Avatar: The Last Airbender 4e (MACH 2)

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Hi.

A long long time ago, I made a thread about making the different bending styles from the TV show Avatar: The Last Airbender into 4th edition classes. Then I stopped for whatever reason, then Usagi got interested and starting asking me questions. This, for whatever reason, got me interested in the project again and so many months later, it was finished.

It had full classes for the airbender, earthbender, firebender, and waterbender with 7 or 8 paragon paths each, epic destinies, feats, new mundane and magic items, hybrid classes, etc. The whole shebang to make a viable Elemental power source for the game and to make a strong foundation for a campaign based on the world of Avatar.

It's been about five or six months now and we've decided now's a good time to revisit the classes and update it with what feedback we've recieved. I know a few of you were talking about trying them out and well... we want to know how it went and how we could make these classes better.

I know I want to go back and rewrite some of the powers to be a bit more interesting. I know that stuff just did not get put into the PDF (small stuff, mainly, like keywords, certain changes, etc.).

So there. Open call.
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
I don't suppose you can host this so those of us without facebook but who do want to download and keep it can do so?
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
Thank you. I think you've done an excellent job with this project; I can look at this and while it clearly works for D&D, I can "see" the influence of the show on it, recognize moves, themes, abilities...

While some might complain about how you've seperated so many of the elite abilities of the characters into seperate paragon paths, I personally think that was a perfectly reasonable, balanced equation. After all, D&D isn't the TV show; PCs can't just do everything, and besides which, if you really want to represent the TV characters, in the context of their universe they're basically epic tier characters who chose a second Paragon Path in lieu of an Epic Destiny. Toph would be an Earthbender/Seismic Adept/Metalbender, for example, while Azula would be a Firebender/Blue Flame Adept/Lightningbender.

Speaking of Epic Destinies, the ones you chose were both quite flavorable and yet at the same time felt like they could fit into the world of the TV series, if it operated just a tiny bit more like Dungeons & Dragons.
I noticed you use the phrase "slide your speed" fairly often. When you move yourself, you either "shift your speed" or "fly  your speed". Slide is movement you apply to enemies.
amazing job, i've always wondered if something like this was out there but i never expected it to be so well done.
Shouldn't the feat "Blue Fire" follow the 3/6/9 for increased damage?  Also, "Blue Fire Harmony" should say "attack roll" not just "attack".
Water benders seem to be missing an implement entry. Also, some multiclass feats seem to be incorrectly attributed to airbenders.

Ex: Earthbending Dabbler [Multiclass Airender]

...and I'm fairly sure that the Fire Nation Uniform is not a Military Melee Weapon.

Also like the throw in a comendation for the vast amount of work that must have gone into this...

Ahhhh! It's good to be back. Well, I for one am excited to get a chance to update this thing. I am still surprised that we finished it, let alone so long ago. I will be around, let's talk straight crunch, but don't forget we will be writing in some new stuff that we thought of too late to put into the finished product, so if you feel like your favorite character got shafted and they totally deserved a paragon path, tell us!Characters I'm thinking of writing material for:


King Bumi: Distraction and confusion based Earthbender build. Ability to confuse enemies and appear less dangerous than you are.


The Cabbage Merchant: This one is for the laughs, I'm thinking anyone can be a Cabbage Merchant, something for the goofy person in your party. I have no idea what abilities this character would have, but one of the has to be called MY CABBAGES!


The Rough Rhinos: This is one I'm really sad that I missed. Weapon's specialist Firebender path, works well with allies. Kinda like a Kensai with a touch of Firebender. Might turn out to be a more Elite Fire Nation Soldier path so I can include the Yu Yan Archers.


June and the Shirshu: Tracking is fun. So is riding a giant animal. I feel like June was pretty obviously a beastmaster ranger kinda deal, but I will rewatch her episode and see if there are some things that a unique to her.


The Mechanist: Yeah! This one's gonna be fun. Explosives, flight machines, buildy powers.


Mai: Yes, I heard all of you people saying you wanted a path for Mai. Well I've decided to build some more stuff for characters that would be very easy to approximate with other classes. After all, I can't count the number of times I've seen people saying "Oh... you could just be a warlock... that's like a Firebender" so what was with me saying "Oh... you could just be a rogue... that's like Mai."


What do you think? Who am I missing?


Keep the balance stuff/noticed mistakes coming.


-Usagi

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
I really want to avoid making things that other classes already cover. For example, June could easily be a beastmaster ranger and yeah, Mai would be a rogue or a "archer" ranger. Those concepts aren't as strong as the benders, which obviously are robust enough to be their own full on class.

As for the Mechanist, I had an idea a while ago for alchemy/ritual style traps, bombs, vehicles, etc. That might be the easiest way to go about it...

As for new builds, I'm kind of tapped out for ideas. I had a GREAT idea right after we finished the first draft, but I'll be damned if I could remember it...
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
A couple times over the course of the book, Sky Bison are referred to as "Wind Bison". Small difference, but I guess it's at least slightly relevant.

Aerial Acrobat:

You gain a +3 bonus to Acrobatics checks and, once per encounter, you may make an Acrobatics check as a free action.

This confuses me. An acrobatics check to do what? Jump? If so, you might want to add in a, you can use acrobatics instead athletics to jump feature.

Soundbender:

Deafening Action (11th  Level): each creature adjacent to you is deafened. You may daze adjacent creatures instead of taking another action.

Perhaps you meant to a when you spend an action point, at the beginning of that one. You also probably need to add a duration to the deafened and dazed conditions.'

Windstaff glider:

Ride the Winds (16th Level): You gain a fly speed equal to your land speed.

Potentially unbalancing sinc you could feasibly stay in midair for most of your career and ignore every melee monster in the book completely.

Airbending/Earthbending/Firebending/Waterbending:

This is more personal preference than anything else, but it would be nice to see these powers scale with level.

Bend the Earth (Earthbender 2):

You might want to specify that one square of ground within range is elevated.

Dai Li:

“...” A glove made of stone flies out of the shad-
ows and asphyixates you.

Minor quotation typo.

Also, the level 20 daily seems rather situational. Perhaps add a less amazing effect if the target is not suprised?

...and I'll continue scouring the book later. Thanks for the confirmation that someone is reading these Smile. Also, Happy Holidays.



Apparently me and CJ are of different minds.


