yue achieve immortality in the show. I don't have a mechanic to work with at the moment. Powerful Waterbender. |
| #246redbadge767Mar 29, 2010 8:42:24 | wait do you mean that pheonix king would be different from fire lord? lets make a list: Pheonix King (usagi/redbadge) Fire Lord (Usagi/Redbadge) Spiritbender (Usagi) Moon Spirit (Usagi) Avatar (Ekio) White lotus Grandmaster (Redbadge, but i think Usagi had some ideas) (was that a yes on the build up feats / paragon path?) Leviathan (Usagi, unless when you were suggesting it you were giving it to me.) Perfect Storm (powerful airbender, redbadge) Some sort of powerful earthbender |
| #247ekioMar 29, 2010 9:10:52 | Could totally see an Earthbender being a master of neutral jing. (Maybe not as crazy as King Bumi... maybe.) Maybe an at-will power that whenever you spend a move action (to stand still) you make as many creatures as you want a watched ally. And a bonus to defense...? |
| #248UsagiYojimboMar 29, 2010 11:40:13 | Well remember, Bumi says there are 85 types of Jing. We know about Positive, Negative and Neutral Jing, but I think we could create a Destiny called Jing Master with a sort of perfect tactician theme. Obviously they wouldn't have 85 abilities, but I bet we could come up with something that makes it work. Of course that destiny wouldn't be an Earthbender exclusive destiny, since Earthbending is specifically based on Nuetral Jing. I actually think that we should call the Fire Lord Destiny the Phoenix King to better represent the highest point that a Firebender can achieve. It also makes a little more sense flavor-wise because it doesn't force the character to actually have a political position to go with their Destiny. To put it simply, the Ozai doesn't really go adventuring until he becomes the Phoenix King. Also, I personally think Pheonix King sounds better, whaddya think? Also, I would really like to be involved with the White Lotus Grandmaster Destiny. I'll take the Leviathan, it's the Waterbender Destiny so I would like to do it. -Usagi |
| #249redbadge767Mar 30, 2010 7:25:25 | Phoenix king does sound cooler, and it does make more sense. Im just gonna make some white lotus lead up feats, that you don't have to have to be a white lotus grandmaster, but add to the flavor. Lets start it off with the basic first feat. Should we make this open to only people that are not hybrid/multiclassing? as in: white lotus people are people that perfect a certain thing in combat, be it swordplay, bending, or some other technique? should it be a multiclass feat? or maybe a guild feat? |
| #250redbadge767Mar 30, 2010 9:30:11 | perhaps i should be something like: White Lotus Initiate [Guild] Benefit: Gain training in one skill from your class skill list. In addition: you gain a +1 bonus to diplomacy checks. |
| #251UsagiYojimboMar 30, 2010 10:34:36 | I think it could certainly be a Guild Feat, but I'm actually thinking non-class specific multiclass feat. Here is my idea: White Lotus Initiate [Multiclass] Benefit: You gain training in Streetwise. Once per encounter when you roll initiative, you may subtract up to 5 from your roll and add it to the initiative of your ally. In addition you may find a place of refuge in any large settlement at a secret waystation of the Order of the White Lotus. These waystations can be found in any nation regardless of political or social boundaries. You show your membership at such a waystation by playing Pai Sho, a tile based game, and performing the White Lotus Gambit. These waystations have food, water and a secret room where you may hide or rest. Only players with this feat may enter the secret room. When you fail a Streetwise check made at a White Lotus Waystation you never risk drawing attention. |
| #252UsagiYojimboMar 30, 2010 11:10:46 | White Lotus Novice Prerequisites: 4th Level, White Lotus Intitate Benefit: You can swap one 3rd level or higher encounter power for the pai sho tactics power. Pai Sho Tactics---Feat Power Pai Sho is more than just a game. Encounter*Martial Standard Action Special: In In addition to the keyword above, this power is considered to have the same keywords and range as the at-will power you use with it. Target: One creature Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn. |
| #253ekioMar 30, 2010 12:16:48 | The White Lotus as a set of guild feats is pretty cool. |
| #254CyvarisMar 30, 2010 17:23:10 | White Lotus feats, that are not ARCANE?!?! I like it, anyway how connected was the white lotus to actual bending(I almost all of the end of season 3 so uhh yeah)? From what I saw of it I could see a white lotus PP for martial heroes(maybe the warlord only). Actually I like this, making some PP for non-bender classes that could bring them some ATLAB flavor. Lets see Blue Demon(a rogue/ranger PP focusing on Dual wielding) Kyoshi Warrior Wolf something(the water nation elite warriors) Thats all I can come up with off the top of my head. Hmm time to do some work these. |
| #255ekioMar 30, 2010 17:29:20 | White Lotus feats, that are not ARCANE?!?! I like it, anyway how connected was the white lotus to actual bending(I almost all of the end of season 3 so uhh yeah)? From what I saw of it I could see a white lotus PP for martial heroes(maybe the warlord only). Actually I like this, making some PP for non-bender classes that could bring them some ATLAB flavor. Lets see www.scribd.com/doc/16920521/Avatar-the-L... If you check the PDF and scroll all the way past the benders, there's a section called Miscellaneous Paragon Paths. They're for non-bender characters in the Avatar world. Hwo're the monsters coming? |
| #256UsagiYojimboMar 30, 2010 17:38:22 | Furthermore I wrote up a Blue Demon already. I also realized just now that while I don't see enough material for the Kyoshi or Water Tribe Warrior to be a Paragon path, the feat I gave them feels to curt, so I'm going to rehash them as Multiclass Feats. Ekio, were you saying you liked the idea of White Lotus Multiclass or you think we should make them Guild Feats? The reason I don't want them as Guild feats is firstly because the Guild feats are better when the whole party takes them, and I want the White Lotus feats to work as a party uniting thing or as a way to distinguish one, older character. Like Iroh and Zuko, the story is more fun because Iroh has a secret. |
| #257UsagiYojimboMar 30, 2010 17:52:52 | Kyoshi Warrior[Multiclass Kyoshi] Prerequisites: Female, Trained in Intimidate Benefit: You gain a +2 to Intimidate checks. You gain proficiency with the Kyoshi War Fan. When you wield a Kyoshi War Fan you may treat it as a light thrown weapon with a range of 5/10. In addition, once per encounter, you may make an Intimidate check as minor action. Southern Wolf[Multiclass Wolf] Prerequisites: Male Benefit: You gain proficiency in the Water Tribe Boomerang. When you wield a Water Tribe Boomerang, its range increases to 20/30 and it gains the High Critical property. You gain a +5 to Athletics and Acrobatics checks made while in an icy enviroment. |
| #258redbadge767Mar 30, 2010 18:09:07 | That's a way better feat than I came up with, but I don't think we should make it martial. The reason being that both martial and elemental people have it, and I assume that, in a different world, other sources would have them as well. I also wanted more feats than just the "initiate, novice, master" feats. i imagined it being more like the vampire feat line. White Lotus Librarian Prerequisites: Intelligence 15, White Lotus Initiate Benefit: You gain a +1 bonus to all knowledge skill checks White Lotus Fighter Prerequisites: White Lotus Initiate, White Lotus Initiate Benefit: You have begun to practice the white lotus gambit on the battlefield. It's not perfect, but it helps. Once per encounter, you may shift 3 squares as a minor action. |
| #259ekioMar 30, 2010 18:55:20 | When I said guild feats, I meant something like the Guild articles that have in Dragon. Like wizards.com/dnd/downloads/dragon/381/381... that one. Its just an overview of the guild itself (not extremely necessary, as whoever's going to want to play a Bender is going to know what the White Lotus is going to be), but multiclass-only classes. Like the thief or thug in that particular article. I don't think the White Lotus should be a heritage/bloodline chain. Its not exactly something you're born into and being a member doesn't grant you powers. I think a multiclass-only class and a paragon path and an epic destiny would fit it alright. |
| #260redbadge767Mar 30, 2010 22:36:06 | I agree that it isn't a bloodline, that's not what i was saying. I was saying that I want more than just the 4 normal feats that you get for multiclassing into a not-class. If you know what I mean. |
| #261UsagiYojimboMar 30, 2010 23:50:54 | Well okay, what's missing from the standard Multiclass feat progression? I bet you we can fit it into a Paragon Path. Plus, remember, because you are only allowed to get the one, Multiclass feats are a little more powerful. I'm going to finish the chain I'm working on, you bring in yours. We'll compare them and then, I suppose, take the best ideas from both. Also, as far as the Martial thing goes, correct me if I'm wrong, but you don't have to be a Martial class to use a Martial power, that's why it's a Multiclass feat. There wouldn't be any kind of penalty, I was just thinking that Martial is sort of like the Normal type in Pokemon. But looking at the Skill Powers in the PH3 I notice that a carrier is just ommited. So here's what I got: Pai Sho Tactics---Feat Power Pai Sho is more than just a game. Encounter*Special Standard Action Special: This power is considered to have the same keywords and range as the at-will power you use with it. Target: One creature Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn. It's a subtle change, but it makes the power into whatever power source your class uses. Which, I will add for no sake other than my own, was the case beforehand as well. Now it just isn't nessacarily Martial as well. Here's the follow up: Pai Sho Tactics---Feat Power Pai Sho is more than just a game. Encounter*Special Standard Action Special: This power is considered to have the same keywords and range as the at-will power you use with it. Target: One creature Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn. White Lotus Expert Prerequisites: 8th Level, White Lotus Benefit: You can swap one 6th level or higher utility power for the white lotus memory power. White Lotus Memory---Feat Power Amongst the ranks of the Order, there are men and women who have fought in every war for the last hundred years. You have learned from each of them. Daily Immediate Interupt Personal Trigger: You make an initiative check Effect: You may make a Streetwise check instead, use the result as your initiative. And finally: White Lotus Specialist Prerequisites: 10th level, White Lotus Benefit: You can swap one 9th-level or higher daily attack power you know for the white lotus gambit power. White Lotus Gambit---Feat Power Not many still cling to the ancient ways. Daily Move Action Personal Effect: You shift your speed. Allies within 3 squares may shift their speed as well. For each ally that does this, all effected allies gain a +1 to their next attack roll. |
