Avatar: The Last Airbender d20

Post/Author/DateTimePost
#1

smischmal

Mar 28, 2006 11:16:41
edit: if you want the newest, best version, just go to Zerian The Keeper's page here.

The Avatar Role-Playing Game

This is my best interpretation of the nickelodeon cartoon show, Avatar; the Last Airbender. I am a big fan of this show and after searching the internet and finding no preexisting Avatar RPGs I set out to make my own. This is the best I got.
This game is based on the Dungeons and Dragons Role Playing Game and if you don’t already have the Players Handbook then you cannot use this game and I suggest that you go drown yourself in a muddy green puddle (or buy the book, your choice).

AIRBENDER
Alignment: Any
Hit Die: d6

Class Skills
The Airbenders class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Slight of Hand (Dex), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the airbender class.
Weapon and Armor Profficiency: Airbenders usually fight with the air and are only proficient with simple weapons. They have no proficiency with armor or shields.
Airbending (Su): The airbender’s primary ability is the ability to “bend” the air around him to produce a variety of effects.
Deflection: In combat this is a mostly defensive power. Airbenders can fire blasts of air to deflect incoming attacks; this makes it so that while fighting defensively or when using the total defense action he gains a bonus to AC equal to his level. He also gains his level as a bonus to AC against attacks of opportunity. Furthermore he always gains a +2 bonus to AC from this ability as long as he isn't caught unaware.
Increased Speed: The airbender can also decrease air resistance allowing him to run much faster. The speed increase noted on the table is applied to both his armored and unarmored speeds but not while he is wearing a medium or heavy load.
Distant Combatant: The airbender usually attacks from a distance. He can use blasts of air to make trip attacks and push them back. When doing these from a distance he provokes attacks of opportunity since they are ranged attacks. The ranged trip attack however uses a ranged touch attack and, if successful you use your intelligence modifier on the opposed check. The push back ability simply requires an opposed ability check, the airbenders intelligence against their opponents strength. If successful the opponent is pushed back 5 feet plus another 5 feet per 5 points by which your intelligence roll exceeded your opponents strength roll.
Leap of the Clouds: An airbender of 2nd level or higher’s jumping distance is not limited by his height. Also, he can use either his dexterity or his strength modifier on his jump checks, whichever is higher. In addition he gains a circumstance bonus equal to his level on all jump checks due to the fact that he can use his airbending to provide extra lift.
Slow Fall: By creating a cushion of air that partially supports his weight, an airbender can slow his fall in order to take less damage. She treats a fall as though it were 20 feet shorter than it is for the purpose of determining damage. At 6th level he treats a fall as 20 feet shorter and the distance increases by 10 feet every 2 levels thereafter.
Air Vortex: This is a high level technique gained at 15th level. It allows the airbender to pick up enemies and fire them long distances at high speeds. As a full-round action the airbender can make a large vortex of rapidly churning air anywhere within 20 feet per 5 airbender levels. He can then choose a number of people and objects with in twenty feet of it and suck them up into the vortex. They get a Reflex Save to resist (DC 10 + 1/2 the airbender’s levels + the airbender’s intelligence modifier). He can then keep them trapped there with a full-round action each found. Any round after he can fire one or more of the objects (or people) out of the vortex. The objects fly in the direction chosen by the airbender out to a distance of 1d6x10 feet and take damage equal to 1d6 points of bludgeoning damage per 5 feet traveled. This damage is also dealt to any person or wall that the creature or object hits into.
Bonus Feat: At 3rd level the airbender gains a bonus feat chosen from air skooter, cooperative bending, improved air skooter, improved unarmed strike, weapon finesse, weapon focus (quarterstaff), or any feat from the combat expertise or dodge feat trees.
Multiclass Restriction: A character can only have levels in one of the four bending classes; airbender, earthbender, firebender, or waterbender. Once he gains levels in one he can not gain levels in another unless he is the avatar, of which there is only one in the entire world.

Ive got more but im open to suggestions, i especially would like suggestions for prestige classes or feats and such. Ill try to post more soon.
#2

zombiegleemax

Mar 28, 2006 16:44:55
What about earth, water, and fire benders?
#3

arkus_of_landra

Mar 28, 2006 23:17:53
How about saves and BAB progression? When do they gain airbending? IS at level 1? and if it is, I'd suggest breaking their airbendigng abilities and strech them out over 20 levels.

I really dig your idea and I'd like to see more of what you've got.
#4

smischmal

Mar 30, 2006 10:35:10
Sorry i forgot the airbenders table

Level Base Attack Bonus Fort SaveRef Save Will Save
1--------+0----------------+0-------+2------+0
2--------+1----------------+0-------+3------+0
3--------+2----------------+1-------+3------+1
4--------+3----------------+1-------+4------+1
5--------+3----------------+1-------+4-------+1
6--------+4----------------+2-------+5-------+2
7--------+5----------------+2-------+5------+2
8--------+6/+1-------------+2-------+6------+2
9--------+6/+1-------------+3-------+6------+3
10-------+7/+2-------------+3-------+7------+3
11-------+8/+3-------------+3-------+7------+3
12-------+9/+4-------------+4-------+8------+4
13-------+9/+4-------------+4-------+8------+4
14-------+10/+5------------+4-------+9------+4
15-------+11/+6/+1--------+5-------+9------+5
16-------+12/+7/+2--------+5-------+10-----+5
17-------+12/+7/+2--------+5-------+10-----+5
18-------+13/+8/+3--------+6-------+11-----+6
19-------+14/+9/+4--------+6-------+11-----+6
20-------+15/+10/+5-------+6-------+12-----+6

Level-Special------------------------------------Speed Bonus-Slow Fall
1-----Airbending (Deflection, Distant Combatant)-----------------------
2-----Airbending (Leap of the Clouds)----------------------------------
3-----Bonus Feat-----------------------------------------------------
4-----Airbending (Increased Speed)------------------10 ft-------------
5---------------------------------------------------10 ft-------------
6-----Airbending (Slow fall)--------------------------10 ft-------20 ft--
7---------------------------------------------------20 ft-------20 ft--
8---------------------------------------------------20 ft-------30 ft--
9---------------------------------------------------20 ft-------30 ft--
10-----Bonus Feat----------------------------------30 ft-------40 ft--
11--------------------------------------------------30 ft-------40 ft--
12--------------------------------------------------30 ft-------50 ft--
13--------------------------------------------------40 ft-------50 ft--
14--------------------------------------------------40 ft-------60 ft--
15--------------------------------------------------40 ft-------60 ft--
16-----Airbending (Air Vortex)------------------------50 ft------70 ft--
17--------------------------------------------------50 ft-------70 ft--
18--------------------------------------------------50 ft-------80 ft--
19--------------------------------------------------60 ft-------80 ft--
20-----Bonus Feat-----------------------------------60 ft-------90 ft-- :D
#5

zombiegleemax

Apr 01, 2006 19:20:08
What about the other benders?
#6

smischmal

Apr 13, 2006 10:32:09
Earthbender
Alignment: Any
Hit Die: d8

Class Skills
The Earthbender’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Devise (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering, Geography) (Int), Move Silently (Dex), Profession (Wis), and Search (Int)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Level-Base Attack Bonus-Fort Save-Ref Save-Will Save-Special
1--+1--+2-+0-+0-Earthbending (Bullet Rock, Climbing, Stone Walls), Unarmed Strike
2--+2--+3-+0-+0
3--+3--+3-+1--+1-Earthbending (Earthquake)
4--+4--+4-+1--+1-Bonus Feat
5--+5--+4-+1--+1-Earthbending (Fissure)
6--+6--+5-+2--+2
7--+7--+5-+2--+2
8--+8--+6-+2--+2
9--+9--+6-+3--+3
10-+10-+7-+3--+3 -Bonus Feat
11-+11-+7--+3-+3
12-+12-+8--+4-+4
13-+13-+8--+4-+4
14-+14-+9--+4-+4
15-+15-+9--+5-+5-Earthbending (Quicksand)
16-+16-+10-+5-+5
17-+17-+10-+5-+5
18-+18-+11-+6-+6
19-+19-+11-+6-+6
20-+20-+12-+6-+6-Bonus Feat

Class Features
All of the following are class features of the earthbender class.
Weapon and Armor Profficiency: Earthbenders usually fight with the chunks of stone and earth that they control and are only proficient with simple weapons. They are proficient with light armor and no sheilds.
Unarmed Strike: Earthbenders are decent martial artists if forced to fight in melee range. At first level they gain the improved unarmed strike feat as a bonus feat. He can deal lethal damage with their unarmed strikes without taking the -4 penalty on the attack roll and no unarmed is treated as an off-hand attack, therefore the earthbender can apply their full strength bonus on all unarmed strikes.
Earthbending (Su): An earthbender gains its name from its ability to “bend”, or control, the unworked earth and stone around him. This is a very useful ability as wonderful off the battlefield as on. The Earthbender can move a maximum amount of unrefined stone and earth equal to 125 cubic feet (thats one 5 foot cube) per level. Be creative!
Bullet Rock: By striking the ground with their hands or feet, an earthbender can cause a chunk of stone and earth to break free from the ground. He can then cause this chunk to shoot rapidly towards an enemy. This requires a melee attack roll, despite the fact that it is a ranged attack, and deals 1d6 points of bludgeoning or piercing damage (benders choice) per level. The Range of this attack is 10ft plus 10 ft per 2 levels. The attack is a standard action to perform.
Climbing: Earthbenders can “magnetize” their limbs to stone allowing them to climb sheer surfaces. They gain a bonus on climb checks on earth surfaces equal to their earthbender level.
Stone Walls: The earthbender can cause walls of earth to pop out of the ground to provide cover or shelter. This is limited by the maximum volume of earth that he can control. The walls crumble if it is not stable (for example, if formed from sand) when you stop focusing on maintaining it. However, some, like solid stone walls, can stop being maintained and stay standing.
Earthquake: An earthbender of 3rd level or higher can cause localized earthquake as an area attack. This requires a strength check to which he applies 1/2 his earthbender level. All creatures within 5 feet per 2 earthbender levels must make a reflex save against the earthbenders strength check or fall prone.
Fissure: At 5th level or higher an earthbender can cause a large crack to appear in the ground with a mere thought and a strike on the ground (a standard action). The maximum volume of this crack is equal to the maximum amount of earth that he can bend at any one time. It might have to be jumped or climbed though if large enough.
Quicksand: A powerful earthbender can reduce even solid stone to quicksand in a matter of seconds. As a full-round action an earthbender of 15th or higher level can create quicksand from normal earth, even solid stone. The volume of the quicksand is limited as above and lasts while he concentrates and for one round per 3 earthbender levels thereafter. For information on quicksand, see the DMG.
Bonus Feat: At 4th, 10th, and 20th level the earthbender gains a bonus feat chosen from Cooperative Bending, Earthsight, Stunning Fist, and any feat from the Power Attack feat tree.
Multiclass Restriction: A character can only have levels in one of the four bending classes; airbender, earthbender, firebender, or waterbender. Once he gains levels in one he can not gain levels in another unless he is the avatar, of which there is only one in the entire world.
#7

smischmal

Apr 13, 2006 10:50:55
Firebender
Alignment: Any
Hit Die: d8

Class Skills
The Firebender’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Devise (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), and Profession (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the firebender class.
Weapon and Armor Profficiency: The firebenders are the most martial of the practitioners of bending. They are proficient with all simple weapons and all martial weapons. They are proficient with light and medium armor but not shields.
Unarmed Strike: Firebenders are decent martial artists if forced to fight in melee range. At first level they gain the improved unarmed strike feat as a bonus feat. He can deal lethal damage with their unarmed strikes without taking the -4 penalty on the attack roll and no unarmed is treated as an off-hand attack, therefore the Firebender can apply their full strength bonus on all unarmed strikes.
Firebending (Su): Firebending is the most combat-oriented of the bending arts. Firebenders can control the movement of flames including making fire with a mere act of concentration.
Fire Blasts: A firebenders blasts of fire deal 1d6 points of fire damage per level with a ranged attack or as additional damage with an unarmed attack. These attacks threaten a critical hit on a roll of 19-20 or as normal for an unarmed attack. The range increment of the ranged attack version is 20 feet at 1st level and increases by 10 feet every 2 levels thereafter. Regardless of whether the attack is unarmed or ranged, it is a standard action to perform.
Burst Attack: A firebender of 3rd level or higher can, by decreasing the damage by one die per 5 feet radius make an area attack. Characters within within the area of the fire blast can make a reflex saving throw for half damage (DC 10 + 1/2 the characters firebender level + his charisma modifier).
Cone Blast: At 5th level or higher a firebender can make a fire blast shaped like a cone. By cutting the damage and range in half, he can make a fire blast in a cone as wide as it is long. Everyone caught in the blast gets a Reflex save for half damage (DC 10 + 1/2 the characters firebender level + his charisma modifier).
Combustion: This powerful ability, gained at level 15, requires a concetration check (DC 20) and a full-round action each round (a 5 foot step is allowed). You can target one person or object per 5 firebender levels. Each target takes 5d4 sudual damage as they feel a fire rise inside their stomach, they must make a fortitude save (DC 10+ 1/2 firebender levels + cha mod) or become fatigued. The next round they take an additional 5d4 subdual damage and must make another fortitude or become fatigued (or exhausted if already fatigued). On the third round the target's skin is swollen beet-red, his eyes bulge, and there is a smell of burnt flesh (they take 1d6 subdual damage if they do anything due to the pain inside) and must make another fort save or die (they explode in a fiery blast filled with bone chunks which deals damage to everything within a given radius see below). At any point if target makes the save they stay under the effect (fatigue or exhaustion) for 3 + the firebender’s cha mod rounds after, as they quickly cool off.
Objects automatically takes 5d4 damage for the 3 rounds or until it explodes...unless the object is being carried or worn (then the person makes the fort checks for it).
Using this ability provokes attacks of opportunity and the firebender is treated as flat-footed while using it.
Bonus Feat: At 4th, 10th, and 20th level the firebender gains a bonus feat chosen from Ability Focus (Combustion), Cooperative Bending, Fire Smith, Weapon Focus, and any feat from the Point Blank Shot feat tree.
Multiclass Restriction: A character can only have levels in one of the four bending classes; airbender, earthbender, firebender, or waterbender. Once he gains levels in one he can not gain levels in another unless he is the avatar, of which there is only one in the entire world.

Level-BAB----Fort Save-Ref Save--Will Save-Special
1-----+1------+0------+2--------+0--------Firebending (Fire Blasts ), Unarmed Strike
2-----+2------+0------+3--------+0
3-----+3------+1------+3--------+1--------Firebending (Burst Attack)
4-----+4------+1------+4--------+1--------Bonus Feat
5-----+5------+1------+4--------+1--------Firebending ( Cone Blast)
6-----+6------+2------+5--------+2
7-----+7------+2------+5--------+2
8-----+8------+2------+6--------+2
9-----+9------+3------+6--------+3
10----+10-----+3------+7--------+3--------Bonus Feat
11----+11-----+3------+7--------+3
12----+12-----+4------+8--------+4
13----+13-----+4------+8--------+4
14----+14-----+4------+9--------+4
15----+15-----+5------+9--------+5--------Firebending (Cumbstion)
16----+16-----+5------+10-------+5
17----+17-----+5------+10-------+5
18----+18-----+6------+11-------+6
19----+19-----+6------+11-------+6
20----+20-----+6------+12-------+6--------Bonus Feat
#8

zombiegleemax

Apr 21, 2006 16:50:35
These classes are superb, very well done! :D Not too much, not too little, very accurate, I'm lovin it.

One quick thing: I saw for Earthbenders the Earthquake ability. Should it make mention that it wouldn't work against creatures not touching the ground? I don't have my books handy, but I wasn't sure what specifically the rules say about similar Earth affecting effects.

Looking forward to Waterbender!
#9

zombiegleemax

May 01, 2006 8:02:32
Ok now these bender class are a good start but in case no one notice there is a lot of error in there

-the earth and firebender got their bullet rock and fire blast ability at 1d6/lv without any limit as a ranged attack or extra unarmed damage, so if I understand correctly a lv 20 firebender can shoot 4 fire blast at 20d6 each ?

-these bender also miss a lot of thing for one the ability to create weapon out of fire, the ability to shoot lightning as a firebender and stuff like that listen to your episode again and you will see that you missed a lot of thing

-the airbender suck when compared to the other bending class plus their deflection ability is really not good you should make it a deflection bonus always available to ac unless caught flat-footed.

got other thing to say but my time is running out so it will come in another message
#10

smischmal

May 07, 2006 10:47:35
Revisions

Firebender
Fire Blasts: A firebenders blasts of fire deal 1d6 points of fire damage per level (Maximum 10d6 unless you use a full-round action) a ranged attack or as additional damage with an unarmed attack. These attacks threaten a critical hit on a roll of 19-20 or as normal for an unarmed attack. The range increment of the ranged attack version is 20 feet at 1st level and increases by 10 feet every 2 levels thereafter.

Earthbender
Bullet Rock: By striking the ground with their hands or feet, an earthbender can cause a chunk of stone and earth to break free from the ground. He can then cause this chunk to shoot rapidly towards an enemy. This requires a melee attack roll, despite the fact that it is a ranged attack, and deals 1d6 points of bludgeoning or slashing damage (benders choice) per level. Maximum damage is 10d6, but you can deal full damage by using a full round action to attack.The Range of this attack is 10ft plus 10 ft per 2 levels.

Airbender
Deflection: In combat this is a mostly defensive power. Airbenders can fire blasts of air to deflect incoming attacks; this makes it so that while fighting defensively or when using the total defense action the bonus to AC is increased by his level. He also gains a his level as a bonus to AC against attacks of opportunity. Furthermore he always gains a +2 bonus to AC from this ability as long as he isn't caught unaware.

Thank you for the suggestions DualShadow
#11

smischmal

May 07, 2006 11:06:43
Heres the last one

WATERBENDER
Alignment: Any
Hit Die: d6

Class Skills
The Waterbender’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Profession (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Level-BAB--------Fort---Ref----Will---Special
1-----+0---------+0-----+0----+2---Waterbending (water attacks, deflection, swimming), Unarmed Strike
2-----+1----------+0----+0----+3---Waterbending (stability)
3-----+2----------+1----+1----+3---Waterbending (collection, steam cover)
4-----+3----------+1----+1----+4----Bonus Feat
5-----+3----------+1----+1----+4
6-----+4----------+2----+2----+5
7-----+5----------+2----+2----+5
8-----+6/+1-------+2----+2----+6
9-----+6/+1-------+3----+3----+6
10----+7/+2-------+3----+3----+7----Bonus Feat
11----+8/+3-------+3----+3----+7
12----+9/+4-------+4----+4----+8
13----+9/+4-------+4----+4----+8
14----+10/+5------+4----+4----+9
15----+11/+6/+1---+5----+5----+9---Waterbending (body control)
16----+12/+7/+2---+5----+5----+10
17----+12/+7/+2---+5----+5----+10
18----+13/+8/+3---+6----+6----+11
19----+14/+9/+4---+6----+6----+11
20----+15/+10/+5--+6----+6-----+12-Bonus Feat

Class Features
All of the following are class features of the waterbender class.
Weapon and Armor Profficiency: Waterbenders usually fight with the water and ice and are only proficient with simple weapons. They have no proficiency with armor or shields.
Unarmed Strike: Waterbenders are decent martial artists if forced to fight in melee range. At first level they gain the improved unarmed strike feat as a bonus feat. He can deal lethal damage with their unarmed strikes without taking the -4 penalty on the attack roll and no unarmed is treated as an off-hand attack, therefore the waterbender can apply their full strength bonus on all unarmed strikes.
Waterbending (Su): The waterbender’s primary ability is the ability to control water. The maximum volume that can be moved is equal to 125 cubic feet per level. This water can be moved at twice the waterbenders base speed. This extends to steam, ice, and snow. He can alter its consistency to freeze it or evaporate it. There are many different uses to this ability. All of them however, require a source of water to use, so he can use no waterbending moves in a dry, waterless desert.
Water Attacks: Waterbenders can use their abilities to create waves of water to trip up opponents or whips of water to stun them. He can even freeze water into spears and sharp disks to fire at an opponent.
The waves allow a waterbender to make a trip attack from a distance of 5 feet per two water bender levels. You use your wisdom modifier instead of your strength modifier for this wave trip and your opponent cannot trip you if you fail to trip him.
To deal damage a water bender can use a whip of water or he can fire shards of ice. The whip is a ranged attack that deals 1d6 points of subdual damage per level to a maximum of 5d6. The maximum range for this attack is 20 feet with no range increment. The ice shards are also a ranged attack that deals 1d6 damage per 2 levels but they deal lethal damage that is half piercing and half cold damage. There is also no limit on damage with this attack.
Deflection: When fighting defensively or making a total defense action, his AC is increased by his level. He also gains a his level as a bonus to his AC against all attacks of opportunity. Furthermore he always gains a +2 bonus to AC from this ability as long as he isn't flat-footed.
Swimming: The waterbender gains a bonus on all swim checks equal to his waterbender level plus his wisdom modifier.
Stability: By encasing her feet in ice as a swift action, a water bender gains a stability bonus on checks to resist bull rushes, trip attacks and overrun attempts equal to one half of his level.
Collection: A waterbender can collect water from the air around her. She can collect 1 gallon per three levels in one hour of concentration.
Steam Cover: A waterbender can, as a standard action, create scalding steam of up to 1 5-foot cube per level. This deals 1d4 heat damage per level and provides one half cover to everyone in it’s area.
Body Control: A high level waterbender can control the large amounts of water in a persons body to control their movements. This allows a Will save to resist (DC 10 + 1/2 her waterbender level +her wisdom modifier). If he fails, the waterbender can control his actions for as long as she maintains concentration. He gains another saving throw every round. He gains a -1 penalty every round after the first round to a maximum of -5 due to the strain of being controlled.
Bonus Feat: At 4th, 10th, and 20th level the waterbender gains a bonus feat chosen from Ability Focus (Body Control), Cooperative Bending, Improved Stability, Water Healing
Multiclass Restriction: A character can only have levels in one of the four bending classes; airbender, earthbender, firebender, or waterbender. Once he gains levels in one he can not gain levels in another unless he is the avatar, of which there is only one in the entire world.
#12

smischmal

May 07, 2006 11:35:13
[u]BENDING FEATS[/u]

Air Scooter [general]
You can form a ball of air below you and travel at great speed.
Prerequisites: Airbending (Increased Speed).
Benefit: You can create a spinning ball of air as a standard action and by balancing on top of it you can travel at twice your normal speed. You can even fly at that speed with good maneuverability. However, while balancing on it you can not take any other actions that require too much concentration or would throw you off balance, such as casting spells, making melee attacks, or using other bending abilities. Also, for 1 round after you get off of your air scooter you are considered flat-footed. The noise it makes also gives a -4 penalty to move silently checks

Cooperative Bending [general]
You and another character with this feat can combine your bending abilities for greater effects.
Prerequisites: Bending ability.
Benefit: A group of characters with this feat can add all of their bending levels together to determine all attributes of a power that are based on level, such as volume or the saving throw DC. However, one can not contribute to the use of an ability that he do not know yourself.

Earthsight [general]
You can ‘see’ by feeling vibrations in the earth.
Prerequisite: Earthbender level 3rd
Benefit: You gain blindsight out to 5 feet per earthbender level. This ability only lets you see people and objects in contact with the ground. In some areas, such as on a shifting sand dune or beach, all characters are still visible but they have concealment unless you can see them in some other way.

Fire Smith [general]
You can make weapons out of fire.
Prerequisites: Fire Blast Range 40 feet.
Benefit: You can make weapons out of especially hot fire allowing you to use d8s instead of d6s when increasing the damage of your unarmed attacks.

Improved Air Scooter [general]
You are an expert at utilizing your air scooter.
Prerequisites: Airbending (Increased Speed), Air Scooter.
Benefit: When using your air scooter ability you are not flat-footed after getting off and can use any of your bending abilities while on it or even attack with melee weapons.

Improved Stability [general]
You are especially good at resisting attacks that would move you.
Prerequisites: Waterbending (stability)
Benefit: You add your full waterbender level on checks to resist bull rushes, trip attacks and overrun attempts.
Normal: You only add one half your level.

Water Healing [general]
You are able to heal people with your waterbending.
Prerequisites: Waterbending ability.
Benefit: You can heal an amount of damage equal to your level times (6 plus your wisdom modifier) per day. This can be spread out among multiple uses and like all waterbending techniques it requires a source of water. You also gain a +2 bonus on all heal checks. You can also exceed this limit by taking four times the extra healed damage as damage to yourself.
#13

arkus_of_landra

May 07, 2006 14:17:43
Revisions

Firebender
Fire Blasts: A firebenders blasts of fire deal 1d6 points of fire damage per level (Maximum 10d6 unless you use a full-round action) a ranged attack or as additional damage with an unarmed attack. These attacks threaten a critical hit on a roll of 19-20 or as normal for an unarmed attack. The range increment of the ranged attack version is 20 feet at 1st level and increases by 10 feet every 2 levels thereafter.

I think at a certain level firebenders can treat unarmed attaks as if they were flaming instead of adding the fireblast to them. Also they should only be ableto do it a certain number times per day, like 1 once a day per level (so a level 10 firebender can fire 10 blasts a day).
#14

king_0f_skulls_dup

Jun 11, 2006 16:54:10
i think the the classes are great & i showed them to my group... they loved them to.. but one thing most of my group said was for the firebenders shouldn't there be a 15th level ability just as powerful as the other benders and doesn't the firebender level add one class skill, like the other benders do?
my resonse was to add firebender class levels as a bonus to intimidate, and i'm not sure for the 15th level ablity (i just started watching the show and i'm hooked)... but combustion comes to mind (probaly not a good choice or needs to be worked on but i just thought of this)
firebending (combustion) : requires concetration check for each round (you can't take any other action)and you can target one person or object per 5 firebender levels. It is a ranged touch attack. target takes 5d4 sudual damage as they feel a fire rise inside their stomach ... they make fort save (DC 10+ 1/2 firebender levels + cha mod.)or become fatigued... next round and as sweat rolls off thier body (another 5d4 sudual damage) they make another fort save or become exhuasted. last round the target's skin is swollen beet-red, eyes bulged, and there is a smell of burnt flesh (they take d3 lethal damage if they do anything due to the pain inside) another fort save or die (they explode in a firey blast filled with bone chunks which deals d10 per 5ft everyone caught in this can make reflex save for half) The blast is 5ft per 2 levels(max 30 ft). at any point if target makes the save they are under the last effect for 3+cha mod rounds after (fatigue, or exhuastion)as they quickly cool off. objects automaticly takes 5d4 damage for the 3 rounds or untill it explodes...unless the object is being carried or worn (then the person makes the fort checks for it)
huray for fire :D
#15

smischmal

Jul 07, 2006 21:03:58
I havent seen this in use but it sounds awesome. It has been made so.
however since it requires a skill check and a save is allowed, i got rid of the attack roll.
#16

smischmal

Jul 18, 2006 11:07:31
I added a couple of feats and gave bonus feats to all four classes at certain levels.

Suggestions, Feats, Prestige Classes (maybe of that swamp thing guy that controlled the plants) would all be appreciated.
#17

sword_war444

Jul 18, 2006 13:07:16
List of ideals for prc's
Water healer: learn the true power of water healing
i will give more as soon is i can
#18

zombiegleemax

Jul 18, 2006 21:02:32
We're forgeting the most important thing...the avatar himself. Also, are we going to create the animals such as Mo Mo and Apa too?
#19

sword_war444

Jul 20, 2006 20:04:25
I think the Avartar should be a tamplate. It's has a la gives the ablity to learn all bending and some avatary ablities ( avtar state)
appa: race: flying bsion stats: Like a bsions but advance Hd ablites ect. give ablity to fly
#20

zombiegleemax

Jul 21, 2006 16:41:09
I have been watching all the differant threads on Avatar. It is one of my favorite cartoons, and I really wanted to see it come alive in the d20 system. My verison of avatar is a little differant then the one here. I based the bending styles off a Ki system . I have not posted it here however if you are interested in seeing it please send me a PM. Now I have only completed the airbender, and currently working on the Earthbenders, but my focus is often drawn away from my project and it usually take me awhile to complete.
#21

smischmal

Jul 24, 2006 10:48:41
Flying Bison
Size/Type: Large Magical Beast
Hit Dice: 8d10+24 (46 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +8/+18
Attack: Gore +13 melee (1d8+9)
Full Attack: Gore +13 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Powerful Charge 3d8+9
Special Qualities: Low-light vision, scent, Flight
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 4, Wis 11, Cha 10
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Any Mountains or Hills
Organization: Solitary or herd (6-30)
Challenge Rating: 2
Advancement: 8-10 HD (Large), 11-20 (Huge), 21+ (Gargantuan)

A massive creature appears. Its six massive legs support a vaguely bovine form with shaggy fur and a grey arrow down its back. Its wide beaver-like tail slaps the ground warningly and it's huge three-toed feet paw the ground restlessly.