I should clarify, I'm looking for a way to make each character if they haven't been made before. June, for example, is probably a ranger, like we said, but I think she definitely has some powers that make her Shirshu a little more unique. That probably means we make a stat block for the Shirshu beast companion, a couple powers that link with that and then a feat or two.


Mai is the same dealie, she's clearly a rogue or a ranger, but let's look for a feat or a power that is really Mai.


I know a couple of Epic Destinies are in my brain:


Stone Monolith: A shaperish path. It would focus on defense and indomitability. Think Juggarnaught with a dash of Golem.


Eternal Flame: Our long awaited Harmonious destiny. I'm thinking it would be an aura based Destiny, bending the raw emotional power of fire into rainbows of death. Good times to be had by all.


Leviathan: This one is CJ's, you remember the end of season 1, like that.


As always, I haven't got a clue what the Airbender should have.


Back when I was working on this, I was writing these things in my sleep, I would go out to pick some veggies and think of a couple of new classes while I was out. I'm hoping to be back in the groove soon. Keep the critiques coming sisters and brothers! Happy Seasonal Gift Exchange!


-Usagi


 

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
If you are having a dearth of ideas, take a look at themes. If you haven't seen them before, a theme is chosen at 1st level and grants you a power, and past that point, whenever you gain a power, you can choose a theme power or a class power. I dunno, but it seems like concepts like southern/kyoshi warrior could be conveyed better by a theme than a feat system that makes you bleed for every power.
Fire Beserker

Rage of the Dragon (16th Level): When you are first bloodied, increase the extra damage from your source of strength by 4. 2 and you can’t go over your maximum Source of Strength dam- age.

Typo.

Lightningbender

Lightning Crush (16th Level): Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may choose to take a -2 penalty to the attack roll to increase the damage dealt by 4.

This seems kinda useless. +4 damage is (in 99.8% of cases) worse than +2 attack.


White Lotus Novice

Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn.

This could get kinda crazy at level 30. 15 square slides are rather dangerous...

White Lotus Specialist - White Lotus Gambit

Whoa. You get to let a ton of allies leap forward and use souped up MBAs, then stun the target, as a move action!?!

The Moon Spirit - Moons Wrath

 Until the stance ends you gain a +2 power bonus to Waterbender attack powers

+2 to attack? +2 to damage? +2 to both?

For typos and other missteps where the solution is obvious, we will simply fix, but for rules changes, I'll post what I think the solution ought to be. In some cases these are left-overs from a previous draft that didn't get updated properly. Also, please include either a page number or a short quote so we can easily find and catalogue whatever's wrong.



Lightningbender

Lightning Crush (16th Level): Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may choose to take a -2 penalty to the attack roll to increase the damage dealt by 4.

This seems kinda useless. +4 damage is (in 99.8% of cases) worse than +2 attack.



Agreed. The solution:


Lightning Crush (16th Level): Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may reduce your Source of Strength damage by 2. If you do, the attack deals an additional 1d10 damage.


Now the saavy among should notice that's just the text from the Lightning Burst feat. Well, upon looking back that feat seems disappointing for Epic Tier. The idea still rocks, so here's the beefed up Lightning Burst


Lightning Burst: Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may reduce your Source of Strength damage by 6. If you do and the attack hits, the target is stunned until the end of your next turn.



White Lotus Novice

Effect: Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to half your level. The target grants combat advantage to you until the end of your next turn.


This could get kinda crazy at level 30. 15 square slides are rather dangerous...




This is as good a time as any to make a confession. I had an innaccurate understanding of the rules when I wrote this. Specifically, I thought all of those powers that say "the target a number of squares equal to your Dexterity modifier" affect a target equal to you Dex + half your level and such and such. This is a pretty common misconception and... well, I still think the rules are unclear, but yeah, that's how I wrote a lot of these powers with that concept in mind. This is a major reason why the book needs a rehaul.


This power should read:


... you may slide the target a number of squares equal to your Wisdom, Intelligence or Charisma modifier...



White Lotus Specialist - White Lotus Gambit


Whoa. You get to let a ton of allies leap forward and use souped up MBAs, then stun the target, as a move action!?!




Sure... too much? Should it be changed to a Standard Action? Let's change it to a Standard Action...



The Moon Spirit - Moons Wrath


Until the stance ends you gain a +2 power bonus to Waterbender attack powers

+2 to attack? +2 to damage? +2 to both?



When I wrote the power I was thinking both.


Until the stance ends you gain a +2 power bonus to attack and damage rolls made with Waterbender, Waterbender paragon path and Moon Spirit powers...


If you are having a dearth of ideas, take a look at themes. If you haven't seen them before, a theme is chosen at 1st level and grants you a power, and past that point, whenever you gain a power, you can choose a theme power or a class power. I dunno, but it seems like concepts like southern/kyoshi warrior could be conveyed better by a theme than a feat system that makes you bleed for every power.


Great. Can you direct me to some source material so I can look into Themes?




Aerial Acrobat:


You gain a +3 bonus to Acrobatics checks and, once per encounter, you may make an Acrobatics check as a free action.

This confuses me. An acrobatics check to do what? Jump? If so, you might want to add in a, you can use acrobatics instead athletics to jump feature.




Yes. That is, normally an Acrobatics check is a move action or even a Standard action. This way, once per encounter while making an Acrobatics check you can declare that it will only take a free action. It's not a jump, but it could be another, more creative,kind of movement of suitable airbendery badassery.




Soundbender:


Deafening Action (11th  Level): each creature adjacent to you is deafened. You may daze adjacent creatures instead of taking another action.


Perhaps you meant to a when you spend an action point, at the beginning of that one. You also probably need to add a duration to the deafened and dazed conditions.'



Also yes. Until the end of your next turn, since it can hit multiple targets.



Windstaff glider:

Ride the Winds (16th Level): You gain a fly speed equal to your land speed.


Potentially unbalancing since you could feasibly stay in midair for most of your career and ignore every melee monster in the book completely.




Yes again! You are on a roll here! Well let's see, this one needs a major overhaul.


A: Ride the Winds (16th Level): Whenever you run, you may fly for the second half of that movement. 


B: Gliderstaff (11th Level): As long you are concious and not helpless, you never take falling damage.


C: Ride the Thermals, LvL 11 Daily Utility, Minor Action, Daily


Effect: You gain a fly speed equal to your land speed and you may hover until the end of your next turn.


Sustain Minor: The effect persists




Airbending/Earthbending/Firebending/Waterbending:

This is more personal preference than anything else, but it would be nice to see these powers scale with level.