| #262UsagiYojimboMar 31, 2010 1:43:42 | Kyoshi Warrior[Multiclass Kyoshi] Prerequisites: Female, Trained in Intimidate Benefit: You gain a +2 to Intimidate checks. You gain proficiency with the Kyoshi War Fan. When you wield a Kyoshi War Fan you may treat it as a light thrown weapon with a range of 5/10. In addition, once per encounter, you may make an Intimidate check as minor action. Kyoshi Warrior Novice Prerequisites: 4th Level, White Lotus Benefit: You can swap one 3rd level or higher utility power for the kyoshi's strike power. Kyoshi's Strike---Feat Power The war fan is a delicate weapon, but with finesse you can use it to strike with the force of an earthbender. Encounter*Martial Standard Actio Melee weapon Special: You must be wielding a Kyoshi War Fan Target: One creature Attack: Strength or Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage and the target is pushed 3 squares and marked. Special: When you choose this power, choose whether you use Strength or Dexterity to make the attack. Kyoshi Warrior Expert Prerequisites: 8th Level, White Lotus Benefit: You can swap one 6th level or higher utility power for the intimidating visage power. Intimidating Visage---Feat Power The make-up you wear looks decorative in daily life, but fearful on the battlefield. Encounter Minor Action Burst 1 Effect: Enemies in burst grant you combat advantage until the end of your next turn. Kyoshi Warrior Specialist Prerequisites: 10th Level, White Lotus Benefit: You can swap one 9th level or higher utility power for the kyoshi fan dance power. Kyoshi Fan Dance---Feat Power The Kyoshi Warriors are trained to use precise, dancelike movements to cut a swath across the battlefield. Daily*Martial Standard Action Burst 1 Target: One, two or three creatures in burst Attack: Strength or Dexterity vs. AC, up to three attacks Hit: 2[W] + Dexterity modifier damage. You may forgo up to 2 extra attacks. If you forgo 1, the targets are dazed, if you forgo 2 the target is stunned. Special: When you choose this power, choose whether you use Strength or Dexterity to make the attack. Southern Wolf[Multiclass Wolf] Prerequisites: Male, Proficient with a Mace, Spear or Light Blade weapon Benefit: You gain proficiency in the Water Tribe Boomerang. When you wield a Water Tribe Boomerang, its range increases to 20/30 and it gains the High Critical property. You gain a +5 to Athletics and Acrobatics checks made while in an icy enviroment. Southern Wolf Novice Prerequisites: 4th Level, Southern Wolf Benefit: You can swap one 3rd level or higher utility power for the boomerang strike power. Boomerang Strike---Feat Power Your effectiveness with the boomerang allows you to hit enemies from the side, or even their backs. Encounter*Martial Standard Action Special: This power is considered to have the same keywords and range as the at-will power you use with it. You must be wielding a Water Tribe Boomerang. Target: One creature Effect: Use a melee or ranged at-will attack power. You do not need to have line of sight to hit your target as long as they are in range. Ignore cover and concealment when making this attack. Southern Wolf Expert Prerequisites: 8th Level, Southern Wolf Benefit: You can swap one 6th level or higher utility power for the cold hearted warrior power. Cold Hearted Warrior---Feat Power Your warrior training in the coldest climates prepares you to fight the elements. Daily*Elemental Minor Action Personal Effect: Until the end of the encounter you gain resist cold equal to half your level. Southern Wolf Specialist Prerequisites: 10th Level, Southern Wolf Benefit: You can swap one 9th level or higher utility power for the wolf pounce power. Wolf Pounce---Feat Power You have been trained to intercept an enemies attack and throw them to the ground. Daily*Martial Immediate Interrupt Melee 1 Trigger: An enemy attacks you. Effect: 2d10 + Strength modifier damage. The target is knocked prone. |
| #263UsagiYojimboMar 31, 2010 1:45:54 | White Lotus Initiate [Multiclass] Benefit: You gain training in Streetwise. Once per encounter when you roll initiative, you may subtract up to 5 from your roll and add it to the initiative of your ally. In addition you may find a place of refuge in any large settlement at a secret waystation of the Order of the White Lotus. These waystations can be found in any nation regardless of political or social boundaries. You show your membership at such a waystation by playing Pai Sho, a tile based game, and performing the White Lotus Gambit. These waystations have food, water and a secret room where you may hide or rest. Only players with this feat may enter the secret room. When you fail a Streetwise check made at a White Lotus Waystation you never risk drawing attention. White Lotus Novice Prerequisites: 4th Level, White Lotus Intitate Benefit: You can swap one 3rd level or higher encounter power for the pai sho tactics power. Pai Sho Tactics---Feat Power Pai Sho is more than just a game. Encounter*Special Standard Action Special: This power is considered to have the same keywords and range as the at-will power you use with it. Target: One creature Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn. White Lotus Expert Prerequisites: 8th Level, White Lotus Benefit: You can swap one 6th level or higher utility power for the white lotus memory power. White Lotus Memory---Feat Power Amongst the ranks of the Order, there are men and women who have fought in every war for the last hundred years. You have learned from each of them. Daily Immediate Interupt Personal Trigger: You make an initiative check Effect: You may make a Streetwise check instead, use the result as your initiative. White Lotus Specialist Prerequisites: 10th level, White Lotus Benefit: You can swap one 9th-level or higher daily attack power you know for the white lotus gambit power. White Lotus Gambit---Feat Power Not many still cling to the ancient ways. Daily Move Action Personal Effect: You shift your speed. Allies within 3 squares may shift their speed as well. For each ally that does this, all effected allies gain a +1 to their next attack roll. |
| #264redbadge767Mar 31, 2010 8:37:54 | I don't want to step on your toes or anything, but you can't make "male" or "female" prerequisites. D&D says that, when choosing gender, it has absolutely so effect on gameplay options, and this does. Even if it does make sense. White Lotus Tactician Prerequisites: White Lotus Student Benefit: Whenever you heal an ally, or allow an ally to make an attack, that ally may shift one square before anything happens. White Lotus Champion Prerequisites: White Lotus Student Benefit: Whenever an enemy within a number of squares equal to your level of spaces drops an ally to zero hit points, you may shift half your speed if you end this shift adjacent to the enemy. If you do, that enemy is marked until the end of your next turn. White Lotus Harrier Prerequisites: White Lotus Student Benefit: Once per encounter, when you would normally daze a target, that target is instead stunned for the same duration of time, and is slid 2 squares. |
| #265UsagiYojimboMar 31, 2010 12:47:30 | You know, I'm really struggling with the Male/Female prerequisites. On the one hand, I don't want anyone to feel excluded and I don't think there should be any mechanical advantage to choosing one gender or another. I honestly think it's very important that Wizards has taken a stand against that, and I say that as someone who followed the debate for over a decade. But at the same time I think that the fluff is pretty clear here. The Southern Water Tribe brings all men above 14 into the warrior class and the Kyoshi Warriors only accept women into their ranks (with the singular exception of Sokka). For me, the concious use of gender is actually a more valuable to us than an attempt to act as if it isn't part of the equation. I'm still not sure where I stand on the issue, but in rethinking I would rather have a flavor text for the section describing each class than a solid prerequisite. Southern Wolf The Southern Wolves are an elite class of warrior whose style of combat is informed by their hunting and survival practices in the arctic regions from which they hail. They wear highly stylized colored in grays and blues, often with similar facial makeup, and a weapons made from bone. It is the practice of these tribes to train their men for combat as soon as they reach maturity. Though women among their ranks are rare due to these ancient customs, they are not unheard of. Southern Wolf[Multiclass Wolf] Prerequisites: Proficient with a Mace, Spear or Light Blade weapon Benefit: You gain proficiency in the Water Tribe Boomerang. When you wield a Water Tribe Boomerang, its range increases to 20/30 and it gains the High Critical property. You gain a +5 to Athletics and Acrobatics checks made while in an icy enviroment. Kyoshi Warrior The Kyoshi Warrior's are an elite sect of fighters who have created a fighting style based on one of the past lives of the current Avatar, an Earthbending woman named Kyoshi. They fight with ceremonial armored dresses, red, white and black face paint and an extremely specialized weapon called a War Fan. These warriors are traditionally all female, but men have been known to be accepted among their ranks if they prove to be worthy. Kyoshi Warrior[Multiclass Kyoshi] Prerequisites: Trained in Intimidate Benefit: You gain a +2 to Intimidate checks. You gain proficiency with the Kyoshi War Fan. When you wield a Kyoshi War Fan you may treat it as a light thrown weapon with a range of 5/10. In addition, once per encounter, you may make an Intimidate check as minor action. |
| #266UsagiYojimboMar 31, 2010 23:08:42 | Fire Nation Soldier [Multiclass Fire Nation] Prerequisites: Trained in Endurance Benefit: You gain proficiency with the Fire Nation Uniform. In addition, you are very good at synchronizing your attacks. If you make a an attack while adjacent to a party member that used an attack power last turn, you gain a +2 bonus to your next attack that shares at least one keyword with the attack your ally used. TEACHINGS OF THE AIR NOMADS Prerequisites: Trained in Insight Benefit: You gain proficiency with the Air Nomad Glider Staff. In addition you are taught to be disengaged from earthly concerns. You gain a +2 bonus to saving throws made agains Charm or Fear effects. |
| #267ekioApr 01, 2010 9:01:39 | White Lotus Specialist If someone's going to take a feat to swap out a daily power, they should get a daily power in return. Fire Nation Soldier [Multiclass Fire Nation] Is a Fire Nation multiclass class necessary? |