Flight (Su): Flying Bison can fly through the use of an innate form of very focused airbending.
Powerful Charge (Ex): A flying bison usually enters combat by charging, lowering its head and running at full speed. In addition to the normal effects of a charge, the bison can make a single gore attack with a +13 attack bonus that deals 3d8+9 piercing damage.
Stampede (Ex): A frightened herd of flying 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 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
#22

zombiegleemax

Jul 24, 2006 15:47:00
The Flying Bison looks good, you might add a Flight speed and manuverability :D
#23

zombiegleemax

Jul 27, 2006 13:24:24
What about Appa's tail slap.
He demolished a roof and wiped out a squad of soldiers with just one powerful blast of air! That has to get some credit!
#24

zombiegleemax

Aug 01, 2006 14:12:36
I think Earthbenders should have stability, not waterbenders. I also think Earthbenders should have higher will saves, because earthbending, in the show, requires you to be as stubborn as the rock.
#25

zombiegleemax

Aug 01, 2006 21:43:47
Here's just some info on Avatar that might help you or whatever.

I watched some of the episodes and have a list of bending moves, maybe they could be use instead of spells. I also compiled some items and creatures.

I should warn you, some of the names aren't very creative, I was just naming them things that made sense. If you come up with better names please post them.

Bending Moves:


Earth:
Rock Armor (Like when Toph is training Aang she does this move which allows here to skate across rock somehow.)

Earth Disk (Used in the episode "The Avatar State" a lot, its the disk with a square hole in the middle)

Raise Dust (Toph did this in "The Blind Bandit" during the fight against that group of earthbenders. Allows her to use her earth sight.

Earth Ripple (Again, in "The Blind Bandit," Toph uses this to unbalance The Boulder in the Earthbending arena.)

Earth's Fingers (Toph uses this in the arena battle. When she does some sort of chop motion in the air and it looks like three pillars come out of the ground sideways and kind of punch a guy off the arena)

Raise Earth Platform



Air:

Air Blast (Seen in the intro, the master airbender moves his hands in a circular motion that creates a kind of a spinning tunnel, named it blast because it seems like it was meant to blast someone back.

Wind Swipe (This is what I call the thing that Aang does when he sweeps his staff upwards, knocks people back.

Wind Orb (When Aang wraps air around himself in an orb shape, protects him from stuff.)

Whirling Defense (Aang uses this in the episode where the party returns to Omashu and finds it destroyed. The lightening person (forgot her name) sends lightening at Aang when he is riding Boomi on the mail slides, and Aang spins his staff and the lighting is absorbed.

Fire:
Fire Burst (Kind of an AOE attack, you see it in the intro, when the firebender kicks in an arc above his head and fire bursts from where his foot hit the ground.

Guide Lightening (When firebenders do that circle motion with both hands to summon lightening)

Redirect Lightening (The firebending move that Iroh teaches his nephew. This move lets you absorb lightening and move it through your body and out the other end, directing it to anywhere you want.)

Burning Punch (The move that Zuko's father uses on him to give him the scarring on his eye.0

Firewave (Used in the episode where Aang and his gang go to a fire temple thing, I dont really remember it well, but one of the firebenders created a massive wave of fire that went in every direction, I think he just breathed in and when he breathed out, fire shot everywhere.

Water:
Water Blast (The move in the intro, just a move to knock people over.)

Ice Shards (Katara uses this when she is teaching Aang the octopus stance.)

Freeze (When waterbenders blow on things to make water freeze.)

Water Whip (Used a lot by Katara to get out of all sorts of trouble.)

Wave (Yeah.....)

Ice Shield (When a waterbender raises the water around her and freezes it)

Water Blades (Used in the episode "The Swamp" when Katara is fighting the waterbender that is bending the water in the plants. She kind of swings her arms in a circular motion and it makes blade-like shapes of water that rush toward the enemy. She can do them rapidly or unleash a stronger, but slower, water blade.)

And I have a move for warriors that might help them. I just called it Snake Bite, its a real martial arts move, but i dont know what its called, it just makes the muscles you hit with it go limp. This is used by the acrobat that Zuko's sister drags along with her on her mission to find Iroh and Zuko. She uses it on Katara to nullify her bending abilities.

My plan is that the players will find scrolls that teach the reader how to perform these bending moves, or a master bender will teach them, just like on the show.



Items:

For example:
Chi-enhancing Tea (Not sure what I could make it do in the game, but Aang drinks some in "The Avatar State" and become hyper. Sort of like coffee.)

Bison Whistle (In the show, it summons Apaa, if you incorporate him or a different flying buffalo into your campaign, this would be a cool item.)

Glider Staff (The staff that Aang always uses to get around, and also used to do some airbending.)

Some items that I think would be cool:

A sort of magical water skin. Maybe it could hold one gallon at the first level + 1/2 your Waterbender level. Katara has one, but its not magical, it only really holds enough for her to do her water whip.

Some weapons benders use are cool too!

For example: Some of the earthbenders use a big hammer, or dual hammers. Airbenders use staves and warfans. Firebenders, at least the soldiers, use spears and pikes.

Another thing that might be interesting is the pair of hooked swords jet uses, that might be cool to implement.



Creatures:

Wolfbat - Medium (Seen in "The Cave of the Two Lovers Mean things with sharp teeth.)

Turtleduck - Small (Seen in "Zuko Alone" Cute.)

Lemu
- Small (The wierd flying bat/monkey thing that Aang keeps as a pet is one of these. Very intelligent.)

Sky Bison - Giant (Also called Flying Buffalo and other things, Apaa is one, in case you're stupid.)

Badgermoles
- Giant (Seen in "The Cave of Two Lovers." Like music.)

Purple Pentapuss - Tiny (Those things in the episode where they return to Omashu. Leech-like, they let go if you tickle them.)

Trinocerous
- Large (Seen in "Avartar Day" they are those things the fire nation used. I just made up the name.)

Elbow Leech - Small (Seen in "The Swamp".)

Cat Gator - Medium (Seen in "The Sawmp" They look like a cross between a catfish and an alligator. One of the waterbenders in the swamp has one named Old Sid.)

Screeching Jay
- Tiny (Seen in "The Swamp." This is what I called those small round birds that sound like they scream when they "chirp".)

Arctic Chicken - ? (Never seen, but Sokka talks about them at some point. Apparently they are used for food by the water tribe.)




I'm sorry if this stuff seems wrong, I am fairly new to d20 style games.
#26

zombiegleemax

Aug 01, 2006 21:52:44
Mispost, sorry ><
#27

portent

Aug 02, 2006 12:47:56
Let me just say, Smischmal, that I absolutely love what you've done here. Every time I tried making bending stuff, it seemed way too powerful, and just way too dang complicated.

Just a few things I would like to recommend.

One thing I noticed in the episodes I've seen is that motion and movement seems to be absolutely essential to being able to bend (as evidenced when Kitara was hit by My Tee's pressure point attacks, and later, pinned to the tree by the darts to her wristbands), though sufficiently experienced benders can generate effects with even the smallest of movement (such as King Bumi, when he was trapped in the coffin). I'd like to propose the following addition to bending:

Bending requires the movement of the body, with the sweeping of limbs, hand and feet positioning, and so forth. When wearing armour, subtract the armour check’s penalty from your bending class level (to a minimum of 1) for determining effects.
If your body is otherwise restricted/unusable/severely injured, then your bending further suffers an effective class level reduction: one limb unusable (-2), two limbs unusable (-4), three limbs unusable (-8), four limbs or body unusable (-16). If the entire body is completely paralyzed/helpless and/or your class level would be reduced to 0 or less, then you cannot use bending in that situation.

This lets lower level characters try to use bending even when injured/incapacitated (such as Kitara almost able to use water when her arms were paralyzed), and lets high level fellows (such as the almost definitely epic King Bumi) to use bending even when almost entirely immobilized ("They didn't cover my face!"; man, I love that guy).

Speaking of pressure point stuff, Dragon magazine, issue 334 or somewhere along those lines had a feat in the class articles in the back called Pressure Point Strike. It basically let you spend usages of Stunning Fist to generate effects (for instance, using 5 usages of Stunning Fist to strike the Celestial Dragon Point to hit an enemy as though using greater dispel magic and other effects). I don't know if I'm allowed to post the entirety of the feat here, though.

Other than the armour/immobilization deal I posted above, I took a look at Rablek's suggestions and tried spinning up some feats that might fit them. For feat descriptors, I used "bending" for feats that specifically require bending levels, with specific elements introduced; I just didn't think that they'd fit under "general" feats, as they require certain class levels to attain.

Rock Armour (earthbending)
You can create a suit of armour from the earth itself.
Prerequisites: Earthbender level 5.
Benefit: As a full round action, if there is enough earth that you can control within touch range, you may surround yourself in rock and earth. At 5th level, with 30 pounds of earth, you can create armour that emulates a breastplate (AC +5, max Dex +3, penalty -4, 25% arcane failure, movement 20 ft). At 10th level, with 50 pounds of earth, you can create armour that emulates full plate (AC +8, max Dex +1, penalty -6, 35% arcane failure, movement 20 ft).
The armour check penalty from rock armour does not apply towards your bending class level. While wearing rock armour, you gain a +4 bonus against trip, grapple, and bull rush attacks, so long as you remain connected to the earth. The rock armour lasts as long you remain in contact with the earth.
Notes: The required level and the effects were totally arbitrary, with no real "gauge" of power or balance involved. Moving cautiously, it may be too powerful.

Rippling Earth (earthbending)
You can cause a small patch of earth beneath an enemy’s feet to jerk to one side suddenly, sweeping them off their feet.
Prerequisites: Earthbender level 2.
Benefit: You may, as a standard action, perform a special trip attack to a target within the same range of your bullet rock. If the target is standing on stone, earth, or any other material you can manipulate with earthbending, you may initiate a trip attack against the foe. The foe does not gain an attack of opportunity on you, nor does the foe gain any bonus to the opposed check for being larger than you (bonuses for being unusually stable or having extra legs remain).
Notes: I used the earthbending earthquake class feature as a gauge; I figured it would be easier to "flick" a small patch of earth than to cause a full blown tremor in the area, and since earthquake is at only level 3, I decided to throw it in at level 2. Whether or not it would fit a level 1 feat, I don't know.

Elemental Shield (bending)
You may use your bending skills to surround yourself in a globe of your element.
Prerequisites: Bender level 5.
Benefit: As a full round action, you may summon a shield of your element (buffeting winds, flourishing flames, solid rock, or flowing water) that surrounds you and protects you from attack.
While concentrating on this shield (full round action, can’t do anything else), any bending attacks must succeed at an Opposed Bender Level check to which you add your bending ability modifier (air/int, earth/str, fire/cha, water/wis) for you to be affected. Every time you successfully nullify such an attack, you progressively suffer a +10 DC penalty to your next check.
Ordinary attacks may also be nullified by this shield. Any time you are attacked while the shield is up, you may make a Bending Level Check (DC = damage suffered). If you succeed, the damage is negated, and the DC for any future attacks raises by +10.
Enemies who attack you in melee while a shield is raised may be subjected to other effects. An air shield enables you to make a free bull rush attack against an attacking foe. An earth shield enables you to make a free trip attack against the foe. A fire shield deals 2d4 fire damage to the attacker. A water shield deals 2d4 cold damage to the attacker.
You may create an elemental shield a number of times per day equal to 3 + your bending ability score modifier (air/int, earth/str, fire/cha, water/wis).
Notes: Now this one, I know is overpowered. I just wanted to throw it out there for you folks to dissect and try to find a way to balance it. It's meant to be that globe/shield that folks like Azula (at the end of "The Chase") and Aang throw up against a huge enemy barrage.

Cold Blooded Fire (firebending)
Your firebending skills are at such a level that you can conjure lightning instead of mere red and orange fire bolts.
Prerequisites: Firebender level 10
Benefit: As a full round action that provokes an attack of opportunity, you may draw forth the separating energies of As a full round action that provokes an attack of opportunity, you may draw forth the separating energies of yin and yang into your fingertips (Concentration DC 20) to hurl a bolt of lightning at a foe, casting lightning bolt as a sorcerer of your firebending class level.
Notes: I made it at level 10 arbitrarily; it's certainly higher than the first level that sorcerers get lightning bolt (level 6), since benders can seemingly use their abilities without limit. I don't really know if the Concentration check is worthwhile, as a level 10 character would probably easily pass a DC 20 check, but hey, it's up to you folks to change it as you like, heh.

Redirect Energy (bending)
You have learned the technique of taking hold and redirecting a bender’s energy.
Prerequisites: Bending ability, Improved Unarmed Strike, Dodge, Combat Reflexes.
Benefit: You can attempt to seize and redirect a bender’s elemental attacks. Whenever you or someone within 5 feet of you are affected by a targeted or line effect bending attack with a physical manifestation (distant combatant, bullet rock, targeted fissure, quicksand, fire blast, cold blooded fire, water attacks), if you have a higher initiative and delay your action until the bending effect occurs, you may enter into an Opposed Bender Level Check, to which each bender adds their bending ability score modifier (air/int, earth/str, fire/cha, water/wis.
If you succeed, then you gain control of the effect and may assign a new target to the effect. If you fail, the bending attack proceeds as normal, and your turn is spent. This provokes an attack of opportunity. Note that someone else with this feat (not the bender who used the original attack) can try to redirect the redirected attack.
Redirect Energy may be used on certain natural phenomena, such as a lightning bolt from a storm, a sudden burst of magma, or whatever. Treat the natural phenomena’s bending level depending on the severity and strength of the phenomena; an ordinary storm might be considered level 6, whereas a particularly powerful one (such as the one that Zuko screamed at to hit him after learning this technique) could have been 15+.
Redirect Energy can be utilized by a group of benders who know this feat with Cooperative Bending. In the case of a group of cooperating benders using an attack against a group of cooperating benders trying to redirect it, total the bending class levels on each side. The side with the greater number of class levels adds the difference in class level as a bonus to the opposed bender level check.
If you succeed at a touch attack against the bender using the bending attack, you gain a +2 bonus to the opposed bender level check.
Notes: Whether or not you guys want to allow a redirection on anything but fire and lightning attacks is up to you (I don't see why not; even Iroh managed to throw back rocks that Earthbenders who had captured him at the hot springs flung at him, heh). While I've not seen redirection happen in groups on the show, I wouldn't be opposed to a bunch of people with Cooperative Bending trying to redirect an enemy bender's attack; the wording is a bit clunky, I'm afraid.
The reason I added the bonus to actually touching the target was inspired by Iroh grabbing Azula's fingers and channeling her lightning attack into the cliff when they fought on the boat; I don't know whether or not grabbing her made channeling easier, but I thought it fits.

Anywho, that's all I have to say for now. Dissect at will
#28

zombiegleemax

Aug 02, 2006 16:02:48
Thanks. I was hoping someone would do this> :D

I would do it myself but I don't know enough about d20 and things like that, I hope my list helped.

They all look cool, and I'm looking forward to playtesting them.
#29

zombiegleemax

Aug 03, 2006 11:18:54
I am playtesting all this stuff today, ill post my findings here after, accompanied by feedback from my players and probably some more feats and things like that. It'll be up tonight sometime between 9-12pm or tommorow morning sometime.
#30

zombiegleemax

Aug 04, 2006 15:36:57
This is a masterpiece. In my opinion they should publish it. Anyway, I been looking through this forum for I while never posting a reply, so I thought I should give any help I could to make as best a possible. Though I think it’s already great as it is.
First I like to point out that the hooked swords have appeared in the book “Roleplaying In Mythic China” published by Avalanche Press and the stats are as fallow textually:

“Hooked Sword (Cost 20gp, Damage 1d6 [Bludgeoning and Slashing], Crit 19-20[x2], weight 2lbs). This unusual has a razor sharp hand guard and unusual blunt “blade” that ends in a hook. The hook is used to snake weapons, and makes it easier to disarm foes. Characters armed with hook swords receive a +2 weapon bonus to their disarm attack rolls. Hook swords are usually used in pairs. Monk characters’ Flurry of Blows ability supersedes the extra attack granted by fighting with two weapons. For other characters, the hook sword is considered to be a small weapon.”

Second I would like to ask ¿What other classes would you allow in the game apart from the benders for those guys “who just don’t want to be benders” and should they be balanced out to have a fighting chance against the fire nation?
#31

zombiegleemax

Aug 04, 2006 18:13:10
I was thinking of having different types of warriors from the different nations.

Air Nomad Warriors
Fire Nation Warriors
Water Tribe Warrios
and Earth Something Warriors

Each would have a different set of techniques depending on their origin.

Air Nomad Warriors would be very evasive and quick.
Fire Nation Warriors would be very powerful and strong.
Water Tribe Warriors would be like... tactical fighters, using the opponents strength against them.
Earth Warriors would be very tough.

BTW thanks for the hooked swords stats they are very nice.

Maybe there could also just be some like... rebel people... that just do whatever, they could be some of the classes from other books. Like Jet and his gang.

They will be balanced out. They could have some skills that lessen the effects of bending.

Ill try to come up with some stuff soon.
#32

portent

Aug 04, 2006 21:43:35
A good place to start for martial arts and fighting styles would be Way of the Open Hand, an L5R (Legend of the Five Rings, an oriental/samurai role playing game) supplement by AEG that deals with various fighting forms. The d20 version of these fighting styles is essentially several feats that chain together to represent growing mastery of a style.

I can't remember the specifics styles right now, but I do know that there's a style that involves using a pair of iron folding fans, which could easily work for the warrior-women on Kyoshi Island.

I don't know if making completely new base core classes for the various warriors is necessary; maybe they could all be Fighters and customize themselves with Feats and maybe Prestige Classes?
#33

zombiegleemax

Aug 04, 2006 21:49:17
and Earth Something Warriors

Earth Kingdom.

Fire Nation
Air Nomads
Water Tribes
Earth Kingdom
#34

zombiegleemax

Aug 05, 2006 0:24:42
Ah thats right, thanks.
#35

portent

Aug 05, 2006 0:32:35
So, how did play-testing go?
#36

zombiegleemax

Aug 05, 2006 11:05:52
Eh it didn't. One of my players didn't show up and i only had one player left... so we decided to wait till next weekish, when we have more players.
#37

zombiegleemax

Aug 06, 2006 20:46:51
I have an idea for an earthbending move. It might be overpowered or dumb or whatever. This one is mostly just meant for err... poops and giggles.


Ok, its called Knee Drop. From "The Blind Bandit"

Knee Drop
The Earthbender can send his opponents flying by falling from the sky onto his kness onto earth.
Prerequisites: Earthbending, Bury
Benefits: You must fall from a height at least 2x greater than the height of your character (via Raise Earth Platform earthbending move). For this to have any effect, your target must be buried. (via the "bury" earthbending move) When you jump from the platform, you perform a fortitude saving roll to halve the falling damage. (DC uhh.. 15, idk, help me out :P). When you land, your opponent is launched into the air to a height equal to twice the distance you fell. They take normal falling damage +1d4 for every 10 feet.

Something like that. Just saw it on the show, thought it would be funny. I know it's prolly dumb, idk enough about d20, if someone could revise it, that would be cool. Thanks ^_^

Earth platform btw, is 1 foot by 1 foot, so its height is the max amount of earth you can move, which was already in the earthbending class description written by the OP.
#38

zombiegleemax

Aug 07, 2006 16:04:11
Sorry forgot to ask a few things
#39

zombiegleemax

Aug 07, 2006 16:11:16
Hey Rablek thnks for the idea, but if you can come up with something for before next weekend it great. I decided to test too.
Another question does the fire bender get a fire blast for each attck in his attack bonus. For example if he had base Attack bonus +6/+1 can fire two fire blast and the same for the other benders?
Concerning armor shouldn'nt it be better if the bender had to add the check penatly to any bending roll to reflect the dificulty of movement.
#40

zombiegleemax

Aug 11, 2006 11:26:37
I'll add the Sand Benders next. Oh, and this shouldn't be limited to just what the show says. What about Wood Benders, Acid Benders, Life Benders, And Death Benders. I might add a few.
#41

zombiegleemax

Aug 11, 2006 11:27:10
Sorry, accidently triple posted.
#42

zombiegleemax

Aug 11, 2006 11:28:54
Sorry, Accidently Triple Posted
#43

cthuhlu_the_groovy

Aug 11, 2006 11:57:33
Have you considered using the book of nine swords? Stone Dragon works for earth bending, devoted spirit for water (healing) Desert wind for firebending, and maybe setting sun for airbending (throws)? The mildly anime/ wuxia feel goes well with avatar and benders always seemed slightly more martial to me. They (the bending styles) ARE based on real martial arts techniques. In addition to this, the warlock class from complete arcane's ability to use a few special abilities numerous times is reminiscent of bending and eldritch blast can be given an energy type effects. The Wu Gen class's elemental specialization could be utilized. if you work with existing rules you may establish better balance. Also, the Avatar "Nick" site actually contains some decent information if you have the patience to deal with the inane design.

cheers!
#44

whym

Aug 11, 2006 21:04:56
I'll add the Sand Benders next. Oh, and this shouldn't be limited to just what the show says. What about Wood Benders, Acid Benders, Life Benders, And Death Benders. I might add a few.

I'm a fan of the show as well; so, I thought I should point out that there are no such other benders. There are four elements only, and all other styles of bending are simply variations of the four.

The sand benders, for example, are earth benders who specialize in sand. Toth, an earth bender, is capable of bending sand, but only with difficulty. The swamp benders, who were able to control vegetation, were actually water benders manipulating the water inside the plants. With sufficient practice, I'm certain that Kitara, or any other water bender, could similarly control plants.

As an additional resource, I suggest that you guys take a look at the Avatar trading card game, published by UDE. It has a lot more examples of bending moves that you can draw on for your ideas.
#45

zombiegleemax

Aug 13, 2006 0:45:40
Mmm, I like, I like. And, yes, the 'Sand' and 'Plant' benders were just specialists in Earth and Water, but what he meant was to make other types of benders because it would be cool, although not nessesarily correct.

Also, Appa flies with Air Bending, so the Giant Bison creature or whatever it was should NOT have a fly speed, but you should create a sample creature (Much like Unicorn and Celestial Charger) with levels in Airbender.

I'd like to see more feats. Lots more feats. Or maybe something like a Warlock's invocations, make an extensive list of bending abilities and let them learn certain numbers of them at different levels. All this, of course, in addition the the existing abilities.

Also, I'd put some more detail into it. For example, how much weight can an Earthbender support on a floating rock?
#46

zombiegleemax

Aug 13, 2006 0:47:48
Oh yeah, and about the Avatar.. At epic levels he'd only have 5 levels in each of the classes.. Perhaps there should be a special Avatar class, that progresses in all types of bending? Of course, there'd be a LA, and the bending uses per day wouldn't stack.
#47

zombiegleemax

Aug 19, 2006 21:52:02
uh... bump >.>
#48

sword_war444

Aug 26, 2006 12:06:51
This is my go oat the avatar Template

Bending: CAn Bend all element. Thus the multi class restrictions do not apply.
Main bending: they gain one Level in each bending type every two level .
La: 5
I forgot about the avartar state benifts whoom.
One thing I think you should fuse with a eleent
Secondly Bending is ockay but I think that there should specail moves Like invocation. You should start with three and learn 1every three Level.
#49

zombiegleemax

Aug 28, 2006 19:38:36
So I tested the classes, all except the airbender (playing in the second season of the series just after the fall of Omashu) the game pretty well, but my players complained of the lack of diversity in the attacks so we decided to use some of "the Player's Handbook" spells as well as "the Oriental Adventures". With out magic in the world of avatar the melee classes lack the power of magic items to buff their damage. So I going to test the game using the BESM d20 wound system and see how it works. My thought was that with a more abstract attack system diversity can come with colorful description instead of elaborate rules and countless damage dice. But I not sure I'll post something on it next week if I get my players together. Further more I was thinking shouldn’t fire benders have like a weaker attack that would allow them to use their base attack bonus to imitate them better. In the show they seem to be able to throw consecutive attacks very quickly.
:fight!:
#50

smischmal

Sep 04, 2006 13:35:20
Sorry i havent been around, honestly im shocked this post is still going.
I really like the bending as invocations ideas a lot of other stuff up there.
Maybe ill start on that.
#51

zombiegleemax

Sep 08, 2006 11:54:32
________________________________________
After a few sessions playing the game I came to one conclusion. Even though the Bending classes balance well between themselves they don’t with all the other classes. Due to the lack of magic in the avatar world I started searching ways to balance the other classes with out the need of magic. Eventually I came across Monte Cook's Iron Heroes. This setting works perfectly with the avatar world. Reading I learned the system of token pools. Which if you are not familiar it’s sort of like "mana points" for each class. None of the classes posses magical abilities instead they rely purely on skill. Using the tokens pool I was planning in limiting the benders use of their bending to even them out with every one else. Instead of the normal pools the bender would have Jing pools. Followings the series idea. By doing this benders will have to charge their Jings pools to use more advance bending techniques. This would stop PC or NPC (especially fire benders) from doing to much damage to quickly. My idea is to give each bending class three or four techniques at level 1 jing free and the add all the rest by using Jing. Example the firebender would have fireblast but weaker only 2d6, but able to use his full attack bonus in combat. When his/her Jing pool is high enough he would be able to use all his abilities according to his level. I d really like a second opinion about this because I not sure if it ok. But also Jing would explain their increase in bending skills during certain condition i.e. Full moon for water benders. Their Jings pools would charge faster under such conditions. Also this allows the other classes with no access to bending a fighting chance.
#52

smischmal

Sep 16, 2006 12:10:58
the avatar could be a gestalt character with levels in an avatar prestige class to develop his abilitys for communing with the spirit world and his avatar state
#53

smischmal

Sep 16, 2006 18:12:58
how much weight can an Earthbender support on a floating rock?

You just factor in the weight of the object on top of the rock as though it was rock, maybe 1.5 times the weight if the earth wouldn't support the object normally (like when those earthbenders picked up the guys on the slave place on top of coal)
#54

cpt._reed_dup

Sep 16, 2006 20:20:41
Well I am glad to see this thread isn't dead. I was wondering what the stats on Toph would be, like what level?

Also I don't know if someone has already said this but I didn't see it. How many times can a bender use their powers in one day or do they just fatigue after a while?
#55

janus_walcott

Sep 17, 2006 22:47:21
I think the best way to go about this would be to develop new fighting styles based on the disciplines in Tome of Battle. As I read it, especially the Desert Wind school, all that was in my mind was "AVATAR. This is just like Avatar..."
#56

maxxrox

Sep 19, 2006 22:57:00
This is gonna screw up all work you've been doing, but I suggest using Saros' Shaper system for bending. With a few modifications, it would work perfectly in the Avatar world.

http://boards1.wizards.com/showthread.php?t=694863
http://www.dndonlinegames.com/showthread.php?t=42167
#57

zombiegleemax

Sep 20, 2006 23:58:06
To be really honest, Avatar was never meant to be a D20 Conversion. Try Tri-Stat, or some other system.
#58

janus_walcott

Sep 24, 2006 18:40:18
I don't know Tristat.
I can't afford to buy another system.
My bookstore has never heard of it.
#59

zombiegleemax

Sep 25, 2006 18:09:50
well after all this time i finally finish the earth benders, i sent it to all of you who request from my 1st post i hope it works great for you please let me know.
#60

zombiegleemax

Sep 26, 2006 10:53:45
Also, Appa flies with Air Bending, so the Giant Bison creature or whatever it was should NOT have a fly speed, but you should create a sample creature (Much like Unicorn and Celestial Charger) with levels in Airbender.

air benders can not fly, at least not with out help form a glider staff. What is helping appa? it is an innate ability that appa has so i think it should have a fly speed.
#61

zombiegleemax

Sep 26, 2006 14:52:32
well after all this time i finally finish the earth benders, i sent it to all of you who request from my 1st post i hope it works great for you please let me know.