I'm inclined to agree. Right now we have added in a simple feat for benders who want to focus on this ability. What do you think internet?



Also, the [Dai Li] level 20 daily seems rather situational. Perhaps add a less amazing effect if the target is not suprised?

...and I'll continue scouring the book later. Thanks for the confirmation that someone is reading these . Also, Happy Holidays.



Target: One creature


Hit: 2d8 damage and the target is grabbed.


Special: If the target is surprised, the attack deals no damage and the target is instead unconcious [save ends].


Good, aweseome, great. Fun? Yes, fun.


-Usagi

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
First off, thanks for the commentary on each of the edits, that is really fulfilling to read Smile.

These all seem like really good fixes, but I'd to quibble a bit on the Dai Li again.

I still think that the lvl 20 daily could be a bit stronger, perhaps 3d8 or 4d8, and maybe let the power have an attack roll bonus if the target is suprised? I just think that most lvl 20 dailys have to be not just good, but on the "Whoa." *Re-reads power* level.


Source material for themes... Hmmmm...
Sadly the only thing I can think of is their original source the Dark Sun Campaign Setting. It's a nice setting anyway, but the themes were part fo what sold it to me. Unfortunately, I don't know of any good/free theme homebrew.

The Mai Addendum: What really struck me about Mai was that she had a tendency to pin people to walls/ships/columns and throw 2-5 daggers at once.

Mounts: I dunno, but adding mounts would be nice, since there are a fair amount of them in Avatar.

Metalbender: Again, the level 20 daily does not seem close enough to the edge of brokenness.

I shall return with more input, and possibly some theme homebrew of my own.

I am scouring all of the emails/Facebook messages I've received in the past. I also found a .rtf document of bullet point changes to some of the heroic tier powers. I can't remember if I wrote this or just saved it from somewhere.

On Facebook, I was talking back and forth with a guy who was actually running an Avatar campaign at the time. Here are some snippets.


Point of confusion for me, paragon paths are acquired at lvl 11, so why the lvl 10 paragon powers for everyone? Is there an optional rule/errata I've missed?


(This one made me feel really embarassed.)


The air bender got a lot more play this game. All told I've come to the conclusion that the air bender is a more controllery controller than the original, which is a good thing.

We had our earth bender rebuild his character between games (after the first "tutorial" fight in the building game made him unhappy) and he's much happier. Helping with the rebuild I'm feeling like the shaping earthbender isn't too good as a defender, while the quaking is. I'm not sure if they are balanced overall, but I'm a huge fan of playing up your role, so it lacks appeal to me.

I also kinda feel the same about the torrential water bender, who feels like it is role confused about leader v controller. I see a potential point there, but something about it lacks appeal. I think mainly because the calming build, which is the leadery leader has both stats in the same block, which would encourage players to lean towards the torrential build.

Fire bender made me smile. Striker that works in an interesting and effective way. Though I have some worries that it is overpowered overall. The usual weakness of strikers is that they can't get a lot of enemies at once, and the firebender can. I'd like to compare them in totality against some of the other strikers a bit more.



And here are the contents of that mysterious document I found.
Show

Airbender

Tornado Project – Level 1 Daily
Up to 3d8.

Leaping Tackle – Level 3 Encounters
2d8

Cut Through the Air – Level 5 Daily
Up to 3d8.
Miss: Half damage.

Gale Blast – Level 5 Daily
4d6 damage. Target is slowed UENT and pushed 5 squares.

Air Pelt – Level 9 Daily
Remove the combat advantage (save ends). Instead:  Allies may move through the target's square without provoking an opportunity attack.

Mighty Lungs – Level 9 Daily
-4 to attack rolls (se)

Aurora Wall -- Level 13 Encounter
Up to 3d8.
Effect: Until the end of your next turn, the wall blocks line of sight and effect.

Pathfinder -- Level 13 Encounter
Increase range to line 5. Reduce damage to 2d6.

Air Funnel -- Level 15 Daily
Up to 4d10.

Earthbender

Make a new feat that gives a +2 feat bonus to earthen shield and shifting grounds. This increases to +4 at 11th, and +6 at 21st.

Waterbender

Fix gradient on first page.

Water Whip
Allies:  Allies may shift 1 square as a free action.

Level 1 Encounters
They all do 1d8 damage.

Level 1 Daily
Chi Funnel
Might need a boost.


And here are the comments from a guy who ran an earthbender.
Show

Page 9 - The Airbounce Utility power is labeled green but written as a daily.

Page 13 - The soundbender features "Deafening Action". The explanation starts in the middle, and doesn't explain what gives the bonus.

Page 18 - Earthbender: Quacking earthbender's suggested encounter power doesn't exist

Page 18 - Earthbender suggested feats. This isn't a mistype or absence, this is more of a feel thing. I would flip the recomended feats for the shaping and the quacking. Quacking seems more about staying back and hammering from a distance, and the shaping seems to be more melee focused. If that is the case headstrong makes more sense for Shaping.

Page 31 - The Professional Earthbender. It says you pick Good or bad when you take the path, then to pick after each extended rest. One of the two is unnecessary.

Page 39 - Straightpunch power. The effect section is actually a special, not an effect.

Page 87 - Unsubtle Breeze feat. This reads that it gives your enemies the ability to move when they are missed...and I'm pretty sure thats not what you wanted.

Thats what I found after a quick look. I'll keep you up to date if I find things, and again, I love what you did.


(I'm posting all of this stuff on here so you guys can see and so I have everything I need in one place.)

Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
Another guy who runs an Avatar game asked me via Facebook to post this for him, as his Wizards account is broken.

OK, let me start this off with a bit of a (probably unnecessary) preface. 
I'm currently a handful of games into running a campaign using the rules as they currently stand. I've restricted a few things, like class selection is just 8 options (4 benders, guerrilla, rouge, fighter, warlord). The players all all benders right now, 5 players. One of each and two water benders.
I've got a few years of college art school behind me. I know that seems irrelevant. But all projects end with a crit (critique) where the whole class sits in a circle and lets loose on the project. So I want to say that if i seem harsh or overly free with my opinions, that's my excuse XP.
Most importantly I'm really impressed by the whole thing, the game has been a complete blast so far, and I think you did a great job. ^_^ Given that I'm kind of a judgmental so and so, that's hopefully worth something. Now, onto the crit part...

Let's take this in sections. First, the overall rules things...