| #268UsagiYojimboApr 02, 2010 9:09:28 | White Lotus Gambit---Feat Power Not many still cling to the ancient ways. Daily Move Action Melee 1 Target: One creature Effect: Before the attack, you shift your speed. Allies within 5 squares may shift their speed as well. For each ally that does this, all effected allies gain a +1 to their next attack roll. Attack: Wisdom, Intelligence or Charisma vs. Will Hit: Intelligence modifier damage and the target is stunned. |
| #269ekioApr 02, 2010 9:25:20 |
For a 9th level daily power, I'd make it... White Lotus Gambit---Feat Power Not many still cling to the ancient ways. Daily Move Action Melee 1 Target: One creature Effect: Before the attack, you shift your speed. Allies within 5 squares may shift their speed as well. For each ally that does this, they may make a basic melee attack against the target with a +3 bonus to their attack and damage roll. Attack: Wisdom, Intelligence or Charisma vs. Will Hit: Wisdom, Intelligence, or Charisma modifier damage and the target is stunned until the end of your next turn. |
| #270UsagiYojimboApr 02, 2010 10:19:17 | Okay, that's cool. |
| #271ekioApr 02, 2010 21:24:41 | www.scribd.com/doc/16920521/Avatar-the-L... Posted a new revision. The multiclass feats and the beginning of the Avater bloodline is in there too. I'm changing the Elemental Aptitude power. I might make a very barebones Avatar Power. Maybe a more powerful version in the epic destiny... not sure. |
| #272UsagiYojimboApr 03, 2010 21:40:29 | The fire nation multiclass feats are there to sort of allow for all of the non-Firebendery guys that work for the fire nation. The general theme of the Fire Nation Army seems to leave Firebenders at the top and bottom of the ranks, with low-class bender and high-ranking, older benders. But in the middle there are a number of very specialized weapon masters who are never seen to bend, which isn't to say they can't, I imagine the Yu-Yan Archers can Firebend, but think of it as below their station. Anyway, I want to rework the feat anyway, the armor part of it, cause the armor as it stands isn't very interesting. But I gotta get back to papers first. -Usagi |
| #273ekioApr 05, 2010 23:29:48 | • Monsters. • Epic Destinies. • We need to go back and look over each of the powers again. I noticed that there were a few levels for the benders that did not have a power curtailed for each respective build. • Magic items. Updated. So that means epic tier feats and the Avatar bloodline feat chain (with the Fully Realized Avatar epic destiny included) is done. I'm thinking we should hold off monsters for right now and concentrate solely on the bender classes themselves. Just to get this **** done, you know? Updated PDF: www.scribd.com/doc/16920521/Avatar-the-L... |
| #274ekioApr 07, 2010 21:31:17 | I'm thinking about 20 ki focuses should do it. Elemental Technique Scroll Level 1+ You study the imagines of bending techniques in this scroll vigoursly, gaining a mastery of the damage your chosen element can inflict. Lvl 1 +1 360 gp Lvl 6 +2 1,800 gp Lvl 11 +3 9,000 gp Lvl 16 +4 45,000 gp Lvl 21 +5 225,000 gp Lvl 26 +6 1,125,000 gp Implement (Ki Focus) Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus Property: Choose one elemental at-will you know. WHen you hit with that attack using this ki focus, you gain a +2 bonus to damage. After an extended rest, you may choose a new at-will for this ki focus to benefit. Drums of the Rolling Thunder Level 3+ This battered drum thrums like thunder as you focus your powera and call forth the storm. Lvl 3 +1 680 gp Lvl 8 +2 3,400 gp Lvl 13 +3 17,000 gp Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp Implement (Ki Focus) Enhancement: Attack rolls and damage rolls. Critical: +1d8 per plus Power (At-Will * Thunder): Free action. Trigger: You make an attack using this ki focus. Effect: The attack deals thunder damage instead of any other damage type. Firebending Coal Level 4+ As you hold this coal in your hands, you feel the source of your power rise to the surface. The coal burns red hot and your powers explode. Lvl 4 +1 840 gp Lvl 9 +2 4,200 gp Lvl 14 +3 21,000 gp Lvl 19 +4 105,000 gp Lvl 24 +5 525,000 gp Lvl 29 +6 2,625,000 gp Implement (Ki Focus) Enhancement: Attack rolls and damage rolls. Critical: +1d10 per plus Power (Encounter): Free action. Trigger: You hit an enemy with a firebender or firebender paragon path power. Effect: Deal your maximum Source of Strength damage for that attack. North Pole Waters Level 3+ Knowing that a source of healing is safely at your side grants you the courage to fight with a clear head and makes your enemies wish they had your advantage. Lvl 3 +1 680 gp Lvl 8 +2 3,400 gp Lvl 13 +3 17,000 gp Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp Implement (Ki Focus) Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus Property: When using your healing waters class feature, you may add you Charisma or Dexterity modifier as a bonus to the saving throw you grant. Claw of the Badgermole Level 4+ You use the tools of your earthbending ancestors, focusing your strength and agility to burrow into the ground and surprise your enemies. Lvl 4 +1 840 gp Lvl 9 +2 4,200 gp Lvl 14 +3 21,000 gp Lvl 19 +4 105,000 gp Lvl 24 +5 525,000 gp Lvl 29 +6 2,625,000 gp Implement (Ki Focus) Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus Power (Encounter): Move action. You may burrow 2 + your Wisdom modifier. The square you leave becomes difficult until the end of your next turn. You do not provoke opportunity attacks with this movement. |
| #275redbadge767Apr 14, 2010 16:18:13 | Whelp, heres the beginning stab at the white lots paragon path White Lotus Master I see you favor the gambit of the white lotus... Prerequisite: White Lotus Student Long have you studied the tactics of the white lotus. Long have you patiently watched and learned from the masters. Now you have begun to teach others of the basics of the ancient tradition. Now you are called a white lotus master. You still have a long way to go, but your definitely farther than you were before. Not everyone can do what you do. Many have tried. Some are overcome by anger or hatred of other peoples, or by their own shortcomings. But you begin to see the latus of connections interlaced through the countries. For you the white lotus has stopped being a board game, stopped being a secret society, stopped being a form of battle tactics, and has started to become a way of life. White Lotus Action (11th Level): When you spend an action point to take an extra action, all allies within 10 squares of you may shift half their speed as a free action White Lotus Step (11th Level): Whenever you shift or an ally within 10 squares of you shifts, they may shift an additional square, or an additional 2 squares at 21st level |
| #276UsagiYojimboApr 15, 2010 15:56:32 | As far as the Waterbender revamp goes, here's the first step. I say we add in the Flowing Circle Strike attack provided to us by Ceiling. Flowing Circle Strike Waterbender Feature Everything is cyclical, especially violence. At-Will*Elemental, Implement Immediate Reaction Personal Trigger: An enemy targets you with an attack. Effect: The effect depends on whether the attack hits, or misses. Hit: One ally within range gains a +1 to all defenses against the attacking creature until the end of your next turn. Miss: The first ally to hit the attacking creature before the end of your next turn deals additional damage equal to your Charisma modifier. Furthermore, I have started the comparison between the powers of each class we have so effectively created. I'm working on the first level right now, and then I will tighten things up from there. There is a good chance I will have to abandon this completely until summer begins, since I am about to go into Finals. -Usagi |
| #277UsagiYojimboApr 17, 2010 12:00:14 | Further development in the Waterbender Revamp. I want them to have, at each encounter level, an attack that is Line 2 with an effect that helps allies and an effect that hurts enemies. The idea being that the Waterbender will, ideally, be flanking the target when the attack is made. Theoretically each attack could be used on two enemies or two allies as well, giving them a bit of weird versitility, and with the help of Flowing Circle Strike, enemies who attack them will in turn be penalized somewhat. |
| #278ekioMay 06, 2010 20:40:42 | Oh hi. Just letting everyone know that's involved that the project isn't dead. Not by a long shot. Currently, me and Usagi are going through each of the powers, cross referencing them with classes that are similar (with the exception of the earthbender... there's not a class like it, sadly), and making sure they are in line with all of the other stuff in the game. Also, adding miss effects and build options for the powers that don't have them (typically a problem in the lower levels). Magic items, monsters, and epic destinies are being worked on... by somebody. Now, here's the big question of the day. If you've read the firebender lately, you'll notice a perculiar little discrepancy... (From the Harmonious Firebender) "Make Dexterity your highest stat, as that's what you attack with. Make Charisma your secondary stat as you require physical hardiness." (From the Raging Firebender) "Make Dexterity your primary stat. Make Constitution your secondary stat, to strike fear into your enemies." Woopsie-poopsie. Here's the big question. Ignoring that big ass mistake of mine up there, does Charisma make sense for the Harmonious firebender? And does Constitution make sense for the firebender? Or vice versa? It can be rationalized either way (Harmonious firebenders can be personable and thoughtful, following their relaxed style, or rely on their Constitution for their breathing patterns/Raging firebenders rely on a strong fortitude to harness the uncontrolable fire or on a innate intimidation to put their foes on the edge). Thoughts? |
| #279kefka6666May 25, 2010 6:35:49 | Oh hi. I cant wait for the next update as for the big question the Harmonius firebender is tricky. As for the Raging firebender Constitution seems like the better of the two becuse i think its that they harness the uncontrolable fire. |
| #280darossgatorJun 21, 2010 11:18:23 | Bumping for great justice. Any new news on this? |
| #281uberholtJun 22, 2010 9:15:05 | Wow, spent the last few nights reading this forum and the almost all of the pdf, Looks Amazing! Ive spent a few weeks now looking for a completed Avatar dnd 4e homebrew and couldnt dig up anything this good. Some friends and I were looking to play this starting next week. We are thinking about starting out at the 11th level and possibly choosing up to 2 paragon paths. =/ Not too sure how this will affect the gameplay but we came to the consensus that we want to lightning bend and have blue flame. We want to be too much like characters in the show... Ive already been making monsters and I plan on putting some up here for everyone to see. If anyone has any tips or advice, I would be happy to hear them! Also wondering how the final edit is going? There is a few recurrences in the pdf and some skills the seem quite unbalanced, under and over powered in certain cases. Hope to hear how this all coming along soon! -Uberholt |