Hey could you send me the classes you've completed?
My email is [email]enrique_puricelli@hotmail.com[/email]
#62

maxxrox

Sep 26, 2006 15:25:14
Could you just post the Earthbender class as an attachment? I don't see any reason why it should only be sent to specific people.
#63

zombiegleemax

Sep 26, 2006 16:52:57
Sorry maxxrox could not do it with out a bunch of extra work. but I'd be more then happy to send it to ya.:P
#64

maxxrox

Sep 26, 2006 17:41:53
Please do, along with any of the other bender classes.
#65

cpt._reed_dup

Sep 26, 2006 23:42:31
Could you PM me a copy and any other Benders too, Please?
#66

zombiegleemax

Sep 28, 2006 2:13:21
hey man can you send me the bender classes as well thanks
#67

zombiegleemax

Sep 28, 2006 4:14:54
dont mean to double post but just thought of a move that could be used for water benders. if a water bender is able to control a person from the water in there body. couldn't they as well draw out the water from withen the person. im new to this so not sure stats or if that would be to stong just came to me so figured i would throw it out there.
#68

zombiegleemax

Sep 28, 2006 8:11:12
dont mean to double post but just thought of a move that could be used for water benders. if a water bender is able to control a person from the water in there body. couldn't they as well draw out the water from withen the person. im new to this so not sure stats or if that would be to stong just came to me so figured i would throw it out there.

i'm way ahead of ya, I am currently proof reading my water benders and will it ready sometime today. and it has very similar powers. so just what and see what i got, i think you will like it.:D
#69

zombiegleemax

Sep 28, 2006 14:22:58
sweet man cant wait till you send them so i can run a test play it with my buddys
#70

maxxrox

Sep 28, 2006 16:36:37
Homerjay, I never got the email. Did you send it?
#71

zombiegleemax

Sep 28, 2006 16:46:41
no he just finished water bending and is proof reading told me he would send it later but he didnt say a time.
#72

zombiegleemax

Sep 28, 2006 21:25:32
Ok i sent it, it included a update on Air Bendeing, & Earth Bending. i finished water bending i proofed it but if you see an mistakes let me know. please enjoy and let me know what you think.
#73

zombiegleemax

Sep 28, 2006 23:10:43
looks great i cant wait till your done with the fire bender class i can't say anything bad about the other 3. looks great going to give them a try tomorrow thanks and when you finish the fire benders let me know
#74

raptorial

Sep 29, 2006 0:57:39
How about these stats for some of the creatures
Unagi: D (I guess that's how you spell it)
Unagi
Colossal Dragon
Hit Dice: 38d12+611 (858 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 23 (-8 size, +21 natural), touch 2, flat-footed 23 Base Attack/Grapple: +38/+76
Attack: Bite +52 melee (4d8 +22)
Full Attack: 4 Bite +52 melee (4d8 +22) and 2 tail +50 melee (4d6 +11)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Constrict, frightful presence
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +39, Ref +23, Will +24
Abilities: Str 54, Dex 11, Con 42, Int 14, Wis 13, Cha 8
Skills: Concentration +46, Hide +14, Listen +51, Move Silently +28, Search +22, Sense Motive +21, Spot +51, Survival +51, Swim +72
Feats: Cleave,Die Hard,Endurance,Extra Turning,Great Fortitude,Improved Bull Rush,Improved Initiative,Iron Will,Lightning Reflexes,Multiattack,Power Attack,Toughness,Track
--------------------------------------------------------------------------------
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Always neutral
Advancement: 39-114 HD (Colossal)
Level Adjustment: -

Combat
Constrict (Ex): The unagi can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the unagi’s entry.
Frightful Presence (Ex): The unagi's very presence is unsettling to foes. This takes effect automatically when the unagi performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is 30 feet, and the duration is usually 5d8 rounds. This ability affects only opponents with fewer Hit Dice or levels than the unagi has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 unagi's racial HD + unagi's Cha modifier). An opponent that succeeds on the saving throw is immune to the unagi’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Breath Weapon (Su): The unagi can unleash a devastating cone of jet propelled water.This weapon allow a Reflex save for half damage (DC 10 + 1/2 Unagi’s racial HD + Unagi’s Con modifier).

A dragon possesses the following traits.
Immunity to magic, sleep effects, and paralysis effects.

Hae Bai (Forest Protector Spirit Beast)
Hae Bai
Gargantuan Outsider (Good)
Hit Dice: 16d8+179 (251 hp)
Initiative: +3 (+3 Dex)
Speed: 55 ft. (11 squares)
Armor Class: 25 (-4 size, +3 Dex, +16 natural), touch 9, flat-footed 22
Base Attack/Grapple: +16/+46
Attack: Bite +30 melee (5d8 +18)
Full Attack: Bite +30 melee (5d8 +18) and claw +25 melee (4d6 +9)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., outsider traits
Saves: Fort +21, Ref +13, Will +17
Abilities: Str 46, Dex 16, Con 32, Int 16, Wis 20, Cha 8
Skills: Balance +43, Climb +38, Concentration +51, Hide -9, Jump +27, Knowledge (the planes) +33, Listen +25, Spot +55
Feats: Die Hard,Endurance,Iron Will,Run,Toughness,Track
--------------------------------------------------------------------------------
Environment: Spirit World
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral good
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Level Adjustment: -

Combat
Alternate Form (Su): The Hae Bai has the alternate form of a panda.
Etheral Jaunt (Su): I don't have the book that this comes from evidentley, so you can fill in the blanks.

An outsider possesses the following traits.

Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Good Subtype: A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction, above).
#75

zombiegleemax

Sep 29, 2006 14:24:40
Nice Work Raptorial. but I believe Momo is a "flying lemur" and the spirit monsters "Forest Protector" name is "Hae Bai". Now back to the reason I was posting....
I have updated some more on the Earth and Water benders, mostly terminology and rule clarification. I will send out at your request. I will be working on fire benders this weekend and I hope to have the Avatar PrC done by next weekend. And please again anyone who has had a chance to play test let me know how it is going. I am extremely interested to hear how they play. Thanks for the support.
#76

zombiegleemax

Sep 29, 2006 21:25:19
hell ya man send the up-dates my way im trying toget together with my buddy sat or sun so i will post on monday more than likely letting you know how it went. but for the future if you could any up dates just send em to me so i dont have to post everytime ok. thanks man
#77

smischmal

Sep 29, 2006 21:43:03
How about these stats for some of the creatures
Unagi: D (I guess that's how you spell it)
Unagi
Colossal Dragon
Hit Dice: 38d12+611 (858 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 23 (-8 size, +21 natural), touch 2, flat-footed 23 Base Attack/Grapple: +38/+76
Attack: Bite +52 melee (4d8 +22)
Full Attack: 4 Bite +52 melee (4d8 +22) and 2 tail +50 melee (4d6 +11)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Constrict, frightful presence
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +39, Ref +23, Will +24
Abilities: Str 54, Dex 11, Con 42, Int 14, Wis 13, Cha 8
Skills: Concentration +46, Hide +14, Listen +51, Move Silently +28, Search +22, Sense Motive +21, Spot +51, Survival +51, Swim +72
Feats: Cleave,Die Hard,Endurance,Extra Turning,Great Fortitude,Improved Bull Rush,Improved Initiative,Iron Will,Lightning Reflexes,Multiattack,Power Attack,Toughness,Track
--------------------------------------------------------------------------------
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Always neutral
Advancement: 39-114 HD (Colossal)
Level Adjustment: -

Combat
Constrict (Ex): The unagi can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the unagi’s entry.
Frightful Presence (Ex): The unagi's very presence is unsettling to foes. This takes effect automatically when the unagi performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is 30 feet, and the duration is usually 5d8 rounds. This ability affects only opponents with fewer Hit Dice or levels than the unagi has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 unagi's racial HD + unagi's Cha modifier). An opponent that succeeds on the saving throw is immune to the unagi’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

A dragon possesses the following traits.
Immunity to magic, sleep effects, and paralysis effects.

Lemu (Hooray Momo)
Lemu
Tiny Magical Beast
Hit Dice: 1/8d10+0.25 (0 hp)
Initiative: +8 (+8 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (good), climb 20 ft. (4 squares)
Armor Class: 20 (+2 size, +8 Dex), touch 20, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Bite -0.875 melee (1d3 -3)
Full Attack: Bite -0.875 melee (1d3 -3) and claw -5.875 melee (1d2 -5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +12, Will +1
Abilities: Str 5, Dex 26, Con 14, Int 16, Wis 13, Cha 17
Skills: Concentration +10, Hide +16, Jump +4, Listen +1, Sleight of Hand +13, Spot +6
Feats: Lightning Reflexes
--------------------------------------------------------------------------------
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1.125-0.25 HD (Tiny); 1.25-0.375 HD (Small)
Level Adjustment: -

Forest Protector (Don't remember the name)

Some comments.
The forest spirit is named Hay-Bai and i think it is a unique creature, it should be able to shift planes (you know to the spirit world) too.
Also, remember about the Onagi's high pressure water attack thing
I dont think that the lemur deserves a 16 Intelligence, they're smart, but not that smart. Maybe a 10 or 11 would be in order.
#78

zombiegleemax

Sep 29, 2006 21:55:18
Some comments.
The forest spirit is named Hay-Bai and i think it is a unique creature, it should be able to shift planes (you know to the spirit world) too.
Also, remember about the Onagi's high pressure water attack thing
I dont think that the lemur deserves a 16 Intelligence, they're smart, but not that smart. Maybe a 10 or 11 would be in order.

He does make a point but they do look good, good job anyway. maybe give Hae Bai etheral jaunt, and Onagi a line Breath Weapon of high presure water, and drop the lemur int to around to 3-4. you also might want to round of non-whole numbers, which i'm not sure how you came up with them. but over all i like.
#79

raptorial

Sep 29, 2006 22:20:00
I edited unagi and Hae Bai, and deleted Momo all together. He was a little confusing stat-wise, and I decided to let someone else jump in and stat him.
#80

zombiegleemax

Oct 01, 2006 20:27:59
thanks Raptorial;)
#81

zombiegleemax

Oct 02, 2006 23:59:41
firebenders look ok i sent you a pm with some suggestions but look ok but could be better hope you look it over and and make some good choices let me know when you want me to look over it again
#82

zombiegleemax

Oct 03, 2006 9:58:53
I have completed the Fire Benders; so that completes the four elements, however some explanation is in order. unlike all the other benders fire benders gain an AC bonus like the air and water, however they can also wear armor like the Earth benders, but they do not gain benefit from both at the same time. if they wear armor they get the armor AC and not the Wisdom Bonus to AC, if they don’t wear armor then they can add the Wisdom bonus to AC. make sense. they also have fewer Ki powers, but to make up for that they deal more damage with both Elemental strikes and (i was not going to add this but did) they gain the ability to use fire or lightning at higher level. i will send out on request, and i like Feedback people so let me know what you think.

I feel very confident about them they seem balanced compared to monks. if anyone play one let me know how it went i have been unable to play test. thanks again for all the support. and With out further ado.
#83

maxxrox

Oct 03, 2006 16:18:56
Please email me the firebender. Or better yet, attach it to a post. You can do that to forum posts, if not PMs in the way I described to you.
#84

zombiegleemax

Oct 03, 2006 17:01:48
at the bottom it says "You may Not post attachments"
#85

maxxrox

Oct 04, 2006 16:34:09
That's just annoying
#86

zombiegleemax

Oct 04, 2006 22:52:31
That's just annoying

I agree, I e-mail [email]boards@wizards.com[/email] and they told me that the only place you can post attachments is in the Art Gallery, so i dont know, but how did they look? did they make any sense? letme know
#87

portent

Oct 04, 2006 22:56:11
Heya folks, sorry I've been out of the loop (I haven't gotten any notification emails for this thread for some reason).

Don't suppose you could send me the Bending classes, Homer? My email's [email]fchu@purdue.edu[/email] , or you could just PM the stuff.
#88

raptorial

Oct 06, 2006 2:04:07
I'm currently in the process of doing the platypus-bear, rhinomeleon, and library owl (darn it I forgot another name ).
#89

bawb44

Oct 06, 2006 7:29:50
I have play tested the air bender and it works pretty good, and today is my game day so i believe we will be testing the rest of them. I will post tomorrow to let everyone know.
#90

zombiegleemax

Oct 06, 2006 8:06:00
I have play tested the air bender and it works pretty good, and today is my game day so i believe we will be testing the rest of them. I will post tomorrow to let everyone know.

thank you!
#91

bawb44

Oct 07, 2006 8:23:10
Last night we tested the benders (all of them). The only problem we could find with them is that they all start with no money. Other than that, the classes are great. Thanks to those who made them and those who enhanced them. In the future we would like to assist even more creations by playtesting any more avatar stuff that is created. Thanks again, and keep up the good work.
#92

raptorial

Oct 07, 2006 13:59:28
Here are a pair of new creatures, the workhorse of the Fire Nation and a weird bearlike beast.
Rhinomeleon
Huge Animal
Hit Dice: 4d8+39 (57 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +3/+25
Attack: Gore +15 melee (2d8 +14)
Full Attack: Gore +15 melee (2d8 +14) and tail +10 melee (1d6 +7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 38, Dex 15, Con 28, Int 2, Wis 14, Cha 8
Skills: Balance +3, Hide -6, Intimidate +3, Listen +2, Spot +3, Survival +3
Feats: Run,Toughness
------------------------------------------------------------
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment: -

Combat
Powerful Charge (Ex): When a rhinomeleon makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is 3d8 damage, an advancement of its normal gore attack.

Platypus-Bear
Large Magical Beast
Hit Dice: 2d10+12 (23 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), swim 40 ft. (8 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+15
Attack: Claw +10 melee (1d6 +9)
Full Attack: Claw +10 melee (1d6 +9) and tail +5 melee (1d8 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rake
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +9, Ref +6, Will -1
Abilities: Str 28, Dex 17, Con 23, Int 3, Wis 9, Cha 6
Skills: Hide -1, Listen +1, Spot -1, Survival +1, Swim +10
Feats: Endurance
------------------------------------------------------------
Environment: Temperate land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

Combat
Rake (Ex): A platypus-bear gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a platypus-bear gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.A platypus-bear must begin its turn grappling to use its rake-it can’t begin a grapple and rake in the same turn.
#93

skyodin

Oct 07, 2006 17:41:15
When the people in my D&D group first got our hands on Tome of Battle, we were struck by how much the Desert Wind style resembled firebending. Not only that, but the dwarven prestige class in the book earthbends a little bit.

This made me wonder, wouldn't a maneuver system like the one from Book of the Nine Swords be perfect for mimicing Avatar: The Last Airbender? The book has the same sort of flashy, high-action feel to it that Avatar has.
#94

zombiegleemax

Oct 08, 2006 0:52:18
Last night we tested the benders (all of them). The only problem we could find with them is that they all start with no money. Other than that, the classes are great. Thanks to those who made them and those who enhanced them. In the future we would like to assist even more creations by playtesting any more avatar stuff that is created. Thanks again, and keep up the good work.

which version did you run?
#95

maxxrox

Oct 08, 2006 10:35:27
I already suggested an alternate system: the Shaper system on DnDOG. I think this project is too far along to start over and apply another system.
#96

bawb44

Oct 11, 2006 21:16:14
had a thought, since the only thing i found out that was missing was the money, let us just use the starting cash from monks. What ya think.
#97

zombiegleemax

Oct 11, 2006 22:22:58
he heavly based the classes off the monks. news i play tested the air bender and the earth bender it was just me and a friend so the whole team didn't get a chance to play them all at once. but im hoping for a chace this weekend but air benders are made great and so are earth benders but the only ones that have bonus feast is fire benders not sure if you just forgot when you made. all things considered there decent a few bugs still need to be worked out.
#98

zombiegleemax

Oct 12, 2006 9:47:49
he heavly based the classes off the monks. news i play tested the air bender and the earth bender it was just me and a friend so the whole team didn't get a chance to play them all at once. but im hoping for a chace this weekend but air benders are made great and so are earth benders but the only ones that have bonus feast is fire benders not sure if you just forgot when you made. all things considered there decent a few bugs still need to be worked out.

had a thought, since the only thing i found out that was missing was the money, let us just use the starting cash from monks. What ya think.

Yes HEAVLY based off the monk. starting money should be same as monk. ya im working on some of the bugs, and no I didn't forget on the the other benders the Fire Benders gain bonus feats to make up for the lack of Ki powers. fire benders are going to be changed a little, so if you have any suggestions im open to them. Earth Benders are also on my list to fix as they are the least damaging of the benders.
Thanks for all the feedback , and as i make revisions i shall post to let you know.
#99

zombiegleemax

Oct 12, 2006 16:32:14
Bending Classes 1.07 is now available:evillaugh. I have updated the Earth Bender giving them Mettle in place of evasion, and I have taken away their flurry of blows and replaced it with more unarmed damage and DR i have also added another Ki power "Earth Thrust". The fire benders; I have taken away the lightning (I plan on doing that with a PrC) and gave them Blue fire. cleaned up some terminology and various other thing "like a multi-class restriction". I'll send out at request just PM me.:D
#100

raptorial

Oct 12, 2006 20:55:40
Yes, that sounds about right. It takes a lot of practice for a Firebender to go all Sithy on their bad selves!
#101

zombiegleemax

Oct 18, 2006 12:24:02
Well, How are they Looking? i have not got any feedback as to make changes or anything, other then i heard the Air and Earth benders are a little weak comparied to the Fire and Water benders. what is everyone elses thoughts? i have not got the Avatar PrC done yet. but i'm working on it. let me know.
#102

zombiegleemax

Oct 18, 2006 15:45:21
I would like to see the avatar d20 you have created i have read your posts and it seems very interesting. I have just got into avatar and wanted to create a system for it myself but I was thinking along different lines.
#103

portent

Oct 19, 2006 19:22:07
I'd love to playtest these, but my gaming group is in a bit of a dry spell, those lazy bums. We haven't had a game in like two years.

If anyone has AIM and feels like starting up an AIM based game, I'm totally up for it.
#104

raptorial

Oct 20, 2006 1:19:00
On a whim, I looked up Unagi, and found out that it means eel Japanese (how fitting :P ). Also, I'd love to see the character stats for some of the characters. One note-Zuko's allegiance should not be evil in my opinion. He's changed a lot in recent episodes. I loved seeing his softer side in "Tales of Ba Sing Sae". I hoped I spelled that right.
#105

maxxrox

Oct 20, 2006 15:57:49
I agree. In fact, Zuko is the definition of Chaotic-Good in my mind. His uncle is definitely Neutral-Good and Aang, Kitara, and Saka are probably all Lawful-Good or Neutral-Good.
#106

zombiegleemax

Oct 20, 2006 17:28:14
I don’t know; I think that Bending requires a lot of discipline. but i could be wrong about that now that you mention it. looking at the show and seeing the differant characters. on mine i have set a Alignment restriction of lawful, but i think i might have been wrong about that. what does everyone else think, should i remove that restriction? let me know
#107

_bolshack_dragon_

Oct 20, 2006 22:16:13
What about the water spout technique? You know the one in the 2nd episode when Aang rose up out of the water in that pillar of spiraling water. I know there is a spell in Stormwrack similar to it, but what do you think?

And do you think it possible to send me all four of the classes?
#108

zombiegleemax

Oct 20, 2006 23:37:49
the spout that your talking about is not a certain thing that any bender can do in fact if you look at it again you will see the anag is in the avatar state that greatly improves he bending so i don't think that it should be made a water bending tech.
#109

_bolshack_dragon_

Oct 20, 2006 23:41:52
I remember in Siege of the North Part two I think, Pakku uses the spout against some fire benders.
#110

portent

Oct 21, 2006 2:44:33
While there are certainly some trends that the various benders seem to follow (Firebenders & Earthbenders seem to be pretty Lawful in my mind, and the Air Nomad ascetics look to be as disciplined as normal D&D monks; Water, not so sure about), some of the individual characters are pretty wild and all over the place.

Aang is depicted as a very free spirit and follows his old sense of good, I think; he doesn't seem very Lawful to me, but definitely Good aligned.

Toph is all about getting the heck away from authority; she hates cities, the "rules and regulations" and so forth that she complains about when gang first enters Ba Sing Se.

Katara was outright "fighting the power" in the Northern Water Tribe, even challenging the Water Master (I forgot his name) to a bending duel in order to gain the right to learn combat waterbending. While this was certainly a "chaotic" act (going against authority, heading straight to the violence part as opposed to going through any other channels), though, it's not really representative, since it was a pretty extreme situation.

Those "wrestlers" in the episode where Toph was introduced; running an underground fighting ring can't be good for your lawful health :P

Personally, I never liked the alignment system, instead preferring to use "Allegiances" like in the Black Company Campaign Setting (get a set of codes, people, organizations, etc. that you're "loyal" to and stick by those specific ones, instead of the overarching alignments). However, since making a standard format would be best for as many people to incorporate these into their games, I'd recommend dumping alignments entirely, but certainly declaring which alignments seem to be favored.

I guess the big part about "Lawful" that I don't agree with is adherence to the state, local laws, etc., but I do agree that all the Benders are very disciplined in the martial/bending arts.

Earth & Fire: very Lawful, lots of adherence to the state (Fire Nation and Earth Kingdom both have lots of benders in the military; institutionalized and so forth).

Water: No clue.

Air: I can't tell much from the flashback scenes, but using the D&D Monk monastery thing, I'd recommend Lawful, if you don't care about Aang flouting local authorities.

Anyways, moving on to game mechanics, what little I can think of at the time.

If you're going to make the Lightning Power a PrC, I'd recommend making it either a 5 level PrC, or, if you go the full 10 levels, to make a Firebender continue advancing in other Firebending abilities alongside gaining power over Lightning.

Main reason is because you have Blue Firebending at level 15 (which I agree with), which Azula obviously has achieved. However, she certainly seems to be very adept at lightning (even being able to shoot it from atop a riding lizard, I believe), and she's definitely no "half powered" lightning shooter (i.e. level 5 of 10).

Of course, even with such a 5 level PrC, that'd make Azula a Firebender 15/Lightning 5; I don't know if Azula, at the age of what, fifteen or less, would be 20th level already. Aang's power (at the age of 12 or 13) comes from his sheer natural aptitude as the Avatar.

Assuming a 5th level PrC, I'd recommend making the requirements something a level 6 or 10 firebender could apply for; level 6 because that seems to be a pretty common entry point for PrC's (not to mention the first "step up" for the Firebender's elemental strike, from 1d6 to 1d8), or level 10 to signify the entry to greater mysteries (half way to level 20, etc.)

The power scale should probably go from low level electricity to higher level lightning attacks, of course. Assuming a 5 level power scale, maybe level 1 shocking grasp, level 3 lightning bolt, level 5 chain lightning (even though we haven't seen Azula or Iroh perform a chained bolt in the show, I can't find any other lightning-based spells that notably "step up" from lightning bolt in the SRD).

I don't know whether to recommend continuing to advance things from the base Firebending class like Unarmed Damage and Flurry of Blows; I guess that's what playtesting is for, heh.

Hope this helps!
#111

zombiegleemax

Oct 21, 2006 8:12:17
Thanks Portent for the response. I had planned to make all PrC 5 levels as not to take away from the main classes. I think your right about the alignments, I will probably remove the restriction. I have a few ideas for the lightning benders but nothing down on paper. i'll see how it pans out. i'll let every one know as soon as they are done.
I will have a updated version soon as i am catching small mistakes here and there. some minor chages are also going to occur. as all ways when im done i'll let everyone know.
#112

portent

Oct 21, 2006 10:48:41
Oh, something I just remembered, from one of my earlier posts in this thread:

One thing I noticed in the episodes I've seen is that motion and movement seems to be absolutely essential to being able to bend (as evidenced when Kitara was hit by My Tee's pressure point attacks, and later, pinned to the tree by the darts to her wristbands), though sufficiently experienced benders can generate effects with even the smallest of movement (such as King Bumi, when he was trapped in the coffin). I'd like to propose the following addition to bending:

Bending requires the movement of the body, with the sweeping of limbs, hand and feet positioning, and so forth. When wearing armour, subtract the armour check’s penalty from your bending class level (to a minimum of 1) for determining effects.
If your body is otherwise restricted/unusable/severely injured, then your bending further suffers an effective class level reduction: one limb unusable (-2), two limbs unusable (-4), three limbs unusable (-8), four limbs or body unusable but head still usable (-16). If the entire body is completely paralyzed/helpless and/or your class level would be reduced to 0 or less, then you cannot use bending in that situation.

This lets lower level characters try to use bending even when injured/incapacitated (such as Kitara almost able to use water when her arms were paralyzed), and lets high level fellows (such as the almost definitely epic King Bumi) to use bending even when almost entirely immobilized ("They didn't cover my face!"; man, I love that guy).

I'm not entirely sure what Firebender and Earthbender armour is made of (I think Firebenders wear a form of slat or light metal armour of some sort, and I can't tell with Earthbenders what's armour and what's their own muscle mass, although the Dai Li warriors at the very least seem to have breastplates and gauntlets).

What do you think of that?
#113

zombiegleemax

Oct 25, 2006 22:20:04
So how are they playing?:P
#114

_bolshack_dragon_

Oct 26, 2006 13:56:13
Havent used 'em yet, but as soon as I can I will let you know
#115

rose_dechara

Oct 29, 2006 9:30:43
I have a few ideas on how to better work your system instead of using all the characters feats just to learn new moves. Use the psionics systems with power points, powers know, and max power level. Power points also restore them self over time and not just a full night sleep so you don't really need to worry about the benders be able to do things unlimited amount of times or running out to fast.

There are some feats I would keep like Tofu's ability to see with earth bending, an Azula blue fire doing 1d8 instead of 1d6 for normal fire, and a few more, but most of the moves would be in a spell like format...so you would have range, area, effect, duration, all bast on level....etc and points cost to start and keep up.

I used Arcane spell failure chance when using bending sense that system is already fully built into the D&D game and fire and earth benders can have the class abilites like warmage to wear light armor without having to make these checks.
#116

zombiegleemax

Oct 29, 2006 14:01:49
I have a few ideas on how to better work your system instead of using all the characters feats just to learn new moves. Use the psionics systems with power points, powers know, and max power level. Power points also restore them self over time and not just a full night sleep so you don't really need to worry about the benders be able to do things unlimited amount of times or running out to fast.

There are some feats I would keep like Tofu's ability to see with earth bending, an Azula blue fire doing 1d8 instead of 1d6 for normal fire, and a few more, but most of the moves would be in a spell like format...so you would have range, area, effect, duration, all bast on level....etc and points cost to start and keep up.

I used Arcane spell failure chance when using bending sense that system is already fully built into the D&D game and fire and earth benders can have the class abilites like warmage to wear light armor without having to make these checks.

have i sent you a copy of mine? They gain Blue fire like azula, i use a ki system From the Ninja class, also tophs Earth sight is like tremorsense which is in the D&D system.
#117

sword_war444

Oct 30, 2006 17:43:36
hey have you got a new version sense you sent me ast
#118

dark_halo

Oct 30, 2006 17:44:50
Hey Homer, Would you mind sending me a copy of your stuff when you get a chance, I'd really like to see it. I have a couple of players interested in playing Bender type characters ( I'm one of 'em :D ), and if I don't have to create an entirely new system from scratch I can start the game sooner. Thanks!
#119

zombiegleemax

Oct 30, 2006 21:28:30
hey have you got a new version sense you sent me ast

im at 1.08 what do you got?
#120

zombiegleemax

Oct 31, 2006 11:35:24
has anyone tried to drop them into a D&D game? are they overpowered? underpowered? seem to run OK? let me know!:D
#121

marcoasalazarm

Oct 31, 2006 13:03:47
I've tried to edit them in order to add them to my D20 Modern game, but I don't have an idea of what to remove completely and what to keep (what I've tried, insofar, has seriously lacked the 'flavor').
#122

zombiegleemax

Oct 31, 2006 14:03:30
I've tried to edit them in order to add them to my D20 Modern game, but I don't have an idea of what to remove completely and what to keep (what I've tried, insofar, has seriously lacked the 'flavor').

