Avatar: The Last Airbender d20 Revised

Post/Author/DateTimePost
#1

zerianthekeeper

Apr 28, 2007 20:23:35
Ok, Here is the link to my work about Avatar d20. I hope you like it and if you have something to add to this please post it on my forum.
Thank you for all you support, and if you visit my site please sign my guestbook (it a little bare)!
Once again I would like to thank Smischmal, HarmonyRage, Raptorial, Maxxrox, Portent, Gofe and all who have added to this work that I didn't name here.

Thank you very much
ZK
#2

bladerock

Apr 28, 2007 20:30:30
Oh, oh, oh, oh, i have something i had made for you, that i placed on your other humungous thread. But i think you didn't saw it, so i will place it here:

A modified version of the Sky Bison, trying to make it somewhat closer to what we see in the series.

Sky Bison
Huge Magical Beast (Air)
Hit Dice: 12d10+48 (114 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Fly 80ft (Average)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +12/+26
Attack: Slam +16 melee (1d8+6)
Full Attack: Slam +16 (1d8+6) and Gore +11 melee (2d6+3)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Stampede, Powerful Charge 3d8+9
Special Qualities: Low-light vision, scent, Flight
Saves: Fort +14, Ref +8, Will +4
Abilities: Str 22, Dex 10, Con 18, Int 3, Wis 11, Cha 10
Skills: Listen +10, Spot +7 Survival +2*
Feats: Alertness, Endurance, Great Fortitude, Run, Track
Environment: Any High Mountains
Organization: Solitary or herd (6-30)
Challenge Rating: 8
Advancement: 12-20 HD (huge), 21+ (gargantuan)

Combat Shyness (EX): Sky Bison usually shy away from combat and will only participate if directly attacked, whoever, if the opponent does not possess the ability to fly and the sky bison’s perceived allies are not endangered, he will instead flee. This applies even if the bison is trained for war.
Stampede (Ex): A frightened herd of sky bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 3d6 points of bludgeoning damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
Tail Slap (Su): By using his tail a Sky Bison can cause a powerful gust of wind. The affect duplicates the Air Bender Chi power Wind Blast; the only difference is that the Line is 10ft wide instead of 5ft wide.
Easily Tamable (EX): Sky bison raised from early youth are easy to rear. As a result of this any character attempting to rear a sky bison young receives a +5 on all handle animal checks needed to successfully rear it. If the character is an air bender, he instead receives a +10 for this same purpose.



Finished the polar bear dog, whoever, seeing as they pretty much do nothing on the show i had to "wing it" basing myself of descriptions and pictures only.

Polar Bear Dog
Medium Animal
Hit Dice: 3d8+9 (22hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+0 size, +2 Dex +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2) and 2 Claws +2 (1d3+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 14, Con 16, Int 2, Wis 12, Cha 8
Skills: Hide +2*, Listen +3, Spot +3, Swim +4, Survival +1**
Feats: Track, Endurance, Multiattack
Environment: Cold Plains
Organization: Solitary or Pair
Challenge Rating: 1
Advancement: ---

Trip (EX): A Polar Bear Dog that hits with it’s bite attack can attempt to trip the opponent (+2 check Modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Polar Bear Dog
*A polar bear dog’s white coat bestows a +8 racial bonus on Hide checks in snowy areas.
**A polar bear dog receives a +4 bonus to survival checks while tracking by scent.

Want to know what someone, anyone, thinks.
#3

zerianthekeeper

Apr 28, 2007 22:10:52
Version 2.03 NOW AVAILABLE

Bladerock; I added most of your changes a few I didn't completely agree on But you will see most of the changes, I also added the Badgermole that Gofe posted awhile back (also with a few changes).
And thanks for the quick response!
#4

bladerock

Apr 29, 2007 12:26:16
I know some traits made no sense 'toon wise. But they where there for balancing issues. Let me explain:

Easily Tamable (EX): No first level character will ever be able to tame a sky bison without this, the check to rear one is: 27, Ouch!

And from what we see in te show, air bender monks got them while still fairly early on their training.

Now this resulted on the following:

Combat Shyness (EX): This was added to stop said first level character from, well, kicking butt with an awesome 12 HD creature.... OF DOOM!

They made sense to me from a balancing standpoint, but you have the final say. Oh, i almost forgot... i messed up, the polar bear dog's CR is 2 not 1 as i mistakenly stated. It's a leftover from the first version i made.
#5

tixx_planeswalker

May 17, 2007 6:24:50
I just want to know, Why is a badger-mole, a 10HD creature that has the powers of a 10th level earthbender, only have a CR of 3?
#6

zerianthekeeper

May 17, 2007 11:00:25
I just want to know, Why is a badger-mole, a 10HD creature that has the powers of a 10th level earthbender, only have a CR of 3?

An oversight Thats why:D
Thanks for pointing that out! It will be fixed in the next update!
#7

tixx_planeswalker

May 18, 2007 5:14:03
I think its also missing a feat and the description of its slam attack (Slam (Ex): A frightened badgermole may slam the ground or an opponent sending them flying through the air. This attack does 3d10+10 damage. Should the person be forced/slammed into a wall/ceiling, they take another 1d10 damage.) is a bit hazy rules wise (sending characters flying?).

(Ok so I'm obbsessed *hums the badgermole song*)
#8

tixx_planeswalker

May 18, 2007 22:56:29
I've go some suggestions!

A new feat:

Well of Chi
Your able body or focused mind allow you to Bend more often
Prerequisites: Con 13 or int 13
Benefit: You recover an additional chi point per hour

and a Chi power:

Ice daggers
Requirements: waterbender 1st level
Chi points: 0
Initiation action: none
Concentration: none
This power allows water benders to substitiue peircing damage for their ranged elemental atacks.
Special: This style requires the user to be standing on or near at least a small volume of water (e.g a small pond)

I got the idea for this one from the cave of two lovers when aang and Katara are practicing the octopus stance
#9

zombiegleemax

May 21, 2007 17:31:16
hey everyone could I be sent the newest docuement that is printable my email is [email]Billbob153@yahoo.com[/email]
#10

tixx_planeswalker

May 21, 2007 19:01:45
Is the ranged elemental strike used as an attack? e.g. Can some one with a high enough BAB use it multiple times in an attack action?

Kaiser there is a link at the top to get the PDF
#11

zombiegleemax

May 26, 2007 20:06:29
Ok. A query. Is there a game going on for this thing? I mean, is anybody interested in doing a PbP game using these rules? Cuz I sure am. If there is, could somebody let me know? PLZ!
#12

i_am_some_guy

May 30, 2007 13:50:59
With all that work has this been play-tested? If so what are the results of your play-testing? What issues have you run into, etc?
#13

zerianthekeeper

May 30, 2007 16:46:19
Is the ranged elemental strike used as an attack? e.g. Can some one with a high enough BAB use it multiple times in an attack action?

Yes!

Ok. A query. Is there a game going on for this thing? I mean, is anybody interested in doing a PbP game using these rules? Cuz I sure am. If there is, could somebody let me know? PLZ!

No, not that I am aware of. I personaly dont use PbP, but I do use maptool and Skype to play with distant friends. It may or may not be an opition for this. I currently do not have time to start a game but if someone else would like to I would love to sit in.

With all that work has this been play-tested? If so what are the results of your play-testing? What issues have you run into, etc?

I have not yet had the pleaser of playing this. It is in my new campaign but none of my players chose to use them, but many other people have. If you would like to read some, go and read through the old Avatar: The last air Bender d20thread that Smischmal started. It is long and a lot of posts, that is why I started this new one. A lot of work went into this, and I have had a lot of feedback through posts and Emails. I really tried to balance it with core D&D, but it was coming across a little under powered but that may be a player issue.
#14

zerianthekeeper

May 30, 2007 16:54:18
I think its also missing a feat and the description of its slam attack (Slam (Ex): A frightened badgermole may slam the ground or an opponent sending them flying through the air. This attack does 3d10+10 damage. Should the person be forced/slammed into a wall/ceiling, they take another 1d10 damage.) is a bit hazy rules wise (sending characters flying?).

(Ok so I'm obbsessed *hums the badgermole song*)

I see that now, I will clarify with new update

I've go some suggestions!

A new feat:

Well of Chi
Your able body or focused mind allow you to Bend more often
Prerequisites: Con 13 or int 13
Benefit: You recover an additional chi point per hour

and a Chi power:

Ice daggers
Requirements: waterbender 1st level
Chi points: 0
Initiation action: none
Concentration: none
This power allows water benders to substitiue peircing damage for their ranged elemental atacks.
Special: This style requires the user to be standing on or near at least a small volume of water (e.g a small pond)

I got the idea for this one from the cave of two lovers when aang and Katara are practicing the octopus stance

I like them, these will be cleaned up and added, on next update.
THANK YOU TIXX!
#15

zombiegleemax

Jun 02, 2007 20:16:57
Well I tried to download your last version but it seem to be not working so is it me or is the link is having a problem ?
#16

tixx_planeswalker

Jun 03, 2007 0:31:55
Thanks for the praise!