| #282ekioJun 22, 2010 11:37:13 | There is new news on this, actually. Every power for each class has been crossreferenced and buffed a little or nerfed a little, according to what it needed. So, the main body of air/earth/fire/waterbenders are done, pretty much. (I think Usagi said something about going back over the waterbender.) Right now, we are going through the paragon paths and making sure they're up to snuff as well. When I get the time, I'll sit down and edit the PDF and publish a revision. We might not be talking a lot on this thread, but we are working on it, slowly but surely. As it stands, we have to: 1) Finish cleaning up the paragon paths. 2) Make epic destinies. 3) Make magic items. 4) Make hybrid classes. (Though, if you were doing a straight up Avatar game, this and the multiclass rules should not be available for benders.) Earlier in the thread, you may have seen that we going to try and make a seperate "Avatar Monster Manual" of sorts. Though, in my mind, that has taken a very very low priority. Not sure what Usagi thinks. By the way, Uberholt, if I were in your game, I'd recomend just having the blue flames be a flavor thing. I really don't know how having two paragon paths would work. I'd guess it'd be a nightmare for the DM. Thanks for your guys' comments. Undoubtedly, we will have a new revision of the PDF just in time for the movie (July 1st).In other news, I'm rolling a full earthbender for my friend's new game. I'm super excited to play it. |
| #283uberholtJun 22, 2010 12:36:38 |
Thanks for the quick response! I am extremely excited to see how this whole thing wraps up. In regards to the multiple paragon paths... I think i will be DMing this, and all my players were in an uproar last night because i showed them your game. They super excited, but very angry about how the paragon paths have broken up what multiple characters in the show all have. I use the blue flame and lightning as an example for Azula. Dragon of the West and Lightning and others for Iroh, and countless others. We spent hours arguing how we want/ dont want to be like characters in the show and the only thing i could to make them happy was say we could try multiple paragons paths. My idea is that if they take multiple pp's, then they have to forfeit elements of them to have both. Kind of like Hybrid classes. Well sorry for rambling, kind of bored at work... I did notice there had been a lot of talk about monsters, but nothing was posted. Il try to get some up before weeks end, but with 14 hour work days im not sure how much time il have before friday. I do plan to fully play starting on july 2nd, my group is road trippin to colorado for some rafting and biking and weve been talking about how we want to play this on the road trip and while were out there. Once again thank you ekio, usagi, and redbadge! You all have put in a lot of work and there is a large community here on the Wotc forums and elsewhere that appreciate it. |
| #284UsagiYojimboJun 22, 2010 12:50:23 | The Avatar Monster Manual is low on my list at the moment. I haven't done any work making monsters and... well... I want people to be able to play something soon. I want to go through the Waterbender and change it... a lot. That means it will look almost nothing like what it looks like in the most recent PDF. People should definitely post about what they like about the current Waterbender, and I'll try to incorporate it into the re-tool. Uberholt, the Blue Flame Adept is supposed to be a path for someone who specializes in the Blue Firebending, after all not all powerful Firebender's who can bend blue fire do it all the time. Azula, I think, does it so frequently not because she's just so powerful, but because she's so concieted and she needs to reinforce how powerful she is whenever she bends. So... I say you take Lighteningbender and roll with these feats: Blue Fire Prerequisites: Firebender Benefit: As long as you remain composed your fire burns blue. While you are not bloodied during an encounter, your Firebender attacks deal an additional 2 damage. Blue Fire Rage Prerequisites: Firebender, Raging Source of Strength, Blue Fire Benefit: When you bloody an enemy you deal an addition 5 damage to attacks you make against that enemy before the end of your next turn. Blue Fire Harmony Prerequisites: Firebender, Harmonious Source of Strength, Blue Fire Benefit: When you bloody an enemy you gain a +2 bonus to the next attack you make against that enemy before the end of your next turn. -Usagi |
| #285ekioJun 22, 2010 13:10:59 | I dunno. I would just take into consideration what those characters did more. Iroh? Definitely more Dragon of the West than Lightningbender. If I were to stat Azula as a Blue Fire Adept and allow Azula's player to do lightning damage when it makes sense. You could also make Azula a Lightningbender at Paragon tier and Epic tier, she could go into an epic destiny that really supercharged her abilities, which if I remember correctly, she did more blue firebending in Book 3. (Does anyone else equate the three books to the the three tiers of play?) The blue fire adept is more than just "I have blue fire." Its a sleek precise snipe-a-mother****-in-the-face-with-fire kind of style, whereas Lightningbender, if I remember correctly, is a little more sporadic. |
| #286kirnon_bhaleJun 23, 2010 18:10:00 | While I am usually an ENWorld lurker, I couldn't help but say "Wow!" This has recently been linked in ENWorld and I must say that I am really impressed. One thing I want to ask. You seem to have a number of feats that prerequisite other feats. I was wondering why this choice was made as I recall designers stating that they specifically were moving away from doing that. I have downloaded the pdf - I look forward to an update. Great job. |
| #287UsagiYojimboJun 23, 2010 23:02:26 | I'm sure that part of the reason is because I grew up playing 2nd and 3rd edition, where the origins of feats lie. The other reason is because I like the idea of feats representing a secondary set of disciplines, like the class powers you choose and the build you go with, they can represent a style of gameplay. Looking back, I see just the feats I just wrote, which are intended to be a style of firebending and thus link to each other, like the Two-Weapon Fighting feat tree, and a number of Multiclass feats, which were based off the multiclass feats in various books. This doesn't seem excessive to me, although I guess the three feats I just wrote work just as well, in fact they feel a little free-er, if I take out the feat requisite. Since we're getting traffic again, I'll leave it up to you guys. Here's what they would look like as non-feat-tree sorta thing: Blue Fire Prerequisites: Firebender Benefit: As long as you remain composed your fire burns blue. While you are not bloodied during an encounter, your Firebender attacks deal an additional 2 damage. Blue Fire Rage Prerequisites: Firebender, Raging Source of Strength, Constitution 15 Benefit: When you bloody an enemy you deal an addition 5 damage to attacks you make against that enemy before the end of your next turn. Blue Fire Harmony Prerequisites: Firebender, Harmonious Source of Strength, Charisma 15 Benefit: When you bloody an enemy you gain a +2 bonus to the next attack you make against that enemy before the end of your next turn. Kirnon, if it isn't too much trouble, could you tell me the other feats that are treed right now? Also, what is ENworld you speak of and why are we linked? -Usagi |
| #288EvenglarexiJun 24, 2010 0:07:43 | You guys are seriously my heroes for making this. This is EXACTLY what i needed. I already printed out a pdf and am planning a campaign. Seriously i cant tell you how awesome this is. If anyone is interested i took most of my avatar findings around the net and put them all into a comprehensive campaign guide. Its around 60 pages and pretty much has everything you could want as far as world stuff goes. I plan on eventually making items and monsters to put in there . But now i just have information about the world. |
| #289ekioJun 24, 2010 7:52:10 | Its nice to see some renewed interest in the project from so many different people. (I kind of knew there would be when the movie would be close to coming out.) @Evenglarexi. Originally when I started planning on making the benders, I was thinking of compiling information from Avatar using pages from the Avatar Wikia (with their permission, I never got a hold of them) and making a 4e style campaign guide. But I totally forgot about that until just now. |
| #290uberholtJun 24, 2010 9:00:52 | Everyone across multiple sites is very excited for this to be finished. In my search for a completed 4e Avatar game, i have seen your pdf and thread linked in multiple places. |
| #291ekioJun 24, 2010 16:12:38 |
Very cool. :o I've only seen it talked about on RPG.net, 4chan, and now enworld. Very very cool. Gives more motivation, I guess. |
| #292UsagiYojimboJun 25, 2010 17:20:18 | Updated Waterbender will be done later today. Just postin' so I hold myself to a schedule. |
| #293EvenglarexiJun 25, 2010 18:44:30 | Updated Waterbender will be done later today. Just postin' so I hold myself to a schedule. sweet looking forward to it. |