Did your edit lacked flavor, or mine?
#123

marcoasalazarm

Oct 31, 2006 18:12:01
Mine.
#124

zombiegleemax

Nov 02, 2006 17:14:42
Hey,
I am thinking about dropping the water benders flurry of blows but I need something to replace it. Any suggestions?
#125

zombiegleemax

Nov 03, 2006 19:55:20
please make a lightnig bender prc
#126

zombiegleemax

Nov 03, 2006 22:21:45
please make a lightnig bender prc

Yes, I'll work on it over the weekend, and beginning of next week.
#127

raptorial

Nov 03, 2006 23:55:24
After seeing tonight's episode and Zuko letting go of his inner demons with the help of Iroh, I just want to see him statted even more. He's left his dark past behind, and is well on the path to redemption.
#128

zombiegleemax

Nov 04, 2006 14:05:42
is there anyway that one of you guys could take all of these ideas and stuff and put them together into one big document and post it or something? im not good at collecting information like that unless i have the time which i definately do not have. if any of you could do that it would be great!
#129

sword_war444

Nov 05, 2006 19:37:08
there is a doc and ow yay I got the first version of 3 benders
#130

schitzophrenia_manifest

Nov 05, 2006 20:23:52
Homer Jay:

Would you mind emailing me your bending classes to [email]comewallowindecaywithme@yahoo.com[/email]? I'd very much appreciate it.
#131

zombiegleemax

Nov 05, 2006 21:08:26
is there anyway that one of you guys could take all of these ideas and stuff and put them together into one big document and post it or something? im not good at collecting information like that unless i have the time which i definately do not have. if any of you could do that it would be great!

i have it in either word or PDF format, i'll need an address to send it to.
#132

zombiegleemax

Nov 06, 2006 22:58:23
Could you send me what you have so far in PDF format?(My computer is not fond of Word) Please send it to [email]eternal-winter@hotmail.com[/email].
#133

zombiegleemax

Nov 07, 2006 6:12:23
Hey, I love what I've seen so far, and was wondering if you could send your recent versions to me.

Thanks

SB
#134

raptorial

Nov 07, 2006 15:13:21
I'd like a PDF version. Please send it to [email]maczoo5@centurytel.net[/email].
#135

dark_halo

Nov 07, 2006 17:29:36
Me too please! Word version preferred. Thanks!:D
[email]infinity_force@yahoo.com[/email]
#136

zombiegleemax

Nov 07, 2006 18:14:17
Well now, 1.10 is available. you will see some major changes here. saving throws are now unique to each class, hit dice are dropped a little, the alignment issue was addressed and basic terminology was fixed. it is available in PDF or Word. I will be send you last four the updated version. and lightning benders should be done sometime tonight or in the morning. the Prc's will be in a separate document. and also sent out at request.
#137

sword_war444

Nov 07, 2006 18:15:24
pdf do you have mine email if not it is
[email]sword_war444@hotmail.com[/email]
#138

zombiegleemax

Nov 07, 2006 18:47:19
I'll take the PrC's too when they're done. I can't wait to see how everything's put together now, and I'll definately let you know what I think when they're done. I prefer pdfs, but I'll take what i can get.

Thanks again
SB
#139

zombiegleemax

Nov 07, 2006 21:04:24
1.10 is delayed. tomorrow at the latest. sorry:raincloud :raincloud :raincloud
#140

zombiegleemax

Nov 07, 2006 22:36:25
Never Mind. its ready and has been sent!!!

Edit: Also; my very first Prc is done LIGHTNING BENDERS. will send out at request as normal. thanks for the feedback let me know any other thoughts.
#141

raptorial

Nov 07, 2006 23:24:33
Thanks buddy. :D ;)
#142

zombiegleemax

Nov 08, 2006 13:45:28
Chi Benders (healers) are done I think. Don’t know if they are balanced but at least they are done. So that makes 2, now I have Sand Benders and Plant Benders to work on. I am accepting ideas for an Air Bender Prc. and of course I need to finish the Avatar Prc.
#143

marcoasalazarm

Nov 08, 2006 13:52:52
Could you send one of those files my way?

[email]marcoasalazarm@hotmail.com[/email]
#144

zombiegleemax

Nov 08, 2006 18:12:38
Hey there. I was wondering if you could send me those files? I'd greatly appreciate it.



thanks
#145

zombiegleemax

Nov 08, 2006 18:53:05
could you post any prcs so i could cut & paste
#146

zombiegleemax

Nov 08, 2006 20:51:03
could you post any prcs so i could cut & paste

no, its to much work.
#147

zombiegleemax

Nov 08, 2006 20:59:49
o
#148

zombiegleemax

Nov 08, 2006 21:01:44
o

I'm sorry, I tried it once and couln't get it. but i'll gladly send it to ya. its now in PDF you can cut and paste from that:P
#149

zombiegleemax

Nov 08, 2006 21:26:19
pm me it please no email
#150

zombiegleemax

Nov 09, 2006 11:42:47
i have it in either word or PDF format, i'll need an address to send it to.

my e-mail is [email]pacman529@yahoo.com[/email]

i would prefer it in word format if you could
#151

zombiegleemax

Nov 09, 2006 14:12:56
Me too please! Word version preferred. Thanks!
[email]moroni1883@hotmail.com.com[/email]
#152

zombiegleemax

Nov 09, 2006 20:15:16
Sorry every one i'll be on a hold for some time i'll ckeck back when i can.
#153

Mist-Bound

Nov 10, 2006 10:58:55
Could you please email me a .pdf copy of this project? My address is [email]cjjscrawford@bigpond.com[/email]

Also, I don't know if you've already changed this, but the Earthsight feat (which represents Toph's unique form of Earthbending-powered vision) would probably be better if it gave Tremorsense rather than Blindsight; if Toph is taken into an area where she can't feel the vibrations (water, sand, air-borne) then she's blind.
#154

drow_paladin

Nov 11, 2006 21:23:43
email me pdf versions of the prcs and the base classes, and could you please send me any new stuff when it is done.

my e-mail is [email]drow-paladin@verizon.net[/email]
#155

maxxrox

Nov 13, 2006 17:22:21
You should have my email from before. Please send me the new version.
#156

zombiegleemax

Nov 13, 2006 17:56:56
[email]billbob153@yahoo.com[/email] please send everything in word document
#157

zombiegleemax

Nov 16, 2006 3:13:20
[email]cagripacin@gmail.com[/email]
#158

zombiegleemax

Nov 18, 2006 9:07:16
Sorry everyone, im back 1.12 is now avaliable. pdf is what i am offering now, and will send it to all of you that have posted your request (tanks for your support). please once i send it out please let me know how they play. thanks to everyone who has givin me feedback. I hope to hear from you soon.
#159

extonswift

Nov 18, 2006 9:08:23
I would also like a copy. email [email]spellwizard@mac.com[/email]
Thnx
#160

erebfaer

Nov 18, 2006 20:22:51
Me too! [email]erebfaer@hotmail.com[/email]
#161

raptorial

Nov 19, 2006 13:05:19
I just got my PDF, and only one word can describe it-awesome.
#162

zombiegleemax

Nov 19, 2006 14:09:45
I just got my PDF, and only one word can describe it-awesome.

Thank you!!!!:D
#163

portent

Nov 19, 2006 16:40:46
Don't suppose I could also have the pdf? My email's [email]fchu@purdue.edu[/email]

Edit: just got the email (dang, you work fast, dude!)

Wow, I must say that the .pdf does look very professional, and that the classes and so forth all look very well made. The two prestige classes listed there are great as well, although out of thematic purposes, I'd probably rename the Chi bender into something else (Water Healer? Restorer?) so that people don't get the wrong impression that there's "another bending style" or somesuch.

The only real recommendations I can give are for more things to be done in the future:

Perhaps the Dai Li could be given their own 5 level PrC. They seem to be specialists in encasing their hands and feet in rock gauntlets/boots and even sending them through the air. I'd recommend:
Prerequisites:
Class level:Earthbender 10th level
Skills Bluff 5 ranks, Gather Information 5 ranks, and Diplomacy 5 ranks. They all seem to revolve around Long Feng himself and are privy to the inner political workings of Ba Sing Se, not to mention seem to function as a form of secret police.
Hit Die: 1d8
Class Skills: Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local, nobility & royalty), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Rope.
Skill Points: 4 + Int mod.
Weapon & Armour: Gain no new proficiencies.

Base Attack Bonus and Saves: as Earthbender.

Lvl Special
1. Intelligence Network, Stone Fists & Feet
2. Stone Defense +2
3. Chi Power (Flying Fists & Feet)
4. Stone Defense +4
5. Improved Mettle, Chi Power (arrest)

Ba Sing Se intelligence network: A Dai Li agent gains a +2 circumstantial bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks made in Ba Sing Se and with Ba Sing Se citizens. This bonus is doubled against certain specially seeded agents of the Dai Li (such as the various Ju Di "tour guides").
Precedent: Can't really name specific instances in the show, but the mere presence of Ju Di seemed to be enough for the many people the Gaang ran into when they were searching for Appa. Not to mention they "safeguard our cultural heritage" and all.

Stone Fists & Feet: The Dai Li agents are all taught the technique of creating stone gauntlets and boots, wielding them expertly as devasting weapons and means to defend themselves against even weapon attacks. As a full-round action, with enough earth or rock around, the Dai Li agent may encase his hands and feet with rock that does not impede his motion or dexterity at all. When making a hand or foot attack with a stone gauntlet or boot, you increase your base unarmed damage to the next die (i.e. from 1d4 to 1d6, 1d6 to 1d8, etc.)
Precedent: All of the Dai Li seem to have these stone gauntlets and boots and seem to use them far more often than other "large scale" earthbending attacks, like Toph, Bumi, and well, every other Earthbender in the show. Not sure if the unarmed damage bonus is high enough or too high.

Stone Defense: The Dai Li agents are masters of their stone fists and feet, skillfully interposing them to defend themselves against their enemy's attacks. Beginning at 2nd level, when wearing stone fists or feet, the Dai Li agent gains a +2 deflection bonus to AC. At 4th level, this increases to +4.
Precedent: When the Dai Li agent catches Jet's sword just before arresting him outside of the tea shop, after dueling Zuko. Not sure if the AC bonus is high enough, though.

Improved Mettle: At 5th level, the Dai Li agent's Mettle ability from his base Earthbender class improves. Even if he fails a Fortitude or Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial, etc.) he suffers the reduced effect, and still completely negates the effect on a successful save. An unconscious or sleeping Dai Li agent does not gain the benefit of Mettle.
Precedent: None really; I just thought it'd be a natural progression of the Mettle class ability gained by Earthbenders at 4th level.

Chi Power (Su): Dai Li levels and Earth Bending levels are added together when determining a Dai Li's ability to manifest Chi powers and gaining Chi Points. A Dai Li can use Chi powers while wearing light armour and is unencumbered (the Dai Li agents in the show didn't seem to be wearing heavy armour).

Flying Fists & Feet: At 3rd level, the Dai Li agent may spend a Chi Point send out one of his stone fists or feet to attack instead of his normal ranged attack. If the attack successfully strikes, the damage from his Ranged Elemental Strike is increased by +3d6 damage. The bonus damage increases to +6d6 at 5th level. After an attack, regardless of whether it was successful or not, the stone fist or foot disintegrates, and no class abilities revolving around the use of stone fists or feet can be used until the Dai Li agent creates a new stone fist or foot.
Precedent: Seeing that Dai Li agent blast the hck out of the false Blue Phantom was pretty funny, heh. The reason I made the damage that high was that the flying fists & feet attack are rather limited; a Dai Li agent can only make four of them before having to spend anywhere from 1-4 rounds to re-make his gauntlets and boots.

Arrest: At 5th level, the Dai Li agent may use his stone fists and feet for more dextrous maneuvers, to capture rather than merely plow through and kill. He may expend a Chi point to either send a stone fist or foot through the air and initiate a grapple or trip attack to a maximum range of his Ranged Elemental Strike. If the Dai Li agent can control a grapple for two consecutive rounds with this maneuver, the Dai Li Agent can choose to spend another Chi Point to solidify the pieces of earth around his target's arms, legs, or body, effectively trapping them as though using masterwork manacles. An earthbender may spend a Chi Point to shuck off the earth "manacles."
Precedent: Jet being arrested and his wrists being locked up with earth; Aang and co. being snatched away by floating stone hands shot out by the Dai Li agents when they first tried to speak with the Earth King. The reason I put the Arresting rocks as masterwork manacles is, well, they're solid blocks of stone shaped to your arms and body, not like chains or metal circlets that you can still move around in.
#164

zombiegleemax

Nov 19, 2006 21:01:03
Even though I am new to the forums I would love to see these classes because it is an idea of controling an element that is awesome anyway email is [email]regatheo@neb.rr.com[/email]
#165

zombiegleemax

Nov 19, 2006 21:29:17
you havent emailed me yet
#166

dark_halo

Nov 19, 2006 21:29:47
New version? Yes please.
[email]infinity_force@yahoo.com[/email]
#167

zombiegleemax

Nov 19, 2006 22:10:33
you havent emailed me yet

i tried but it told me it was undeliverable, as was drow paladins.
#168

zombiegleemax

Nov 19, 2006 22:12:58
Don't suppose I could also have the pdf? My email's [email]fchu@purdue.edu[/email]

Edit: just got the email (dang, you work fast, dude!)

Wow, I must say that the .pdf does look very professional, and that the classes and so forth all look very well made. The two prestige classes listed there are great as well, although out of thematic purposes, I'd probably rename the Chi bender into something else (Water Healer? Restorer?) so that people don't get the wrong impression that there's "another bending style" or somesuch.

The only real recommendations I can give are for more things to be done in the future:

Perhaps the Dai Li could be given their own 5 level PrC. They seem to be specialists in encasing their hands and feet in rock gauntlets/boots and even sending them through the air. I'd recommend:
Prerequisites:
Class level:Earthbender 10th level
Skills Bluff 5 ranks, Gather Information 5 ranks, and Diplomacy 5 ranks. They all seem to revolve around Long Feng himself and are privy to the inner political workings of Ba Sing Se, not to mention seem to function as a form of secret police.
Hit Die: 1d8
Class Skills: Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local, nobility & royalty), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Rope.
Skill Points: 4 + Int mod.
Weapon & Armour: Gain no new proficiencies.

Base Attack Bonus and Saves: as Earthbender.

Lvl Special
1. Intelligence Network, Stone Fists & Feet
2. Stone Defense +2
3. Chi Power (Flying Fists & Feet)
4. Stone Defense +4
5. Improved Mettle, Chi Power (arrest)

Ba Sing Se intelligence network: A Dai Li agent gains a +2 circumstantial bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks made in Ba Sing Se and with Ba Sing Se citizens. This bonus is doubled against certain specially seeded agents of the Dai Li (such as the various Ju Di "tour guides").
Precedent: Can't really name specific instances in the show, but the mere presence of Ju Di seemed to be enough for the many people the Gaang ran into when they were searching for Appa. Not to mention they "safeguard our cultural heritage" and all.

Stone Fists & Feet: The Dai Li agents are all taught the technique of creating stone gauntlets and boots, wielding them expertly as devasting weapons and means to defend themselves against even weapon attacks. As a full-round action, with enough earth or rock around, the Dai Li agent may encase his hands and feet with rock that does not impede his motion or dexterity at all. When making a hand or foot attack with a stone gauntlet or boot, you increase your base unarmed damage to the next die (i.e. from 1d4 to 1d6, 1d6 to 1d8, etc.)
Precedent: All of the Dai Li seem to have these stone gauntlets and boots and seem to use them far more often than other "large scale" earthbending attacks, like Toph, Bumi, and well, every other Earthbender in the show. Not sure if the unarmed damage bonus is high enough or too high.

Stone Defense: The Dai Li agents are masters of their stone fists and feet, skillfully interposing them to defend themselves against their enemy's attacks. Beginning at 2nd level, when wearing stone fists or feet, the Dai Li agent gains a +2 deflection bonus to AC. At 4th level, this increases to +4.
Precedent: When the Dai Li agent catches Jet's sword just before arresting him outside of the tea shop, after dueling Zuko. Not sure if the AC bonus is high enough, though.

Improved Mettle: At 5th level, the Dai Li agent's Mettle ability from his base Earthbender class improves. Even if he fails a Fortitude or Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial, etc.) he suffers the reduced effect, and still completely negates the effect on a successful save. An unconscious or sleeping Dai Li agent does not gain the benefit of Mettle.
Precedent: None really; I just thought it'd be a natural progression of the Mettle class ability gained by Earthbenders at 4th level.

Chi Power (Su): Dai Li levels and Earth Bending levels are added together when determining a Dai Li's ability to manifest Chi powers and gaining Chi Points. A Dai Li can use Chi powers while wearing light armour and is unencumbered (the Dai Li agents in the show didn't seem to be wearing heavy armour).

Flying Fists & Feet: At 3rd level, the Dai Li agent may spend a Chi Point send out one of his stone fists or feet to attack instead of his normal ranged attack. If the attack successfully strikes, the damage from his Ranged Elemental Strike is increased by +3d6 damage. The bonus damage increases to +6d6 at 5th level. After an attack, regardless of whether it was successful or not, the stone fist or foot disintegrates, and no class abilities revolving around the use of stone fists or feet can be used until the Dai Li agent creates a new stone fist or foot.
Precedent: Seeing that Dai Li agent blast the hck out of the false Blue Phantom was pretty funny, heh. The reason I made the damage that high was that the flying fists & feet attack are rather limited; a Dai Li agent can only make four of them before having to spend anywhere from 1-4 rounds to re-make his gauntlets and boots.

Arrest: At 5th level, the Dai Li agent may use his stone fists and feet for more dextrous maneuvers, to capture rather than merely plow through and kill. He may expend a Chi point to either send a stone fist or foot through the air and initiate a grapple or trip attack to a maximum range of his Ranged Elemental Strike. If the Dai Li agent can control a grapple for two consecutive rounds with this maneuver, the Dai Li Agent can choose to spend another Chi Point to solidify the pieces of earth around his target's arms, legs, or body, effectively trapping them as though using masterwork manacles. An earthbender may spend a Chi Point to shuck off the earth "manacles."
Precedent: Jet being arrested and his wrists being locked up with earth; Aang and co. being snatched away by floating stone hands shot out by the Dai Li agents when they first tried to speak with the Earth King. The reason I put the Arresting rocks as masterwork manacles is, well, they're solid blocks of stone shaped to your arms and body, not like chains or metal circlets that you can still move around in.

Nice work, you dont mind if i add it do you?
#169

portent

Nov 20, 2006 10:47:11
I certainly don't mind having it added, and I'm sure we're all thankful for your work on the project
#170

zombiegleemax

Nov 20, 2006 15:56:11
hay just found this thread and liked the idea's I saw. Please send me a copy at [email]lonewolfgeof@aol.com[/email]


------------------
#171

zombiegleemax

Nov 20, 2006 23:33:52
Just finished reading through the classes and they sounded awesome can't wait to try them and see how they play. Oh and I always wondered something: If an Air Bender can control air why can't one of them simply remove all the air away from a person and create a vacuum around them? (I think they could but I don't see anyone else seeming to think of it).
#172

Rohano

Nov 21, 2006 6:51:31
Geotha, if you think scientifically, you can propose that just about anything can kill anyone.
For instance, if I aim a ray of frost up a person's nose, freeze their brain in ice, causing permanent and devastating damage, wouldn't they die? No, because a low-level mage isn't smart enough to try it. And when he does, he'll use a better spell.
If an airbender can simply kill a person by vacuuming them (sucking their air out, or what have you), that'd be quite evil and he'd probably need a lot of power to overcome the victim's willpower. Meaning it'd be a high level evil ability.
If a waterbender could simply drain every last molecule of water out of a person and utterly destroy them... well... controlling so many tiny particles of water all at once and overcoming the victim's will - again, requiring a high-level, evil individual.
You can do the same with firebending and earthbending but again, death attacks require high-level power or else the victim will roll a 2 on his will and still beat your spell.

The level system of D20 isn't there just to make it hard for you to get power but it's based on experience. Your 'bender needs a lot of experience before he can outright kill someone.
#173

zombiegleemax

Nov 21, 2006 13:21:11
Please send a word copy to [email]oktaviouss@aol.com[/email]
#174

zombiegleemax

Nov 21, 2006 13:43:34
Please send a word copy to [email]oktaviouss@aol.com[/email]

i will send you a copy tonight, but .pdf is all I offer now sorry. but it has cool cover art:D
#175

zombiegleemax

Nov 21, 2006 13:48:18
Rohano, have i sent you copy of my benders?
#176

Rohano

Nov 21, 2006 17:02:25
No, but if you really want to, I'll take PDF format :3
<3
#177

zombiegleemax

Nov 21, 2006 17:23:04
Tonight, v1.13 will be avaliable. I have added 2 new Prc's (thank you Portent) and did some more editing, I dont think I'll ever be done with that. also I upped the Air Benders damage with Whirlwind. As always i'll send out at request, and i'll run down my list that I sent to just recently. Please if you have any questions or suggestion please post them or PM me.
#178

portent

Nov 21, 2006 18:00:39
Whoa, a new version so soon? Nice!
#179

duokaiser

Nov 21, 2006 20:21:14
Hey mate, i know i PM'd u today about the pdf
i read most of the posts in here, but have u considered making a class
of whatever Ty Lee is? im sure it wouldnt be that hard to make a class that can
stop bending(or greatly hinder it). Maybe you can even expand so they can hinder spell casting. I'm going to implement this in my new Oriental Adventures game, it would be neat to have "anti-benders" or whatever TyLee is.

btw mate, my e-mail is Irvine_Kinneas24@hotmail.com and Avilla01@mylangara.bc.ca
#180

portent

Nov 22, 2006 13:25:58
I don't think you'd need to make a whole new class for Ty Lee. You could probably just use the core Monk class. If you have the Oriental Adventures and the Rokugan d20 book, I'd recommend just giving Ty Lee as many of the atemi feats as possible. Stuff like Stunning Fist, Falling Star Strike, Freezing the Lifeblood, etc.

There's a Pressure Points feat somewhere in a recent Dragon magazine that was based on spending uses of Stunning Fist to get effects you wanted, though I don't remember which specific issue. One of the pressure points listed was one to prevent an enemy from spellcasting.

edit: Oh, and could I receive another copy of the latest Avatar pdf? My stupid computer for some reason said the file was corrupt or somesuch and couldn't open it. Thanks much!
#181

tryco

Nov 22, 2006 14:31:19
could you send me the pdf

my mail is: [email=ralph@racodd.com]ralph@racodd.com[/email]
#182

zombiegleemax

Nov 22, 2006 15:32:08
Question for the Public:
Wind orb (Su): an Air Bender can use her Chi to form a small ball of air (about 3 feet in diameter) in which the Air
Bender can ride. The orb moves at a rate of 40 feet per round. Concentration on the orb is a move action.

My question is rather then 40ft per round, shoul i make it +10 enhancment bonus to the air benders base speed? this would make it worth the air benders while, also should i add that the air bender can cross over liquids while on his/her wind orb ?
#183

Rohano

Nov 22, 2006 16:10:00
Just make it...
Orb of Wind (Su): The airbender focusses her Chi to surround herself with a ball of air, gaining a fly speed at her base speed +10.

My wording might not be what you're going for but just make it a fly speed. That would eliminate your need to specify that moving the orb is a move action and I don't think it's necessary to specify that the orb is 3' in diameter.
However, if you're going for a vehicular kind of thing (that an airbender actually sits in), then stick with what you just posted but add that the orb can move wherever the airbender pleases but is still subject the elements (can't go underwater, through walls, etc.).
#184

zombiegleemax

Nov 22, 2006 16:29:31
Just make it...
Orb of Wind (Su): The airbender focusses her Chi to surround herself with a ball of air, gaining a fly speed at her base speed +10.

My wording might not be what you're going for but just make it a fly speed. That would eliminate your need to specify that moving the orb is a move action and I don't think it's necessary to specify that the orb is 3' in diameter.
However, if you're going for a vehicular kind of thing (that an airbender actually sits in), then stick with what you just posted but add that the orb can move wherever the airbender pleases but is still subject the elements (can't go underwater, through walls, etc.).

the Wind orb does not grant flight. it is a ball of wind the Air Bender sits on and rides around on the ground. Have you seen the show? It is so the Air Bender can move a little quicker.
#185

Aryxbez

Nov 22, 2006 17:19:54
seems to be Alot of dead levels

Anyway I love the show are these classes balanced or approriate to play with
the other classes In D&D?
#186

zombiegleemax

Nov 22, 2006 17:38:35
seems to be Alot of dead levels

Anyway I love the show are these classes balanced or approriate to play with
the other classes In D&D?

What do you mean Dead levels?

From what I have run and all the playtesters have said they are pretty balanced.
#187

Aryxbez

Nov 22, 2006 22:14:43
glad to know its balanced

dead levels mean levels of which there is no abilities to gain, just looked as if you
barely got any worth for most of the levels
#188

zombiegleemax

Nov 22, 2006 22:50:47
glad to know its balanced

dead levels mean levels of which there is no abilities to gain, just looked as if you
barely got any worth for most of the levels

yes thier is a few at higher level.
#189

portent

Nov 23, 2006 0:22:10
The newest version certainly looks good, and I can't find anything to complain about regarding the Sandbenders. All I can recommend for next time is maybe throwing a table of contents towards the front, but that sounds more like a "finalization" task than anything that needs to be done now.
#190

Sylvaroth

Nov 25, 2006 18:34:58
I just read this thread. It is really awesome. Would you mind sending me the Pdf to this [email=sylvarijel@yahoo.com]address[/email]?
#191

zombiegleemax

Nov 25, 2006 22:02:25
I would love it if I could get a pdf format of the benders. I want to really play test these out with a little group of mine.

Thanks
[email]Krumthi@gmail.com[/email]
#192

zombiegleemax

Nov 25, 2006 22:43:11
Love the work on the benders. Could you please email me the pdf?

Thanks in advance,

Steve B
#193

zombiegleemax

Nov 25, 2006 22:55:40
Love the work on the benders. Could you please email me the pdf?

Thanks in advance,

Steve B

would love to! Whats your e-mail?
#194

zombiegleemax

Nov 26, 2006 22:38:33
Hello,your game looks really nice,and,I hope to see more of it.Take care,shalenn
#195

zombiegleemax

Nov 26, 2006 22:43:19
Hello,I'd like a copy of your pdf file,too,please.My email is:shalenn2000@yahoo.com,and,thank you in advance.It looks really nice,and,I'd like to try it out with my friend.Take care,shalenn
#196

harmonysrage

Nov 27, 2006 1:37:04
I just found this and Avatar is the one TV show my daughter and I love to watch together. (Wife and I do Supernatural and she's my D&D partner).

PLEASE email the latest PDF to me @

[email]harmonystwilight@yahoo.com[/email]
#197

maxxrox

Nov 27, 2006 10:06:15
Could I have a copy of the pdf? And would you mind if I borrowed some of your ideas for my CS? (maxxrox@mindspring.com)
#198

zombiegleemax

Nov 28, 2006 13:07:59
Thank you for sending over the updated version,it looks really good.I like how you did it.Thanks again.Take care,shalenn
#199

zombiegleemax

Nov 28, 2006 13:22:04
thank you shalenn.;)

Ok every one, I need you to muster together and help me a little. I need a few more fire bender Chi powers. If you have any ideas or have written anything up please post them or PM them to me. I am in the process of revamping my system, and the fire benders are a little lacking.

Thanks in advance
-Homerjay
#200

zombiegleemax

Nov 28, 2006 15:16:42
Ok,but,a question,do you use DMGenie?And,how do you get the benders into it?I have DMGenie,and I want to add in the benders,and,I have the latest version.Please tell me how you did it?Thank you,and take care,shalenn [p.s.you can send me a private email,too]
#201

zombiegleemax

Nov 28, 2006 17:52:58
I do have to say,you must be quite a typist,I can't type very fast,as I'm half blind.Is there an easier way to create a fire bender,using DMGenie?,or,eTools?Sorry to bother you,but,I'm going to start a campaign tomorrow.Thanks and take care,shalenn
#202

zombiegleemax

Nov 28, 2006 18:23:19
We broke 200 posts!!!

Shalenn as far as DM genie I am sorry but I do not have any experiance with it. You might be able to copy and paste. sorry I am not more help. If I get a chance I'll take a look at DM genie. Good Luck!
#203

harmonysrage

Nov 28, 2006 22:35:27
I just printed off my ver 1.13 PDF. THANK YOU!

I will get back to you after I read it through and do some playtesting. Looks great off the printer though!

Please let me know if there's a version newer than the one I have, or anyone feel free to e-mail me the newest PDF @ [email]harmonystwilight@yahoo.com[/email].

Again, THANKS! :D
#204

raptorial

Nov 28, 2006 23:39:54
I don't know about DM Genie, but it went pretty easily into Red Blade. Oh, by the way, I have a new e-mail-[email]raptorialx@yahoo.com[/email].
#205

zombiegleemax

Nov 29, 2006 14:18:06
My email is [email]steve@mdsilat.com[/email] or [email]steve@trainingblades.com[/email]

Thanks Again!