Then if ranged elemental strike is an attack then its pretty over powered in a non-avatar campeign. In a discussion with my DM we agreed that avatar is a bit over powered in a regular dnd campeign.
#17

gofe

Jun 03, 2007 22:21:15
HOWDY! long time no post... heh heh

anyways, I was able to get to about lvl 5 or so in the mixed character style for DnD I was in. My version of Toph worked quite well, and was not overpowered in any way it seemed. (Not to say I was underpowered either. 1v1 I could take on quite a few character types very well) but I have to admit, there were a LOT of awesome spells that helped me in combat that a bardic type character used - bull strength, enlarge, barkskin... etc.

to be honest, i don't know how the multiple attacks work based on the BAB, but they advance no different than a monk in regular DnD. So unless your DM has a rule about "no monks in MY world" then he could easily make a few challenging and potentially dangerous same level characters.

Due to significant changes in my group i've no longer been playing that DnD game, so yea... things have been on hold for my participation in the forum. (sorry) Now i'm playing Rifts and about to start a Lonewolf game. so i might add some suggestions or rework the system to that style of play. anyways, that's all for now.

Gofe
#18

Aryxbez

Jun 13, 2007 5:41:33
I've been wondering, ZerianTheKeeper, what happened to your old name Homerjaysimpson13?
I would like to know, also what of metal bending? Is it part of the Earth bending abilities?
#19

zerianthekeeper

Jun 13, 2007 15:50:23
I've been wondering, ZerianTheKeeper, what happened to your old name Homerjaysimpson13?
I would like to know, also what of metal bending? Is it part of the Earth bending abilities?

Well, Zerian was my favorite character from a homebrew world and he was given the Title "The Keeper of the Books". With the creation of my website, I figured that Zerian would be a better suited name. So I stopped using homerjaysimpson13 and created a new account under Zerianthekeeper. Homerjaysimpson13 is still there but I hardly ever login under that name, and I never post under that name.

As far as Metal Bending, yes it is under Earth bending Chi Powers and requires (if I remember correctly) 17 levels of Earth Bending. So Toph is her short life has accomplished much. but direct translation from media to game mechanics is not an exact science. look how hard it is to even try to bring Drizzt over from FR books that are set in a D&D world. I am happy with the system I (and others) have created. It allows flexibility, and also has room to grow. My attention is not set on advancing the Avatar system right now, I have a full plate with my family, school, work, My campaign, but I am sure when the 3rd season hits TV (with all new bending powers) there will be a renewed interest in Avatar and updates will start coming again regularly and I am sure that online activity will stirrup too as it seemed to die down when 2nd season went off the air.

Thanks
ZK
#20

zerianthekeeper

Jun 27, 2007 10:29:19
Hi I have found this thread and can't get the link to work so would you send the PDF to [email]reevehill@yahoo.com[/email] thanks.

Also you should have a look at the water octopus. This is an offensive and defensive one.

I have emailed you the file. Sorry you could not get the link to work, Try this one. I already have the Water Octopus as a Water Bending Chi Power, and yes its both offensive and defensive. I hope you like what you see, let me know what you think and if you do play them I always like to hear how it goes!
#21

Aryxbez

Jun 28, 2007 1:54:06
I think what you have done so far is pretty dang great, seems you have payed a close eye to the show, makes me wonder how many times you had to watch the show, or did you just buy the DVDs? Also the fact you seem to have little to work with as far as Chi powers go. Also the following is what I have to say.

Some of the creatures probably aren't perfect, such as the badger mole, it has only a CR 3, it is a 10 HD creature, using a CR method by Kendall DM It would probably have a CR around 5-6, since it has a decent damage output, some decent bending, DR 10/-, also it has 90HP! Also a mistake I found is that it only has 2 feats, where it is a 10HD creature, it should have 4 feats, since it gets one at 1st, and 3rd,6th,and 9th, and every 3 HD/levels afterwards.

Also I see you don't use the New stat block, if you want, I can convert them into the new stat block for you, Or give a copy of it to you. It won't be in PDF or anything of that fancy, just post it here if you want.

Another thing, what other classes would you use in a game like this? mostly just curious, I don't plan to run a Avatar game or anything. Reasons is for people like Sakka or the Kyoshi Warriors
#22

zerianthekeeper

Jun 28, 2007 9:41:41
I think what you have done so far is pretty dang great, seems you have payed a close eye to the show, makes me wonder how many times you had to watch the show, or did you just buy the DVDs? Also the fact you seem to have little to work with as far as Chi powers go. Also the following is what I have to say.

Thank you!

Some of the creatures probably aren't perfect, such as the badger mole, it has only a CR 3, it is a 10 HD creature, using a CR method by Kendall DM It would probably have a CR around 5-6, since it has a decent damage output, some decent bending, DR 10/-, also it has 90HP! Also a mistake I found is that it only has 2 feats, where it is a 10HD creature, it should have 4 feats, since it gets one at 1st, and 3rd,6th,and 9th, and every 3 HD/levels afterwards.

Also I see you don't use the New stat block, if you want, I can convert them into the new stat block for you, Or give a copy of it to you. It won't be in PDF or anything of that fancy, just post it here if you want.

Another thing, what other classes would you use in a game like this? mostly just curious, I don't plan to run a Avatar game or anything. Reasons is for people like Sakka or the Kyoshi Warriors

I do agree that the monsters need some love. It was at the end of my 2.0 revision and I sort of rush through them. I will go back and take a closer look sort through each one level by level and try to fix the errors.
I have not switched to the new stat block because I am still not completely sure I like the new stat blocks.
I am using the avatar campaign within a D&D world so all the other classes are there. However if I were to run an Avatar only campaign I would allow; Barbarian, Fighters, Rogue, Ranger (non- caster variant), Paladin (non- caster variant), & Monk. Out of any of the splat book I would allow non-spell casting classes.
#23

xhereticx

Jun 29, 2007 12:29:24
I know this is off topic, but is Nick even airing new episodes of Avatar anymore? I haven't seen a new episode in ages.
#24

zerianthekeeper

Jun 29, 2007 12:50:14
Yes, season 3 is slated for 2007. However thier has been no confirmed date of release.
Also as some interesting news M. Night Shyamalan has signed on to write, direct and produce the live-action adventure, Avatar: The Last Airbender. you can read more about it HERE or you can just do a quick search on the net to find out more!
#25

lordcruentus

Jun 29, 2007 19:00:02
Yes, season 3 is slated for 2007. However thier has been no confirmed date of release.
Also as some interesting news M. Night Shyamalan has signed on to write, direct and produce the live-action adventure, Avatar: The Last Airbender. you can read more about it HERE or you can just do a quick search on the net to find out more!

It's going to be awful.....
#26

zerianthekeeper

Jun 29, 2007 21:49:21
It's going to be awful.....

Well..... I hope not, but converting it over to live action will be hard. But you never know for sure until it comes out.
#27

lordcruentus

Jun 30, 2007 17:45:51
Well..... I hope not, but converting it over to live action will be hard. But you never know for sure until it comes out.

Well and what *Twist* will M. Night Shyamalan put in, like he does in all his movies.
#28

Rohano

Jul 01, 2007 9:55:26
Well and what *Twist* will M. Night Shyamalan put in, like he does in all his movies.

The sight of that guy doing that motion while futilely trying to explain a simple concept is burned into my corneas... and my soul.
kill me
#29

Aryxbez

Jul 02, 2007 19:37:27
I have gone through the monsters for you, and have estimated the CRs for you. Of course using Kendall DM CR method.put into statblocks for you,for ease of space,and are in alphabetical order. Also as you can tell,Some monsters I will unsure of, that is mostly your call, and also Canyon Crawler CR should be fine.

Also I am willing to put the Creatures into the new statblock for you,I will most likely leave stuff like number of them, or area located at the bottom. However I do not wish to do it if you do not want me to, or otherwise would be a waste of my time. As I would not like to do something for naught you know?

Also here is Kendall DM's thread in case you didn't see his name the first time. The Link

Badgermole

Badgermole BASE=5
Huge Magical Beast (Earth)
Hit Dice: 10d8+50 (90hp)=+1
Initiative: -1 (+1 underground)
Speed: 20 ft (6 squares), Burrow 100 ft (20 squares)=burrow+1
Armor Class: 13 (-2 size, +5 natural), touch 9, flat-footed 13
Base Attack/Graple: +7/+22
Attack: Claw +14 melee (1d10+10)
Full Attack: Claw +14 melee (1d10+10)=+1
Space/Reach: 15ft./10ft.
Special Attacks: Slam 3d10+10
Special Qualities: Scent, Burrow
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 24, Dex 8, Con 20, Int 3, Wis 14, Cha 7
Skills: Listen +4, Survival +6,
Feats: Tremorsense, Endurance
Environment: Any Mountains or underground tunnels
Organization: Solitary or pack (3-12)
Challenge Rating: 3
Advancement: 10-12 HD (Large), 13-22 (Huge), 23+ (Gargantuan)
Powerful Charge (Ex): A badgermole usually enters combat by charging (by burrowing), running at full speed and slamming its
body or claws into its enemies. In addition to the normal effects of a charge, the badgermole can make a single claw attack with
a +12 attack bonus that deals 3d6+10 piercing or bludgeoning damage (depending if it’s a slam or a claw).
Slam (Ex): A frightened badgermole may slam the ground or an opponent sending them flying through the air. This attack does
3d10+10 damage. Should the person be forced/slammed into a wall/ceiling, they take another 1d10 damage.
Earthbending Powers (Su): Badgermoles have earthbending powers similar to that of an earthbender. (As the legend goes, Omaand Shu were the first earthbenders that learned from the badgermoles.) At Will the Badgermoles can use Shape Stone as the Earthbender chi power (bender level 10) and soften=Earthbending=+1

Base: (10HD 1/2=)5
HP:+1
Burrow speed+1
single atk:+1
Magic/earthbending=+1
CR=9
#30

zombiegleemax

Jul 06, 2007 10:54:18
Awesome work. I have recently started watching the show from season one and instantly became an addict.