| #294UsagiYojimboJun 25, 2010 22:06:56 | “Flow like the water itself: steady and calm like a stream and fierce and torrential like the storm.” CLASS TRAITS Role: Leader. You move in close and use attacks that can either harm your enemies or help your allies, depending on where you aim. You can heal or harm on a whim. Source: Elemental. The waterbenders gather their power from the moon and its natural pull on the oceans, directing the waters in the same way. Key Abilities: Wisdom, Dexterity, Charisma. Armor Proficiencies: Cloth, Leather, Hide. Weapon Proficiencies: Simple melee, simple ranged. Defense Bonus: +1 Fortitude, +1 Will. Hit Points at 1st Level: 12 + Constitution score. Hit Points for each Level gained: 5. Healing Surges: 7 + Constitution Modifier. Trained Skills: Choose four skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis). Build Options: Torrential waterbender, calming waterbender. Class Features: Healing Waters, Moon’s Bless- ing, Flowing Strike Waterbending is a calm and fluid style of bending. Whereas other benders are quick, strong, and fast, Waterbenders are smooth and steady, much like the water itself. Waterbenders gain their powers from the moon, whose planetary orbit directs and the tides and waves of the ocean. Binding their will with such cos- mic entities, they direct and pull the water. They also concern themselves with the inner chi of the body, healing wounds miraclously. They move and concen- trate the chi down paths within the body, using water as a base for that power. As a waterbender, you are concerned for the lives of those around you. You can wade fearlessly into battle, using attacks against you to bolster your allies. Your attacks often have two effects, one that deals damage and one that helps allies. CREATING A WATERBENDER Waterbenders can use their powers in many dif- ferent ways, but can be generalized in two ways. CALMING WATERBENDER You are calm when the battle becomes the most tense. You focus on helping your allies, healing and bolstering them so you can keep them fighting. Make Wisdom your primary as it dictates your powers. Make Charisma your secondary as you’ll rely on it to remain calm in the heat of battle. Make Dexterity your tertiary, as you’ll need to be quick in battle. Suggested Feat: Waterbending Expertise Suggested Skills: Diplomacy, Heal, History, Nature Suggested At-Will Powers: Water Whip, Shield- ing Ice Suggested Encounter Power: Freezing Ray Suggested Daily Power: Chi Funnel TORRENTIAL WATERBENDER Despite your calm demeanor, you direct the water in overtly fierce ways, creating dangerous tidal waves and torrential conditions. You intend to drown your enemies and batter them with terrible waves of water. Make Wisdom your highest stat as it determines your general bending prowess. Dexterity should be your second highest stat as you need bursts of quickness to direct such ter- rible power. Charisma should be your third stat as you’ll channeling the calming powers of water- bending as well. Suggested Feat: Frozen Torrent Suggested Skills: Athletics, Endurance, Insight, Nature Suggested At-Will Powers: Water Bullet, Wav- ing Uppercut Suggested Encounter Power: Wave of Water Suggested Daily Power: Arctic Blast CLASS FEATURES HEALING WATERS You can heal your allies with a simple touch, rapidly directing the chi in their body using water. You gain the healing waters power. MOON’S BLESSING Choose one style of waterbending. Torrential: Whenever an enemy bloodies an ally, you may slow that enemy until the end of your next turn as a free action. Calming: Whenever an enemy bloodies an ally, that ally may shift a number of squares equal to your Charisma modifier. Flowing Strike Your bending style is based on redirecting outside forces, whether your enemies hit you or miss you, you can use it to your advantage. You gain the Flowing Strike power. WATERBENDER OVERVIEW Characteristics: Waterbenders are a calm people, often thinking before they act. When- ever they have an ideal, they are passionate about and often go out of their way to solve problems related to it. Religion: The first waterbenders replicated the push and pull of the ocean the moon did, so they respect it greatly along with the ocean itself. The push and pull are yin and yang are waterbenders strive to achieve that. Races: Because of their adherence to the moon, shifters (especially razorclaw) make stupendous waterbenders, as they are al- ready keen to the moon’s powers. Other races, such as halflings, deva, and elves, also make good waterbenders. Healing Waters Waterbender Feature The waters surrounding your hands glows silver as you heal your ally. Encounter (Special) ♦ Elemental, Healing Minor Action Melee touch. (close burst 5 at 11th level, 10 at 21st level) Target: You or one ally in range. Effect: The target can spend a healing surge and regain additional hit points equal to your Wisdom modifier. The target may also make a saving throw. Level 6: 1d6 + Wisdom modifier additional hit points. Level 11: 2d6 + Wisdom modifier additional hit points. Level 16: 3d6 + Wisdom modifier additional hit points. Level 21: 4d6 + Wisdom modifier additional hit points. Level 26: 5d6 + Wisdom modifier additional hit points. Special: You can use this power twice per en- counter, but only once per round. At 16th level, you can use this power three times per encoun- ter, but only once per round. Flowing Strike Waterbender Feature When you are struck, you use some of the force to prepare for the next attack, when you dodge an attack you pull your enemy, making them vulnerable. At-Will*Elemental, Implement Free Action Personal Trigger: An enemy targets you with a melee attack. Effect: The effect depends on whether the attack hits, or misses. Hit: One ally within range gains a +1 to all defenses against the attacking creature until the end of your next turn. Increase the bonus to +2 at 11th Level, and +3 at 21st Level. Miss: The first ally to hit the attacking creature before the end of your next turn deals additional damage equal to your Charisma modifier. Special: You may not affect the same creature with either the damage boost or defense bonus in the same round. Waterbending Bender Class Feature With flowing circular movements you can manipulate nearby water. At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a gallon of your water from any location within range to any other location within range. ♦ Produce up to a gallon of water from moisture in the air, water in the ground or other inanimate sources. ♦ Change the temperature of water within range, boiling it or freezing it. ♦ Mold up to a gallon of your element within range into any shape until the end of your next turn. Special: Nothing you create with technique can deal damage, serve as a weapon or tool, or hinder another creature’s action. This technique cannot duplicate the effect of any other power. (Of course, DM”s discretion.) Powers Can Be Found Here: docs.google.com/document/edit?id=16s7M5L... |
| #295UsagiYojimboJun 26, 2010 11:35:21 | Updated PDF due soon. All four classes updated, edited and rethought. Updated Paragon Paths New Feats Epic Destinies |
| #296ekioJun 26, 2010 12:24:39 | Yes, sooooon. Also, happy 1 year anniversary, thread! |
| #297UsagiYojimboJun 26, 2010 19:36:14 | A brand new, yummy epic destiny for you guys and some new feats for each bender. Something to tide you over until CJ finishes his fine work on the PDF. ENERGYBENDER "The true mind can weather all the lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void, but always yields to purifying light". Prerequisites: 21st level, Any elemental class You practice a variety of bending that has been forgotten by all but the most ancient lifeforms, the Lion Turtles. You can bend the very energy that gives people access to magic, from the over magic of wizardry, to the elemental magic of benders to the subtle tactile magic of powerful soldiers. As an Energybender you have learned forgotten techniques that give you power over all forms of magic, the ability to bend the energy of life itself. You may have learned this from a Lion Turtle who deemed you worthy, or it might be forgotten knowledge you gathered from a certain ancient desert library. Your powers are subtle and dangerous to use, only the greatest wills can Energybend with an intelligent being safely, some who learn the techniques have their essences sucked away when attempting to use their power, you are not one of those people. You are fated to do something great with your power, perhaps take the power from a great evil, or force of good. Recall that the power of Energybending is not a force of good, but the force of life itself. IMMORTALITY? You are fated to become part of the very energy you bend, but not before conquering a great foe of the universal order you are sworn to protect. The Great Test Someday, and you can't know when, you will be called upon to use your powers to correct something that has or will go wrong with the universal order. Your power will have grown by that point, but there is still no guarantee that you will succeed. Just as so many souls are lost when the power of Energybending first comes to them, so too will you be at risk. Your true heart and your true mind will need to be perfectly balanced, Un-Bendable. For even if your will is even slightly weakened, you will become tainted with the essence of your foe, which could pollute or even kill you. But if you succeed in your journey and pass this great test you will become something more than a mortal or an immortal, you will no longer be a part of the great struggles of the multiverse, you will become part of the very forces that balance the multiverse. Content to drift through reality, lending your power to mortals and immortals alike until a time of great reckoning when you, and the rest of the universe, will cease to be. ENERGYBENDER FEATURES Lion Turtles Resolve (21st Level): You are no mean mortal will. Your mind and soul are firmly rooted to the ground. You cannot be dominated, dazed or stunned. Aware of the Flow (24th Level): You can perceive the very energy from which all magic, no matter the variety, is based. Anytime you are hit by an attack choose a damage or effect based keyword in that attack. You gain a +4 bonus to all defenses against attacks with that keyword until the end of the encounter. This bonus is not cumulative, but you may protect against as many keywords as you want. Step Out of the Cycle (30th Level): You are no longer a part of the circle of life. If you die you temporarily become one with the flow of life energy. You are insubstantial and have phasing, but have access to all of your powers and inherent abilities. You may take a short rest to regain expended encounter powers, but you do not have access to your equipment or expended daily powers. If you are killed in this form, you cease to exist until you are brought back to life. If you are not returned to life in 8 hours, your body and possessions disappear and you reappear whole and fully equipped at the nearest location that is teeming with life, be it a city or a deep jungle. Your condition is the same as if you had just been subject to a Raise Dead ritual, but without any death penalty. Your body, and yes even your soul, may be finite in their persistance, but you are much more than your body or soul now. Un-Bend---Energybender Utility 26 By focusing on your targets very essence you can permanently take away their abilities. Daily*Elemental Standard Action Melee touch Target: One helpless or willing creature Effect: You enter a trance during which both you and your target are helpless. If either you or your target is attacked, the trance immediately ends and the power is wasted. If uninterrupted for 3 rounds you may choose any number of powers, features or abilities the target has, the target cannot use them anymore. If the target has been Un-Bended by you before, you can instead restore one or more of these powers. FEATS: Burning Soul Prerequisites: Firebender, 11th Level, Dexterity 17 Benefit: Unless you are surprised, when you roll initiative increase your current Source of Strength by 2. Lightening Burst Prerequisites: Firebender, 21st Level Benefit: You may substitute lightening damage for fire damage with any Firebender or Firebender Paragon Path Power. If you do, you deal an additional 1d10 damage and reduce your current Source of Strength damage by 2. Powerful Currents Prerequisites: Waterbender, 21st Level Benefit: When you use an Encounter power with an area of Line 2, you may change the area to Burst 2. Water's Extension Prerequisites: Waterbender, Flowing Strike Benefit: Your Flowing Strike class feature can be activated by ranged attacks. Running Start Prerequisites: Airbender, Dexterity 17 Benefit: Unless you are surprised, when you roll initiative you may run as a minor action. Fleeting Strike Prerequisites: Airbender Benefit: When you use a Daily Airbender attack power, you gain a +2 bonus to your speed until the end of your next turn. Distant Defender Prerequisites: Earthbender Benefit: Increase the distance your watched ally can be from you by 2. Battle Hardened Prerequisites: Earthbender, Constitution 17 Benefit: Unless you are surprised, when you roll initiative you gain 5 temporary hit points. |