Paths/Lines - I think both of these are excellent overall ideas. They really reflect the style of avatar "magic", and after reading the blurb on them I find myself wanting them in the rest of the 4th ed world. I especially feel like lines are an exciting and meaningful part of the game. On the other hand, paths kinda aren't. Not because the idea doesn't work, but because there are VERY few of them floating around. Since the idea is so fun I would really like to see more of them.
Perhaps my only real solid complaint is that they lack a type (which they desperately need) of one of: Close, Area, Ranged, or Mellee. For purposes of my game I've appended Close to all line or path attacks. Seems to be working.

Equipment - I feel the gear is mostly pretty solid. It is obviously not enough for a full campaign, but is more than enough for a decent DM to work from to fill a whole campaign. A couple of items have minor issues of their own. The one that jumps out to me is the fire days mask. Given that there are only two path powers in the fire benders total list this items ability (which seems super cool) is actually really hard to actually use. This feels mostly like a disconnect between the items and the classes they support. Not a big one, but worth a crack at bringing together.

Class Bending Powers - The generic at will bending powers of the classes are a problem. They seem at first glance like something really cool/versatile/win but when you start trying to use them they keep coming up on weird and uncomfortable limits/lack of limits. I recommend replacing them with a utility power block (ala the core books wizard) for each class.
Some examples of powers I recommend in there
Torch at will * elemental, Fire
Minor action Ranged 5
Effect: Cause a ball of fire the size of a lit torch to appear.
Sustain Minor
Special: You may move its to any other square within range as a minor action.
Also, you may light a torch or other easily flammable substance with this.
Also, you may move this into an opponent's square to attack them.
(attack)
Dex vs reflex
Hit: 0 dmg (plus source of strength) and the small fireball goes out.

Rock Cart at will * elemental
standard action close blast 1
effect: you cause the ground to rise up into the shape of a rock cart, capable of carrying friends and gear.
Roll Attack roll, results determine capacity.
9 or lower, 250lbs
10-24 500lbs
25 - 39 1000lbs
40+ 2000lbs (taken from tenser's floating disk)
Sustain standard
Special; When you spend a move action to move normally you may choose to have this cart stay adjacent to you (move with you) If you do not it crumbles as soon as it is not adjacent to you.
You may spend a move action to move this cart your movement in a straight line, it crumbles at the end of the move.

Also things like; Earth Tent; Warm/Cool Breeze; fish snag; stone sculpt; fire show; ghost sound(for a few of them); help/hinder swimmer; etc


OK, now for the meat of this thing (yeah, that was just the warm up, what of it?)
Classes!

Air - First off i love air benders in this book. They are definitely the best done of the classes in it, and are probably some of the better done controllers period. The focus on push/pull/slide and prone is exactly how an air bender feels like they "should" be to me, and it makes them fill their role as controllers better than so many (cough AOE wizard cough)
That said, nothing is perfect. ^_^ The biggest thing I would like to see is more path powers. Especially some very long range weak impact path powers. It just seems to me that paths sum up the air bender way so very well. I would also like to see a few powers that capitalize on the air bender's mobility a bit more. Flyby attack style.
Silly detail, air benders have very few minor actions. That could probably stand to be improved.


Earth - For everything good I had to say about air benders I must say ill of earth benders. These are definitely the worst of the classes in this book. So let me take a moment and triage what I feel is up with these guys.
The problems I have with the earth bender all end up boiling down to role confusion. I feel like the earth bender is too busy trying to be a bit of everyone to successfully be itself. A defender needs to do two things, and do them very well. Foremost it needs to punish opponents for attacking allies other than itself, and second it needs to live through being the one hit. The earth bender tries to do this via the earthen shield and shifting ground abilities. Unfortunately they just don't work very well for that.
Both moves don't really punish, they reduce the effectiveness of the opponent's attack. While that does extend the lifespan of your allies, it isn't nearly as tactically useful. Worse still the ability can be used on yourself. This makes it function like an anti-taunt. Just what a defender never wants.
Plus the earth bender powers are severely role confused. I see a lot of controller movement/terrain changing and the like. If that made the enemy focus on attacking the defender (IE movement away from the earth bender is difficult terrain) that would be cool, but often it actually makes attacking the earth bender harder. Example, force of earth gets them away from you, not a good thing. Propelling stone is likely to make you hard to hit, can be used to cover an ally, but is hard to use that way.
Mostly though I think the earth bender needs a new core mechanic that controls agro better.

Fire - Fire is a solid striker, and honestly may be a bit OP. I think you mixed the good of the usual striker (high damage) with a good usually reserved for the controller (AOEs) and resulted in multiplying the first in a way that isn't usually achievable. Thus far though my worries in that area have not been born out by my campaign. So I could be worried over nothing.
There is one problem though. The harmonious build is stronger than the raging build. I like the mechanics for both, but the harmonious is more useful overall. I don't imagine that would be too hard to tweak together.
Personal thought on the matter. I would love to see the two builds play a little more differently, so perhaps keep the harmonious just as it is and change the raging to provide a bonus to crit chance or something similar instead of standing damage. Makes the harmonious feel reliable while the raging feels reckless. just a thought.


Water - I like the water as well, especially the calming build. Feels like a nice mix of different styles of support. The torrential build feels a bit too controllery too me, but it ends up playing acceptably. The flowing strike feature can be a bit hard to keep straight sometimes, but it is far from unplayable. Also, is it meant to not work on area and close attacks?

Avatar - Seems a bit OP for just a few feats. Especially changing the stats on the powers you get from other classes to your own. I really like the idea of being the ultimate multi classer, but i think it needs to be tweaked back a bit. I wondered at one point if it wouldn't do better as it's own class, with class features of its own and picking from the others power lists depending on level, but I'm not sure if that would work better or worse. 
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
The Blue Spirit Utility Power doesn't work. You can't take Immediate Actions on your own turn (which would generally be the trigger for a successful Stealth check). Is this meant to limit the availibility of it, or should it be Free Action?
I'm the guy who wrote that over the top reply up there ^_^

I think along the lines of new content what I'd like to see is a little more core role focus. For example the rough rhinos would do well as a paragon path open to martial classes that allows firebending to be used in a more defensive manor, giving the fighter and it's ilk some new defender-y options.

June struck me as a controller myself. With a focus on incapacitating her opponenets. Then again, that was mostly the creature. A Brute/Controller Elite mob?