I may have missed it somewhere amongst the threads, but what have you set as the starting gold for the benders? I couldn't find it in v2.03 and I'm not sure where else to look.
#31

zerianthekeeper

Jul 06, 2007 12:02:32
Awesome work. I have recently started watching the show from season one and instantly became an addict.

I may have missed it somewhere amongst the threads, but what have you set as the starting gold for the benders? I couldn't find it in v2.03 and I'm not sure where else to look.

Well Thank you, and your right the starting money is not included. What I suggest and I believe other people do as well is use the Monk starting gold. I will try and remember to add that to the next update.

I have gone through the monsters for you, and have estimated the CRs for you. Of course using Kendall DM CR method.put into statblocks for you,for ease of space,and are in alphabetical order. Also as you can tell,Some monsters I will unsure of, that is mostly your call, and also Canyon Crawler CR should be fine.

Also I am willing to put the Creatures into the new statblock for you,I will most likely leave stuff like number of them, or area located at the bottom. However I do not wish to do it if you do not want me to, or otherwise would be a waste of my time. As I would not like to do something for naught you know?

Also here is Kendall DM's thread in case you didn't see his name the first time. The Link

Thanks Aryxbez, they look very nice! I will add to the next update! oh and thanks for the link!
#32

ryuspearhead

Jul 06, 2007 14:38:26
Oh, oh, oh, oh, i have something i had made for you, that i placed on your other humungous thread. But i think you didn't saw it, so i will place it here:

A modified version of the Sky Bison, trying to make it somewhat closer to what we see in the series.

Sky Bison
Huge Magical Beast (Air)
Hit Dice: 12d10+48 (114 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Fly 80ft (Average)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +12/+26
Attack: Slam +16 melee (1d8+6)
Full Attack: Slam +16 (1d8+6) and Gore +11 melee (2d6+3)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Stampede, Powerful Charge 3d8+9
Special Qualities: Low-light vision, scent, Flight
Saves: Fort +14, Ref +8, Will +4
Abilities: Str 22, Dex 10, Con 18, Int 3, Wis 11, Cha 10
Skills: Listen +10, Spot +7 Survival +2*
Feats: Alertness, Endurance, Great Fortitude, Run, Track
Environment: Any High Mountains
Organization: Solitary or herd (6-30)
Challenge Rating: 8
Advancement: 12-20 HD (huge), 21+ (gargantuan)

Combat Shyness (EX): Sky Bison usually shy away from combat and will only participate if directly attacked, whoever, if the opponent does not possess the ability to fly and the sky bison’s perceived allies are not endangered, he will instead flee. This applies even if the bison is trained for war.
Stampede (Ex): A frightened herd of sky bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 3d6 points of bludgeoning damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
Tail Slap (Su): By using his tail a Sky Bison can cause a powerful gust of wind. The affect duplicates the Air Bender Chi power Wind Blast; the only difference is that the Line is 10ft wide instead of 5ft wide.
Easily Tamable (EX): Sky bison raised from early youth are easy to rear. As a result of this any character attempting to rear a sky bison young receives a +5 on all handle animal checks needed to successfully rear it. If the character is an air bender, he instead receives a +10 for this same purpose.



Finished the polar bear dog, whoever, seeing as they pretty much do nothing on the show i had to "wing it" basing myself of descriptions and pictures only.

Polar Bear Dog
Medium Animal
Hit Dice: 3d8+9 (22hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+0 size, +2 Dex +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2) and 2 Claws +2 (1d3+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 14, Con 16, Int 2, Wis 12, Cha 8
Skills: Hide +2*, Listen +3, Spot +3, Swim +4, Survival +1**
Feats: Track, Endurance, Multiattack
Environment: Cold Plains
Organization: Solitary or Pair
Challenge Rating: 1
Advancement: ---

Trip (EX): A Polar Bear Dog that hits with it’s bite attack can attempt to trip the opponent (+2 check Modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Polar Bear Dog
*A polar bear dog’s white coat bestows a +8 racial bonus on Hide checks in snowy areas.
**A polar bear dog receives a +4 bonus to survival checks while tracking by scent.

Want to know what someone, anyone, thinks.

i think a sky bison would have poison or stun resit cause it was hit like 4 or 5 times in the anime by a shushu before going down
#33

Aryxbez

Jul 06, 2007 16:25:40
Let us not forget that fact that the Sky bison has a +14 to Fortitude, since it was about 5 shots, it is easy to eventually roll a 1. Same goes with Stun as well.

ZerianTheKeeper, do you want the creatures in the new statblock? Or do you wish to keep them in the old one? either way I can understand and if it is the new statblock, I can do them for you or give you the template for the new-statblock.

Also whenever the new episodes come on, make sure to remind us. As I don't usually watch Nickelodeon alot and I don't want to miss a single episode once they come on.

Also your welcome, I always like to help, sometimes when I can, I will jump at the chance to do so.
#34

zerianthekeeper

Jul 06, 2007 17:02:56
Let us not forget that fact that the Sky bison has a +14 to Fortitude, since it was about 5 shots, it is easy to eventually roll a 1. Same goes with Stun as well.

Good point!

ZerianTheKeeper, do you want the creatures in the new statblock? Or do you wish to keep them in the old one? either way I can understand and if it is the new statblock, I can do them for you or give you the template for the new-statblock.

I think I like the old style better, but what do the rest of you think? Old or New when it comes to stat blocks?

ZK
#35

argulfraster

Jul 07, 2007 14:45:32
BUGGER! I should have figured someone was working on this. There goes my ideas for the system...
#36

zombiegleemax

Jul 09, 2007 9:03:05
What are the starting gold figures for these classes?
#37

zerianthekeeper

Jul 11, 2007 10:33:28
What are the starting gold figures for these classes?

The same as a monk, unless someone can give me a better one.

BUGGER! I should have figured someone was working on this. There goes my ideas for the system...

No.... Dont just toss them out, what ideas do you have?




Recently someone asked how to make a Ty Lee style character. I was unable to mimic the Chi blocking with anything from D&D so I made a few feats. The only problem I really have with them is that a one level dip into monk and it opens the feats to anyone. Do you think they are to powerful? Any other thoughts, suggestions, comments?

Hamper Chi
By disrupting the flow of chi you can make a bender work harder to use her Chi Powers.
Prerequisite: Stunning Fist, BAB +6
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending a use of your stunning fist ability, you can instead substitute the Hamper Chi Feat. Hamper Chi forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A Bender who fails this saving throw doubles the cost of her Chi Powers for 1 round per half of your level.


Disrupt Chi
This feat allows you to completely block the flow of Chi within your target.
Prerequisite: Stunning Fist, Hamper Chi, BAB +9
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending a use of your stunning fist ability, you can instead substitute the Disrupt Chi Feat. Disrupt Chi forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A Bender who fails this saving throw can not access his Chi Powers for 1 round per half of your level.




It looks like I am in need of an update, I will try to get one out sometime soon.
#38

zombiegleemax

Jul 12, 2007 8:35:10
Sorry about my second reply about the starting gold, I didn't see the first response.:D

I don't think the Monk starting gold of a maximum of 20 gp is not sufficient especially in regards to the airbender. The gliderstaff alone costs 20 gp.
#39

zerianthekeeper

Jul 12, 2007 10:52:02
How does 2d4x10 sound? min 20gp, max 80gp.
#40

holy_beholder

Jul 12, 2007 12:15:00
Well, Aang isn't level 1. For airbenders monk money is plenty, for firebenders its a bit low since they have to buy armor. Waterbenders might need a bit more since they tend to have boats, and earthbenders seem to have enough.
#41

zerianthekeeper

Jul 12, 2007 12:49:07
Well, Aang isn't level 1. For airbenders monk money is plenty, for firebenders its a bit low since they have to buy armor. Waterbenders might need a bit more since they tend to have boats, and earthbenders seem to have enough.

You know I was thinking the same thing.
how is this:

Airbender (1d4x10)

Earthbender (2d4x10)

Firebender (3d4x10)

Waterbender (2d4x10)
#42

zerianthekeeper

Jul 13, 2007 17:28:00
Just thought I would pass on the info. Still no set date on the release date for season 3 but they have announced a Season 3 DVD release date. http://www.avatarspirit.net/ and http://www.tvshowsondvd.com/newsitem.cfm?NewsID=7629
#43

zerianthekeeper

Jul 19, 2007 14:05:34
Hamper Chi
By disrupting the flow of chi you can make a bender work harder to use her Chi Powers.
Prerequisite: Stunning Fist, BAB +6
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending a use of your stunning fist ability, you can instead substitute the Hamper Chi Feat. Hamper Chi forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A Bender who fails this saving throw doubles the cost of her Chi Powers for 1 round per half of your level.


Disrupt Chi
This feat allows you to completely block the flow of Chi within your target.
Prerequisite: Stunning Fist, Hamper Chi, BAB +9
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending a use of your stunning fist ability, you can instead substitute the Disrupt Chi Feat. Disrupt Chi forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A Bender who fails this saving throw can not access his Chi Powers for 1 round per half of your level.