| #298EvenglarexiJun 29, 2010 0:34:12 | I have a question , how did yall get the format to look so professional ? What sort of creator did you guys use? |
| #299ekioJun 29, 2010 10:01:00 | I use Adobe InDesign CS4. Made the format when I made the guerrilla about a year or so ago, then just carried it over for the Avatar project. |
| #300uberholtJul 01, 2010 23:45:18 | Hey Guys, New water bender material looks great and those feats are nice. Just pokin in to let you know the Last Airbender movie was a total dump. M Knight f'd it all up... I was expecting it to be different, but not so skewed from the show that i winced everytime someone said sokka's or aang's name. The movie was dreadful. Script was just complete garbage and the casting was worse than expected. But dont take my word for it. Just a warning that it is not worth the costly movie ticket. |
| #301ekioJul 01, 2010 23:53:59 | Dumb ass me went to the midnight release. Complete garbage. |
| #302EvenglarexiJul 02, 2010 4:21:14 | Dumb ass me went to the midnight release. i went to midnight release as well. Terrible terrible. But im still following this very closely ! |
| #303Serow_DarkstarJul 02, 2010 4:47:08 | I went to the midnight release as well. To be honest, I liked it. It wasn't the series, but it didn't need to be. It packed the entire first season into two hours, and did so admirably. As for the names being pronounced differently... Oh well. They're just names, it's not that big of a deal. I loved the style of the movie, the action was great, the bending looked wonderful, and the changes were understandable given the format transition. |
| #304ekioJul 02, 2010 9:06:13 | I was okay with some changes. THe ponunciations didn't bother me, but after the first 15 minutes, that just collided with everything else, you know? I thought the characters lost a lot of depth and didn't particularly have a personality. And Sokka and Katara joining Aang felt really awkward. Also, what the ****, *SPOILER ALERT, DON'T LOOK OH GOD* Sozin's comet in 3 years? *OKAY SPOILER'S DONE* |
| #305sevrin425Jul 02, 2010 12:37:19 | You guys are amazing for putting this together, and as soon as you guys finish up the PDF, I have a group ready to play with it. We're all pretty pleased with your interpretations, but I do have a few critiques. I'll focus on the waterbender since it was the most recently updated. First, one thing i noticed is that throughout the paragon paths and class features, you seem to have arbitrarirly decided which secondary score to use for riders (sometimes CHA, sometimes DEX). While this has been done, the developers seem to have been straying from it. It would be best, IMO, to keep things you don't intend to be tied to a particular build to use riders such as DEX or CHA mod, or just stick to WIS, otherwise you're gimping an entire build. And since we're talking about the waterbender, I have a few direction comments as well. I understand the need/want to fill the role grid, and I can support the decision to make the waterbender a leader. Frankly, if any of the styles fits the bill, it's them. But i'm a little iffy on the approach. The waterbending we saw in the show was not NEARLY as leadery as what we've seen so far from the class, or at least not in the same ways. Leader effects in the waterbender should be less about buffs/temp hp/healing, and more about handing out CA, and repositioning the battlefield, or debuffing foes/screwing with their defenses. But primarlly, IMO, waterbenders should be the kings of lockdown (and there is some of this). If i were going to be completely honest, I would say Controller sub leader (calming), and controller sub striker (torrential), would make the most since, but I also don't disagree with your choice of role. But it would be nice to see some feats, powers, etc that make it possible to play up these aggressive/control elements of waterbending, in case a player wants to play a more lethal waterbender character. As a class, it would feel more self-sufficient if there were less riders that said "allies" and more that said "you and one ally" or "you and each ally (with)in..." And it'd be nice to see at least one aggressive, less leader-minded, power at each level. Perhaps a cold at-will too? That's my two cents. I hope it was helpful, and I can't wait for the finished product. You can bet I'll be back with more CC when I see the rest of the classes, and especially after I've gotten to play them. |
| #306wizardmonJul 02, 2010 17:58:18 | I have a couple of questions about what I just read in the supplement -- Great job by the way! - The Avatar State power; is the trigger supposed to be when you fail a saving throw? Its currently when you roll enintiative. - The Firebender's Overwhelming Flames; is it supposed to only effect creatures with the fire keyword, or any creature with fire resistance? As it stands, the former would be vastly underpowered compared to the Sorcerer. (So you know, I downloaded the file linked to on the first page, in case that makes any difference.) |
| #307ekioJul 02, 2010 18:18:32 | I have a couple of questions about what I just read in the supplement -- Great job by the way! The Avatar State power was messed up. It's supposed to read... The Avatar State They think they might’ve killed the Avatar, but destiny will not allow it. Daily Immediate Reaction Personal Trigger: You drop to 0 hit points. Effect: You enter the Avatar State, becoming a destructive force against those that would kill you. You spend a healing surge and stand up. Until the end of your next turn, you gain a +2 bonus to all attack rolls and deal an extra 1d6 damage. The Overwhelming Flames thing is for creatures with fire resistance. There's a feat later on that completely ignores immunity. By the way, the entire PDF is done. Like, everything. Every class, paragon path, epic destiny (5 altogether, btw), feat (Usagi added like, 20), magic item (20 of those), and... well. Everything. The project is finished. However, me and Usagi are going over it, correcting grammar, spelling, clearing up terminology, so, we'll be done really really soon. By the way, Sevrin, I can't really answer your questions. Usagi took over the waterbender because I have never played a leader in my life. Next time he's online, I'll direct him to your questions/comments. But I can comment on the waterbender's role as leader, as that was my decision a year ago. I'll admit, there's a subconscious grid filling need when I homebrew (hell, my first class was a martial controller). I could have made the waterbender a controller, sure, but as I watched the show, I could definitely see a subtle leader role in the waterbender style. I don't have any examples, but it seemed that Katara was using abilities that allowed her allies to gain the upper hand in a distinctly leadery way. Regardless though (and I wanted to put in a sidebar in the PDF about this), that if you really really wanted to, you could play an airbender and call yourself a Waterbender. You'd be an airbender mechanically, but you'd role play it as a control focused waterbender. You could play an earthbender and play an airbender (the airbender could have theoretically been the ranged defender, but hey, the earthbender fit that role so well, I thought) and use the shifting grounds and earthen shield powers as gusts of wind protecting your allies. Flavor makes everything, man. Thanks for the comments, guys! We really appreicate it. If you have any questions or comments, spill them here, I check this thread pretty frequently. |
| #308UsagiYojimboJul 02, 2010 20:53:19 | Okay, let me start by reminding everyone new here that criticism, questions and alternatives are not only appreciated, but encouraged round these parts. Secondly, I would like to say that the reason the Waterbender is a bit off is because we wrote most it's material before I updated it with the Flowing attack theme, that's why the powers are a bit wierd and why the Paragon Paths don't quite match up. If I understand you correctly, you are saying that some of the abilities that the Waterbender has use DEX and CHA for non-build related variables. Things like Moon's push, which heals hit points equal to your Charisma mod. This is an example of an unspoken rule (or spoken rule perhaps) that I wasn't aware of. When you say "It would be best, IMO, to keep things you don't intend to be tied to a particular build to use riders such as DEX or CHA mod, or just stick to WIS, otherwise you're gimping an entire build." I am a little confused. If it is your recomendation that non-build attacks should be tied to Wisdom entirely, I am happy to do that. I think the idea was that healing attacks would use Charisma, harming attacks use Dex, something I have seen in a few classes including the Cleric, from which the Waterbender gained a lot of guidance. We are going to tighten things up in a final edit and then release the final PDF. It won't have all the material we could possibly think of, but if there is enough demand me and Ekio are already tossing ideas around for an Elemental Power supplement. It's in the very early stages, but that would be the soonest you would be seeing me write up an entirely new direction for the Waterbender. If I do, I promise it will be more attacky/controllery. There is a Cold At-Will, it just isn't labled properly in the last PDF. It's called shielding ice. I will look through the Waterbender one last time to add in some offensive power. I would be willing to hear a good way to add the Waterbender herself to the mix for Flowing attacks, I see this going three ways: 1. The Waterbender can use a Flowing attack against a single enemy target and treat themselves as the effected ally. 2. The Waterbender Flowing attacks simply affect the Waterbender automatically and remain the same. 3. The Waterbender Flowing attacks simply affect the Waterbender automatically, and have their power scaled back slightly to account for this. Flowing attacks are my brainchild and while I stand by my choice as properly thematic (emphasizing more the pushing/pulling and cyclical nature of Waterbending than simply what is seen in the show) I am happy to have you guys help me tighten it up. Finally, if you actually read all of this, I would like to briefly respond to your statement about role choice. When I first started this, before I found Ekio's work, I was not planning on having each class fit one of the roles. I still, however, wanted the Waterbender to be a Leader. To me the Leader role emphasises the philosophy of Waterbending best, calm or torrential, water is the basis of life, it is quite literally the support for every living thing. When it does destroy something it usually does it in a slow, steady way, like how it grinds rocks into sand over hundreds of years. For me, that fits Leader. I agree that Controller should be secondary, and my intention is to make the Torrential more Controllery. I will look into feats and powers, perhaps this weekend, although we are almost done and I think Ekio will stop talking to me if I ask him to update the PDF again after this. How about you throw me some ideas. You can write feats and we'll print them, and if you have a direction you want me to tilt some powers to make them more "Lockdown...y" tell me, the more info you give me, the more likely I am to work it into my schedule. -Usagi |