Stevebdc
#206

zombiegleemax

Nov 29, 2006 20:27:48
OK i know its only been a little over one day, so if anyone has any ideas for Chi powers (Bending Abilities) please let me know what your thinking!!!!
#207

duokaiser

Nov 30, 2006 1:58:17
i play tested firebender in my current dnd group, and i have to say it's not bad at all. I suggest letting benders have perform as a class skill. Since bending is a delicate artform and beautiful in it's own form, it wouldnt hurt giving them that skill. A feat also comes into mind, something along the ways of getting an attack bonus if they have a certain amount of skill points into perform. haha "elegant bending" or something like that.

how's Avatar PRC coming along?
#208

zombiegleemax

Nov 30, 2006 8:37:21
A feat also comes into mind, something along the ways of getting an attack bonus if they have a certain amount of skill points into perform. haha "elegant bending" or something like that.

I not sure maybe; if you have 5 ranks in perform you receive a +1 synergy bonus to attack with your ranged elemental strikes?

how's Avatar PRC coming along?

sadly its not I got a stroke of genius (my friend say insanity) with my new system; that is all I have been working on lately, but let me say I think it looks good!! I should have a hard copy available soon (no ETA).
#209

tryco

Nov 30, 2006 13:08:07
could you send me the pdf

my mail is: [email=ralph@racodd.com]ralph@racodd.com[/email]

haven't resieved the pdf, just asking why it takes so long.

thanks.
#210

zombiegleemax

Nov 30, 2006 13:11:54
haven't resieved the pdf, just asking why it takes so long.

thanks.

oops I'm sorry. I must have missed you. i'll send you a copy tonight of my OLD version, the new one is not yet ready.
#211

stranger_among_us

Nov 30, 2006 20:52:34
really curious as to what all the fuss is about... if you can, please e-mail me what you have of the old version in pdf at [email]the_stranger_among_us@yahoo.com[/email], and when you are finished with the new version, i'd like that too.

thanks.
#212

zombiegleemax

Nov 30, 2006 22:03:22
Thanks for the pdf! Could you please send me the update when you get a chance? Thanks in advance.

Has anyone thought about creating an effects table for Bending like the foce powers in the Star Wars RPG or the psychic powers in Fading Suns d20?

Stevebdc
#213

zombiegleemax

Nov 30, 2006 22:35:24
Thanks for the pdf! Could you please send me the update when you get a chance? Thanks in advance.

Has anyone thought about creating an effects table for Bending like the foce powers in the Star Wars RPG or the psychic powers in Fading Suns d20?

Stevebdc

well my Update is switching to a new system I have been working on it the last 2 weeks, it is not ready yet im thinking after this weekend, so just wait and see what I have done.
#214

raptorial

Dec 01, 2006 23:01:42
Well, we can throw out the idea of Good-aligned Zuko. The little jerk betrayed them all.
#215

zombiegleemax

Dec 01, 2006 23:52:22
SSSSHH i havent seen the guru yet
#216

zombiegleemax

Dec 02, 2006 13:13:57
I stumbled across this page on a random search and think it looks really cool. If possible could you send a copy of the most recent PDF to [email]SupremeFenix@hotmail.com[/email]. Thanks muchly
#217

zombiegleemax

Dec 02, 2006 15:05:15
I stumbled across this page on a random search and think it looks really cool. If possible could you send a copy of the most recent PDF to [email]SupremeFenix@hotmail.com[/email]. Thanks muchly

Just wait 3 days and I’ll send you the New and Improved System!!!
As long as no unforeseeable delays come up v2.0 will be available Monday night!!
#218

zombiegleemax

Dec 02, 2006 17:48:32
Smischmal and HomerJaySimpson13, I must congratulate for your hard work. You do realize that the bender classes can make excellent Wu Jen variants for regular D&D settings, right ?

If you want, I may suggest that you edit your previous posts with updates/upgrades, and that you give equal power to each class. For example, both Fire and Earth have damage projectile attacks, which Water and Air lack. This may sound weird, but those features may turn away some players from air and waterbenders. May I suggest a similar ability for both of those classes ?
#219

Sylvaroth

Dec 02, 2006 18:15:25
Water and air don't make for good projectiles, but they already do have something similar (eg. water whip).
#220

zombiegleemax

Dec 02, 2006 20:43:13
Water and air don't make for good projectiles, but they already do have something similar (eg. water whip).

Which is included in my system! and aang attack all the time with ranged attacks
#221

raptorial

Dec 03, 2006 2:12:16
SSSSHH i havent seen the guru yet

Heh, sorry about that. I figured everyone here probably saw it. I shall reveal no more unless you say I can. I will say this though, the episode doesn't have a single new creature, with the exception of finally seeing a wild horse-ostrich. Oh, homer, we might want to update PrCs with a metal-bender form of earthbending.
#222

damiller

Dec 03, 2006 8:51:29
please email me the Avatar material as well. I recently purchased OA specifically for this purpose.

[email]dm52082@hotmail.com[/email]

thanks
#223

zombiegleemax

Dec 03, 2006 9:44:37
Email me the update info when it comes please. Hair early, but the most recent episode really stirred up the desire to attempt a campaign with such included.

[email]shawale@gmail.com[/email]
#224

blackfalcon

Dec 03, 2006 19:23:34
send me your stuff... PLEASE!!!
[email]darkknight5_69@yahoo.com[/email]
#225

harmonysrage

Dec 04, 2006 0:24:35
Okay, I finished my thorough read, and overall I like this a lot!

Very good job with the translation overall. A few things I might suggest:

1. Remove the 'Dead Levels' from the various classes, ie. levels in a class where there are no new advances in their special abilities.

2. Add some creatures. The Wind Bison, flying monkey thing Momo etc...

Otherwise thus far this is awesome. Mydaughter and I began playing this last night and we really enjoyed it. She's playing a level 3 water bender. One other thing, maybe, Can you create a more detailed map of the Avatar world? Cities? Villages? and suck? Otherwise I'm stuck making it all up and I've only seen 5 or 6 episodes of Avatar (Working 60 hours per week without TiVo will do that to you)

Thanks!

AND PS, PLEASE send me the new version when it comes out! [email]harmonystwilight@yahoo.com[/email]
#226

zombiegleemax

Dec 04, 2006 15:43:09
:bounce:
Ok, tonight’s the night v2.0 will be available:evillaugh. The system of bending has changed. Each bender (thats you PC’s) is customizable. What else is neat, is if you see a Chi power that is not created, you can easily create it drop it in and go (Pending DM's approval of course). Also I have added more powers, feats, skill uses, equipment, monsters, and a Big surprise, something that everyone has been asking me for. If you have any questions, comment, or concerns about the system just PM me or post. I will send out to the people that have recently posted or PMed me and of course I’ll send it to the regulars. I hope that you enjoy it I have put a lot of work into this (with some help). If you have any new Chi power that you would like me to add just post them, PM me, or E-mail them to me I will gladly look at them. Tonight sometime is when I’ll be sending them out. Let me know what you think!!!!!!!!
#227

zombiegleemax

Dec 04, 2006 16:35:44
Can I get the PDF? Please send it to [email]nimnar_2000@yahoo.com[/email]
thank you
#228

maxxrox

Dec 04, 2006 16:43:54
Metalbending should definitely be a feat. With rediculous earthbending prereqs.
#229

dark_halo

Dec 04, 2006 16:54:07
Hey Homer, just wanna make sure my name is on the list when you start sending out the new version.

[email]infinity_force@yahoo.com[/email]

I've liked what i've seen so far. I can't wait to see what you've done with the new stuff.
#230

zombiegleemax

Dec 04, 2006 17:37:57
Metalbending should definitely be a feat. With rediculous earthbending prereqs.

Not a feat, but yes it it should have high requirments. I have not added it yet and it wont be on this copy but will be added on next updates.
#231

zombiegleemax

Dec 04, 2006 17:50:47
Can't Wait!!!

Steve B
[email]steve@mdsilat.com[/email]
#232

zombiegleemax

Dec 04, 2006 20:30:36
I'd like to be in too ^_^.
[email]Filters@neohat.com[/email]

-spine
#233

zombiegleemax

Dec 04, 2006 20:36:27
Ok everyone it has been sent!!!!!!!
#234

zombiegleemax

Dec 04, 2006 22:23:25
please send
[email]Billbob153@yahoo.com[/email]
#235

raptorial

Dec 04, 2006 22:55:44
Well, my only beef is that my rhinomeleon was replaced. Otherwise it's pretty good.
#236

zombiegleemax

Dec 04, 2006 23:20:46
Hey there,it's me,shalenn,I've been running a campaign using your stuff,Homer,and,my player really likes it.Could you send me the new update,too?It's [email]Shalenn2000@yahoo.com[/email],and,thank you,in advance.And,I did see the season finale,I think Zuko does regret his actions,but,we'll see in March of next year,when the new season of "Avatar" begins.Take care,shalenn
#237

zombiegleemax

Dec 04, 2006 23:22:38
oh,please use lower case letters in my email address,sorry about the capitol S.shalenn
#238

spizzle

Dec 05, 2006 0:21:08
Hey man i would really love to see your work please send it to [email]spizzlemanizzle@gmail.com[/email]
thanks:D
#239

theanthrodm

Dec 05, 2006 0:57:28
[email]The_Sosa_Kid@hotmail.com[/email]
Looking forward to it, keep up the good work, thanks in advance.
#240

zombiegleemax

Dec 05, 2006 7:08:31
Well, my only beef is that my rhinomeleon was replaced. Otherwise it's pretty good.

Sorry raptorial, I didnt even know that you did one. I must have missed it

Edit: I have discovered some errors in my texts, in the Air Benders, Earth Bender, and Water Bender Chi power I for some reason used Fire Bender. So if you see it just ignore it, and use which ever bender your in. It will be chaged on my next update!
#241

harmonysrage

Dec 05, 2006 11:49:35
A few things:

1. I thought sky bison could fly. We see a lot of this in the show but there is no ability in their stats. ???

2. Numerous spelling/grammatical errors. Easily remedied. (Including clearly misused words in specific places. Appears you are already aware.)

3. Where did the prestige classes go? The Lightning Bender, Metal Bender, Water Healer etc... Also, is there any chance of seeing custom prestige classes on a couple of themes. ie: A class that drops saves and BAB to increase Chi power and points. More esoteric than martial in layman's terms.

4. There are creatures that I would love to see added from the series, as well as NPC stats. Will you be adding any NPC's? If not, when all the previous updates are made I would be happy to stat them out. I would like to see the spirit owl from the library that sank into the desert. The Dragon of the water that they fled when going toward the earth city. Etc..

5. The map needs details. Geography and City locations. It is too bland. A simple Photoshop editor should allow you to name Geography and place cities and sites as well as name them.

6. While I like what you have for elemental abilities, there are still some issues in the examples of some powers having overlong and "clunky" mechanics. Also I feel that adding some more powers to be available would be nice.

7. Dead levels... Will this be resolved?

8. Streamlined class design. Can you not design one class, call it a "X Bender" with X being the characters chosen element? Aside from a water bender being required to have water on hand for their water whip they all have the same essential elemental stries and ranged strikes. I am unclear on why the Earth and Water Benders are unable to Flurry. Earth gets DR, is that their trade off for losing flurry? Or is that supposed to be better than getting a flurry AND an AC bonus which also notice they are without. What do water benders get?

Other than these issues, it is coming along nicely. I particularly like what you have done with the Avatar Template. Please keep up the good work, as I am anxious to get my hands on a complete copy when this project is completed.

Thanks!
#242

zombiegleemax

Dec 05, 2006 12:39:39
A few things:

1. I thought sky bison could fly. We see a lot of this in the show but there is no ability in their stats. ???

Yes he should (I must have missed that). Fly 80ft good. will be added on next update


2. Numerous spelling/grammatical errors. Easily remedied. (Including clearly misused words in specific places. Appears you are already aware.)

Yes i know my grammer is lacking!! and i wish i was better at it.

3. Where did the prestige classes go? The Lightning Bender, Metal Bender, Water Healer etc... Also, is there any chance of seeing custom prestige classes on a couple of themes. ie: A class that drops saves and BAB to increase Chi power and points. More esoteric than martial in layman's terms.

I droped the Bending Prc's and just rolled the powers into the bending classes. you will see that certian Chi power have lower Chi power requirments. I didnt see a need for the specific Prc's with the new system.


4. There are creatures that I would love to see added from the series, as well as NPC stats. Will you be adding any NPC's? If not, when all the previous updates are made I would be happy to stat them out. I would like to see the spirit owl from the library that sank into the desert. The Dragon of the water that they fled when going toward the earth city. Etc...

Yes I plan on adding more monsters and NPC to the file, but I was pressed to get a copy out so you got what i had done so far. If you are willing to help i'll gladly take anything you have got to offer.

5. The map needs details. Geography and City locations. It is too bland. A simple Photoshop editor should allow you to name Geography and place cities and sites as well as name them.

Yes i really would like to expand the map and a whole chapter to Geography, but its more work then I have got time. I will slowly get thier but its down on my list. here again if anyone is willing to help it would be appreciated.

6. While I like what you have for elemental abilities, there are still some issues in the examples of some powers having overlong and "clunky" mechanics. Also I feel that adding some more powers to be available would be nice.

I dont know what to say about the "Clunkyness", what would you do? As far as more powers I hope to add at least 3-5 more powers each update, if not more (I hope).

7. Dead levels... Will this be resolved?

I dont think they are a problem, I tried to balance them with all the core classes. they regain Chi points hourly, and only a few are true dead level. they gain new Known Chi powers on some of them.

8. Streamlined class design. Can you not design one class, call it a "X Bender" with X being the characters chosen element? Aside from a water bender being required to have water on hand for their water whip they all have the same essential elemental stries and ranged strikes. I am unclear on why the Earth and Water Benders are unable to Flurry. Earth gets DR, is that their trade off for losing flurry? What do water benders get?

I do not think that you can sum up each class with just one class. The Earth and Water benders (to me) are not as fast or offensive as the Air and Fire benders. to anwser your question about the water bender they gain a bonus 2 chi points per day.

I post here to get good feedback and help, thank you "HarmonysRage", I hope that I anwsered your questions. If any one else has suggestions or sees a mistake please Post them. I will try and fix any mistakes I see, but i'm prone to miss some!! thanks again!!
#243

harmonysrage

Dec 05, 2006 12:43:14
Edited...
#244

harmonysrage

Dec 05, 2006 12:46:05
If you want to focus on maps, monsters, NPC's etc, I can work wonders for you in ...
I hope you do though!
#245

harmonysrage

Dec 05, 2006 12:52:20
EXAMPLE FOR YOU TO CONSIDER:

TRAPPING
Requirements: Bender Level 3, Earth, Water or Wind Bender
Chi points: 1
Initiate Action: Standard Action
Duration: 2 rounds + Concentration (Move action)

The pool of water about your left foot suddenly swirls and coils of water lash out and entangle your ankles.

A bender can cause an opponent to become trapped by their element. Their opponent must be in contact with the element for this power to work.

The target makes a DC 10 + 1/2 Bender Level + Wis Mod REF Save or is trapped and unable to move until this power's duration expires. A successful DC 20 Strength check allows the target to break free sooner.
#246

harmonysrage

Dec 05, 2006 12:59:26
Yes he should (I must have missed that). Fly 80ft good. will be added on next update

Yes i know my grammer is lacking!! and i wish i was better at it.

No big! ;)

I droped the Bending Prc's and just rolled the powers into the bending classes. you will see that certian Chi power have lower Chi power requirments. I didnt see a need for the specific Prc's with the new system.

Good point.

Yes I plan on adding more monsters and NPC to the file

Awesome! Looking forward to it!

Yes i really would like to expand the map and a whole chapter to Geography, but its more work then I have got time. I will slowly get thier but its down on my list. here again if anyone is willing to help it would be appreciated.

If I had the know how, and any clue what's where in the Avatar world I'd be all over it. Sorry.

I dont know what to say about the "Clunkyness", what would you do? As far as more powers I hope to add at least 3-5 more powers each update, if not more (I hope).

See my above replies. Happy to help and I have a lot of experience designing these sorts of things. All my local fellow gamers like to involve me when they design things... I have a bad rep for positive creativity.

I dont think they are a problem, I tried to balance them with all the core classes. they regain Chi points hourly, and only a few are true dead level. they gain new Known Chi powers on some of them.

What did you think about my solution? Example of wanting to make more Chi available just create the Elemental Ability and make a requirement that they must be a water bender or whatever ;)

I do not think that you can sum up each class with just one class. The Earth and Water benders (to me) are not as fast or offensive as the Air and Fire benders. to anwser your question about the water bender they gain a bonus 2 chi points per day.

Done. Now it's just a matter of building the Elemental Abilities well!
#247

zombiegleemax

Dec 05, 2006 13:04:44
I do not think that you can sum up each class with just one class.

what do you know i was wrong!!!!:D
#248

harmonysrage

Dec 05, 2006 13:10:55
...
#249

zombiegleemax

Dec 05, 2006 13:20:23
Any feedback (Other than your PM, which I replied to! ;)) is appreciated.

My biggest weakness in aiding you is that I can't create PDF's. I'd have to type it up in word and you'd have to format it in PDF.

Yes, it looks great! Full speed ahead!!
#250

Sylvaroth

Dec 05, 2006 16:10:50
I liked the last update a lot, would you mind mailing [email=sylvarijel@yahoo.com]me[/email] the latest one?
#251

maxxrox

Dec 05, 2006 16:36:34
Do you mind if I borrow your animals for my CS? I like what you've done.
#252

zombiegleemax

Dec 05, 2006 16:41:51
Do you mind if I borrow your animals for my CS? I like what you've done.

go right ahead, what did you think of the rest of it?
#253

zombiegleemax

Dec 05, 2006 17:07:18
Hey there,Homer,I got your latest update,and,I hope you don't mind,I shared it with my friend that I'm gaming with.We both think it's great,and,as for NPCs,use the info you provided,and create them yourself,I did that,and,I'm using the NPCs[Zuko,Iroh,etc.]as I am the DM for my campaign.Keep up the great work,and,thanks for sharing,shalenn
#254

zombiegleemax

Dec 05, 2006 18:12:53
Hey there,Homer,I got your latest update,and,I hope you don't mind,I shared it with my friend that I'm gaming with.We both think it's great,and,as for NPCs,use the info you provided,and create them yourself,I did that,and,I'm using the NPCs[Zuko,Iroh,etc.]as I am the DM for my campaign.Keep up the great work,and,thanks for sharing,shalenn

Thank you Shalenn.
#255

theanthrodm

Dec 05, 2006 19:09:58
I'm sorry but I have to push against combining all the benders into one class.

Blood to Water... doesn't make alot of sense.
The majority of your blood IS water.
Purifing the blood into pure water sounds like it would act more like a poison as oppose to dealing con damage.
#256

theanthrodm

Dec 05, 2006 19:25:59
The Avatar template should also allow the Avatar to make elemental strikes with the bending elements they have access too.

Why does the Avatar get Ethereal Jaunt 3/day? o.o

The Ability score adjustments for the Advatar template seem.... uneccicary at best. Perhaps except the Wis bonus, but even that I question.

The Avatar should not gain any EXP for enemies defeated in the Avatar State.(Reasoning behind this being that the Avatar might aswell be +15 levels higher when in the avatar state, and should be treated as such for creatures defeated and baring extreme circumstances the character wouldn't be facing a creature that would be worth any exp at that level.... geeze I hope that was coherent)
#257

theanthrodm

Dec 05, 2006 19:35:34
Weapon Finess does not apply to a selected weapon, you should change it to a special quality. Also why does a average Flying Lemur have 16 Wis when the average Human has 10 Wis?

The Sky Bison should have a Int of 2 at most(Dog-like), 3-4 indicates human-like(though very low) Int.

Vermin are mindless aren't they?
#258

vadin

Dec 05, 2006 20:17:52
The Elemental Shaper

This is a mage that shapes the elements to his will without spells or other such Vancian mecanics. Wether you're open to new ideas on how bending can work or not, this is definitely worth a look at.
#259

zombiegleemax

Dec 05, 2006 21:13:24
I'm sorry but I have to push against combining all the benders into one class.

I am interested in see what he has got!


Blood to Water... doesn't make alot of sense.
The majority of your blood IS water.
Purifing the blood into pure water sounds like it would act more like a poison as oppose to dealing con damage.

1. I was running on a short list of Chi powers
2. Wont most poisons deal con damage?


The Avatar template should also allow the Avatar to make elemental strikes with the bending elements they have access too.

Yes, yes it should.


Why does the Avatar get Ethereal Jaunt 3/day? o.o

Closest adaptaion to the Spirit world with out creating the spirit world.

The Ability score adjustments for the Advatar template seem.... uneccicary at best. Perhaps except the Wis bonus, but even that I question.

Why?


The Avatar should not gain any EXP for enemies defeated in the Avatar State.(Reasoning behind this being that the Avatar might aswell be +15 levels higher when in the avatar state, and should be treated as such for creatures defeated and baring extreme circumstances the character wouldn't be facing a creature that would be worth any exp at that level.... geeze I hope that was coherent)

Yes I got it I think that you may be right about this.

Weapon Finess does not apply to a selected weapon, you should change it to a special quality. Also why does a average Flying Lemur have 16 Wis when the average Human has 10 Wis?

The Sky Bison should have a Int of 2 at most(Dog-like), 3-4 indicates human-like(though very low) Int.

Vermin are mindless aren't they?

These issues will be addressed!!
#260

harmonysrage

Dec 05, 2006 21:33:59
Hey Homer, do you have yahoo instant messenger? I need to consult with you on a couple of things before proceeding.
#261

theanthrodm

Dec 05, 2006 21:52:08
I am interested in see what he has got!

Fair enough but I still believe the benders should have different classes, mainly because there is a point when making anythng where you have to stop and say "too general" same thing with "too specific" and X-Bender, just rubs me as too general.



1. I was running on a short list of Chi powers
2. Wont most poisons deal con damage?

1. Fair Enough
2. Yes, but poison more as in a slow acting thing, not so useful for PCs.

Closest adaptaion to the Spirit world with out creating the spirit world.

I possibly have a comment on this but I'd need to do some research...


Why?

Because the Avatar hasn't shown anything like superior Strength, Reflexes, Perception, Ect. Compaired to normal humans.
#262

theanthrodm

Dec 05, 2006 22:02:17
Are you sure 2 is a fair CR for the air bison?
#263

raptorial

Dec 05, 2006 22:29:33
Okay, here were the creatures I made reposted for easier finding. I noticed my rhinomeleon is similar to yours but not the exact same.
Rhinomeleon
Huge Animal
Hit Dice: 4d8+39 (57 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +3/+25
Attack: Gore +15 melee (2d8 +14)
Full Attack: Gore +15 melee (2d8 +14) and tail +10 melee (1d6 +7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 38, Dex 15, Con 28, Int 2, Wis 14, Cha 8
Skills: Balance +3, Hide -6, Intimidate +3, Listen +2, Spot +3, Survival +3
Feats: Run, Toughness
------------------------------------------------------------
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment: -

Combat
Powerful Charge (Ex): When a rhinomeleon makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is 3d8 damage, an advancement of its normal gore attack.

Platypus-Bear
Large Magical Beast
Hit Dice: 2d10+12 (23 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), swim 40 ft. (8 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+15
Attack: Claw +10 melee (1d6 +9)
Full Attack: Claw +10 melee (1d6 +9) and tail +5 melee (1d8 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rake
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +9, Ref +6, Will -1
Abilities: Str 28, Dex 17, Con 23, Int 3, Wis 9, Cha 6
Skills: Hide -1, Listen +1, Spot -1, Survival +1, Swim +10
Feats: Endurance
------------------------------------------------------------
Environment: Temperate land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

Combat
Rake (Ex): A platypus-bear gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a platypus-bear gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.A platypus-bear must begin its turn grappling to use its rake-it can’t begin a grapple and rake in the same turn.

Unagi
Colossal Dragon
Hit Dice: 38d12+611 (858 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 23 (-8 size, +21 natural), touch 2, flat-footed 23 Base Attack/Grapple: +38/+76
Attack: Bite +52 melee (4d8 +22)
Full Attack: 4 Bite +52 melee (4d8 +22) and 2 tail +50 melee (4d6 +11)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Constrict (3d8), frightful presence, breath weapon
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +39, Ref +23, Will +24
Abilities: Str 54, Dex 11, Con 42, Int 14, Wis 13, Cha 8
Skills: Concentration +46, Hide +14, Listen +51, Move Silently +28, Search +22, Sense Motive +21, Spot +51, Survival +51, Swim +72
Feats: Cleave, Die Hard, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Toughness, Track
------------------------------------------------------------
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Always neutral
Advancement: 39-114 HD (Colossal)
Level Adjustment: -

Combat
Constrict (Ex): The unagi can crush an opponent, dealing bludgeoning damage, after making a successful grapple check.
Frightful Presence (Ex): The unagi's very presence is unsettling to foes. This takes effect automatically when the unagi performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is 30 feet, and the duration is usually 5d8 rounds. This ability affects only opponents with fewer Hit Dice or levels than the unagi has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 unagi's racial HD + unagi's Cha modifier). An opponent that succeeds on the saving throw is immune to the unagi’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Breath Weapon (Su): The unagi can unleash a devastating cone of jet propelled water dealing 2d10 damage.This weapon allows a Reflex save for half damage (DC 10 + 1/2 Unagi’s racial HD + Unagi’s Con modifier).

Hae Bai
Unique Gargantuan Outsider (Good)
Hit Dice: 16d8+179 (251 hp)
Initiative: +3 (+3 Dex)
Speed: 55 ft. (11 squares)
Armor Class: 25 (-4 size, +3 Dex, +16 natural), touch 9, flat-footed 22
Base Attack/Grapple: +16/+46
Attack: Bite +30 melee (5d8 +18)
Full Attack: Bite +30 melee (5d8 +18) and claw +25 melee (4d6 +9)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., outsider traits
Saves: Fort +21, Ref +13, Will +17
Abilities: Str 46, Dex 16, Con 32, Int 16, Wis 20, Cha 8
Skills: Balance +43, Climb +38, Concentration +51, Hide -9, Jump +27, Knowledge (the planes) +33, Listen +25, Spot +55
Feats: Die Hard,Endurance,Iron Will,Run,Toughness,Track
------------------------------------------------------------
Environment: Spirit World
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral good
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Level Adjustment: -

Combat
Alternate Form (Su): The Hae Bai has the alternate form of a panda.
#264

zombiegleemax

Dec 06, 2006 1:09:23
could you send a copy too? I've been watching the series and have been dying to tinker with some of the classes and abilites.

[email]Locke00Cole@hotmail.com[/email]

Thank you in advance
#265

zombiegleemax

Dec 06, 2006 9:29:02
The Elemental Shaper

This is a mage that shapes the elements to his will without spells or other such Vancian mecanics. Wether you're open to new ideas on how bending can work or not, this is definitely worth a look at.

I have looked at that, but felt it didn't capture the feel of avatar. however maxxrox is using that very system. In here
#266

zombiegleemax

Dec 06, 2006 17:16:02
Did youy send out a new version. if so could you send me the new version, you should already have my email.
#267

Rohano

Dec 06, 2006 21:04:33
I think that the avatar should be a PrC that sort of combines all of the bending class features into one list. Each level, the avatar gets to take a couple new ones, just like normal benders, but he gets to choose from any of the four lists.
#268

zombiegleemax

Dec 06, 2006 21:38:41
I think that the avatar should be a PrC that sort of combines all of the bending class features into one list. Each level, the avatar gets to take a couple new ones, just like normal benders, but he gets to choose from any of the four lists.

I haven't received the new version: [email]stilesda@yahoo.com[/email]

Originally thats what I was planing but as it turned out I was able to make it a template that worked great with my new system.
#269

duokaiser

Dec 07, 2006 22:34:11
hey homer can you please send me the latest pdf as well?
thank you in advance
[email]irvine_Kinneas24@hotmail.com[/email]
#270

joni-san

Dec 08, 2006 14:31:04
Does anybody know when the next episode of Saigo no Tenkuu Bendaa Aang (>:3) comes? From what I've heard early it's 2007.

Has anybody made stats for Rock Loli, or Tophneto as some call her?

Is Jin a Lion? :3B
#271

zombiegleemax

Dec 08, 2006 15:20:34
Does anybody know when the next episode of Saigo no Tenkuu Bendaa Aang (>:3) comes? From what I've heard early it's 2007.

Has anybody made stats for Rock Loli, or Tophneto as some call her?