Any thoughts? To powerful, to weak? Not enough information?
#44

holy_beholder

Jul 19, 2007 14:15:55
I think they are pretty balanced.
#45

zerianthekeeper

Jul 19, 2007 15:46:26
Any last minute updates you can think of? I will post an update friday night!
#46

holy_beholder

Jul 19, 2007 15:54:19
Why exactly do airbenders do sonic damage? It seems to make more sense for them to do force damage, since compressed air is essentially a forcefield, the basic airbending attack seems to be pretty similar to magic missile.
#47

zerianthekeeper

Jul 19, 2007 16:17:53
Why exactly do airbenders do sonic damage? It seems to make more sense for them to do force damage, since compressed air is essentially a forcefield, the basic airbending attack seems to be pretty similar to magic missile.

Sonic seemed more air related.? I see your point, Should I make it force?
What does everyone else think?
#48

holy_beholder

Jul 19, 2007 22:32:23
The way I see it, sonic attacks by making all the air move a tiny bit and back, the vibration kills. Force moves a section of air the entire time, and the compressed air slamming you kills.

Also, the sky bison doesn't have its loads written down as the other mounts do, and the Komodo Rhino's Powerful charge just says 3d8 damage, not 3d8+9(it is 9 right?) The Polar Bear Dog is probably CR 2 though.

On the War Fan, you spelled in fact infact, its just a typo though. You also spelled War Fan WarFan.
With the Firebenders Chi Power, Control flames, the square is measured in feet, so even the colossal fire is a 5ft by 5ft square. You should probably change it from this:
Space
1ft square
1ft square
1ft square
1ft square
1ft square
2 by 2 ft square
3 by 3 ft square
4 by 4 ft square
5 by 5 ft square
To this
1/2 by 1/2 ft square
1 by 1 ft square
2 by 2ft square
5 by 5 ft square
5 by 5 ft square
10 by 10 ft square
15 by 15 ft square
20 by 20 ft square
25 by 25 ft square

Also, why does Ride the Wave require Restore Health First, and shouldn't the Earthbending power Jagged Dagger do 1d4+wis mod instead of 1d4+str?

The Airbending power Slow Fall says it takes a move action to concentrate in the Concentration: section, but a standard in the text. It should be standard both times.

Also, please look at your grammar on the unarmed strike for the benders. You missed the "the" before Table, and the "a" before medium.
#49

zerianthekeeper

Jul 20, 2007 17:40:19
The way I see it, sonic attacks by making all the air move a tiny bit and back, the vibration kills. Force moves a section of air the entire time, and the compressed air slamming you kills.

Also, the sky bison doesn't have its loads written down as the other mounts do, and the Komodo Rhino's Powerful charge just says 3d8 damage, not 3d8+9(it is 9 right?) The Polar Bear Dog is probably CR 2 though.

On the War Fan, you spelled in fact infact, its just a typo though. You also spelled War Fan WarFan.
With the Firebenders Chi Power, Control flames, the square is measured in feet, so even the colossal fire is a 5ft by 5ft square. You should probably change it from this:
Space
1ft square
1ft square
1ft square
1ft square
1ft square
2 by 2 ft square
3 by 3 ft square
4 by 4 ft square
5 by 5 ft square
To this
1/2 by 1/2 ft square
1 by 1 ft square
2 by 2ft square
5 by 5 ft square
5 by 5 ft square
10 by 10 ft square
15 by 15 ft square
20 by 20 ft square
25 by 25 ft square

Also, why does Ride the Wave require Restore Health First, and shouldn't the Earthbending power Jagged Dagger do 1d4+wis mod instead of 1d4+str?

The Airbending power Slow Fall says it takes a move action to concentrate in the Concentration: section, but a standard in the text. It should be standard both times.

Also, please look at your grammar on the unarmed strike for the benders. You missed the "the" before Table, and the "a" before medium.

Thanks Holy_Beholder, I know that my grammer is lacking. That is what you guys are for:D. I will update as needed, and you should see something out this weekend!
#50

holy_beholder

Jul 20, 2007 18:51:40
Oh good, I want to see the new version. My advice for catching errors is to read it out loud, otherwise you skim over stuff like that(I didn't notice the unarmed strike thing at all until I read it to my ten year old brother, then it came out really weird, so I posted.) As for spelling, well there is spell check then the pain in the butt manual look over for such irritating things as to, two and, too.
#51

worldconquerer

Jul 23, 2007 18:11:06
Holy_Beholder's ideas on the force/sonic question are good. Airbending should do force damage.
#52

holy_beholder

Jul 23, 2007 18:30:47
Zerian, this isn't an error, but you missed a couple of monsters. You missed that thingy with the stunning tongue that tracks by scent(that the bounty hunter rode) that dragon thingy on the serpents pass, that one spirit that turned out to be a massive panda, the penguin things that were ridden(penguin seals or something) the platypus bear, and you didn't find a picture for the polar bear dog(whatever they are?)

Also WorldConquerer, thanks for the agreement.
#53

zombiegleemax

Jul 27, 2007 1:10:24
http://www.avatarspirit.net/
#54

magless

Aug 04, 2007 14:43:15
One question- why do the classes have chi points? is there a point in the show where any of the benders say "oh crap, i've bended too much today."? i think they just get exhausted like everyone else.

i was thinking of doing something along the lines of the new SWSE rules or the d20 modern rules and giving them talent trees to choose from. not all benders know the same things, so it sort of made sense.

any thoughts on any of this?
#55

holy_beholder

Aug 04, 2007 19:08:54
The chi points represent what is used for more powerful stuff. In one episode the "chi" is blocked, which blocked bending. Its just that most bending things take a lot of chi.
#56

gofe

Aug 20, 2007 0:14:56
I think a different explanation is that Chi is just like mana or a chakra based system, in that a person through use of their techniques, whatever they are based upon, have an inherent knowledge about how much of their energy they are using... just like if you were to lift a 10 lb weight 30 times versus a 25 lb weight 30 times, you'd be able to tell how much it tired you out... especially if you did it weekly or daily. the chi basis is just a way of measuring and describing the energy that is used

oh, and has anyone thought of describing the system for converting hit points into chi points? I mean, if you expend more energy than you're used to then one could force their body into bending things at the expense of damage they'd do to their body.

(sorry I haven't posted in a while, I've been obsessing over a few other things lately)

Gofe
#57

zerianthekeeper

Aug 22, 2007 21:20:24
Nice to see you again Gofe, you put it perfectly.
#58

raythmolba

Aug 27, 2007 14:04:38
Hello all, this is my first post on this site, and I just wanted to say how awesome this whole system is, as soon as I get a chance I am going to use it in a game. I wanted to offer my services for anything I could help in. I am not good with computers, so I can't like make a pdf file, but I could maybe help to make chi powers or feats, or maybe some PrCs? I would like to contribute to this awesome project, so keep up the good work, and anything I can help with, I would like to try. :D
#59

holy_beholder

Aug 28, 2007 13:45:37
PDF files are pretty easy to make, just go to print, and it should show it there(caught me by surprise when I found it, what was it doing under print?)
#60

raythmolba

Aug 30, 2007 16:10:56
Really? I never saw it there o.O well, then maybe I could do it, if it is easy, but I was thinking that if there was anything that I could help out with, I could try it, I am trying to get better at making stuff like feats and classes, so this would help me out a little.
#61

artector

Sep 01, 2007 7:07:00
Great job.
I'm gonna key in on the Force vs Sonic debate...

In regular DND Force damage is typically lower, there isn't a 'force' resistance, and it automatically hits incorporeal creatures. So if you change airbenders to do force damage, then you need to lower the damage a bit, at least if it was normal DND.

Sonic damage is rarer but there is still resitance to sonic damage, and that means the damage can be a bit higher than if the abilities were based on force.

Or at least that's my understanding of how it works.
#62

gofe

Sep 02, 2007 12:30:20
I don't know about that... from my experience with the Naruto d20 stuff Sonic damage is a type that has VERY FEW things that could resist it (which is based upon Modern d20)

Force or Sonic damage, it is few and far between to find things resistant toward sonic and as he said force is pretty much hit no matter what (in terms of resistance). disadvantage to sonic in that it won't hit incaporeal things, but that would be more realistic in my mind... I don't think air benders should be able to do force damage. they shouldn't be able to hit incaporeal things. the only one who could do that would be the avatar, and even then that's only because of his abilities with the spirit world.

if you do look at the system for naruto - they have a wind damage and a separate one for sonic damage... it might help with this decision
#63

Rohano

Sep 02, 2007 13:45:21
I think the damage from airbending should be force damage, and, as suggested, slightly less in numeric representation than the other forms of elemental bending damage.
(It should be force damage and it should do slightly less damage than similar effects from the other bending schools.)

Also - wind damage, as a concept, doesn't make sense. Wind is not an element nor is it a force capable of creating change - wind is the result of changing pressure and physical reactions. If a change in pressure harms a creature, that'd be regular damage, or by a stretch, force damage.
But wind is also an expression of rapidly moving molecules. A 200 kmph wind can throw a person, just like a boulder thrown by a giant can smash a person.