| #309ekioJul 02, 2010 21:43:28 |
Its not advisable to do V-shaped classes. They're typically less effective than regular A-shaped classes. (If you take a look at the Player's Handbooks, you'll see that since PHB1, with the paladin, cleric, and warlock, there has not been a class like that. Ever.) And while my soul might squirm a little at the thought of going through the PDF for a major revision again, I'm also going to advise that we don't go and change the direction of the Waterbender at this stage. Not because I'm going to lose SAN if I re-edit the PDF, just because its a little too much too late. We've already gone through and cross referenced all of the powers for the class. I think its strong as it is. (Not strong as in OP, strong as in... well built, I guess.) Besides all that, if you really tried, you could make a super controllery watebender as it is. Maybe if I get time, I'll make a waterbender that controls well. |
| #310wizardmonJul 03, 2010 9:16:20 | You could always do what WotC does and moneygrab make a supplement sometime later. Have your cake and eat it too. |
| #311sevrin425Jul 03, 2010 13:56:26 | Okay, let me start by reminding everyone new here that criticism, questions and alternatives are not only appreciated, but encouraged round these parts. I guess I was a little unclear. I was definitely not ragging on the decision to make waterbender a leader. I think it's a great fit. I think controller could have made since too, but there's no reason to think that because you can lead, you can't control, strike, or defend. Honestly, i think any of the styles could be fit into any of the roles in a pretty nicely (save maybe firebender), but when it comes down to it, waterbender is the only one that can really do ANY leader stuff. As for flowing strkie, all you'd need to do to satisfy me is change the hit line to you or one ally, and keep it until the end of the next turn. Then I can imagine feat support that would give you more cool stuff to do with it like move people around or freeze them or whatever. The damage rider should be changed to CHA or DEX mod so torrential benders can use it too. Which gets me to the mods. I was mostly talking about in the PP features/class features and not the actual powers. Take the icebender for example (which may have changed). I get the feeling you wrote it to give the class some kind of strikery-offensive options, and that you didn't inted for it to be build specific. If that's the case, you should decide if the PP uses DEX secondary, CHA secondary, or neither. I would suggest neither/either. If you just changed the two path features to either say one or the other, or to simply give you a choice, either style could get equal mileage out of it. Just a little thing, and one you may have already changed. (And can I mention real quick that I love the icebender path, despite the missing utility and mixed mod usage, and i hope it remains mostly the same) I guess what threw me at first was the fact that I read the description of torrential waterbender when deciding what to play, and then when I read the powers/feats I didn't see a lot of the flavor that I liked so much in the intro. I think all that needs to happen to change my point of view, however is more powers. More powers that don't necessarily rely on buffing my allies. Powers that weaken defenses, move enemies around, lock them down, do cold damage, etc. Just a few. Like one choice at each level (and there already is one at a lot of them), especially encounter powers throughout heroic. That being said, I'd love to write a Class Acts Waterbender, if you'd like, and eventually others. I'd be more than happy to throw feats and powers your way if you'd have them. If not, I be just as happy to toss ideas at you. Can I say that the Avatar Wiki does a fantastic job of detailing each of the styles? I'll even put you right on waterbender: avatar.wikia.com/wiki/Waterbending Keep up the awesome work, guys, and thanks for hearing me out. |
| #312UsagiYojimboJul 03, 2010 18:51:31 | You guys remember when 1st Edition came out and dungeons, characters and spells were all divided into seperate, semi-unrelated levels. Everyone got confused about which one you were talking about and games would grind to a halt because someone would be yelling about how they cast a level nine spell and someone else would say that they couldn't cast it becuase they thought they had to be level nine... No... errr... anyway... That's what just happened and it's my fault for having a class feature called Flowing Strike and a the Flowing keyword. In short, I thought you were talking about all of my powers, and I was thinking "Lot's of powers have secondary stats" but you were talking about Flowing strike, which I will change to DEX or CHA. I will look into the Torrential build, see what I can do without re-writing too much. Please go ahead, write what you want to see. We'll put it into our Supplement or at least mention it in the PDF. I don't know how to make your ideas, but you do. Plus I struggled enough with writing what I wrote, keeping it interesting and making it work. If you want to make a new build, throw a new power in for each level and a couple of feats and then someone else does that for each of the other classes, it'll certainly make Elemental Power that much easier on us. In regards to the Avatar Wiki, I visit it regularly and take a lot of inspiration. I will say this much about why I diverged from your ideas, Ekio has a great fondness for Controllers as well, you will notice that the Earthbender does Defendery things in a Controllery way. That's how the Waterbender felt when I came to it. It was... a Controller who had a Healing Class Feature. So I just pulled it away from that as much as I could. |
| #313sevrin425Jul 04, 2010 17:32:44 | Just a few powers. More powers later and some feats later. Freezing Spike Waterbender Attack 1 You surround your foe with water, prepared to freeze it into a deadly spike should he dare approach you or your allies. At-will ♦ Elemental, Cold, Implement Standard Action Range 5 Target: One Creature Attack: Wisdom vs. Fortitude Hit: Wisdom modifier damage, and if the target moves from its square before the start of your next turn, it takes an extra 1d6 + Dexterity modifier cold damage. Flash Freeze Waterbender Attack 7 You wait for your enemy to strike, then overtake him with a wave of water, at the last moment freezing it in place. Encounter ♦ Elemental, Cold, Implement Immediate Reaction Trigger: You or one ally takes damage from an attack. Target: The triggering enemy Attack: Wisdom vs. Fortitude Hit: 3d4 + Wisdom modifier cold damage, and the target is restrained until the start of your next turn. |
| #314UsagiYojimboJul 07, 2010 20:38:14 | I like these powers, especially the idea of tweaking the "until the end of your next turn" to allow for a low level encounter that restrains. I do hope you can come up with some Flowing attacks that work with your vision of the Waterbender. Remember, they don't have to heal or provide any specific kind of bonus, they just do one offensive thing and one defensive thing. If you are going for a waterbender that does lockdown, the flowing attacks would probably focus on giving your allies (or yourself, as per the new Flowing rules, due out this week. Short version: you can reduce the area to Line 1 and affect yourself as if you were an ally) greater mobility. |
| #315sevrin425Jul 08, 2010 11:25:31 | Thanks! I definitely plan on making a few flowing powers, because I really like the mechanic. Even in the two powers I wrote so far, I was going for an action/reaction sort of thing. Like the waterbender patiently waits for their foe to make mistakes, and then strikes. So the flowing powers really effectively capture that feel. I got an idea for some feats for each style that I thought I'd run by you. Since each bending style is based on a real world martial art, it might be cool to offer each as a feat for each style. They could give you monk unarmed strike, and some benefit based on the martial art. It'd only take a little research, I think. More powers and some feats coming in an hour or so. |
| #316UsagiYojimboJul 08, 2010 21:44:51 | I recommend you research by watching people perform the martial arts. Youtube has lots of lovely videos of the different styles. Shoalin Monks are mesmerizing to watch and the Hung Gar Kung Fu is crazy to see on the defensive. As you almost certainly know, the Avatar Wiki has a good bit of information on the styles that informed the show. -Usagi |
| #317sultan_of_dorkistanJul 14, 2010 0:50:03 | Just dropping by to say I love the work done so far on this project. I see that you (Ekio and Usagi) are pushing to get the PDF finished, but I wonder exactly how much is being added and/or changing for your "final" version. Specifically:
Edit: Also, what's the purpose behind sliding yourself? Why not shift? (As I said, I'm no expert.) |