Is Jin a Lion? :3B

What?

are you talking about season 3? If so, I have not heard anything about when season 3 comes out, my guess is spring 2007.

and if its toph your talking about no one to my knowledge has stated any of the characters. Have I sent you my work?
#272

raptorial

Dec 08, 2006 23:24:34
What?

are you talking about season 3? If so, I have not heard anything about when season 3 comes out, my guess is spring 2007.

and if its toph your talking about no one to my knowledge has stated any of the characters. Have I sent you my work?

You didn't understand that either? Of never heard Toph called Rock Loli or Tophneto, at least not here in America. Also, who the heck is this Jin Joni's talking about?!
#273

joni-san

Dec 09, 2006 11:35:44
The is no Humor in Ba Sing Se ;)

Jin is the girl who kissed Zuko in "The Tales of Ba Sing Se". The reason she's a lion is because of the :3 smile.

Rock Loli is just another wierd 4chan nickname. Tophneto? You need to see "The Guru" and "The Crossroads of Destiny" and imagine a small Magneto helmet on our dear moe Tofu-chan :P
#274

zombiegleemax

Dec 09, 2006 11:54:19
Ha I get it now, however it was a little off the wall. :D
#275

dwarvinjedi

Dec 09, 2006 12:35:57
I'm very interested. Homer, could you email me your newest PDF at [email]Kenkos11@gmail.com[/email]
#276

Siberys

Dec 09, 2006 12:46:46
One for me, too, please;

[email]dragonabove@hotmail.com[/email]

cheers,
Siberys
#277

zombiegleemax

Dec 09, 2006 22:38:10
jeez, since everyone else is doing it, i might as well do it to.

Send me a copy also.

[email]siddhartha757@aim.com[/email]
#278

zombiegleemax

Dec 11, 2006 17:50:57
would love a copy.....PMed you
#279

buddahfat

Dec 11, 2006 19:22:20
hey if u dont mind ill take a copy too. my email is [email]damerdar@yahoo.com[/email] , and i think that this is really cool!
#280

Sylvaroth

Dec 13, 2006 12:18:59
Sadly I never got mine. Did you send it [email=sylvarijel@yahoo.com]here[/email]?
#281

zombiegleemax

Dec 13, 2006 14:23:23
Sadly I never got mine. Did you send it [email=sylvarijel@yahoo.com]here[/email]?

Sorry about that! I'll send it to night!
#282

Sylvaroth

Dec 13, 2006 15:12:54
No biggie, in the end it is something that is worth waiting for.
#283

sword_war444

Dec 13, 2006 19:36:18
can you send me the new version
#284

zombiegleemax

Dec 15, 2006 18:58:49
I would like to see how you have put this together. If you could send me the information.

[email]t_a_l_r_i_c@yahoo.com[/email]

Thanks
#285

sword_war444

Dec 16, 2006 9:22:23
Must kill you Homer now I gota play and dm a avatar game NOw. That was Flippin awsome. Only thing add prc's. I mean like change Kyoshi warrio and such. Also change your name to god of avatar D20. That is all keep up.
#286

Sylvaroth

Dec 18, 2006 7:32:58
Finally received the latest copy. Just skimmed through it and think it is a nice pice of work. One thing however seemed odd to me: Why do large creatures count for two medium creatures (rather than four), and huge creatures as to large creatures and four medium creatures (rather than four larges and sixteen medium)? You'd think they are not only the double (or quadruple) height of a human, but also in width and depth. Along with those dimensional changes their weight would also increase accordingly, right?
#287

seriphim84

Dec 18, 2006 19:32:28
Homer, I am going to use the bender in d&d could you send me teh PDF of the most recent classes? including all the Prestige classes. My email is [email]dwspears@nnu.edu[/email] Thanks a ton!
Seriphim
#288

zombiegleemax

Dec 19, 2006 0:07:20
Hey yeah i wanted to use the avatar in a D & D, if its ok can you send me a copy [email]Forbesj33@hotmail.com[/email]. thanks.
#289

krosis

Dec 21, 2006 16:31:04
I'm hoping to start a campaign using the world of Avatar as my background. My thoughts are to have basically a no-magic world, thus no magical items... beyond those associated with bending. At the moment, I'm just thinking core books so I'm thinking that beyond the bending classes, I won't be using any other classes beyond Fighter, Rogue, and Monk.

Any other suggestions for me. Or if this has already been approached in another topic, a link would be appreciated.
#290

urklore

Dec 21, 2006 17:20:47
Please, please, can I get a copy!!

[email]bschwartz@metrocastcablevision.com[/email]
#291

zombiegleemax

Dec 22, 2006 0:41:28
I'm hoping to start a campaign using the world of Avatar as my background. My thoughts are to have basically a no-magic world, thus no magical items... beyond those associated with bending. At the moment, I'm just thinking core books so I'm thinking that beyond the bending classes, I won't be using any other classes beyond Fighter, Rogue, and Monk.

Any other suggestions for me. Or if this has already been approached in another topic, a link would be appreciated.

I dont think that the subject has been covered on what classes can be played or not, but i originally designed them to be dropped right into a D&D campaign, however OA is a good place to start!
with maybe:
Barbarian
Fighters
Monk
Ranger (non-spell caster varient)
Rogue
Samurai
Sohei

those are a good choice if you running a no magic campaign, it adds a little choice to the non-benders.

I am currently working with HarmonysRage on a new system, and campaign setting information!
#292

darthsynn

Dec 22, 2006 7:17:13
Would you please pm your work in pdf to [email]jubal1@hotmail.com[/email]? Thanks
#293

krosis

Dec 22, 2006 8:19:39
The .pdf looks brilliant. I personally haven't seen many "home-cooked" stuff, but the presentation is good and I do like the thought into the classes. I look forward to any new additions, but for now I will be going ahead with what material I have and start a campaign using it with the guys the day after Christmas.

Cheers!
#294

zombiegleemax

Dec 22, 2006 10:03:47
I will be away from my computer for the holiday weekend. Sorry DarthSynn I am not at my home computer right now so I cant send it to you until the 27th. if you have a request please hold off until the 27th and i'll send it to you then thanks! and MERRY CHRISTMAS and HAPPY NEW YEAR!!!!!!!!!
#295

zombiegleemax

Dec 22, 2006 23:16:02
Some notes on your work.


need more powers, its to limited right now.

need feats.

need some established prestige classes.

i dont think they need greater flurry. it takes the focus off bending.

Need to up damage on the ranged elemental attack, it is the main form of attack and is not powerful enough I think.

I am going to send you a list of moves ive seen on the show and maybe you can base things off that.

Other than that, it is awesome. ive been trying to do the same thing for months and its obvious youve put alot of work into this.

I am going to DM an avatar campaign, set several hundred years in the past when the world was in harmony.
#296

sword_war444

Dec 24, 2006 12:06:17
Well there are obvious resons. There only have been a handful of powers in the show. But it would be a nice to have more.
#297

zombiegleemax

Dec 25, 2006 12:01:35
Hey,

I've been waiting for a copy of your work for the last 2-3 weeks, when can I get it? I'm supposed to DM (First time) a campaign in ~2 weeks. Sorry if I'm getting a little anxious but I'm kinda nervous about being a DM, and I'm trying to get as much as I can together before I start.

E-mail: [email]Chaseingyou@yahoo.com[/email]


Thanks a lot, and I'm really looking forward to getting to see your work!

Chase
#298

zombiegleemax

Dec 27, 2006 7:49:35
Looks great! Could you send the .pdf my way?

Email: [email]moogleboss@yahoo.com[/email]
#299

worldconquerer

Dec 27, 2006 20:05:18
Ooo, I love this show. It's great, rough start at the beginning, but it got better and better.

If it's not too much trouble, could I get a PDF? Thanks. Here:
frozenmonkeystudios [AT] gmail [DOT] com
#300

captkillern

Dec 27, 2006 21:21:58
Can I have a copy?

[email]billredford2@comcast.net[/email]
#301

zombiegleemax

Dec 28, 2006 8:17:45
Can I have a Copy?

[email]cursed_spawn@yahoo.com[/email]

Much Appreciated.
#302

alchemyprime

Dec 28, 2006 20:58:35
Can I get one?

[email]ROBERT_DOUGLAS_BLACK@msn.com[/email]
#303

zombiegleemax

Dec 28, 2006 22:37:38
Yes, I would love a copy as well. Please send to

[email]Arelius111@yahoo.com[/email]

Thanks!!
#304

zombiegleemax

Dec 29, 2006 3:43:04
as soon as i get the new update ill start making toph stats i mean i could do them tonight but im working on 1.3version from like 3 months ago
#305

zombiegleemax

Dec 29, 2006 9:16:43
I am back everyone, I will be sending out copies tonight! and yes toph18 you are working with an outdated copy! the system has changed completely!
#306

zombiegleemax

Dec 29, 2006 11:33:24
Ok, now that I've gotten the information I decided to scrap my old info and just use yours. If your still looking for PrC ideas, I've got 1 atm, and I'll add more as I think of them. The idea is a wildfire berzerker. The main point of the PrC is for the firebender to be able to rage with a firey aura around themselves, if something tries to attack them while they are in their firey rage, and that something hits their touch AC, then the attacker takes 1d4 damage (This "aura damage", could increase with wilderfire berzerker levels).

Also a note about the "wind orb", in one episode ang has a flashback of him teaching this move to other air benders, and he names it the "Air Scooter". Also it seems the polar bear dog should be a small or medium animals, it doesn't seem to be very big in the series

I was also working on a monster made for a low level party:

Pygmy puma (The cats that were chasing Momo in tales of ba sing se)
Pygmy Puma
Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 30 ft
Armor Class: 14 (+1 Size, +1 Natural Armor, +2 Dexterity) Touch: 13 Flat Footed: 12
Base Attack/Grapple: +0/-4
Attack: Bite: +2 Melee (1d4)
Full Attack: Bite +2 Melee (1d4) and 2 claws (1d2+1 each)
Space/Reach: 5ft/5ft
Special Attack: Improved grab, pounce, rake 1d3+1
Special Qualities: Low-Light Vision, Scent
Saves: Fort +3, Ref +5, Will +0
Abilities: Str: 10, Dex: 14, Con: 16, Int: 2, Wis: 11, Char:5
Skills: Balance +4, Hide +6, Jump +3, Listen +3, Move Silently +4, Spot: +3
Feats: Weapon Finesse
Environment: City (Alleyways)
Organization: Solitary or pack (1-4)
Challenge Rating: CR 1
Advancement: 2-3 HD (Medium)
Level Adjustment: --

Improved grab(Ex): To use this ability, a pygmy puma must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake
Pounce(Ex): If a pygmy puma charges a foe, it can make a full attack, including two rake attacks.
Skills: Pygmy pumas have a +4 bonus on hide checks.


And when you come out with a new copy, send it over!

Shallin
#307

jenrock

Dec 29, 2006 14:23:32
I would most appreciate a .pdf of your brilliant and genius project sent to [email]blessed7savant@gmail.com[/email] (does sucking up help?)
#308

zombiegleemax

Dec 29, 2006 20:37:52
If my you cant get my yahoo to work, try this email.

[email]teddyfuller@gmail.com[/email]

Thanks
#309

captkillern

Dec 29, 2006 21:08:39
has anyone tried to drop them into a D&D game? are they overpowered? underpowered? seem to run OK? let me know!:D

I am planning on using one in a Rokugan d20 game. I will let you know how its stacks up next to the others (3rd level party).

Of course I would need the file to make one...

Can I please have a copy?

[email]billredford2@comcast.net[/email]

Thanks,
Bill
#310

captkillern

Dec 30, 2006 20:36:56
Firstly, Thanks for sending the file. It looks very professional and well done.

I am definately going to play one in the Rokugan game I mentioned.

I have a few comments/suggestions.

Feats:

how about a feat that gives you more chi points. like 2 or 3 every time you take the feat, and let it stack. Call it bender prodigy, or elemental bloodline.

I saw in earlier threads feats that let you do different , manueavers. Like the earth armor or crystal armor. I dont see any rules for this in the file you sent.

I dont see any rules about the Earth bending travel move that toph used to go back to the city and ang used in the last combat in the season final.

Also I would like a feat or chi power to allow earth bender to try and parry incoming attack by creating shields/portrusions made of stone. I think it would serve better as a chi power than a feat. Have it be used as a free or sudden action for 1 chi point the bender can make an attack roll + bender level+ wis modifier to be used in place of his/her AC againstthat specific attack.

Also I saw in an earlier thread a feat tha let earth benders sense vibrations in the ground to give them a kind of blind sense ability...like Toph has. Was this ommited from the final manusrcript or did it just slip through the cracks?

Anyway I will be playing next wednesday with my Earth Bender (3rd level) I willlet you know how she does.

Bill
#311

captkillern

Jan 01, 2007 0:22:35
Homer, Can I get a copy of the prestige classes too? Did not realize they were two seperate files.
#312

zombiegleemax

Jan 01, 2007 18:30:47
they are not, I dropped the Prc's when i changed my system! they all fit into Chi powers.
#313

stranger_among_us

Jan 01, 2007 18:55:56
can i get a copy of the new system at [email]the_stranger_among_us@yahoo.com[/email]? i already have the older system and it looks great. wanted to see what you've done with it.
#314

worldconquerer

Jan 01, 2007 21:48:02
I'm reposting my e-mail address (from last page) because I didn't type it out all the way for fear of spambots. I get plenty of spam anyway, and Gmail has a good filter.

[email]frozenmonkeystudios@gmail.com[/email]

Thanks.
#315

zombiegleemax

Jan 02, 2007 1:42:19
homer this has changed so much since my first version it looks great very perfesional one thing i would like to see in the next version is a very defensive move like was mentioned above to cover yourself in rock or some other type of earth. and maybe a prc for the earth bender to include metal bending as toph did in episode 19 the guru
#316

harmonysrage

Jan 03, 2007 2:00:07
Homer, still waitin for your response to my work so far. Now that I'm finally back... I'll check my email now...
#317

erolkru

Jan 03, 2007 14:00:20
Please, please, can I get a copy!!

[email]bschwartz@metrocastcablevision.com[/email]

We would Like a copy yes.

We live in the mind of the one.
#318

captkillern

Jan 03, 2007 19:40:45
Played the game today... Not much combat so didn't get to see what all the bender can do in a drwan out fight. but in the short skirmishes she did fairly well. Of course I did not shine in combat like the Crane samurai, but I held my own...

Just a thought though.

Ranged elemental strike focus- as in weapon focus
Ranged Elemental strike specialization- as in weapon specialization
"" greater focus
"" Greater specialization
"" Ranged elemental strike mastery- as in weapon mastery from PHB2

Basically same feats but geared towards benders... To reflect those who devout there lives to perfection.

Also my Dm is going to let me take Bend metal as a feat requirement earth bender level 10.

I realize that the authur of this thread is busy, does anyone else have any opinions or advice?
#319

smischmal

Jan 04, 2007 10:04:14
could i get a copy, my address is:
[email]smischmal@yahoo.com[/email]

if you have it in word, it would be prefered
#320

zombiegleemax

Jan 04, 2007 17:10:17
i think what would really help would be some playtest feedback. Im not anywhere close to a place where I can playtest, but i would love to see some legitamate comments on how things work in game.
#321

zombiegleemax

Jan 04, 2007 21:15:25
I'm going to be running my first campaign with this d20 setup, I'll be happy to post how its working.
#322

darthsynn

Jan 05, 2007 7:35:16
Could I have a copy, please?

Thanks


[email]jubal1@hotmail.com[/email]
#323

zombiegleemax

Jan 09, 2007 11:20:55
Hello everyone, This is my very first post on this site. I dont know how these things work but I come to this d20 site to see what other people think about other games being made. I was thinking about doing an avatar game but I really didn't know how to start it. I've been reading though these forums and everything sound great to me so, i would like to give this game a try and I was wondering if I can also get a copy of what you have so far. I'm going to keep checking the forums to see what other ideas are floating around. Thanks

[email]Rjphifer@yahoo.com[/email]
#324

zombiegleemax

Jan 09, 2007 13:02:54
I was just browsing through and found this. If it is not too much trouble do you think someone could email me a copy. It would be greatly appreciated. Thanks.
[email]axeslingerbass@yahoo.com[/email]
#325

marcoasalazarm

Jan 09, 2007 17:15:08
Can I request for the file to be sent again? My computer got screwed.
#326

zombiegleemax

Jan 10, 2007 10:06:24
Hmm... I'd also be interested in having this file. E-mail is [email]08netzls@mmci.retsd.mb.ca[/email]
You should post it on a sight or something.
#327

bloodychariot

Jan 10, 2007 12:27:59
Homer,
Suggestions:

-Rather than gaining any AC bonuses, you should give the firebender a fighter's base attack bonus. That would go along with the firebender's theme of offense at the expense of defense.

-I think you should restrict elemental strikes to unarmed attacks and make a bending feat that allows elemental strikes to be used with melee weapons.

-I also think using Incarnum-esque chakra feats would be better suited for adding chi points. For example, a feat that adds one chi point for every bending feat a character has (there are so few anyway, and as long as they have large prerequisites they probably won't be overpowered).

-I don't think you should restrict certain chi powers to certain organizations. If you're allowing anyone to have access to rare or unique abilities such as lightning bending, blue fire and Dragon Breath, then you should also allow anyone to use abilities such as Stone Fists and Feet. I cannot believe no-one outside of the Dai Li has considered and implemented the concept of affixing stone to their fists.

-I believe starting gold should be based off of occupation, which would work like a cross between d20 Modern's Starting Occupation and the D&D monetary system.

-What about specific armor? You should note the armor that each nation tend to use the most, like the Fire Nation's and Earth Kingdom's extensive use of lamellar armor (Oriental Adventures p. 76).

-Aang sometimes uses his wind orb to literally zoom up walls. It should allow airbenders to move along vertical surfaces.

Edit: Reply completely changed due to my stupidity. I apologize for all the edits!
#328

zombiegleemax

Jan 12, 2007 15:06:06
OK everyone they have been sent. I have not been working on this project for about a month now (other life projects). I will look at what I can when I can. thank you BloodyChariot for those suggestions I will take a look. Thanks to everyone who has helped. I will check back once and awhile to anwser questions or requests or you can PM me.
#329

harmonysrage

Jan 12, 2007 23:33:33
Homer,
Suggestions:

-Rather than gaining any AC bonuses, you should give the firebender a fighter's base attack bonus. That would go along with the firebender's theme of offense at the expense of defense.

When you see my re-write, if it meets Homers approval in it's final draft, this will be necessary no longer.

-I think you should restrict elemental strikes to unarmed attacks and make a bending feat that allows elemental strikes to be used with melee weapons.

It's resolved in there as well.

-I also think using Incarnum-esque chakra feats would be better suited for adding chi points. For example, a feat that adds one chi point for every bending feat a character has (there are so few anyway, and as long as they have large prerequisites they probably won't be overpowered).

I invested the money in Incarnum just to be able to study the chakra feats in there. And after much consideration, and comparing the effect the designers were after in relation to Chakra feats in Incarnum and Chakra as it should be reflected to suit the Avatar setting better I have redesigned a suite of chakra feats that mesh fantastically with the Avatar themes.

-I don't think you should restrict certain chi powers to certain organizations. If you're allowing anyone to have access to rare or unique abilities such as lightning bending, blue fire and Dragon Breath, then you should also allow anyone to use abilities such as Stone Fists and Feet. I cannot believe no-one outside of the Dai Li has considered and implemented the concept of affixing stone to their fists.

Yes and no. Restricting Chi powers to organizations does not seem right. Though meeting the prerequisites for certain chi powers will certainly be more synergetic to some organizational themes with the re-write. However there are Chi powers that are only sensible to certain Element Aspects. Wait and see.

-I believe starting gold should be based off of occupation, which would work like a cross between d20 Modern's Starting Occupation and the D&D monetary system.

But then are we talking about avatar d20, or avatar D&D? and if we're talking avatar d20 there is less reason to refer to Magic Of Incarnum Chakra feats. But then again if we are talking Avatar d20 here then you may be right. In my re-write it is clearly avatar D&D. Not Avatar d20.

-What about specific armor? You should note the armor that each nation tend to use the most, like the Fire Nation's and Earth Kingdom's extensive use of lamellar armor (Oriental Adventures p. 76).

In my re-write of it as Avatar D&D (it would seem) I choose not to delve into other book specific info (ie. MoE and OA) so that is most useful to the most amount of people without requiring other investments. You may customize as you see fit. Obviously.

-Aang sometimes uses his wind orb to literally zoom up walls. It should allow airbenders to move along vertical surfaces.

In the re-write, Air Scooter as Aang's ability is correctly titled, is useful for both vertical and horizontal movement. It becomes faster as levels increase. And at 15th level it no longer requires movement along another surface (ie. walls or floors) so that it reflects the growth of power.

Homer, I hope you approve of my replies. And Homer, I have added all known creatures to the monsters section of all known episodes of Avatar. As well as a complete rewrite of Chi powers. You'll be impressed my friend! ;)

FYI - Currently approx 20% complete, and 99 pages.
#330

zombiegleemax

Jan 13, 2007 0:00:59
Homer, I hope you approve of my replies. And Homer, I have added all known creatures to the monsters section of all known episodes of Avatar. As well as a complete rewrite of Chi powers. You'll be impressed my friend! ;)

FYI - Currently approx 20% complete, and 99 pages.

You sir are awesome!!!!!!!Sorry i have not be more help with this project (life has got me by the B....) I love every thing you have done so far. thank you so much for taking this project up to standards where it should be.
#331

zombiegleemax

Jan 13, 2007 21:58:17
I just discovered this and thought I would pass it on! M. Night Shyamalan has signed on with Paramount to write, produce, and direct three live action films based on Avatar the last Airbender!!! I have not seen any other support for this but sounds cool. what are your thoughts?
#332

stranger_among_us

Jan 13, 2007 23:09:07
he'll have a "surprise ending."
#333

Rohano

Jan 14, 2007 7:12:34
he'll have a "surprise ending."

Yes... mutant waterbenders suddenly stride boldly out of the Fire King's swimming pool and start messing with his servants... abducting him to the Water domain, where Avatar waits to eat their souls.
I mean, uh...
I'm sure the film will be interesting and, personally, I can't wait.
#334

stranger_among_us

Jan 14, 2007 13:08:04
even if they get the same kids to play all of the same characters in all three films, that would take 3-5 years, even if you were to film all of them back to back. it'd be quite noticeable when aang grew an extra 2 feet, his voice changed, and he started shaving. i'd like to see how they're going to work it out.

it reminds me of fox talking about doing a live-action dbz movie for, what, the last 2 decades?

personally, i think most animated programming works best as is.
#335

harmonysrage

Jan 14, 2007 21:53:21
You sir are awesome!!!!!!!Sorry i have not be more help with this project (life has got me by the B....) I love every thing you have done so far. thank you so much for taking this project up to standards where it should be.

lol, yeah, and damn would some help be nice!

I have over 30 more creatures to stat out... and... well damn I would love some help!

If anyone is interested that has some design experience and is very familiar with the creatures of the Avatar series please contact me! I have a large workload here and if left to myself it could take me a year to finish this!
#336

zombiegleemax

Jan 16, 2007 21:01:38
Personally, I'm not sure how Mr. Shamalayan's horror/suspense rep is going to work with Avatar. However, if he's anything as good as Peter Jackson, and I think he is, this should be good.

One more question... other than youtube, does anyone know where i can watch off-air episodes of Avatar? Youtubes blocked and proxies don't work well with it.
#337

zombiegleemax

Jan 16, 2007 21:09:29
season 1 is out for rent at your local video store or net-flix.
#338

zombiegleemax

Jan 16, 2007 21:11:25
Woot! Yeah!
#339

zombiegleemax

Jan 19, 2007 14:11:04
could u send my the latest vers. at blizzard_blind@sbcglobal? plz and thank you
#340

zombiegleemax

Jan 20, 2007 22:51:59
Homer wanna send me the newest set of stuff to [email]dark_sunflash@yahoo.com[/email]
#341

zombiegleemax

Jan 20, 2007 23:39:57
Nevermind o got it and it is really good. The only thing that I can suggest is maybe weapon incorperated bending unless I misunderstood about the elemental strike stuff, I thought that it only worked with unarmed attacks. Maybe metal bending stuff I didnt see any. Perhaps at higher levels waterbenders have the option to take moisture from the air rather then needing a source of water. More items like sandbending boats and varient bending stuff like Northern vs. Southern vs. Eastern vs. Western Air Temples and North vs. South tribe water bending. Maybe specialized prestige classes like Fire Nation army or Bending Master. I dont mind helping if you want me to, just tell me what to do.
#342

harmonysrage

Jan 21, 2007 2:24:07
Nevermind o got it and it is really good. The only thing that I can suggest is maybe weapon incorperated bending unless I misunderstood about the elemental strike stuff, I thought that it only worked with unarmed attacks. Maybe metal bending stuff I didnt see any. Perhaps at higher levels waterbenders have the option to take moisture from the air rather then needing a source of water. More items like sandbending boats and varient bending stuff like Northern vs. Southern vs. Eastern vs. Western Air Temples and North vs. South tribe water bending. Maybe specialized prestige classes like Fire Nation army or Bending Master. I dont mind helping if you want me to, just tell me what to do.

All of these things are already addressed in the newest version which I am working on. ;)
#343

zombiegleemax

Jan 21, 2007 9:45:51
Perhaps at higher levels waterbenders have the option to take moisture from the air rather then needing a source of water.

a Chi power called condense is already their!

every thing that HarmonysRage has put together, is great he really has taken this project to the next level, and has blown my work out of the water. i have seen some of the eariler work and its just awesome. this will be all his work and i look forward to seeing the completed doc.
#344

zombiegleemax

Jan 21, 2007 21:30:54
could u send me the newest vers at [email=blizzard_blind@sbcglobal.net]blizzard_blind@sbcglobal.net[/email]
#345

zombiegleemax

Jan 23, 2007 9:34:44
My friend is also interested in this. Unfortunately, my internet connection sucks. For some reason, my E-mail has trouble sending attachments. Could you send him the same doc you sent me? And when you are done the new one, could you send that also to him please? It would really help him out.
his E-mail is [email]Orks_321@hotmail.com[/email].
#346

stranger_among_us

Jan 23, 2007 22:31:12
hey, could i get the new stuff? you sent me the old edition before, but i never got the new stuff you did.

[email]the_stranger_among_us@yahoo.com[/email]

also, is there an update coming with all of the stuff that HarmonysRage is doing? if there is, count me in when that stuff makes its way out later, too.

thanks.
#347

blackfalcon

Jan 24, 2007 3:14:24
can i get a copy of the newest stuff?
[email]darkknight5_69@yahoo.com[/email]
#348

vtamerx_dup

Jan 25, 2007 19:41:59
think you can send me the file too?
[email]L33tduelist01@yahoo.com[/email]
#349

zombiegleemax

Jan 26, 2007 10:37:20
could you please send me a copy to?
[email]Lianserin@hotmail.com[/email]
#350

zombiegleemax

Jan 30, 2007 12:57:45
Could I get this as well? [email]punkorangecamo@gmail.com[/email]
#351

inkblot

Feb 04, 2007 15:23:40
Can you send it to me too please? [email]doodler@optonline.net[/email]
#352

zombiegleemax

Feb 04, 2007 21:44:51
Could you please send the latest copy of the avatar rules to
[email]game_sniper1@hotmail.com[/email]
Please and thankyou:D

PS: you may find off aired avatar episodes at http://avatarportal.tripod.com/
up to "the library". no one likes looking through the piles of amvs looking for an episode. (some episodes have been pushed back to pg 3 or 4 now)

PPS: you can find a list of avatar animals on wikipedia
#353

zombiegleemax

Feb 06, 2007 10:08:22
Add me to your d20 Avatar mailing list please.

[email]Epicweaver@yahoo.com[/email]


I've begun developing my own versions of the bending classes, but I am pleased to have stumbled over this thread (as I've been thinking about running an Avatar campaign for a long time).
#354

zombiegleemax

Feb 06, 2007 17:47:14
Note: on my last post my email has no space between game and sniper there is an underscore like "game_sniper1@hotmail.com"
#355

zombiegleemax

Feb 06, 2007 22:35:50
can i plz get a copy sent to me? [email]lone_hawk@hotmail.com[/email]

thank you.
#356

raist_the_watchful

Feb 07, 2007 0:29:11
Homer if i could get a copy of your stuff so far that would be great. I'm group would be more than willing to playtest your work. We are also putting Avatar through the tome of battle system. When its complete i would be happy to send you a copy.