So, wind could do normal (physical) damage, also. But certainly [b]not "wind damage."[/b]
#64

zebulon835

Sep 17, 2007 15:53:53
Hello I just started trying to do what you are doing and I like what you have but one of the things I was looking at was with the benders using Maneuvers ( talked about in Tome of Battle the book of Nine swords) I was looking at that over what you have chi is a grate idea but you never see them take time out of there day to rest to keep chi flowing pulse as talked about in season 2 near the end Avatar Aang has blocked chi but steal airbend a lot. Also not all benders have the same attacks some start with one form of attack and other use different Form. this puts a hole to you base attack element you have going. I do like what you have but wounder if you ever thought about using the Maneuvers that are talked about in the book of Nine swords this make different types Strike, counter, stance, Boost that bender can use and master bast on were they come from.

And on the Air bender dmg being sonic or Force it would depend on the attack some would be force some sonic and other just normal phycial damge from something being thown at you. I would think


PS five days befor book 3 fire starts to air on Nick
#65

Aryxbez

Sep 17, 2007 18:34:17
Aye, it starts this Friday the 22nd of September. I have to say, I am very excited, as now after a couple of episodes, this will be filled with more ideas and it will be great. This may be it's last season, however I'm sure it will be worth to see it's finish, as well as being worth the wait.
#66

Aryxbez

Sep 21, 2007 18:48:08
AVATAR IS APPEARING TONIGHT!! and in just mere minutes too.

So this is isn't a useless post, I do have a question for you ZerianTheKeeper.

Has the fact 4th Edition is coming out next year changed your mind on this project? I hope not, as I have seen others dropped their projects due to 4th edition. Such as Mario D20
#67

zerianthekeeper

Sep 21, 2007 22:46:38
Just watched Book 3 chapter 1, I am very excited to see this play out! I think it is going to be a good season!

Sorry for the lack of updates, I have been working a lot of extra hours and School is filling up any spare time I do have. I am hoping to get something out soon, so if you have anything to add please submit it soon.

Aryxbez; to your question, I do not plan on switching to 4th edition, I am happy with 3rd edition. The few problems I do have with 3E I have just house ruled. So no, I will not be converting or dropping this project. My avatar will stay 3E.

I don't like the idea of force damage, it does not fit, I am not saying that sonic does either, so I may change it to plain damage like the earth benders. For that matter maybe I should change Water benders to regular damage rather then cold too.
What do you guys think?

Zebulon835; It did cross my mind at one point, but the Tome of Battle came out after I had already made v2 and I didn't want to recreate every thing. If you decide to tackle that project I would be very interested in seeing what you come up with.

So I hope sometime within the near future I will have an update for you guys I just don’t know when.

Thanks for being patient
ZK
#68

gofe

Sep 23, 2007 10:12:52
ok, so here's at least few things i saw that would need to be added (granting that they don't already have something equivalent because it's been months since i've looked at the bending list)
metal bending - basically making the metal rift or crevice in a straight line for probably a good 100 ft (toph)

slices of rock about 3 ft in diameter and a good 2 ft thick being sliced out and flung a good football field in distance (toph)

create ice under water at a fair distance away... 80-120 ft (i don't know the relative height of the ship) (katara)

steam "smoke screen" that was ginormous, but faded within maybe 12 seconds (if that) (Katara)

huge tidal wave ridden by Aang

and that's about all i can remember. if anyone can think of anything else that should be designed or possibly made by modification/upgrade of the current bending powers, please do so.

as for the system itself - i'm thinking that with this season and the new things i expect to see we might need to revamp the system a little bit, because although katara and toph are awesome benders, masters at their respective bending disciplines, i still wouldn't peg them at higher than maybe level 14-16 at this point. on top of that maybe we should add in a higher chi count and counter this by having increased dodging and counter-bending capabilities. for some reason i just feel like (at least if benders are only used in the Avatar realm) that with the current system it's too easy to burn through chi points like nothing in a single battle.

well, those are my thoughts for right now. hope to talk to you all more soon.
#69

zombiegleemax

Sep 27, 2007 2:39:19
To my mind, the simplest solution for half the Earthbending techniques shown on Avatar is a variant of telekinesis that affects X amount of soil, coal, rock, and/or crystal per level. Add two special forms of the skill that exclusively affect metal and sand, and you've got Sandbending and the most logical progression of Toph's Metalbending tied up. Round it out with a water/ice-specific form for Waterbending.

For the damage caused by Elemental Strike, I'd suggest the following:

Airbender -- Bludgeoning (gusts) or slashing (anime's infamous "vacuum blades"), lethal or nonlethal at the user's option. Airbenders are adaptable and opposed to taking life, though they can be pushed to it (as Monk Gyatso's final stand showed). To be honest, I don't remember any indication in the series that Airbending can deal anything other than physical damage.

Waterbender -- Bludgeoning (mass), piercing (icicles), or slashing (whips). This sort of flexibility suits Waterbending's fluid nature and water's status as the universal solvent. Cold damage should require some chi expenditure. And here's a thought: if Waterbenders can control all forms of water, could they perhaps generate steam? If so, by D&D rules that's heat-based "fire" damage...

Earthbender -- Bludgeoning (mass) or piercing (stone spears). Earthbending attacks generally take the brute-force approach, but there's a difference between getting hit by a big rock and getting hit by a big rock with a sharp point. Sandbenders could also deal slashing damage, due to the abrasive nature of the sand packed around their fists; a Metalbender who carried around shards of steel could do the same. Perhaps the attack penalty and damage should vary depending on the density of the material being employed? (If so, a Waterbender's Elemental Strike should be more awkward but also more damaging if she uses ice.)

Firebender -- Fire all the way, with the option for blue fire or electricity damage with chi expenditure. However, I would submit that a Firebender's Elemental Strike should add a small, fixed amount of damage (+1 at 2nd, +2 at 6th, +4 at 13th, +6 at 18th), both to compensate for the fact that he deals energy damage rather than physical damage (which can be resisted with damage reduction), and to reflect the extra effort he must expend to keep that fire firmly under control and avoid burning himself. The Ranged Elemental Strike can be more random and powerful, since it's not going to be anywhere near its creator when it goes off, and who cares about the guy on the other end? (*coughcough*41stDivision!*coughcough*)

Other thoughts:

-- "Blood to Water" gets points for the creepy factor, but it smacks of transmutation magic. Perhaps a variant of finger of death that just stops the blood from flowing would be more appropriate?

-- Metalbending seems like it should be more than just another advanced technique. After all, even Bumi can't bend metal (unless it's with his hands), and after 100+ years of training, there can't be many Earthbending techniques the Mad Genius doesn't know. I'd recommend a prestige class based on Toph's progression: entry requirements Blind-Fight and ranks in Listen; then gaining blindsense, tremorsense, and Metalbending as class features. Ditto for Lightningbending and Azula's blue fire. (Hellfire Warlock, anyone?)

-- Firebenders probably don't need as many martial weapon proficiencies or bonus feats as you've given them. Nearly every Firebender we see is also a career soldier, and it's very, very likely that they've taken a level or two of Fighter as part of their military training. They may not even be allowed to advance past a certain rank of Firebender; keeping advanced techniques out of the hands of the "peasants" sounds like exactly the kind of thing the Fire Nation nobility would do.
Zuko's the only advanced Firebender that's ever bothered with weapons, and I'm pretty sure he's multiclassed as some sort of Ranger, Rogue, or Ninja to get that bag of Blue Spirit tricks we all love.
#70

icewolf111

Oct 11, 2007 18:33:19
Ok while I like what you guys have done and admire the effort you have put in I take acception with a bunch of the stuff you have put in you pdf doc. firstly bending IS NOT MAGIC that fact is stated on more than one occasion in the series. Secondly you have made bending way to close to spell casting or in the very least psionics for my liking, it’s not martial enough.

Ok so as far as I would go in making benders. I would start from the point of view that all benders are effectively monks. Monks with cool techniques but they are just people that have learned a fighting style and are slightly more in touch with there spiritual side than the average person which is the definition of a D&D monk. Now using monks as a base I realize that allot of the monk class features don’t really fit for some of the bending disciplines so it needs some work.

So I’ll start with stuff all benders have shown that are capable of in the series.
1. All benders have shown they are adept at unarmed combat so they will all have the same damage progression as a monk.
2. All benders have shown that they have ranged capability of some sort so they all get a ranged bending attack that has a range of 30 ft and has a damage progression similar to the unarmed strike damage but one die below it (e.g. when a bender deals 1d6 with unarmed strike he deals 1d4 with his ranged attack). Firebenders would have fire blast (fire damage), earthbenders: rock throw (bludgeoning damage), waterbenders: water whip (slashing damage) and airbenders would have air thrust (piercing damage). If your wondering “how could air possibly do piercing damage?” let me tell you that shaped charges used in demolition cause a focused blast of air so strong that they literally cut through the foundation pillars of huge skyscrapers and if Aang can blast Zuko through a solid wood building I reckon he can pull it off. I also want to shy away from energy damage as I want to stress the fact that bending isn’t magic hence airbenders don’t do sonic damage and waterbenders do not do cold damage but it doesn’t make sense for firebenders not to do fire damage so that remains the same.

This is where universal similarities between the disciplines end however. On no other points do all four disciplines parallel.

Ok so now I will go through the monk class features to see what goes where and what needs to be cut out. And don’t worry I have not forgot the actual bending. I will get to that toward the end. Unless otherwise noted everything is attained at the same level as a monk.