Cabbage Merchant, defender based around "art of distraction" style powers? Ok, maybe that's too silly of an idea... ^_^


Oh, and on the topic of controller business. Push, pull, and slide are way more powerful than shift or move. Forced movements never draw an AOO, even when you force yourself. So they let you get around things like the fighters mark. They also work when prone with no ill effect (move and shift are halved, round down) and last but far from least they work unimpeaded when immobilized. In short replacing Shift with slide in all those powers makes them way more powerful, which may or may not be what you want. Perhaps most should be changed to shift, with a couple kept on slide for that sort of awesomeness.

Having played a few more games since I wrote that I've come to feel that the firebender is more powerful than I originally suggested. In a couple of fights I ran the numbers and the firebender alone did more damage than two rouges and a wizard taking full independant actions could have (assuming all three stood in the same square the firebender did and were hells bent on damage)

^_^ Have fun sirs.
Hello, Ekio.
I really want make use of your Avatar style character classes, even though I mostly DM the 4e games I play.  However, I am having difficulty downloading the PDF files from either of the sites offered, as the connection keeps timing out.  I was wondering if you could attach the PDF to an E-mail, or barring that, pull the text from it and ship it to me as a Notepad document.  My e-mail address for this account is Aura.flare21@gmail.com.  I would greatly appreciate it if you would kindly consider my request.
Thank you again,
GhostWing2010
Done and done. Sorry that took forever. I've been a little busy the past few days.
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.

Quickly, I am comfortable increasing the damage of the Dai Li's power, especially since using it to not knock someone out would be sorta lame by comparison. Err...


Okay. That's a lot of stuff to process and I will come back later to answer it bit by bit, but for now I wanna ask two questions:


1. What do you mean when you say:


"The generic at will bending powers of the classes are a problem. They seem at first glance like something really cool/versatile/win but when you start trying to use them they keep coming up on weird and uncomfortable limits/lack of limits."


What are the limits/lack of limits? I think the powers would be satisfying to use, and I would hate to get rid of them, though I might be willing to weaken them and then add in some of these specific powers. So you would get Bending and two Utilities based on your class. That way there would be a bunch of simple things you could do with Earthbending, which can do a lot of little things and you would have two more specific and therefore more powerful options at your disposal. But I can't start writing that until I hear more about what exactly is wrong with what we wrote already.


2. In regard to the Earthbender:


I agree, looking back there are a lot of powers that protect the Earthbender. I think CJ will agree we should change most if not all of them (I've been wrong about that before, but still). But you say preventing attacks is "less tactically useful" and I wanna understand that.


You raised a bunch of good points, I will respond to more of them soon. Also... this post, CJ are you gonna have to a be the middleman between the Forum and this friendly buddy of yours?


Oh, also, Cabbage Merchant is brewing in my head. I have ideas, I will post it soon.


-Usagi

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
I think Sunimasuno is my friendly Facebook friend.


I was talking to ANOTHER guy who played earthbenders a few days ago who said that he was very surprised that earthbenders didn't have a lot of stances available to them which I totally agree with. We should also utilize more powers that center on watched allies.


So... how do we wanna do this? Fixing everything, that is.
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
Another guy who runs an Avatar game asked me via Facebook to post this for him, as his Wizards account is broken.OK, let me start this off with a bit of a (probably unnecessary) preface. I'm currently a handful of games into running a campaign using the rules as they currently stand. I've restricted a few things, like class selection is just 8 options (4 benders, guerrilla, rouge, fighter, warlord). The players all all benders right now, 5 players. One of each and two water benders.I've got a few years of college art school behind me. I know that seems irrelevant. But all projects end with a crit (critique) where the whole class sits in a circle and lets loose on the project. So I want to say that if i seem harsh or overly free with my opinions, that's my excuse XP.Most importantly I'm really impressed by the whole thing, the game has been a complete blast so far, and I think you did a great job. ^_^ Given that I'm kind of a judgmental so and so, that's hopefully worth something. Now, onto the crit part...



Well I'm here to hear some critisism, so it looks like we're gonna be pals.


Let's take this in sections. First, the overall rules things...


Paths/Lines - I think both of these are excellent overall ideas. They really reflect the style of avatar "magic", and after reading the blurb on them I find myself wanting them in the rest of the 4th ed world. I especially feel like lines are an exciting and meaningful part of the game. On the other hand, paths kinda aren't. Not because the idea doesn't work, but because there are VERY few of them floating around. Since the idea is so fun I would really like to see more of them.Perhaps my only real solid complaint is that they lack a type (which they desperately need) of one of: Close, Area, Ranged, or Mellee. For purposes of my game I've appended Close to all line or path attacks. Seems to be working.



I agree on both counts, more Line/Paths which are now Close attacks. Any of you disagree?



Equipment - I feel the gear is mostly pretty solid. It is obviously not enough for a full campaign, but is more than enough for a decent DM to work from to fill a whole campaign. A couple of items have minor issues of their own. The one that jumps out to me is the fire days mask. Given that there are only two path powers in the fire benders total list this items ability (which seems super cool) is actually really hard to actually use. This feels mostly like a disconnect between the items and the classes they support. Not a big one, but worth a crack at bringing together.




Right, well this is also solved by the previous fix. Also, anyone who has ideas for equipment please throw it at me. I had the most trouble with that part because I simply couldn't remember much of it and I didn't want to watch the show all over again just looking for objects. 




Class Bending Powers - The generic at will bending powers of the classes are a problem. They seem at first glance like something really cool/versatile/win but when you start trying to use them they keep coming up on weird and uncomfortable limits/lack of limits. I recommend replacing them with a utility power block (ala the core books wizard) for each class.Some examples of powers I recommend in thereTorch at will * elemental, FireMinor action Ranged 5Effect: Cause a ball of fire the size of a lit torch to appear.Sustain MinorSpecial: You may move its to any other square within range as a minor action.Also, you may light a torch or other easily flammable substance with this.Also, you may move this into an opponent's square to attack them.(attack)Dex vs reflexHit: 0 dmg (plus source of strength) and the small fireball goes out.Rock Cart at will * elementalstandard action close blast 1effect: you cause the ground to rise up into the shape of a rock cart, capable of carrying friends and gear.Roll Attack roll, results determine capacity.9 or lower, 250lbs10-24 500lbs25 - 39 1000lbs40+ 2000lbs (taken from tenser's floating disk)Sustain standardSpecial; When you spend a move action to move normally you may choose to have this cart stay adjacent to you (move with you) If you do not it crumbles as soon as it is not adjacent to you.You may spend a move action to move this cart your movement in a straight line, it crumbles at the end of the move.