This goes for anyone else that has posted creatures at all. or someone that has compiled everything together.
Email at
[email]EFrankhouse@gmail.com[/email]
#357

zombiegleemax

Feb 07, 2007 20:56:43
Could you also send your new stuff to me at [email]elorex619@hotmail.com[/email] , I am really interested in this for a campaign I may run soon, so if you could possible do this for me I would greatly appreciate it.
#358

zombiegleemax

Feb 08, 2007 14:08:51
]Could you send A copy of the "avatar" in pdf, to my email please
[email=catemir@hotmail.com]catemir@hotmail.com[/email]
thankyou
#359

zombiegleemax

Feb 08, 2007 14:18:18
Could you please send a copy of the pdf to [email]wraith527@yahoo.com[/email]?
#360

zombiegleemax

Feb 09, 2007 17:46:28
In case anyone's interested, I've done up the stats for the differant peoples in Avatar. In the oriental adventures handguide, there are several different 'backgrounds' for humans. Based of this, I have made these background traits. They are simple and simply are added on to normal human traits.

Avatar Peoples

Fire Nation:
Bonus Class Skill: Intimidate. +1 competence bonus if already class skill.
Favored Class: Fire Bender, Fighter

Air Nomad:
Bonus Class Skill: Tumble. +1 competence bonus if already class skill.
Favored Class: Air Bender, Rogue

Water Tribe:
Bonus Class Skill: Heal (Female), Survival (Male). +1 competence bonus if already class skill.
Favored Class: Water Bender, Ranger

Earth Kingdom:
Bonus Class Skill: Concentration. +1 competence bonus if already class skill.
Favored Class: Earth Bender, Fighter

Note: Each ethnicity of people has two different favored classes. One for benders and one for non-benders. A character form one of these ethnicities can only have one favored class, which must be chosen from the two provided at first level.
#361

zombiegleemax

Feb 09, 2007 20:52:55
a few preliminary errors at first lookthrough before playtesting (thats this weekend for my group,) thanks again for the PDF.

Overall the rules were very good and well thought out. At first glance, the only thing that seemed slightly off was the were the animals.

Sky Bison
- only Cr 2? Appa single handedly defeats Mae and Ty Lee even when exhausted.
- It takes large numbers of strikes from that creature with the nose and the paralyzing tongue to take effect, when it instantly paralyzes both many main characters.
-statistical note, the bison shrinks when it advances rom it's original huge to large; might be something missed in early revisions.

Polar-Bear Dog
seems to be about the size of a large dog, from show, and relatively domestic, as a child sits on it in the first episode. Cr seems slightly off, I might be wrong though, just a vibe.

As playtesting continues and prolly develops into a campaign, I will prolly end up adding more creatures from the list on wikipedia, I'll post em as I make em.
Thanks again for the the rules,awesome job.
#362

zombiegleemax

Feb 10, 2007 14:23:45
Hi there,Homer.Long time,no see,huh?I'm sorry about being absent for so long,but,I thought I'd check in.Seems like you have a newer version of your Avatar material,hmm?May I ask for a copy to be sent to me,please? Please send it to:shalenn2000@yahoo.com.Thank you,Homer,and,again,you do good work.Take care,shalenn
#363

zombiegleemax

Feb 10, 2007 17:00:30
Can you please send me the rules PDF? Thanks!

[email]gotmoai-gamereg@yahoo.com[/email]
#364

zerianthekeeper

Feb 10, 2007 22:31:56
Hi all!

It is me Homerjaysimpson13, I have a new Screen name if you couldn't see. well I finally broke down and made a website It will contain updates as I make them plus any other homebrew crap I can make up. it is still in development but you can now download Avatar d20 v2.01. I will still post here any updates made but this should cut down on needing to post your e-mail for everyone to see and this way you do not need to wait on me to e-mail you because I dont always check here. I hope to hear from you soon!
#365

zerianthekeeper

Feb 10, 2007 22:52:58
Opps, didnt mean to post, so Goodbye!
#366

gofe

Feb 13, 2007 9:51:33
Hello all,

Thanks for the PDF (version from about a month er two ago). I decided to try and make Toph (starting from lvl 1). I came up with something for her: You know how certain classes or races get an improved version of Tremorsense?
Here's what I came up with for Toph -

Improved Tremorsense
General:
The use of bending the earth allows an earth bender to "see"
using bending. This improves their tremorsense to a distance of 120 ft. (or if it is being done on a per lvl basis, tremorsense is improved to 20 ft / lvl instead of the regular 10 ft / lvl)
By making a successful concentration (usually a DC 10-15) and then
knowledge bending check (DC 10 + 2/size category) a bender can tell the
general stucture and size of an entire building by touching it. (Note:
walls that do not connect to the building in question, say a stone wall
around a city or castle, will only allow you to see the structure of
that wall. I'd think common sense should tell you this, but I put it
here anyways.) (Another Note: If it is not made of an earthen material
then the bender only gets the Wisdom modifier to the DC check, and not
the total Knowledge Bending. If the building is larger than a DC 14
check and not made of an earthen material it is impossible for the
bender to determine the basic structure of the entire building.)
Ex. Tiny building (a shack) only DC 10
Small building DC 12
Basic House DC 14
Tavern DC 14-16
Mansion DC 16-18
Castle DC 18-22
Cave System DC 24-??
If the bender should fail their knowledge bending check they only see
the first room or two into the building. Should they want to try again
another concentration check is not required (unless there is a
distraction deemed by the DM) and the DC goes down by 1 for the
Knowledge Bending check. (This is due to the fact you've already
navigated a small portion of the building and now you are trying to
determine further into the structure.)
If Blind:
Prerequisite: Blind (taken at first lvl), Cannot have Blind
Sense ever
If the Earth Bender is blind as well, this improves their
Improved Tremorsense slightly more because of the inherent nature that
they have had to use tremor sense to see. Benefits from this are +1 to
Knowledge Bending, Climb, and Perform Bending checks. The +1 to these
checks more or less explains how the blind have a greater sense to tell
what things look like, what size or amount there is, better ability to
see tremors in the sand, etc.

That's what I was thinking would explain Toph's abilities from the
show. I've tried to include everything I've seen her able to do within
this version of Improved Tremorsense, and nothing more.
Some of this comes from when she touches the Library (buried in the desert with just it's peak showing) and she more or less tells them how huge and complex the structure is. The reason I include an ability for them to see buildings not made of earth is that the structure is on the ground, allowing them to see into the building that way... but if the structure is to large/too tall, the vibrations only carry so far. They can still see up to their maximum tremorsense distance just like they'd use it to see normally, but beyond that...


Another couple of ideas -
Adapting the Shape Stone
I figured out that if you shaped the stone behind the back of your feet to force you forward you could move another 90 ft
here's how my math works: 10 cu. ft for stone shape, right?
ok, lets assume it takes about 4 cu. in. per foot (as in your body part) behind each foot to be stable behind your foot (at least for Toph, because she's only 11-ish and her feet aren't that big) in 10 cu. ft. there are 17280 cu. in.
As you form the stone behind your feet - 8 cu. in. - you want to move forward so you must form stone forcefully forward into the back of your heel from the back of the stone formed, so you're using double the amount of stone shape this way. (the reason for this is because to try and form stone from below your foot to behind it wouldn't work to force you forward)
ok, so with a little help of math
17280 cu in / 2 (from the double usage)
8640 cu in / (8 cu in/1 in movement)
1080 in movement rate
1080 in / (12 in/ft) = 90 ft distance
Is that sick? wow... umm... so, ok!
Lets see, this would explain how Toph uses mounds of earth to force her way along after breaking free from the steel cage. Should there be a level limit to this? lol
Maybe make it a new Chi power? or limit it to a per level basis?


Also, maybe an Improved Chi Feat?
Doubles the amount you get from your Wisdom bonus
Ex. Wisdom 18 Modifier is +4
instead of 1 pt/ lvl +4
now 1 pt/lvl +8
so a lvl 6 character would have 14 Chi pts instead of 10


And a completely new chi power made up for the sake of it
Rapid Shot Spikes (Earth Bending Class)
6th lvl Chi power
By stomping the ground to pop up several dagger-shaped stone-formations the earth bender hits them to fire them off at an enemy/ group of enemies
3 daggers/round (every 3 lvls) maximum 12 daggers/round at 15th lvl
daggers do 1d4 + STR modifier
YES STRENGTH
because it isn't really dexterity that's working for you here, you're pounding your strength behind the daggers as well as forcing them forward with bending.
RANGE - 60 ft (this is probably a little short, but I'm not good with range increments)


OK FOLKS! let me know what you think!

Geoff
#367

zerianthekeeper

Feb 13, 2007 11:51:11
Hello all,
Thanks for the PDF (version from about a month er two ago).

No problem, i Hope you liked it!

Improved Tremorsense

I'll need to look deeper into this but I like were you are going!

I figured out that if you shaped the stone behind the back of your feet to force you forward you could move another 90 ft

Well that would explain toph :D no need to add a skate ability to it!

Also, maybe an Improved Chi Feat?
Doubles the amount you get from your Wisdom bonus
Ex. Wisdom 18 Modifier is +4
instead of 1 pt/ lvl +4
now 1 pt/lvl +8
so a lvl 6 character would have 14 Chi pts instead of 10

I have though about this one, and it will be fine tuned and added.

And a completely new chi power made up for the sake of it
Rapid Shot Spikes (Earth Bending Class)
6th lvl Chi power
By stomping the ground to pop up several dagger-shaped stone-formations the earth bender hits them to fire them off at an enemy/ group of enemies
3 daggers/round (every 3 lvls) maximum 12 daggers/round at 15th lvl
daggers do 1d4 + STR modifier
YES STRENGTH
because it isn't really dexterity that's working for you here, you're pounding your strength behind the daggers as well as forcing them forward with bending.
RANGE - 60 ft (this is probably a little short, but I'm not good with range increments)

This one too shall be added, I would really like to hear if anyone else has any ideas on Chi powers!
#368

gofe

Feb 13, 2007 14:02:21
COOL

Let me know when you've updated the PDF.
I'll download the updated version off your website when you do.

As for how the game I'm in with TOPH:
Going quite well, but we only play once every other week. (That's as much as I can handle with full-time college, a wife and a kid, and basically a full time job.)
It is working out well, especially burrow. Take improved grapple, grapple your enemy, burrow with them, then leave them 20 ft underground to be buried when you burrow back to the surface... LOL
I'm so mean...
I'm only lvl 2 at this point, but Toph is still rockin'!
(no pun intended, well... at least not until I realized what I just wrote...)

Geoff
#369

zombiegleemax

Feb 13, 2007 19:51:27
Thanks for the PDF from last week.

I want tell you some info to make blind air and earth berder.

blind air berder: take hear the unseen or an other feat on PH2

blind earth bender: scorpion's sense feat on sandstorm book or
earth sense feat on race of stone book

For a better help for the creation, you cat take "sense elements" form shugenja class feature and limit it for the element of the bender.

And last thing. A binding scroll give +4 for learning a new chi power. Is this mean that we have to learn it at each lvl or we can know more then a standard person like a wizard do. By independant recherche or scribing a new onw on his spell boook.
#370

zerianthekeeper

Feb 13, 2007 22:02:00
And last thing. A binding scroll give +4 for learning a new chi power. Is this mean that we have to learn it at each lvl or we can know more then a standard person like a wizard do. By independant recherche or scribing a new onw on his spell boook.

At ever other level you gain access to new Chi powers, to learn a new one you must make a skill check to see if you can learn that power, the scroll adds to that check. make sense?
#371

gofe

Feb 14, 2007 11:12:21
Here's a prestige class I thought of:

Bending Expertise

Required lvl 5 bender (any of the four)

Prestige Class # of lvls = 4
(xp requirements are on a TOTAL xp basis, so lvl 1 is 3K, lvl 2 is another 6K xp needed ie - 9K xp total)

xp required to reach lvl 1 - 3000
benefits: +2 to knowledge bending, +4 to perform bending, add one chi point to your total
At level one I also thought of maybe inproving class specific skills, like improving jump and climb for earth benders

xp req. lvl 2 - 9000
benefits: take another Chi Power, add another chi point to your total

xp req lvl 3 - 18000
benefits: NEW SKILL - Create Elemental Construct , add another chi point to your total

New skill - Create Elemental Construct - details
you may now create an elemental construct out of your bending class element. it starts off as small for a lvl 5 bender and increases one size level every 5 lvls in your bender class
LVL SIZE CHI COST (creation) / CHI COST (obedience)
lvl 5 small 3 / 1
lvl 10 medium 4 / 1
lvl 15 large 5 / 2
lvl 20 huge 6 / 3
Chi cost creation means how much chi it costs to create the creature
Chi cost obedience means how much chi it needed to give the creature obedience (meaning it will obey you)
because these aren't summoned creatures from a plane of existence like a summoner would do, the rules for these elementals are slightly different
(granted i know pretty much nothing from elementals and their creature descriptions, but this will just be a mod for those rules)
the creature will only obey you, cannot be charmed directly, but if you are charmed consider the creature charmed as well
hit point restoration for elementals must be restore by spending your own chi points to do so. depending upon its size 1 chi point will restore so much of its health
small: 1 chi = 1/3 of its health
medium: 1 chi = 1/4 of its health
large: 1 chi = 1/5 of its health
huge: 1 chi = 1/6 of its health

should the creature fall below 1/8 of it's health, you must spend the obedience cost again to maintain your hold over it.


xp req. lvl 4 - 30000
benefits: NEW SKILL: Combined Chi Powers, add 2 more chi points to your total

New Skill - Combined Chi Powers - details
you may combine any two DIFFERENT chi powers in the same round
Chi cost is still the same: use 2 chi powers, cost of using them is the combined total of the chi cost for each one
YOU MAY NOT combine the same chi power twice: you must choose two different chi powers to combine. this means an earth bender can use shape stone twice to double the effect, or two stone wall to double up on protection
lastly, I thought this might take a full round action? not sure, because I'm also not sure if you forfeit your move action, can you do two different chi powers in the same round?
although if a chi power states it takes a full round action then you could combine another chi power with it by use of this new skill
#372

gofe

Feb 14, 2007 11:26:42
Another thought
New Chi Power

EARTH SKATE
(This is a modification to the shape stone version I made earlier for moving using earth bending. I think it best that the version I created earlier just be left as a part of doing Shape Stone.)

lvl 10 required
Chi cost 2

2 versions: one for REALLY FAST movement, the other for pretty fast movement and attacking

REALLY FAST
Movement rate 180 ft.
improves to 210 ft at lvl 15
improves to 240 ft at lvl 20
creates small mounds of earth beneath you that move you along at incredible speed. It is recommended you avoid objects (people, trees, VERY LARGE BOULDERS, etc.) when moving this way, simply because you have the possibility of being knocked off of your mound. You may only travel in straight forward or diagonally forward movements from the direction you started off moving.
If you are within 5 ft of a person in your line of travel you create an opportunity for them to knock you off - the offender makes a standard attack roll at -1 (because of the intense speed of the target) Should you be knocked off of your mound you roll for the next *1/2 of distance already traveled* and take 1d4 for every 20 ft traveled while rolling
(Believe me, falling from traveling really fast, hurts like a *****)

ATTACKING VERSION
Movement rate 90 ft
creates mounds of earth beneath your feet that force you along
movement limited to forwards and forwards diagonals
Mound size STARTS AT 5 ft x 10 ft at lvl 10
height of mounds 5 ft / 5 lvls in bender class
width of mounds 10 ft / 5 lvls in bender class

example: lvl 10, 5 ft in air, 10 ft wide
lvl 15, 10 ft in air, 20 ft wide

Those who are in the direct path of this movement will be force to the side and possibly buried in dirt
1 of two things happens (DC 15 Ref Save): FAILED SAVE they're force under the mound and are buried in the dirt, dealing 4d4 damage (which will take 2d4+2 rounds to escape and are considered suffocating after first round of trying to dig free)
or
they are knocked back from the path by 10 ft + 5 ft / 5 points of damage
damage done by this is 2d4+WIS Modifier at lvl 10, and goes up 2d4 every 5 lvls
damage done to trees and buildings in the area - consider trees in direct path uprooted and knocked off to the side, trees on side of path only uprooted half way and leaning away from path.

Max upgrades to this are at lvl 20, so it'd be 15 ft tall, 30 ft. wide path
doing 6d4+WIS

Things on the side of the path but still considered hit by the mound are only knocked back 10 ft. and take 1 damage
#373

lordcruentus

Feb 14, 2007 21:05:18
I would really like to hear if anyone else has any ideas on Chi powers!

here's something I made modify if you want

Ice Weapon
Requirements: 4th Level Water Bender, Freeze
Chi Points: 1
Initiation action: Move action
Concentration: None
The user may freeze water into weapons that they or others may use to fight. The weapon stays frozen for a number of rounds equal to the users Waterbender level, but may choose continue it with a free action and paying its Chi cost.

Req. level Examples
Light 4 Dagger
One- handed 6 Shortsword
Two-handed 8 Warhammer
#374

gofe

Feb 15, 2007 12:25:38
I don't know about you guys, but screw taking WALL OF STONE
You can do shape stone at 3rd lvl, right? allows you to shape up to 10 cu. ft. of stone
ok, lets say that we want a wall 1 in thick
1 in = 0.0833333333... ft.
lets say we want that wall to be 5 ft wide...
ok, 5ftx.083333ft = .4166666... ft^2
so how tall can this thing be?
10 ft^3 / 0.416666... ft^2 = 24 ft tall
and we're saying with WALL OF STONE that we can create a wall of stone 1 in thick that's 5 ft^2 (i.e - 2.24ftx2.24ft wow, that's enough wall to block my shin...) per level?
sure, at seventh level we can get it to do 5.9ftx5.9ft, or any dimensions that make up 35 ft^2, but it still isn't comparable to shape stone...
and if you're worried about having an anchor, shape the stone from the ground and leave the base anchored into the ground!

THIS NEEDS WORK PEOPLE!
I'll come up with an addendum to WALL OF STONE later...

Geoff

Addendum to my own statement:

Perhaps we could just make Shape Stone on a per level basis? I mean, cmon, with 10 cu ft you can do a hell of a lot... i could make a "statue" that looks like a bunch of useful weapons that have very small anchors to the ground. Then I break off the weapons from the ground and use them against people.
Coming from Naruto, Gaara makes a hardened sand spear... how many of those you think i could make with 10 cu ft? 6? 7? at least?
Just a thought...
#375

gofe

Feb 16, 2007 9:44:48
I'll come up with an addendum to WALL OF STONE later...


OK! so here's the idea, SCRAP Wall of Stone
Replace with new chi power
Stone Stronghold
lvl 7
concentration required
creates a teepee of stone walls (much like the one you see Toph create in the series)
there are 5 walls with 22 hp and 8 hardness each
if the bender concentrates on this power they may expend another chi/rnd to increase the size/capacity of the stone stronghold
1 round - contains only the bender
2 rounds - bender +2 people
3 rounds - bender +4 people
etc
as the size increases the walls improve as well - +2 hp to each wall/rnd
+1 hardness/3 rnds
Chi may be expended to mend walls being damaged, and may be used on the walls collectively
1chi/40hp (this is to the walls hp)

does this sound good?
#376

gofe

Feb 16, 2007 9:58:28
Ok, so I thought I'd make an addendum to my lvl 3 shape stone "earth skate" that I thought of that allows you to move 90 ft... (this was kinda broken for a lvl 3 character)

Upon further thought, if I only create a heel backing then my foot would get forced along the ground, possibly tripping me up.
SO, if I adjust the amount of a foot hold I make the initial part out of to 6 cu in, then the math comes out to a movement rate of about 60 ft, not 90 ft.
the 6 cu in is forming not only a heel, but also a sole, like the sole of a shoe. Then I use the rest of shape stole to shape/force my way along.

Well, that sounds better... not so broken anymore (plus I didn't want to try it and have my DM screw me over by making me trip cuz I only had heel holds...)

Geoff
#377

gofe

Feb 16, 2007 10:46:05
Stone speak - I was thinking about this and I thought that it was kind of lame... I mean, a lvl 11 chi power that is worthless comparative to other powers you can take?
Yea, stone speak has it's uses, like tracking someone and such... but I think this should be a part of the class...
In fact I think each bender type should get their own feat (considering that in most cases it is a feat that gives people speaking abilities... most players don't bother with wasting a spell slot on a speaking spell)
water benders talking to water
fire to fire (or natural sources of really hot temperatures... volcano and such)
earth to earth
air to the winds (or possibly spirits...)

let me know what you think about this.

Geoff

ps - I just had a wicked thought *what if you had an earth bender who specialized in bender magma/lava?*
#378

Kord%E2%80%99s_Boon

Feb 20, 2007 13:01:06
Might I be so privileged as to acquire a copy of this pdf?

[email]chopstewie@comcast.net[/email]
#379

zerianthekeeper

Feb 20, 2007 15:00:00
Might I be so privileged as to acquire a copy of this pdf?

[email]chopstewie@comcast.net[/email]

Well you can go here, and sign the book while you are there!
#380

gofe

Feb 20, 2007 22:01:45
New Chi Power

Stone Prison

lvl 8
Concentration: yes

Chi cost: 1
create a prison around an enemy (up to two), they must be on the ground
you may spend an extra chi / 2 more people to imprison
Ref save (DC 15)
the prison created may be solid or have bars like any standard cell. Hardness 10
50 hp/wall
25 hp/ bar

as you wish you may spend an extra chi point per 2 people entrapped within the cell to form spikes and crush the prison inward upon your enemies (no save - they're trapped within the prison)
they can get out by teleporting, burrowing (should they be an earth bender) and such, so this isn't that bad
damage done is 6d6 piercing per person
when this chi power is done the stone remains as is and the person (people) trapped within the crushed prison, should they get free, are reduced to half movement rate until healed by any magical means or have had 4 days rest and proper medical aid
if no treatment, then it may take up to three weeks to regain full movement rate.

just a thought. Sort of a ripoff of Gaara's DESERT PRISON technique, but with my own flare thrown in.

Gofe
#381

zombiegleemax

Feb 20, 2007 23:44:47
made this for playtesting (hence the convenient low CR)

BuzzardWasp (med vermin); hp 1d8+2; init 2; Ac 15; Spd 10, 30fly (good), Atk sting+2, 4claws +1; Dmg 1d4-2+poison (dc11, 1d2 dex), 1d2; special atk snatch; skills spot 4, listen 4; abilities str8, dex14, con15, int-, wis10, cha6; saves 2/1/-1; climate warm land; organization 1,2-5,11-20; Cr 1/2; align neutral; advance (2-3hd med)(4-6hd large)

might have missed some stats, new to design, so sorry if I did. Anyway just thought I'd post it.

One little question about playtesting, in a low magic campaign, does anyone else find that the conventional warriors are hard pressed to compete with their bending counterparts? I found that they had a tendency to have to resort to unconventional tactics to even the playing field. any ideas on ways to fix this (either some anti-bending feats or abilities, or perhaps softening the benders slightly)?Anyone else find this problem?
#382

gofe

Feb 21, 2007 11:01:00
why not try to make a specialty "anit-bender" class, or prestige class?

perhaps they have a feat (or combination thereof) to give them the ability to counter/nullify bending techniques directed at them. The only loop-hole to this then would be bending that doesn't target them directly, but the specialty class could have some skills to help with this as well... perhaps a way of doing a anti-bending field where all bending that would normally be done in that field is nullified/impossible to perform. as the person levels higher in the class the field can be increased in size

just some starting thoughts

Gofe
#383

gofe

Feb 21, 2007 19:30:35
Something I thought should be added to each of these:

Since both require concentration, as long as the bender keeps concentrating on the power (which doesn't necessarily require more chi, only if they're continuing to increase the size) then all damage dealt to the walls (and bars) is reduced to half.
Should the bender decide to use chi to repair the walls/ damage done then they stop concentrating and cannot regain the concentration thereafter.

Gofe
#384

zerianthekeeper

Feb 21, 2007 20:21:29
OK v2.02 is available to download HERE. I have added a few Chi powers that have been suggested here, and a couple new ones. also I added a new feat. I hope you like; let me know what you think!!!
#385

gofe

Feb 22, 2007 23:56:22
I read over all the classes and found that earth benders should be covered now. Water benders are definitely well covered. Fire benders could use a few more chi power variety.

Air benders need some better/more offensive type chi powers.
I've thought of four of them. I'll have them up sometime tomorrow -
Here's the chi power names for you to ponder over:
Extended Arms
Sound Manipulation
Sonic Boom
Wind Giant

Gofe
#386

gofe

Feb 23, 2007 17:39:07
OK, so here's what I decided -

I've created Wind Blade, Vacuum, Sound Manipulation, and Sonic Boom.
The Wind Giant chi power I had thought about turned out better by adapting it into the prestige class I developed/reworked from before. Should Zerian want to he could add it in as a level 17 Chi Power instead of the definition in the prestige class. I'm going to send all this to Zerian in a WORD document so he can read it over, decide what's good and what's not, and update the PDF as necessary.

Zerian - If I can't get it sent to you through a PM or your website I'll need your e-mail, but it isn't necessary until I let you know that the other two attempts failed.

THANKS ALL

Gofe
#387

zerianthekeeper

Feb 23, 2007 17:47:00
Zerian - If I can't get it sent to you through a PM or your website I'll need your e-mail, but it isn't necessary until I let you know that the other two attempts failed.

Gofe

The website has a Contact Me on it. It will take you to my email.
#388

zombiegleemax

Feb 24, 2007 19:34:02
I'm having some trouble. I really want this file, but this stupid filter is keeping me out of it!
Could you please E-mail it to me at [email]stirling90@mts.net[/email]
#389

zerianthekeeper

Feb 24, 2007 19:57:50
this stupid filter is keeping me

Filter?
#390

lordcruentus

Feb 25, 2007 13:11:00
this pic of a polarbear dog seems that its medium http://en.wikipedia.org/wiki/Image:Polarbear.gif
but thats just me
#391

gofe

Feb 25, 2007 19:29:40
Zerian -

I know you recently added Metal Bending as a 17th level Chi Power, and it would be cool to see it stay as a power all earthbenders could employ...
BUT consider this -

http://www.avatarspiritmedia.net/characters.php?id=194

It's the Toph character description by the Avatar Spirit fan site.
The quote I wish to make is this,
"Her earth-sense allows her to feel the minute earthen elements still present in metals and target them. These impurities are so small and sparse in the metal that normal Earthbenders are unable to sense or manipulate them."

To me it sounds like this is a specialty that needs in this sense the Improved Tremorsense in DnD terms... NOT just a Chi Power that general earthbenders can achieve/take.

I mean, do you ever see an other earthbender with the ability to bend metal? Not even King Bumi does it... granted he didn't want free of his prison, but we still don't see him bend metal.

Just food for thought. Be sure to look it over... maybe on my Improved Tremorsense it could be an addendum that at 14th level those with the Improved Tremorsense gain the ability to see these elements? and if blind you can do this at 10th level...?

Gofe
#392

zombiegleemax

Feb 26, 2007 10:36:43
Filter. As in Web filter. As in Bess.
They block all of Geocities just to be safe. It's a real pain in the arse. Even my home computer has it! (Not my decision)
#393

zerianthekeeper

Feb 26, 2007 11:51:43
Filter. As in Web filter. As in Bess.
They block all of Geocities just to be safe. It's a real pain in the arse. Even my home computer has it! (Not my decision)

Sorry to hear that, I will send tonight when I get home.
#394

alder_fiter_galaz

Feb 26, 2007 18:45:04
Can you post a link who show Avatar: The Last Airbender d20. No a download but a link to a place where the link to download are.
#395

gofe

Feb 27, 2007 15:01:07
Here's a feat I thought of for Earthbenders:

Improved Shape Stone
Requirements: 9th level Earthbender, Shape Stone
Benefits: You can now shape up to 30 cu. ft. of earthen materials instead of only 10 cu. ft.
(the requirement level is triple that of shape stone AND the powers you could replace by using this feat are all of this level and lower)


OK Scratch this, I've got a better idea...
#396

zerianthekeeper

Feb 27, 2007 16:01:20
Can you post a link who show Avatar: The Last Airbender d20. No a download but a link to a place where the link to download are.

HERE maybe? I not sure what you are after.
#397

gofe

Feb 28, 2007 11:28:57
Ok, so here it is

Improved Elemental Control
Improves all non combat chi powers.
Effectively allows double the manipulation of your element for the power.

By this definition the difference between combat and non combat would be the difference between things like finger jab (the 10 ft pillar that jabs someone using earthbending) and shape stone.
Finger jab is combat oriented - dealing damage or specific combat conditions towards other characters
Shape stone is an all around useful tool, but not combat oriented in the sense that it is not used specifically for combat purposes (although it could be)

I guess we would have to go through and determine what each chi power is considered... ???