BAB
Airbenders:
as cleric
Waterbenders: as cleric
Earthbenders: as cleric
Firebenders: as fighter

Saves:
Airbenders:
reflex and will
Waterbenders: will and fortitude
Earthbenders: reflex and fortitude
Firebenders: all

Hit points
Airbenders: d8
Waterbenders: d6
Earthbenders: d8
Firebenders: d10

Weapon and armor proficiency:
Airbending weapons: simple weapons, longsword and rapier.
Airbending armor: none.
Waterbending weapons: simple weapons, bastardsword (Katana) and Kama.
Waterbending armor: none.
Earthbending weapons: Simple weapons, warhammer and halberd.
Earthbending armor: light, no shields.
Firebending weapons: Simple weapons, shortsword and longsword.
Firebending armor: light and medium no shields.
AC bonus: Air and water, yes, earth and fire, no.
Bonus feat: deflect arrows. This represents the various wing gust fire bursts and ice or rock walls that are use to protect the character from ranged attacks.
Evasion: air and fire yes. Earth and water no.
Fast movement: it has been demonstrated in the show that both air and earth benders can move very fast on land. Aang runs ridiculously fast in the blue spirit and Toph does a similar thing in crossroads of destiny so both earth and air benders would have a monks fast movement.
Flurry of blows: firebenders only.
Slow fall: airbenders, obviously, even with out a wall nearby. Earthbenders yeah if they are landing on or near solid ground. Water benders yeah I guess but only if they are close to a large body of water. Firebenders no again unfortunately.
Improved evasion: fire and air again.

Everything else from monk is cut

Special
Airbenders: air benders can fly, Aang says so in the first episode of the show, the problem is if they could just fly from 1st level then it would be way too powerful even if they can only fly with a glider. I could give them spell like abilities, as they progress in level but that doesn’t sit well with me and the whole bending aint magic thing. So no, I think I will use the method used for raptorans in the races of the wild with a bit of tweaking. From 1st to 5th level airbenders, with a glider, can glide at their base landspeed with a maneuverability of poor. From 6th to 10th airbenders can fly, with a glider, a number of rounds equal to their wisdom modifier at a time with a maneuverability of average. They can disperse these rounds amongst long periods of gliding so they can remain aloft for quite a while. From 11th level up airbenders can fly for as long as they want, as long as they have a glider, with a maneuverability of good. I’m considering making the glider unnecessary at level 16 and above too and bumping up the maneuverability again but I think that would be a little too powerful. Though there is a clip of Roku doing it in a preview of an episode from the 3rd season with out going into the avatar state, so in campaign world terms its possible but I still think its too powerful.
Waterbenders: Waterbenders get a swim speed equal to their base land speed. This does not however grant the ability to breathe water. I’m also considering giving them lay on hands based on wis instead of cha.
Earthbenders: Burrow speed equal to land speed. Actually no make it static at 30ft. also you can't breathe while encased in earth and stone so an earth bender can only stay underground for as long as he can hold his breath. May even give them a climb speed as they could make their own handholds.
Firebenders: fire benders get nothing special. Their lack of extra stuff is made up for by their pure combat potential.

Now for the actual bending I intend to use the stances and maneuvers rules set from the tome of battle: the book of 9 swords. i would give all benders the warblade stance and manuver progression as warblades are supposed to focus on one style as opposed to a swordsage who can mix and match their stuff. Firebending and earthbending are already done for you for the most part with desert wind and stone dragon respectively but would need some additions. You just have to backward engineer air and water. this is a much more dynamic system than the psionic one you have at the moment.
#71

gofe

Oct 12, 2007 13:49:18
this might just be the revamp of the system we need... I mean, thus far all we've been developing has been based upon seasons 1 and 2... in terms of the series they're great, but in terms of capabilities, variety, and gameplay in a DnD world, they leave a lot to be desired.

i'd like to reiterate what i said in my last post, i really think we need to revamp the system. icewolf111 really has some good ideas here, and i think that it'd be nice to incorporate them into the system as modifications. it would solve the huge dispute we've had over types of damage as well as some other problems i've had with the current system. at least, that's how i feel. PLUS it'll account for the HUGE character development we'll see here in a short while with the rest of season 3. (huge in terms of combat we'll see by the end of the season/series)

anyways, Zerian - if you want some help incorporating these ideas into the system/re-writing i might be able to help, but it'll be slow going from me since i've got senior year in college i'm competing with. send me a PM to let me know. thanks buddy

and, thanks to icewolf111 for the fresh perspective
#72

zerianthekeeper

Oct 12, 2007 17:56:11
Hi,
Well I have kicked around the TOB stances and maneuvers idea and I did base my benders off monks. I was also getting to, changing the energy attacks to slashing/piercing/bludgeoning damage (except firebenders). season 3 has opened new bending abilities, and I am starting to get excited about focusing on them. We need to talk a little more on the stances and maneuvers hash out a system. I agree that bending is not magic and I never called it magic or psionics. and may have mimic magic but so do the stances and maneuvers of the tome of battle. I would like to continue these discussions on my website. I have set up a forum just for Avatar d20.

Gofe, I too am working full time, attending collage and raising a family of four. so my time is precious and spare time is sparce. I would enjoy being part of the project, and look forward to the new ideas.

Thanks
ZK
#73

icewolf111

Oct 14, 2007 23:41:07
you do actually call it elemental magic in the first paragraph. but anyway as for the the psionics thing chi points may as well be power points.
#74

artector

Oct 17, 2007 21:28:28
I noticed there's nothing to represent Ty Lee properly. Monk with Extra Stunning Fist? Still not quite there... I think one more feat would allow her to be playable.

Maybe she could get chi point and use those for blocking other benders instead of bending...
#75

Rohano

Oct 17, 2007 23:58:18
Are you saying that we engineer some kind of anti-bending class?
Something like... an antimagic specialist but antibending instead?
Does Ty Lee have any titles that could be used for such a class or prestige class (or feat progression)?

I started thinking of the possibilities of an Ur-Bender but then remembered that bending comes from within, etc. etc., though without the great spirits of the natural forces, bending would be impossible.. so an ur-bender might be possible, after all.

But anyway.
Monk of Bent Fist?
#76

icewolf111

Oct 18, 2007 3:38:08
in my opinion Ty-Lee is just a monk who has gone all out on the stunning fist boosting feats. there are plenty out there, some blind, others paralyse, others nauseate etc. etc. thats all really. and she is high level.
#77

raythmolba

Oct 26, 2007 19:30:11
I think we could make a feat for Ty Lee, it would probably only take one feat, and you would have to have stunning fist first maybe. Maybe it could work like Neji from naruto, you use some chi points (chakra in naruto terms) and you like put it in the other persons body to disrupt chi (chakra) flow, so then they can't bend, so if you want to justify it with like knowledge you could use that. I don't remember how many chi points you get per level, so I will check *checks* ok, here is my rough version of a feat, this is like one of the first feats i have made, so constructive criticism would be nice.

Insert creative name here
Prerequisites: Stunning fist, any others you think would work
You can use your chi to disrupt the chi of others
By spending 2 chi points, you can disrupt the chi of your target. For every 2 points you spend, you prevent your target from using any bending techniques for 1 round. Also, they are either stunned or staggered, whichever you want, for half of that time, or some other time you think would work.

I think it needs higher prerequisites, but i don't really know how to judge that, so any help would be cool.
#78

turkey_lurky

Oct 30, 2007 0:51:55
I read through the pdf really quickly and it looks really good, but I was wondering about a few key points.

Is their any mention of how to play out the fact that fire benders are stronger during the day then at night and that water benders are stronger during night + how full the moon is then during the day.

Also... where would the 'water whip' ability be best placed under?
#79

belphegor

Nov 08, 2007 23:40:47
Soon I will give alot of updates just to help you guys out with all these new idea's from book 3 :D.
#80

raythmolba

Nov 09, 2007 17:22:34
Did anyone read my feat idea? Any ways to improve it, or, anything at all?
#81

Rohano

Nov 10, 2007 5:05:06
I would think it'd be easier just to make a new attack, one that disrupts "casting" and makes it harder for the benders to concentrate.
You know... instead of 15+your damage die+your strength as their concentration DC, it starts at 20 or something. Or there's an extra add-in from your wisdom. Or you force a CL check from them somehow or they lose the spell, as if you were dispelling whatever they're concentrating on.

Otherwise, your idea is fine and functional.
#82

argulfraster

Nov 10, 2007 16:21:16
Firebenders seem more than a little overpowered-having recently watched The Puppetmaster, I believe that they usually depend on strength of numbers. Furthermore, what about blood-bending? Having considered it even before the episode, I wonder what exactly you can do with it. It's entirely likely that a powerful waterbender (such as Katara) can do it even when the moon isn't full. Furthermore, what about a bloodbender prestige class? It makes sense that a bloodbender would be able to boost themselves in strength at the cost of dexterity or perhaps constitution.

I think it's entirely possible to take the magic system and apply it to bending-except instead of choosing spells, you auto-get certain techniques. You also get a certain number of extra "technique slots" to spend on extra techniques (i.e. hidden techniques, forbidden techniques, ones you create, etc) while still gaining certain techniques. For example, in the system I was beginning to create, benders get various spells two levels earlier than a wizard, but are more limited. They also get various functions from Prestidigitation as accurate for their bending-type. For example, Airbenders get the polish, clean, collect, dry, and scatter functions, whereas firebenders get firefinger, dry, and warm.

More musings to come.