| #318UsagiYojimboJul 14, 2010 9:01:31 | First a quick question, what are you looking at? I assume you are looking at the last PDF Ekio released. Hopefully you are not looking at the finished (but unedited) Waterbender I posted last week or so. If you are, please give me some more details on what you're referring to. We certainly intend the classes we've made to sync up with other 4e classes and Ekio has been doing plenty of playtesting to make sure of that. I've been doing some rigorous cross referencing to make sure the classes fall in line with official material and, as far as I can tell, the Waterbender has plenty of offensive and defensive power. What exactly are you referring to when you say "sliding yourself" instead of shifting? I need a direct reference if I'm going to answer your question. Finally, there are plent of Miss effects, we just haven't shown you guys them. There is a current PDF that we haven't released, and are not going to, because it will be replaced by a much nicer, copy-edited and generally improved PDF in a matter of days. -Usagi |
| #319sultan_of_dorkistanJul 14, 2010 9:58:56 | First a quick question, what are you looking at? Yes, the PDF. I'm working my way through this thread but 32 pages is a lot! I did just now track down the upadted waterbender and it looks as though you addressed those concerns (though I'm still anxious to see Miss effects!). What exactly are you referring to when you say "sliding yourself" instead of shifting? I need a direct reference if I'm going to answer your question. The earthglider technique Ride the Wave and the icebender technique Icy Charge (there are some others, if I recall correctly) make use of this terminology. Mechanically, I don't see a difference between saying "slide your speed" and "shift your speed," except to say that with slide you don't have a choice about the matter. I only bring it up because it stood out to me as odd - I don't know if this is standard lingo or a typo or a new element you're introducing. |
| #320UsagiYojimboJul 14, 2010 16:13:20 | Well the distinction between Shifting and Sliding is actually not that it's forced, since you are the one forcing your own movement, you can always choose to go a shorter distance. The distinction instead lies in the fact that forced movement ignores difficult terrain, whereas shifting does not. In other words, it's slightly better to slide yourself your speed than to shift your speed. I'm seeing a bit of a dry spot in the miss effects for the waterbender in the just below and just above paragon range, but those powers all have effects as far as I can see... err... again, the most helpful thing you can do is give me specific examples to fix, otherwise I don't think we're going to go back and fix things up before publishing. -Usagi |
| #321ekioJul 22, 2010 22:13:48 | Well. Its finished. ![]() The final PDF features the four classes (Airbender, Earthbender, Firebender, and Waterbender), supported by two builds, with 7 or 8 paragon paths each. It contains epic destinies, hybrid classes, feats, paragon paths for non-bender characters in an Avatar game, new mundane equipment, and magic items, all to support the four bender classes. This has been an absolute blast. Scribd: www.scribd.com/doc/16920521/COMPLETE-Ava... Download here: www.megaupload.com/?d=CCAWLNEV |
| #322UsagiYojimboJul 22, 2010 22:46:19 | Well everyone, this has been great. I just spent a bit of time looking at the finished product and the startling viewcount of this thread. Now I really have something to be proud of. You guys have been great. I'm going to take a break from this project now, maybe someday I'll return like a bat in the night and create some more stuff (I certainly have some more ideas), if I do I will post them on this thread here. Ekio, you've been fantabulous to work with. Gals and guys of the Wizards Homebrew forums, thanks for your patronage. Stay strong peoples of the internet and remember, the White Lotus opens wide to those who know her secrets. -Usagi |
| #323tarindorskildaleJul 23, 2010 23:19:11 | I love this. Avatar is my favorite cartoon... xD. I will defiantly be using this. |
| #324mysticbelmontAug 01, 2010 17:55:57 | Why doesn't the earthbender, being a defender, have a mark effect? |
| #325ekioAug 02, 2010 23:30:07 | Why doesn't the earthbender, being a defender, have a mark effect? The Earthbender doesn't have a mark like other defenders in the game. In a sense they "mark" their allies, but its called watching. I wanted to try making a ranged defender with the earthbender and the watching mechanic came out of that. The class feature that deals with this is called Watchful Ally and is on page 18 of the PDF. It works out pretty well in game. |
| #326mysticbelmontAug 02, 2010 23:38:30 | It doesn't provide a negative immediate reaction for attacking allies. I guess if it works in game, it works in game. |
| #327ekioAug 03, 2010 9:07:28 | It doesn't provide a negative immediate reaction for attacking allies. The Watchful Ally class feature also gives you two powers with which you can use in conjunction with your watched ally, earthen shield and shifting ground. Those two powers, respectively, protects your watched ally from ranged attacks and melee attacks. They're both immediate interrupt and reaction respectively. Also, the +2 to all defenses is nice too. |
| #328mysticbelmontAug 04, 2010 21:48:12 | How would hybrid rules work? |
| #329ekioAug 04, 2010 23:22:42 | How would hybrid rules work? That depends. Using the hybrid rules in Player's Handbook 3, the PDF presents hybrid options for the four bender classes on page 75-78. You just use them like you would any other hybrid class. Pick two, smush them together. Like a airbender|warlock, earthbender|psion, firebender|warlord, or waterbender|shaman for example. If you asking about fluff wise... well. That's all up to you. I know there are quite a few campaigns being started using the bender classes we've made that use the official Avatar: The Last Airbender series as a backdrop to their own adventures or, at least, use the mythology from the show to create their own story. If you are doing an Avatar based game, you can't allow players to play hybrid benders. No earth/firebender or air/waterbenders. Also, you'd probably only allow the bender classes and the martial power source as playable classes. As far as I know, there are not any wizards, clerics, shamans, psions, etc. in the Avatar world. However, if I were to run an Avatar game, I'd allow hybrids in certain situations. If a player wanted to play a more "Blue Spirit" type of firebender, I'd totally allow a firebender|ranger character. Avatar Kyoshi could be an earthbender|fighter or rogue. Additionally, I wouldn't allow bender characters to multiclass into another bender class. If you're playing straight-up D&D (with a campaign setting or a homebrew campaign) and want to stick in the bender classes (which I'm doing in my own game), I'd be much more leinient on this, assuming I wasn't carrying the Avatar sthick of "only the Avatar can bend more than one element" thing. You could say that the elemental power source has a deep connection to primal elemental spirits of the world or maybe even powers from the elemental chaos. It's up to you. Besides, a waterbender|airbender hybrid, multiclassed firebender, with the Lightningbender paragon path is totally awesome. STORM BENDER, COME ON. But I also like the idea of a waterbender|rogue Bloodbender character. |
| #330mysticbelmontAug 04, 2010 23:54:30 | I didn't have an updated version of the handbook. |
| #331mysticbelmontAug 06, 2010 9:34:04 | One last question: If someone takes the avatar feats to learn a another bending style, do they add that element to their classes bending class feature? |
| #332ekioAug 06, 2010 11:50:41 | One last question: If someone takes the avatar feats to learn a another bending style, do they add that element to their classes bending class feature? Haha, oh wow. That's totally not in there. But yes, the Avatar would gain that class's "*bending" (* being whatever element they learn) class feature. |
| #333mysticbelmontAug 06, 2010 12:10:46 | I'm looking at Mercy of the Sea, the level 7 encounter power. It mentions line, but the attack is not a line. |
| #334UsagiYojimboAug 06, 2010 17:23:16 | Mercy of the Sea, as well as any other power that has the Flowing keyword, is a Line 2 power. There is also an At-Will, Water Whip, that is missing the Flowing keyword, but is, in fact, a Flowing power. There are some Typo's left over, thank you for noticing that one. I know I saw a few that I had corrected in my copy-editing frenzy but didn't end up getting fixed *looks meaningfully at Ekio* but there are also some I didn't notice. We will probably jump back in to do some more copy-editing later, after we play test this stuff and find things to add and change. I think the book is more than readable and less than... poorly done, or something. It's certainly pretty, regardless. Glad to see there is still some activity on the thread. -Usagi P.S. Also I still think Ekio did a monstrously good job regardless of the occasional mispelled word or whatever. |
| #335KruskAug 06, 2010 18:17:26 | The Epic destinies chapter is labeled "feats". Other than that, I was very impressed. Going to try to convince some people to give this a whirl sometime. |
| #336ekioAug 07, 2010 14:48:22 | Actually, I just rolled a dwarven calming waterbender. And I realized there are some things that are messed up. Shielding Ice kind of bothers me, all of the first level encounter powers do 1d8 damage, and something else. But yeah, in my frenzy of updating the entire book, I did miss some. And I promise that I'll go through it and try and comb it for mistakes and fix some stuff. Tomorrow, Monday. Or Wednesday. (I know I said that I was done with this until we decide to do something about it, but it just bothers me that there are problems in the PDF that was publicly released.) Also, the mislabeling of the Epic Destinies section was fixed a while ago. |
| #337KruskAug 07, 2010 16:40:52 |
Where is the most up to date version found then? (Link to post?) because this is the newest one I could find.
|
| #338ekioAug 07, 2010 17:18:48 |
www.scribd.com/doc/16920521/COMPLETE-Ava... In the description of the document on Scribd is a link to the megaupload download of it, if for some reason, you can't download the PDF from Scribd itself. |
| #339KruskAug 08, 2010 18:53:02 | Thanks a ton. |
| #340sevrin425Aug 09, 2010 16:37:36 | I have a group together to test this, and we're pulling all of the powers we find with typos, or that need rules clarifications aside. Pretty soon, I plan to post an list for you. The classes are all incredibly fun. I can already say at least that much. |
| #341ekioAug 09, 2010 18:32:59 | I totally appreicate that. It would be awesome if you could send that to my email. ekiatoui(at)gmail(dot)comYou'll have to tell us about your game! Incidentally, both of the benders played in my game post-release have been dwarven. Don't know why. EDIT: Actually, if something is imperative enough that the power just doesn't work, you can post here and we can help you. |
| #342UsagiYojimboAug 27, 2010 0:29:24 |