More or less what I'm trying to get out of this feat is the ability to improve things like soften earth or shape stone by use of a feat.
I'd like to be able to soften more than just a 5'x5' square of earth as I go up in level... otherwise this power is pretty much useless comparative to others at higher level. In creating a character, at any level of 5 or above I can't see taking soften earth as a useful tool... By this point you've got shape stone and maybe the spiked earth (where the area has tiny spikes that are basically undetectable but still harm the creatures walking on them, if I remember correctly)
Shape stone you can just shape the earth up around them, Slowing them MUCH more effectively than soften earth. soften earth still has it's uses for catching people off guard because they don't usually notice the way the earth has been changed...

I think you know what I'm getting at here, so I'll stop ranting. Let me know what you think we should do...
Change the definition of soften earth to improve with level?
Do this with shape stone as well?
OR add a feat that does this for you, perhaps a general feat that improves things like these for all bender classes? (Only problem is figuring out how it would apply to firebending...???)

Gofe
#398

gofe

Feb 28, 2007 11:32:11
STUPID QUESTION TIME!!!!

Ok,

So, let me know which way the chi point advancement works -

is it

(1 chi + wisdom Mod) / level

OR is it

1 chi / level + wisdom Mod

Difference for me being -
I'm a level 4 earthbender with 18 Wis (+4 mod)
In this case it's the difference between having 20 chi points
(1 + [4] ) / level
and 8 chi points
(1 / level) + [4]

Left wondering -
Gofe

PS - reason being although I'm pretty good at melee combat as a monk, As a bender (sort of like a caster in the sense of the game we're playing) I'm pretty useless after 1 or 2 encounters... ( I'm using the 8 chi points at the moment )
oh, and would counterbending work with things like ranged elemental attack? (I'd think it wouldn't, but it is still technically using bending...)


EDITING: No longer left wondering - The Chi points work as 1 chi point / level + wis mod
although, again I think this might be a bit underpowered... maybe? I mean after a single encounter, especially at lower levels, I am without any chi points left. Could we consider changing this to 1 chi point + wis mod / level?
It seems as though the characters in the world of Avatar go on forever bending, more or less until they're physically exhausted... I don't know, but I still think I end up a bit worthless after a single encounter when playing in a different world than the world of Avatar.
#399

gofe

Mar 03, 2007 20:03:28
Ok, so here it is

Improved Elemental Control
Improves all non combat chi powers.
Effectively allows double the manipulation of your element for the power.
Gofe

So I've been looking into feats and this can easily be done with some metamagic feats given a little rewording... So nevermind the feat stuff. Although it would be nice to have the metamagic feats re-worded/re-named to be defined for the Bender classes...

Gofe
#400

gofe

Mar 03, 2007 20:13:41
I was watching the end of season 2 the other day and saw something I thought could be adapted into a Chi Power possibly -

Toph, after she breaks out of the steel cage, uses a wall-sandwich to pinch together the two drivers and then rotates the walls and forces them into the steel cage. She does this again to the tied up Dai Li member that Iroh brings to them. I'd say just use shape stone for this, but just like the Stone Prison and Stone Stronghold there isn't enough earth in 10 cu. ft. to do these things... only way to do so with Shape Stone is to take a modification of a metamagic feat that would double the amount of area you can bend with your chi powers.


Another thing I think I missed - on the EARTH SKATE ability I designed, I think I forgot to add a part in there that makes the power last for so many rounds...
for the fast movement version i think it would be 1 round / bender level
for the attacking version i think it would be 1 round / 2 bender levels.


Gofe
#401

gofe

Mar 03, 2007 20:21:27
Ok, something I noticed about the Waterbenders:
It takes water to do any of their powers, right? So how much water does it take to do healing?
If you look, every time Katara uses water to heal it takes that water and sort of fuses it with the person's body to do the healing. So what I'm asking is how much of the water they have do they lose by the healing they do? Just something I think should be updated on the Chi powers (Restore Health, Chi Energy, and Restore)

Gofe
#402

gofe

Mar 03, 2007 20:33:10
New Chi Power for Firebenders -


Flame Shield
Required: 5th level Firebender
Starting at 5th level a firebender can form a protective layer of flame over 1/4 of their body without doing harm to themselves or equipment. This flame adds 1 AC and 1 to deflection per 1/4 of the body covered. The firebender's ability increases by 1/4 every other level there after.

So by level 11 the firebender can cover their entire body in the flame shield with +4 AC and +4 to deflection.

This power remains active for a number of rounds equal to 1 per firebender level.




Another new chi power possibly
In the last episode of the second season Azula uses her blue flame to propel herself forward as if by a rocket. I was thinking this could be a level 11 chi power of some sort for use of increasing a firebender's movement rate?


Gofe
#403

ogrelee

Mar 03, 2007 21:29:53
I just dl'd the pdf from your site, and I have to say, great work. Very well done. Am I to understand now that you are working on adding PrC's?
My nieces and nephews asked me to try to work on this. I think you did a better job than I would have, though. I don't have this much patience.
Now, to make a dataset for etools........
#404

zombiegleemax

Mar 03, 2007 22:26:36
Block Chi
Prereqs: dex-13,wis-13,unarmed strike,stunning attack/stunning fists, BA +4
Benefits:
Must declare this ability before an attack. on unarmed attacks, forces enemy to take fort sv dc 10 + 1/2 level plus wisdom mod or be unable to use chi powers or elemental strikes (including ranged) for 1d4+1 rounds. May only be done a number of times per day equal to 1 every 4 lvs + wisdom mod

haven't had time to try this one, not sure if it is balanced. feed back appreciated:D
#405

zombiegleemax

Mar 03, 2007 22:37:31
Quick question on balance, why do airbenders and firebenders flurries get better over time? This may be a non issue, but I am still working with 3.0 so monks flurries don't get better over time like this. If they do in 3.5 thats cool, but right now it seems that with progressive flurry bonuses, greater flurry and elemental flurry, it seems that benders are far better martial artists than the traditional martial arts gurus, which is somewhat odd.

ps: is anyone working on a guru prc? If no one is, I'll take a crack at it, results may vary though:P
#406

zombiegleemax

Mar 04, 2007 11:33:26
send me the bending classes plz
[email]andersbergren@gmail.com[/email]
#407

harmonysrage

Mar 05, 2007 10:44:01
Zerian, I expect to be finished by no later than April 1. I will need a LOT of help however to accomplish this. Particularly in statting out the complete Avatar Bestiary and getting the CR's right. There is no way I will finish on time if I have to do them all myself. But everything else I should be good on.

When I'm done will you convert it to PDF format?

Thanks!
#408

zerianthekeeper

Mar 05, 2007 11:55:02
send me the bending classes plz
[email]andersbergren@gmail.com[/email]

Follow ME!
#409

zombiegleemax

Mar 07, 2007 17:42:33
Ok, something I noticed about the Waterbenders:
It takes water to do any of their powers, right? So how much water does it take to do healing?
If you look, every time Katara uses water to heal it takes that water and sort of fuses it with the person's body to do the healing. So what I'm asking is how much of the water they have do they lose by the healing they do? Just something I think should be updated on the Chi powers (Restore Health, Chi Energy, and Restore)

Gofe

In general I would assume that restore health and chi energy use up the contents of the waterskin, but the description of chi energy, "A waterbender can, by redirecting the energies inside a living person, heal or harm them," seems to suggest you are using the water already inside there system.
As for Restore, I would be inclined to say that the power would require enough water to immerse the wound in question, to a minimum of a waterskin. So for major burns or gashes, I would just assume that enough water to bathe in would be enough, so a stream or pond would do.
Alternatively spiritual water could be used as a required material to the size of a potion or vial. hope that I was helpful.:D
#410

holy_beholder

Mar 14, 2007 10:36:43
That makes sense. By the way, I thought of a good feat for air bende

Reflect Bending. Okay, we all see aang blocking with air(deflection). But what if he could send it right back. I don't have TV so i'm way behind on episodes but I have seen some. I think it would make sense, especially against earth benders.
Earthbender shoots rock, airbender makes air fire rock back. It be like in baseball aiming the ball by hitting it. Hard but not imposible

Just a thought
#411

zombiegleemax

Mar 14, 2007 13:30:26
Great idea:lightbulb! This would DEFINITELY be a D20 system. Do it, bro', and holla back when U succeed!
#412

Rohano

Mar 14, 2007 14:01:33
air fire rock

*rereads; resolves to drink less coffee*
#413

holy_beholder

Mar 14, 2007 22:48:55
It's Awesome. I definitely like it. I tested out a few of the benders against my character in the sig. I won, but barely. I assume that you can block bending with my big eye antimagic field? If I couldn't, I would have to redo that fight. And be annihilated. By the way, I merged it with a pokemon_D20. That was more awesome
#414

zombiegleemax

Mar 24, 2007 3:36:29
Hi everyone, this stuff seems good so anyone mind sending a file containing all that stuff to [email]DualShadow_Of_Zero@hotmail.com[/email]

I thanks in advance anyone who will send me the file.
#415

zombiegleemax

Mar 24, 2007 12:17:14
Follow ME!

for avatar stuff by Zerian
#416

zombiegleemax

Mar 24, 2007 16:21:40
Thats stuff great, but there is 2 things I would personaly change :

1- The metal bending chi powers, I make it a prestige class on around 3 lv with each lv giving the ability to use some of the other bending powers on metal because that would now represent a specialized training.

2- Second the Cold blooded fire would also in my mind be a prc for the same reason that the metal bending: specialized training.

And did I miss something or there is no power involving transforming soft stuff into hard suff in earth bending such as when Toph solidified the sand around her to not sink in it while holding the lost library ?
#417

gofe

Mar 25, 2007 14:19:13
I suppose one could adapt the soften earth... I mean this - make it a dual power just like water benders have to freeze/melt water.

make soften earth such that it can soften or harden the earth, not just the softening... just a thought... but then again shape stone would work.

To let you know, I took a "meta-bending feat" for my version of Toph in game. I think it was Widen Spell. The DM said it costs me double the amount of chi to use powers with the feat, which makes sense. This allows me to easily pump up some normal chi powers to do more things a lot quicker (especailly in combat) the draw back I keep running into is that I'm finding myself without a lot of chi points. I just need to manage them better i guess... but I am only lvl 4. I realize that we can spam out ranged elemental attacks like nothing since they don't cost chi points, but it seems like other chi powers get spammed out more often in the show... like Toph using this double slab wall technique to pinch people together, rendering them immobile. (possibly an adaption of shape stone or the wall technique?)


SIDE TOPIC - I saw two more chi powers that should be added for earthbenders:

Toph uses earthbending to shift people to the side or out of her way
Example, Sokka tries to stop Toph from leaving and she slides him out of the way. No noticable movement of the earth other than some dust. I'd say this would be either a 0 cost chi power or something one could adapt using the Perform Bending skill.

(Question - Certain non-combat things using bending... couldn't we just use Perform Bending to do these things rather than at the expense of chi powers?)

The other one was the Dai Li use finger spikes to shoot at Zuko and Iroh. Perhaps a lvl 7 chi power that allows them to shoot a fingernail spike from each finger for 1 round / 2 levels would be accurate? A Limitation might be that all fingernails must be aimed at the same target and the fingernail spikes do 1d4+1 piercing damage each? (so 8 fingernail spikes... yeowch)


I'll work on these ideas some more later this week. Thanks

Gofe
#418

gofe

Mar 25, 2007 14:22:41
OMG - !!!

I just had a revalation - Zerian.

You know that prestige class I sent you a while back in that word document? (hope you got it, if not I can send it again)

What if it made the cost of chi powers below a certain level cost 1 less chi point? or perhaps halved the cost of chi powers? This could be added as another level to be gain in that prestige class - Bending Expertise.

(For those of you wondering, I have an old version of this posted on the previous page in the forum. It's been reworked since then)

Just a thought.

Gofe
#419

zombiegleemax

Mar 25, 2007 14:27:35
One of my players noticed this, thought I'd post it up.
Chi Powers by Class

Airbender - 15
Earthbender - 25
Waterbender - 19
Firebender - 15

note this doesn't count ones not in the Pdf

The other thing was that at high levels, there are very few water bending powers that use conventional water. (there 2 highest lv powers all deal with water in others) This seems to deviate quite significantly from the show, as the use of these moves seem more rare,certainly not a central selling point.;)

In conclusion I love the amount of coverage earth benders have now, but it would be terrific to see them all covered as well. (20+ powers each perhaps):D
#420

zombiegleemax

Mar 27, 2007 22:36:27
For some strange reason, I can't download it from your website. Nothing comes up when I click on it... -__-
#421

zombiegleemax

Mar 28, 2007 6:48:15
Question from a new reader who plans on using your material!

Does the elemental strike which adds elemental damage operate like a flaming weapon (once turned on, on until turned off), or more like a warlock's hideous blow invocation (standard action: 1 attack with extra damage). It seems like its on all the time, but part of the firebender text makes it seem otherwise.

And I take it the ranged elemental attack's ranges are the maximum, and not the "range increment"? Or could an earthbender lob a rock at someone 90 feet away at a -4? Finally, again for earthbenders, but also the rest in general, do the ranged elemental strikes count as thrown weapons for the purposes of strength? That is, do you get your strength bonus on damage?

Thanks for the awesome work you've all done; this made me and my wife's day to see this!
#422

gofe

Mar 28, 2007 21:49:52
I believe the elemental strike is on whenever you want it to be, but you need to declare before making an attack action. (so the -1 penalty to your attack roll is considered before the roll and yada yada...)

as far as range increment? i'll let zerian or ogrelee answer that one

NO on the last part. The ranged elemental strikes are not based on strength. Some chi powers state specifically so, but not your regular ranged elemental strikes. the ranged elemental strike is based on your wisdom bonus.


anything else?

Gofe
#423

gofe

Mar 28, 2007 22:32:35
Ok, so here's some things I've been workin' on.

The earth slide/shift thing Toph does to Sokka
Perform Bending vs Chi Power? you decide
As a chi power here's the design I came up with

Slider
Requirements: 1st level Earthbender
Chi Points: 0
Initiation action: none
concentration: none
An earthbender may move any single target to an adjacent 5 ft sq area that is within 30 ft by sliding the earth beneath them. Ref(DC=10+Wisdom Modifier) Should the targeted thing fail their save they are considered moved to a 5ft sq adjacent area of the earthbender's choice.
A target that takes up 10 ft sq requires the bender to do this as a standard action. A target that takes up more than 10 ft sq requires a standard action and concentration check.
Should a target be moving any faster than a standard walking pace the Ref DC = 10 (no wisdom modifier)



Finger Spikes
Requirements: 11th level earthbender, Stone Fists and Feet
Initiation Action: standard
Concentration: none
From the stone fists you spring out a sharpened stone fingernail from each finger (thumb not included). All fingernails on one hand must be targeted at the same target. this power lasts 1 round / 3 earthbender levels. Each fingernail does 1d4+Wisdom Modifier piercing damage. The nails will pass through regular clothing and thin wooden walls without deflection.

(the number of attacks per round are as follows according to these rules: 8 nail attacks, all directed at one target OR 4 & 4 directed at two targets. A level 11 earthbender can keep doing this attack for 3 rounds (1rd/3lvls * 11 lvls = 3.666666 = 3 rounds))



Here's a new chi power I thought of from the series... It comes from when the kids go to see the King of Ba Sing Sei

Dominoes
Requirements: 11th level Earthbender
Initiation action: standard
Concentration: standard
This allows an earthbender to target a straight line of earth for 5 ft/ earthbender level. every 5 ft sq area in this line becomes a dominoe and flips over. (dominoes are 2 ft thick.) An earthbender may change this by widening the path and halving the distance. Ref(DC18+Widsom Modifier)
Any who fail a Reflex save will be caught in the dominoe effect. The dominoe lands on them and deals 2d8 + Wisdom Modifier crushing damage. The creatures are caught underneath the dominoe until they can either wiggle free or lift the dominoe off of themselves.
The dominoes' form lasts as hardened for 1d6 + Wisdom Modifier rounds. After this the dominoes revert back to the earthen form the ground had before being miss-shapen.
Note: this power can be used to shape a stairway (or flatten one to a slide) if made from earthen materials. The power will form or flatten stairs for a (10 ft distance (on the incline) and 5 ft wide) / earthbender level. (that is 50 sq ft of stairway / earthbender level)


That's what I've got for now.

Gofe

PS - I've got the whole series now (seasons 1 & 2), so I'll be burning through the episodes writing down chi powers like crazy.
#424

zombiegleemax

Mar 29, 2007 14:58:30
Ok, so, here's a couple other questions (note: I'm pirating the system for my home D&D game; the mechanics are beautiful so far. My wife is playing an Earthbender, so my questions mostly refer to Earthbending, but also to bending as a whole, for my ongoing education)

Melee elemental strike: -1 to attack, does strength still apply, or does the elemental damage take the place of it?

Ranged elemental strike: even for an earthbender, strength isn't added? Seems odd to me, as the other three get to ignore DR due to being energy types.

Ranged elemental strike: is this a standard action, or an attack action, and thus could be used multiple times in a full attack action, haste, etc?

Thanks, you guys all rock for making this stuff!
#425

gofe

Mar 29, 2007 15:23:55
well, when I've played in my game (with my own version of Toph) I've used the melee attack with my strength bonus, when you add the elemental strike it adds 1d4 (at first) right? so your strength is NOT doubly added for each die.

With ranged elemental strike I've treated it as a regular ranged attack by adding the dex mod (if I remember correctly. but I'm playing this saturday, so I'll ask my DM what he thinks).
and I think the ranged elemental strike is an attack action. So far I think most of the chi powers are standard actions (and I've been treating them as attack actions... I'm dumb) So that helps that you've pointed that out (indirectly, but yea. THANKS!)


hmmm to be honest, I could be wrong... but I'll send a PM to Zerian and Ogrelee to give us an update and try to answer the questions you've proposed. ( I believe they're busy, but plan on having a new version out sometime in the next month or two... no gaurantees though.)


For everyone out there - If you feel up to it, start looking at the Avatar main page on the nickelodeon website. Take a look at the animals created so far and try to design some of the ones not done yet. I've tackled Badgermoles and sent that on to Zerian. If you look at the episode descriptions you will find a button on the flash that also allows you to look new creatures for an episode. This is a good way to get information on the animals and a good place to start for their design.

Thanks

Gofe
#426

zombiegleemax

Mar 30, 2007 18:07:44
Up the Walls
requirements: airbender lv7, slowfall
chi points:1
initiation: free action
concentration: see text

by supporting themselves with air, the airbender is capable of moving and acting on walls and ceilings as if they were floors. if during this time they take damage and fail a concentration check, or are rendered otherwise unable to bend, the effect immediately ends, and the bender is subject to any falling damage resulting. The effect ends when the bender's turn is complete, so they also are subject to any falling damage resulting from ending the turn on walls or ceilings (note this means it is not advisable to fight along walls or ceilings without spring attack)
#427

zombiegleemax

Mar 30, 2007 18:40:38
Smoke-Screen
requirements: firbender lv3
chi points: 1
Initiation: standard action
Concentration: standard action

The firebender exhales smoke, filling an 5ft radius 1st turn, 10ft 2nd turn, and 15ft 3rd turn. It is 10ft high. All those within the smoke are granted one-half concealment, and must make a fort dc 15 if not adequately prepared (a wet cloth, or scarf) or is the bender. a choking character loses there actions for the turn, and if they choke for two consecutive turns take 1d6 subdual damage, when they are unconcious due to subdual dmg, any continuing dmg is standard and can be fatal.
#428

zombiegleemax

Apr 01, 2007 0:19:50
This is all mad cool, I was wondering if I could get the newest version sent to me. [email]CoNfUzLeDaNdLoSt@mac.com[/email]

Thanks in advance! =)
#429

zombiegleemax

Apr 01, 2007 0:48:58
could i get the latest vers. at [email=blizzard_blind@sbcglobal.net]blizzard_blind@sbcglobal.net[/email]
#430

gofe

Apr 01, 2007 11:58:47
download the latest version of the pdf here
#431

bladerock

Apr 03, 2007 12:29:17
The rules are nice, I will try to get some people toghether to try this out.

Although.... that is IF i can take my old D&D buddies away from the dreaded guilty gear videogame they are playing during their spare time at college.

As for the creatures... their CRs and HD seem sort of off. Will see if i can help with this.
#432

zombiegleemax

Apr 05, 2007 15:15:47
Harmony's Rage, any update as to when we'll get the your version of the game? Or maybe just a preview?
#433

bladerock

Apr 05, 2007 17:34:49
I finished 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.



Tell me what you people think. Also, just 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.
#434

zombiegleemax

Apr 27, 2007 18:57:10
Can someone send me all the info about this thread pleace and thx
[email]neosferaku_jj@hotmail.com[/email]
#435

bladerock

Apr 28, 2007 18:05:20
*Points upward*
there is a link somewhere within this last few pages that goes to a website where you can download it.

Mmm.. i think the creator needs a new thread, because this on is huge and the first ton of pages says it is to be sent by e-mail when it is no longer so.
#436

zerianthekeeper

Apr 28, 2007 20:18:41
*Points upward*
there is a link somewhere within this last few pages that goes to a website where you can download it.

Mmm.. i think the creator needs a new thread, because this on is huge and the first ton of pages says it is to be sent by e-mail when it is no longer so.

OK, Your wish has been granted!
Here is the NEW Avatar d20 Thread. You can go here to find the link to the download, and if you have something to add post it there. I'll check here about once a week (or so). Thanks for your support!
#437

zombiegleemax

Jun 27, 2007 9:22:51
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.

here is a revision if you do not have one yet :P

Flying Lemu (Hooray Momo)
Lemu
Tiny Magical Beast
Hit Dice: 2d6+2 (0 hp)
Initiative: +8 (+8 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (excellent), climb 20 ft. (4 squares)
Armor Class: 20 (+2 size, +8 Dex), touch 20, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Bite -3 melee (1d3)
Full Attack: Bite -3 melee (1d3) and claw -3 melee (1d2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +12, Will +1
Abilities: Str 5, Dex 26, Con 14, Int 9, Wis 13, Cha 17
Skills: Concentration +10, Hide +16, Jump +4, Listen +1, Sleight of Hand +13, Spot +6
Feats: Lightning Reflexes, Dodge
--------------------------------------------------------------------------
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny); 2 HD (Small)
Level Adjustment: -
#438

Rohano

Jun 27, 2007 14:08:17
The new thread has the URL for the site with the download.
This thread has been retired so that the information can be more easily maintained.
#439

zombiegleemax

Jul 11, 2007 8:31:48
Question for the Public:
Wind orb (Su): an Air Bender can use her Chi to form a small ball of air (about 3 feet in diameter) in which the Air
Bender can ride. The orb moves at a rate of 40 feet per round. Concentration on the orb is a move action.

My question is rather then 40ft per round, shoul i make it +10 enhancment bonus to the air benders base speed? this would make it worth the air benders while, also should i add that the air bender can cross over liquids while on his/her wind orb ?

not to sound like a jerk but it is called THE AIR SCOOTER and the "orb of wind" will grant you a levitation of 5 foot off the ground
#440

marcoasalazarm

Jul 24, 2007 14:38:21
Bump
#441

supercrazydm

Aug 13, 2007 13:32:53
Could you plz PM me the Pdf it looks awsome!!!!!
#442

likedaniel

Oct 05, 2007 23:06:14
download the latest version of the pdf here

The link doesn't work. I can get to the website and look at it, but when trying to download the pdf, nothing happens. It says there is an unrepairable error in the file. Is there another way to get hold of the file?
#443

zerianthekeeper

Oct 07, 2007 16:28:03
I started a new thread, but I tried the link and it works just fine for me. You can try here http://www.freewebs.com/zerian-the-keeper/Avatar%20The%20Last%20AirBender%20d20%20v2.03.pdf if that didnt work PM me your email and I can send it to you that way.
#444

likedaniel

Oct 07, 2007 23:23:36
I started a new thread, but I tried the link and it works just fine for me. You can try here http://www.freewebs.com/zerian-the-keeper/Avatar%20The%20Last%20AirBender%20d20%20v2.03.pdf if that didnt work PM me your email and I can send it to you that way.

Huh, for some reason it worked perfectly that time... not that Im complaining, haha! Thanks a bunch! I should be able to take a look at it tomorrow!

-LD
#445

icewolf111

Oct 11, 2007 2:43:11
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 but monks all the same. 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 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 the landspeed boost of monks.
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 the 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 score 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. Firebending and earthbending are already done for you with desert wind and stone dragon respectively. You just have to backward engineer air and water. and i would. if i could be bothered right now
#446

Rohano

Oct 13, 2007 5:55:07
Sure, bending isn't magic. It's supernatural. Or spell-like, in some cases...
#447

icewolf111

Oct 14, 2007 23:36:02
well i'm coming firmly from a campaign setting point of view as opposed to intergrated into D&D point of view. sbut even in a interated campaign i would say no to spell like but definately supernatural.
#448

Scottbert

Apr 30, 2008 13:56:58
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?
#449

holy_beholder

May 04, 2008 10:14:32
They seem about balanced, but I haven't used them very much. Although this will probably be much, much easier to make in the next edition.
#450

kjjdv

Jul 18, 2008 15:04:14
This is an amazing thing to see, and ty for all of your hardwork and effort, but how does this system reflect anything in show? In the show, even Katara when she first started bending, could bend as often as she could, limited by skill of course. Benders can "bend" the same "bend" for a stronger effect. A concentrate check or a dexterity check for a skill check to "bend". I am greatly impressed with the whole way the game came out. The latest version of the game with the feats for every bender is great. But, the Avatar seemed a little underpowered in the Avatar state. When I tried making my own version, far from being anywhere complete, I made the Avatar go to the Epic levels. A good example of what I am is when the Fire Nation attacked the Northern Water Tribe, Aang destroyed that entire Fire Nation Fleet by pretty much becoming Godzilla. But otherwise, THIS IS AWESOME!!!
#451

living_chaos

Jul 30, 2008 14:28:35
I have to agree with the overall praise for the product, it shows that a lot of hard work has gone into this. I am a little concerned by the Earthbender though, they seem a little underpowered in comparison with the other bending classes; I understand the balance with DR instead of AC Bonus, but they still feel like they're being left in the dust. Also, I was wondering which Chi Power, if any, reflects the Earth Snail in the show, and Toph's Blindsight, because I do believe the blindsight should be possible, considering she teaches it to
Aang. Thank you, and thanks again for all the hard work you've put into this.
#452

zerianthekeeper

Aug 21, 2008 16:06:06
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.
#453

drakma

Sep 06, 2008 23:48:36
hey guys iv been reading this and it would be cool if u would put all of the stuff you made into a compendium of sorts

if anything just copy and paste it all into one thread
its dificult to sift through all this seeing as i only read it today
#454

BibboTheFirst

Jun 06, 2009 10:34:58
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.

I just want to say that this is amazing! My GF got me into D&D and we both love Avatar so this seemed to be the natural course of things. but the link to the new compendium site seems to be broken, do you have a link to the newest site?
#455

forever-ms-gankums

Jun 24, 2009 18:27:10
We play Dungeons & Dragons and include Benders as classes. It's great to blend D&D with Avatar d20. Also solves the problem of some people not wanting to play benders and if there are more than four people in the campaign you don't have to be the same class as someone else. I'm creating a campaign now that includes Dwarven Earthbenders and possibly Elven Waterbenders. I'm very glad I found this forum for the stats! Thanks alot!!! =]
#456

aramil369

Jun 15, 2010 23:55:41
If it's still possable to get a pdf... could i get one please? Aramil369@gmail.com
#457

mutten006

Nov 04, 2010 13:55:08
If anyone is still on here could someone send me the pdf please? my email is mutten006@yahoo.com
#458

sir_thom

Mar 28, 2011 14:19:00
If anyone is still on here could someone send me the pdf please? my email is sir_thom [AT] newoa [DOT] com.


Thanks.


Let's keep D20 Modern ALIVE!!
#459

irishneal

Oct 05, 2011 1:09:32
If it still possible after all this time, Iwould like to have a pdf file of that great setting!!

My e-mail is: bainuliu[AT]hotmail[DOT]com

Thank you very much and long live fan-based settings!! They are the best!! 
#460

damian1812

Jan 21, 2012 0:04:53
if it is still possible can i get the whole listings for the bending. wanting to start a campaign to try and incorperate the avatar world and the normal classes already available.



my email is: caperspoet@hotmail.com. please i would really appreciate it. been trying to wing it on my own to merge the two but i havnt been very successful in my attempts. please help me out by sending me the file so that i may continue on my venture of completing the campaign ive been attempting to create. Thank you