P.S: I think bloodbending is dominate person, except they get a Fortitude save rather than Will, and they're aware they're under control.
#83

kenaz

Nov 12, 2007 8:22:47
ZerianTheKeeper, Is it the great date of update on your website? Because it shows April 28th... or maybe it was not the good link, anyway answer me please
#84

grug_the_just

Nov 12, 2007 21:37:39
Brilliant stuff. I would really like to see this go the way of Book of nine swords in abilities. One question though, if all of the benders have the same chi power list known why is it re-listed for every list, couldn't it just be a sidebar for all bender classes.
#85

belphegor

Nov 14, 2007 15:10:52
Okay, I would like to make a claim here, King Bumi, can bend bones.

http://www.watch-avatar.com/watch-avatar-the-last-air-bender-online/book-1/chapter-05.html

around 16:00
#86

raythmolba

Nov 14, 2007 19:38:16
I think that was just him cracking his joints while he straightens out his body, but bone bending could be kind of interesting for another earthbending branch (as if there weren't enough already lol) since bones are made out of calcium and other earthish minerals, they may be controlable, and may make an earthbending version of bloodbending, since you control their bones.
#87

belphegor

Nov 14, 2007 20:22:13
Well i think it would be more, making physical contact...


and That creepy plasma stuff Ozai shot, whats the deal with that?
#88

raythmolba

Nov 14, 2007 20:26:53
If you are talking about in the newest episode (trying to avoid spoilers) that was lightning, it was all weird looking because it was being redirected by the person it was shot at, so it spent a long time coursing over the persons body.
#89

belphegor

Nov 14, 2007 21:55:30
Eh, it seems diffrent...
#90

raythmolba

Nov 15, 2007 14:17:13
You are talking about chapter 11, right? The eclipse? That was lightning, watch it again, he shoots like 2 lightning bolts and then they are redirected back and hit him. Hope no one gets mad from any spoilers, I tried to keep it spoiler free.
#91

belphegor

Nov 15, 2007 14:47:06
Well okay, im going to work on a bunch on new chi powers.


Mechanical destruction
Requirements: 18th Level Earthbender
Chi Points: 3
Initiation Action: Standard Action
Concentration: Medium

The Bender attacks a mechanized machine made of metal, finding its metal to hard to bend, instead of bashing on it, the bender feels out to the small parts into the machine and disassembles them. Varying on Roll and damage, the machine will be destroyed. Difficulty will vary from machine, and roll and saves would be decided by the DM.
#92

argulfraster

Nov 15, 2007 18:11:27
Bend Bone
10th Level Earthbender
Chi Points: 1/3 Levels Maximum
Initiation Action: Standard
Concentration: Medium
Range: Single target, touch
You use the power of Earthbending to affect the minerals in bone, from returning your body to health to destroying those of your enemies.

For every Chi point you expend, you deal or temporarily add 1d4 Con to a single target of your choice-including yourself. Targets who recieve Con damage from your attack are considered shaken for a number of rounds equal to the amount of Con damage they have taken. Furthermore, each time you deal more than 1/4 of the victim's original Con score, the victim loses an attack.
The effects of Bend Bone can be dispelled by the same or by magical healing. Amounts under 1/4 of the victim's original Con score can be healed naturally.
#93

skyrocket

Nov 16, 2007 19:42:43
Ok so now I will go through the monk class features to see what goes where and what needs to be cut out. And don’t worry I have not forgot the actual bending. I will get to that toward the end. Unless otherwise noted everything is attained at the same level as a monk.

BAB
Airbenders:
as cleric
Waterbenders: as cleric
Earthbenders: as cleric
Firebenders: as fighter

Saves:
Airbenders:
reflex and will
Waterbenders: will and fortitude
Earthbenders: reflex and fortitude
Firebenders: all

Hit points
Airbenders: d8
Waterbenders: d6
Earthbenders: d8
Firebenders: d10

Weapon and armor proficiency:
Airbending weapons: simple weapons, longsword and rapier.
Airbending armor: none.
Waterbending weapons: simple weapons, bastardsword (Katana) and Kama.
Waterbending armor: none.
Earthbending weapons: Simple weapons, warhammer and halberd.
Earthbending armor: light, no shields.
Firebending weapons: Simple weapons, shortsword and longsword.
Firebending armor: light and medium no shields.
AC bonus: Air and water, yes, earth and fire, no.
Bonus feat: deflect arrows. This represents the various wing gust fire bursts and ice or rock walls that are use to protect the character from ranged attacks.
Evasion: air and fire yes. Earth and water no.
Fast movement: it has been demonstrated in the show that both air and earth benders can move very fast on land. Aang runs ridiculously fast in the blue spirit and Toph does a similar thing in crossroads of destiny so both earth and air benders would have a monks fast movement.
Flurry of blows: firebenders only.
Slow fall: airbenders, obviously, even with out a wall nearby. Earthbenders yeah if they are landing on or near solid ground. Water benders yeah I guess but only if they are close to a large body of water. Firebenders no again unfortunately.
Improved evasion: fire and air again.

Everything else from monk is cut

Special
Airbenders: air benders can fly, Aang says so in the first episode of the show, the problem is if they could just fly from 1st level then it would be way too powerful even if they can only fly with a glider. I could give them spell like abilities, as they progress in level but that doesn’t sit well with me and the whole bending aint magic thing. So no, I think I will use the method used for raptorans in the races of the wild with a bit of tweaking. From 1st to 5th level airbenders, with a glider, can glide at their base landspeed with a maneuverability of poor. From 6th to 10th airbenders can fly, with a glider, a number of rounds equal to their wisdom modifier at a time with a maneuverability of average. They can disperse these rounds amongst long periods of gliding so they can remain aloft for quite a while. From 11th level up airbenders can fly for as long as they want, as long as they have a glider, with a maneuverability of good. I’m considering making the glider unnecessary at level 16 and above too and bumping up the maneuverability again but I think that would be a little too powerful. Though there is a clip of Roku doing it in a preview of an episode from the 3rd season with out going into the avatar state, so in campaign world terms its possible but I still think its too powerful.
Waterbenders: Waterbenders get a swim speed equal to their base land speed. This does not however grant the ability to breathe water. I’m also considering giving them lay on hands based on wis instead of cha.
Earthbenders: Burrow speed equal to land speed. Actually no make it static at 30ft. also you can't breathe while encased in earth and stone so an earth bender can only stay underground for as long as he can hold his breath. May even give them a climb speed as they could make their own handholds.
Firebenders: fire benders get nothing special. Their lack of extra stuff is made up for by their pure combat potential.

Now for the actual bending I intend to use the stances and maneuvers rules set from the tome of battle: the book of 9 swords. i would give all benders the warblade stance and manuver progression as warblades are supposed to focus on one style as opposed to a swordsage who can mix and match their stuff. Firebending and earthbending are already done for you for the most part with desert wind and stone dragon respectively but would need some additions. You just have to backward engineer air and water. this is a much more dynamic system than the psionic one you have at the moment.

I think firebenders are somewhat unbalanced. I get basing all three on monks, but saying that only one should get all good saves is a bit much. Also, I'd say waterbenders should have access to at least light armor.
#94

raythmolba

Nov 20, 2007 22:48:10
If anyone is interested is using ToB for the powers (like I am) I found some good schools for air and water bending on the boards. The air one is here and the water one is here. Maybe we could use these if we do decide to use ToB, these seem to fit pretty well.
#95

icewolf111

Nov 26, 2007 3:14:26
i like it. especially the one for airbending, all the avoiding extra damage and not being flat footed and stuff really fits in with airbending being the most defensive of the bending disciplins. the one for water is also good but i would say there isn't enough ice based manouvers. it could be used to reflect the foggy swamp water bending style but to represent northern or southern water bending style there needs to be ice.
#96

icewolf111

Nov 26, 2007 3:21:52
I think firebenders are somewhat unbalanced. I get basing all three on monks, but saying that only one should get all good saves is a bit much. Also, I'd say waterbenders should have access to at least light armor.

neither water benders nor airbenders are ever seen wearing armor. water tribe warriors are but not water benders. and considering all the other nick nacks other benders get i think its reasonable fire benders are the way there are. the ideal would be that all benders have the same saves, BAB and hit points. to represent the whole "no one bending disciplin is any stronger than another. it depends on the strength of hte bender" thing but to give everyone the abilities they have in the show as well would leave fire benders in the dust.
#97

kuorukun

Nov 28, 2007 1:45:55
Ok while I like what you guys have done and admire the effort you have put in I take acception with a bunch of the stuff you have put in you pdf doc. firstly bending IS NOT MAGIC that fact is stated on more than one occasion in the series. Secondly you have made bending way to close to spell casting or in the very least psionics for my liking, it’s not martial enough.

Ok so as far as I would go in making benders. I would start from the point of view that all benders are effectively monks. Monks with cool techniques but they are just people that have learned a fighting style and are slightly more in touch with there spiritual side than the average person which is the definition of a D&D monk. Now using monks as a base I realize that allot of the monk class features don’t really fit for some of the bending disciplines so it needs some work.