Also things like; Earth Tent; Warm/Cool Breeze; fish snag; stone sculpt; fire show; ghost sound(for a few of them); help/hinder swimmer; etc




Right, well as I said before, I don't fully understand what you mean by "limits/lack of limits" sooooooo, here's my idea. We tone down the generic bending powers so that they each do... one or two things. Move the element and on thing unique to the class in question (Firebenders can make a fire, Waterbenders can boil and freeze water, Earthbenders can dig and Airbenders can push or pull objects, for example), then we write up three or four very simple abilities for each class and you get to choose one at character creation. We can also, since we're reducing the overall utility of the abilities slightly, make these abilities more powerful and give them the ability to scale with level.


I also think we should consider adding in Paragon level bending At-Wills as a Class standard. Since high level bending isn't limited in the show and all. I've been looking at the Earthbender and it's got lots of utilities that need to go, I was never that attached to a lot of the Waterbender's utility and so on...



OK, now for the meat of this thing (yeah, that was just the warm up, what of it?)Classes!

Air - First off i love air benders in this book. They are definitely the best done of the classes in it, and are probably some of the better done controllers period. The focus on push/pull/slide and prone is exactly how an air bender feels like they "should" be to me, and it makes them fill their role as controllers better than so many (cough AOE wizard cough)




This one is solidly on Ekio, I have no idea how Controller's work and the Airbender is his baby. 




That said, nothing is perfect. ^_^ The biggest thing I would like to see is more path powers. Especially some very long range weak impact path powers. It just seems to me that paths sum up the air bender way so very well. I would also like to see a few powers that capitalize on the air bender's mobility a bit more. Flyby attack style.


Silly detail, air benders have very few minor actions. That could probably stand to be improved.



Noted. We'll see if there are some less than exciting powers that can be dropped.




Earth - For everything good I had to say about air benders I must say ill of earth benders. These are definitely the worst of the classes in this book. So let me take a moment and triage what I feel is up with these guys.


The problems I have with the earth bender all end up boiling down to role confusion. I feel like the earth bender is too busy trying to be a bit of everyone to successfully be itself. A defender needs to do two things, and do them very well. Foremost it needs to punish opponents for attacking allies other than itself, and second it needs to live through being the one hit. The earth bender tries to do this via the earthen shield and shifting ground abilities. Unfortunately they just don't work very well for that.Both moves don't really punish, they reduce the effectiveness of the opponent's attack. While that does extend the lifespan of your allies, it isn't nearly as tactically useful. Worse still the ability can be used on yourself. This makes it function like an anti-taunt. Just what a defender never wants.Plus the earth bender powers are severely role confused. I see a lot of controller movement/terrain changing and the like. If that made the enemy focus on attacking the defender (IE movement away from the earth bender is difficult terrain) that would be cool, but often it actually makes attacking the earth bender harder. Example, force of earth gets them away from you, not a good thing. Propelling stone is likely to make you hard to hit, can be used to cover an ally, but is hard to use that way.

Mostly though I think the earth bender needs a new core mechanic that controls agro better.




Well that's a lot of problems. Like I said, we'll be changing a lot of their utilities. I also agree with the "anti-taunt" being a problem, I always felt it didn't fit. CJ suggested changing AC bonus to Con, I'm not opposed. I think there are some simple fixes here (changing defensive powers so they affect the watched allies instead).


 
Fire - Fire is a solid striker, and honestly may be a bit OP. I think you mixed the good of the usual striker (high damage) with a good usually reserved for the controller (AOEs) and resulted in multiplying the first in a way that isn't usually achievable. Thus far though my worries in that area have not been born out by my campaign. So I could be worried over nothing.There is one problem though. The harmonious build is stronger than the raging build. I like the mechanics for both, but the harmonious is more useful overall. I don't imagine that would be too hard to tweak together.

Personal thought on the matter. I would love to see the two builds play a little more differently, so perhaps keep the harmonious just as it is and change the raging to provide a bonus to crit chance or something similar instead of standing damage. Makes the harmonious feel reliable while the raging feels reckless. just a thought.




Noted. I agree that they have more area attacks than most strikers. I was looking at the Sorcerer when I made them and that kid makes stuff blow up, I'm not worried. I've heard critisism, but everyone so far has followed it up by saying that haven't seen it actually being a problem. 


As for the Raging vs. Harmonious distinction... hrm... I can see that. You make multiple attacks and build up your Source of Strength and then burn it on one big attack. I'll think on it.





Water - I like the water as well, especially the calming build. Feels like a nice mix of different styles of support. The torrential build feels a bit too controllery too me, but it ends up playing acceptably. The flowing strike feature can be a bit hard to keep straight sometimes, but it is far from unplayable. Also, is it meant to not work on area and close attacks?




Flowing Strike is meant to be a one-on-one sort of boost that gets affected primarily by melee attacks (close attacks included). One feat gives you ranged defense too, perhaps I should add another that protects against area attacks?. 





Avatar - Seems a bit OP for just a few feats. Especially changing the stats on the powers you get from other classes to your own. I really like the idea of being the ultimate multi classer, but i think it needs to be tweaked back a bit. I wondered at one point if it wouldn't do better as it's own class, with class features of its own and picking from the others power lists depending on level, but I'm not sure if that would work better or worse.



The first thing I wrote after we finished was a streamlined Avatar. I will post it soon.


-Usagi


I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.


Right, well as I said before, I don't fully understand what you mean by "limits/lack of limits" sooooooo, here's my idea. We tone down the generic bending powers so that they each do... one or two things. Move the element and on thing unique to the class in question (Firebenders can make a fire, Waterbenders can boil and freeze water, Earthbenders can dig and Airbenders can push or pull objects, for example), then we write up three or four very simple abilities for each class and you get to choose one at character creation. We can also, since we're reducing the overall utility of the abilities slightly, make these abilities more powerful and give them the ability to scale with level.


I also think we should consider adding in Paragon level bending At-Wills as a Class standard. Since high level bending isn't limited in the show and all. I've been looking at the Earthbender and it's got lots of utilities that need to go, I was never that attached to a lot of the Waterbender's utility and so on...




I like your suggestions, but feel I should respond in more depth to the limits I'm feeling.


 


Part of the likely source of the problem is my groups other game. We play Old World of Darkness Mage. This game has VERY open ended rules and really really rewards creative applications of powers. This has somewhat trained my players to look at open ended abilities a little more... dangerously. Some examples I've encountered so far in my game include...


 


-I'm a water bender and he is in water, I can just drag him down and insta kill him right?


-I can make as much water as I want "rough?" right? Wait, only 1gal worth? There's no way that's good enough for 25 sq ft...


-I seriously can't waterbend enough water from the ocean right there to put out a fire on our boat?


-I can earthbend a tool/object of any complexity I want right? Like a clock from scratch or the like?


-Can't I just create a fire in front of me with firebending for defense? According to the books rules for stepping into a campfire it's pretty deadly.


-I can just earthbend out the ground from under him, over and over again, can't I? It will either prone him or I can move him about as a minor action.


-Can't I just airbend the air out of his lungs?


-I can carry pretty much anything templar's floating disk style with earthbending right? Wait, I can't do that ever? Not even an earth cart like the show?


-How many water benders does it take to push a boat (answer is something like 15,000 someone did the math, not me)


So yeah, there's a bit better idea I hope. Also, I'm definately ok with seeing the utility bending going down, the players are warriors after all, but I would be interested in maybe making utility bending a greater option. maybe a bunch of utility bending oriented feats? Or even a multiclass branch for each bending of "Utility Bender".


 




 
Well that's a lot of problems. Like I said, we'll be changing a lot of their utilities. I also agree with the "anti-taunt" being a problem, I always felt it didn't fit. CJ suggested changing AC bonus to Con, I'm not opposed. I think there are some simple fixes here (changing defensive powers so they affect the watched allies instead).


You also asked how I didn't think the stopping attacks was quite right. In the end that comes down to tactical play. When I see effective defenders rolling around their big trick always results in them looking right at the DM and saying "You sure you wanna attack someone other than me? You really really sure?" and the DM going "Ummm... not really... but I don't wanna attack you... you can't make me... or maybe you can..." That's why I kept mentioning the whole agro control idea. While the earthbender does but a hit on the damage delt by the enemy he can't really control where it is dealt like a fighter can.


Flowing Strike is meant to be a one-on-one sort of boost that gets affected primarily by melee attacks (close attacks included). One feat gives you ranged defense too, perhaps I should add another that protects against area attacks?. 



I probably would. Though I'd really like to see flowing strike move more towards the waterbender's leder role and give its bonus' to allies. Give that defender and striker some more boosts (they never seem satisfied).


Most of these are clarified directly and explicitly in the book:


pg. 3: 


"Nothing you create with this technique can deal damage, serve as a weapon or tool, or hinder another creature’s action. This technique cannot duplicate the effect of any other power. (Of course, DM”s discretion.)" 


-I'm a water bender and he is in water, I can just drag him down and insta kill him right?


This would both hinder a creatures action and damage a creature, so no.

-I can make as much water as I want "rough?" right? Wait, only 1gal worth? There's no way that's good enough for 25 sq ft...


This however, is correct. You can, with the base power, only control up to a gallon of water. The Superior Bending feat makes the range of the ability 5 (pretty good) but only doubles the quantity you can bend at any one time. 


-I seriously can't waterbend enough water from the ocean right there to put out a fire on our boat?


This confuses me, I assume the water is not in range? If that's not the case, then it must be a quantity question. I agree, Waterbenders should be able to move enough water to put out a fire.


-I can earthbend a tool/object of any complexity I want right? Like a clock from scratch or the like?


Nope. "Nothing you create with this technique can... serve as a... tool" 


-Can't I just create a fire in front of me with firebending for defense? According to the books rules for stepping into a campfire it's pretty deadly.


Nope. "Nothing you create with this technique can deal damage..."


-I can just earthbend out the ground from under him, over and over again, can't I? It will either prone him or I can move him about as a minor action.


Nope. See above.


-Can't I just airbend the air out of his lungs?


Nope. See above.


-I can carry pretty much anything templar's floating disk style with earthbending right? Wait, I can't do that ever? Not even an earth cart like the show?


I wholeheartedly agree. Earthbenders should definitely be able to move stuff like this. Waterbenders should be able to do it over water and so on. This will definitely go in for the rewrite.


-How many water benders does it take to push a boat (answer is something like 15,000 someone did the math, not me)


Agreed. That is silly and will be fixed.


So yeah, there's a bit better idea I hope. Also, I'm definately ok with seeing the utility bending going down, the players are warriors after all, but I would be interested in maybe making utility bending a greater option. maybe a bunch of utility bending oriented feats? Or even a multiclass branch for each bending of "Utility Bender".


What I think is more likely is there will be a generic bending power for each class, and choice of one low level specialty. Then, as you level up, you'll either get more of these powers or more powerful specialized bending, depending on what we come up with. There will, of course, be feats to enhance this, but I think we will do some work on the basic idea first.  

You also asked how I didn't think the stopping attacks was quite right. In the end that comes down to tactical play. When I see effective defenders rolling around their big trick always results in them looking right at the DM and saying "You sure you wanna attack someone other than me? You really really sure?" and the DM going "Ummm... not really... but I don't wanna attack you... you can't make me... or maybe you can..." That's why I kept mentioning the whole agro control idea. While the earthbender does but a hit on the damage delt by the enemy he can't really control where it is dealt like a fighter can.


That makes sense I suppose. Although I think the Earthbender can do this to some extent by watching a certain ally. Me and Ekio are thinkin' on this one.


I probably would. Though I'd really like to see flowing strike move more towards the waterbender's leder role and give its bonus' to allies. Give that defender and striker some more boosts (they never seem satisfied).



From pg 53.


"Hit: You or one ally within range gains a +1 to all defenses against the attacking creature until the end of your next turn. Increase the bonus to +2 at 11th Level, and +3 at 21st Level.  


Miss: Choose an ally within range or yourself, they gain a damage bonus to their first attack against the attacking creature equal to your Dexterity or Charisma modifier until the end of your next turn." 




As you can see, both bonuses can be applied to you, or an ally. They are only triggered when you are attacked however, which is why I want to go back and make the Torrential build subtype Defender instead of subtype Controller. Most people have a little bit of a problem with the Torrential build and, honestly, we have enough Controllers *cough, cough, everythingekiowritesisacontrollercough, cough*! 


Oh... err... sorry. I've got a bit of a cold. I hope that clears up the confusion. From what I can see, the powers are never too good, just a little on the weak (or at the very least uninteresting) side. I will try to fix that.

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.