So I’ll start with stuff all benders have shown that are capable of in the series.
1. All benders have shown they are adept at unarmed combat so they will all have the same damage progression as a monk.
2. All benders have shown that they have ranged capability of some sort so they all get a ranged bending attack that has a range of 30 ft and has a damage progression similar to the unarmed strike damage but one die below it (e.g. when a bender deals 1d6 with unarmed strike he deals 1d4 with his ranged attack). Firebenders would have fire blast (fire damage), earthbenders: rock throw (bludgeoning damage), waterbenders: water whip (slashing damage) and airbenders would have air thrust (piercing damage). If your wondering “how could air possibly do piercing damage?” let me tell you that shaped charges used in demolition cause a focused blast of air so strong that they literally cut through the foundation pillars of huge skyscrapers and if Aang can blast Zuko through a solid wood building I reckon he can pull it off. I also want to shy away from energy damage as I want to stress the fact that bending isn’t magic hence airbenders don’t do sonic damage and waterbenders do not do cold damage but it doesn’t make sense for firebenders not to do fire damage so that remains the same.

This is where universal similarities between the disciplines end however. On no other points do all four disciplines parallel.

Ok so now I will go through the monk class features to see what goes where and what needs to be cut out. And don’t worry I have not forgot the actual bending. I will get to that toward the end. Unless otherwise noted everything is attained at the same level as a monk.

BAB
Airbenders:
as cleric
Waterbenders: as cleric
Earthbenders: as cleric
Firebenders: as fighter

Saves:
Airbenders:
reflex and will
Waterbenders: will and fortitude
Earthbenders: reflex and fortitude
Firebenders: all

Hit points
Airbenders: d8
Waterbenders: d6
Earthbenders: d8
Firebenders: d10

Weapon and armor proficiency:
Airbending weapons: simple weapons, longsword and rapier.
Airbending armor: none.
Waterbending weapons: simple weapons, bastardsword (Katana) and Kama.
Waterbending armor: none.
Earthbending weapons: Simple weapons, warhammer and halberd.
Earthbending armor: light, no shields.
Firebending weapons: Simple weapons, shortsword and longsword.
Firebending armor: light and medium no shields.
AC bonus: Air and water, yes, earth and fire, no.
Bonus feat: deflect arrows. This represents the various wing gust fire bursts and ice or rock walls that are use to protect the character from ranged attacks.
Evasion: air and fire yes. Earth and water no.
Fast movement: it has been demonstrated in the show that both air and earth benders can move very fast on land. Aang runs ridiculously fast in the blue spirit and Toph does a similar thing in crossroads of destiny so both earth and air benders would have a monks fast movement.
Flurry of blows: firebenders only.
Slow fall: airbenders, obviously, even with out a wall nearby. Earthbenders yeah if they are landing on or near solid ground. Water benders yeah I guess but only if they are close to a large body of water. Firebenders no again unfortunately.
Improved evasion: fire and air again.

Everything else from monk is cut

Special
Airbenders: air benders can fly, Aang says so in the first episode of the show, the problem is if they could just fly from 1st level then it would be way too powerful even if they can only fly with a glider. I could give them spell like abilities, as they progress in level but that doesn’t sit well with me and the whole bending aint magic thing. So no, I think I will use the method used for raptorans in the races of the wild with a bit of tweaking. From 1st to 5th level airbenders, with a glider, can glide at their base landspeed with a maneuverability of poor. From 6th to 10th airbenders can fly, with a glider, a number of rounds equal to their wisdom modifier at a time with a maneuverability of average. They can disperse these rounds amongst long periods of gliding so they can remain aloft for quite a while. From 11th level up airbenders can fly for as long as they want, as long as they have a glider, with a maneuverability of good. I’m considering making the glider unnecessary at level 16 and above too and bumping up the maneuverability again but I think that would be a little too powerful. Though there is a clip of Roku doing it in a preview of an episode from the 3rd season with out going into the avatar state, so in campaign world terms its possible but I still think its too powerful.
Waterbenders: Waterbenders get a swim speed equal to their base land speed. This does not however grant the ability to breathe water. I’m also considering giving them lay on hands based on wis instead of cha.
Earthbenders: Burrow speed equal to land speed. Actually no make it static at 30ft. also you can't breathe while encased in earth and stone so an earth bender can only stay underground for as long as he can hold his breath. May even give them a climb speed as they could make their own handholds.
Firebenders: fire benders get nothing special. Their lack of extra stuff is made up for by their pure combat potential.

Now for the actual bending I intend to use the stances and maneuvers rules set from the tome of battle: the book of 9 swords. i would give all benders the warblade stance and manuver progression as warblades are supposed to focus on one style as opposed to a swordsage who can mix and match their stuff. Firebending and earthbending are already done for you for the most part with desert wind and stone dragon respectively but would need some additions. You just have to backward engineer air and water. this is a much more dynamic system than the psionic one you have at the moment.

water trib can use shields
#98

belphegor

Nov 28, 2007 2:16:29
You guys are .. well not focusing ideas the right direction, we need ideas with the new bending arts.
#99

dman11235

Nov 28, 2007 15:11:42
Hey Zerian, I just did a read through of version 2.03, and I must say that I approve! However, there are some errors and such that need addressing. The one that I remember from last night is that the badger mole is in no way, shape, or form CR 3. It is more like CR 9 or so. It has DR 10/-, 90 HP, and dolls out a good chunk of damage on each hit. And hits not too infrequently. You also miscalculated it's AC, which I will suggest you up a little to make it more appropriate for CR 8 or 9. Give it 12 dex, +8 natural armor. AC 17 should be fine.

On the Earth Bender, you should have DR 6/- at level 15 and DR 8/- at level 20.

Also, are the elemental strikes (melee and ranged) usable with flurry?
#100

guyrtheadamantineone

Nov 30, 2007 13:37:57
Guys, you've did a great job, but watch this system. I helped making it and I believe it embodies the full ''Freely-Usable-Powerness'' of Avatar more than this one.

No offense.
#101

zerianthekeeper

May 07, 2008 22:08:05
Hi, everybody!!!!!!
Sorry for my lack of updates and responses or well anything really :D . I was a little burnt out and had some RL things to take care of but I am back and I am gearing up for the 4E release and I am getting ready to work on a new version of Avatar: The Last Airbender!!!!! I am ready to start talking and work through things with you guys, and well anyway I await your posts and I'll talk to you real soon!!

ZK

Hey Zerian, I just did a read through of version 2.03, and I must say that I approve! However, there are some errors and such that need addressing. The one that I remember from last night is that the badger mole is in no way, shape, or form CR 3. It is more like CR 9 or so. It has DR 10/-, 90 HP, and dolls out a good chunk of damage on each hit. And hits not too infrequently. You also miscalculated it's AC, which I will suggest you up a little to make it more appropriate for CR 8 or 9. Give it 12 dex, +8 natural armor. AC 17 should be fine.

On the Earth Bender, you should have DR 6/- at level 15 and DR 8/- at level 20.

Also, are the elemental strikes (melee and ranged) usable with flurry?

Thanks for your edits, I will look into them and make the changes! Also The flurry question; the Airbender & Firebender have a special flurry ability at 14th level that allows them to use there element strikes with their flurry.

I've been looking for a way to play a character with air-manipulation abilities in D&D.

Are these classes balanced for use in D&D, or only against eachother?

Hi scott, to answer your question they are balanced towards D&D. that is what I was shooting for anyway. From what I have heard and played with it seems balanced.
#102

zerianthekeeper

May 07, 2008 22:27:25
Guys, you've did a great job, but watch this system. I helped making it and I believe it embodies the full ''Freely-Usable-Powerness'' of Avatar more than this one.

No offense.

None Taken:P

I have posted over on your project awhile back, its good. I plan on opening up the ''Freely-Usable-Powerness" with my new version. It will be based on 4E, so we will see how it goes.:D

ZK
#103

Aryxbez

Jul 25, 2008 3:20:20
Although I"m sure this has already been mentioned, just in case, I'd thought I may as well be the one to say it.

Avatar... it's finally over, it really is, it's sad, yet a pretty darn good end. I've seen all the episodes. To those who have been unlucky to not have seen all the episodes when they aired them on that certain week. Then there is a site, so for people that were unlucky like me, can watch the episodes. Plus, makes a great tool to get all the bending ideas down.

Link to a Avatar site

Well ZerianTheKeeper, I can't wait to see your 4th edition impression of Avatar, even if I will probably never use it.

Also, I'll look into other individuals interpretations of this for 4th edition of course.
#104

zerianthekeeper

Aug 21, 2008 16:10:02
Just thought I'd drop you guys a line, I have moved websites. the new site can be found here. I hope we can also move the discussion there as well. I also should state that I will not be supporting 4e. I bought the core books, read them through, rolled a few characters, and thought..... meh. But an update will be coming as soon as I decide if I'm going to Paizo's Pathfinder or a custom version of D&D Saga Edition. Please voice your opitions and thoughts on my sites forum.
#105

antman_3

Feb 18, 2009 12:33:48
Sorry for the bump, but I was wondering if I could get the pdf sent to my email from someone. Thanks in advance!
[email]antman3@gmail.com[/email]
#106

lukelj

Aug 03, 2009 3:52:16
Send it to [email]MLGIntensity@yahoo.com[/email]
#107

rebyllion

Apr 17, 2010 23:58:20
Hey any chance i could get the newest version of the PDF? If so please send  it to  z.d.lash@gmail.com.
#108

sir_thom

Mar 28, 2011 14:38:36
Hey any chance i could get the newest version of the PDF? If so please send it to sir_thom [AT] newoa [DOT] com

thanks!!
#109

doccontrol

Oct 08, 2011 20:55:19
i hope this isnt in vain but i would love a copy of the pdf if thats ok. send to psyco_tweek@yahoo[DOT]com