Okay, the Waterbender is my baby, so I start with her. Here's the treatment I'm thinking of giving each class:


Waterbending: You gain the Waterbending class feature and you may choose one other At-Will power with the Bending Keyword. At 11th level you may choose a second At-Will power with the Bending Keyword, at 21st level you may choose a third. These powers do not count against your standard power total.


Waterbending--Waterbender Class Feature 


You have learned how to manipulate water, moving it, changing it from ice to steam, or drawing it from your surroundings.                                                                                                                            


At-Will ♦ Elemental, Bending


Minor Action, Ranged 2 


Effect: You may do any one of the following: ♦ Move up to ten gallons of water from any location within range to any other location within range. ♦ Produce up to a gallon of water from moisture in the air, water in the ground or other inanimate sources. ♦ Freeze or boil up to a gallon of water within range. Special: Nothing you create with this technique can deal damage, serve as a weapon or tool, or hinder another creature’s action. This technique cannot duplicate the effect of any other power. (Of course, DM's discretion.)


Ice Bridge--Waterbender Class Feature


By carefully freezing the surface of the water, you can create a walkable surface.                                


At-Will ♦ Elemental, Bending                                                                                                    


Minor Action, Path 4                                                                                                                    


Effect: Squares in this power's path that are made of water become frozen and may be walked on until the end of your next turn.


Wave Motor--Waterbender Class Feature                                                                                  


With a repetitive pushing motion you can move through a body of water very quickly.                              


At-Will ♦ Elemental, Bending                                                                                                        


Minor Action, Close Burst 1                                                                                                      


Effect: You and friendly creatures within the burst move your speed. Creatures affected this way must end this movement adjacent to you.                                                                                          


Special: This power only affects creatures submerged in water or standing on a mobile platform in water.


More to come, obviously only if people think this is a good idea.

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
I really don't think they're necessary. I think the utility powers throughout the classes would be good enough. If we really need to, we can go back and make the utility powers more... bender-y?
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.

We should, at the very least, provide some more distinctions between the different bender's powers. Right now they are all about the same. This is just one possible solution to that, one that allows for a space to put in other ideas later (i.e. homebrew alternatives to these mini-utilities so that player's can really customize what kind of bending they do). I really like the idea of putting a little more emphasis on each characters bending skills.


One choice that we should certainly consider is just making it standard that all the Bender classes get at least one At-Will utility at every Utility level. That would be sort of half-way between this idea and what we have already. If that were the case, the powers would be more powerful too. Not a bad thing.


-Usagi

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
How exactly do lines work with the grid? Can they only be used in 45 degree angles? Otherwise, the lines would end up looking a lot like a path, which of the two I think is mechanically a stronger idea.

That said, i really don't think path is necessary. I mean, couldn't you do something like the following and get basically the same effect?

Close burst x
Target: y creatures, no two of which may be more than z squares from each other

Unless the path is used when laying down a zonish type effect... But then couldn't you just do a Close wall?

Close wall 4
Target: Each creature in wall
Effect: squares in the wall... Etc.
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Thanks for the comment. Honestly, when I first thought of paths and lines, I initially figured that I could use a hypothetical "close wall" range. After some consideration thouĝ, creating the line and path ranges gave a little more flexibility in designing the kind of attacks that I wanted to and were in essence, a bit more graceful.

I, for one, think we should definitely take advantage of them and maybe cull some of the close blasts and remake them into lines and paths. Especially the firebender (holy ****).
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.
I like the thoughts on the water bender ^_^

So, I was trapped at home with a computer, but without internet, the other day. It was right after a game of Avatar, so i was thinking about the game. And... well... I made a new earthbender. Not 100% done, but pretty much have the "core" down.

Here it is, for your perusal, use, reworking, or mockery, as your desires lend you.

(sorry if the post is a tad over-huge, also, the original had nice formatting that this one lacks.)

Earthbender
    This is how I would like to see the earthbender, sort of my take on it. I was wondering if it could be made to fill my defendery desires without feeling like it has left the show's style too far behind. I'm pretty happy with it. You are welcome to use any or all of the parts here for your project, or not. ^_^ Consider this my contribution to the discussion, well, another contribution.
    You can probably also tell that I'm fulfilling my single greatest 4th ed desire. I want more defendery defenders. I love the role, and would like to see it get morel ove from all over. To that end I've tried to make the earthbender the most defender like defender to have ever defended. They often sacrifice for their party, and even grow in strength as a side effect of sacrificing.
    Any time you see the word Note I'm reminding myself, or the reader, of something, or just explaining why I went a certain way.
***Note: Any power that mentions "an ally" cannot be used to mean yourself, it will say "you or an ally" in that case.

Role: Defender
Source: Elemental
Key Abilities: Strength, Wisdom, Intelligence, Constitution
***Note: the decision to go strength over con is still pretty debatable. I did it to be more agro control (with standard AOOs) but I can see the argument that the earthbender could trade some agro control for survivability.
also more key abilities mean more viable builds, and reduces the odds of having one "Correct" build. Though I'm not sure I've managed that.

Armor Proficiencies: Coth, Hide, Chain, Scale, Plate
Weapon Proficiences: Simple Melee, Simple Ranged, Unarmed Attack
Implement: Ki Focuses, weapons with which you're proficient
Defense Bonus: +2 fortitude

Hit Points at 1st Level: 15 + Constitution Score
Hit Points for each level gained: 6
Healing Surges: 8 + Constitution Modifier

Skills: Insight (Wis), Perception (Wis), Choose two more skills at 1st level from:
Class Skills: Athletics (str), Endurance (con), History (int), Arcana (int), Religion (int)

Build Options: Thoughtful Earthbender, Willful Earthbender
Class Features: Resilience, Reactive Strike, Neutral Jing, Earthbending

Resilience
Choose one of Resilient Mind or Resilient Spirit.
When you spend a healing surge to regain hit points, or are effected by a power that acts as though you did (I.E. lay on hands and cure minor wounds) you regain additional hit points equal to your resilience.
When you are bloodied your Resilience goes up by one, this may stack if it occures mutiple times in an encounter
When you are dropped to zero or fewer hit points your Resilience goes up by two, this may stack if it occures multiple times in an encounter.
When an Ally is dropped to zero or fewer hit points your Resilience goes down by one.


Resilient Mind
Your Resilience starts each encounter equal to your Intelligence Modifier, and maxes out at your Intelligence Score.

Resilient Spirit
Your Resilience starts each encounter equal to your Wisdom Modifier, and maxes out at your wisdom score.

***Note: the Resilient Mind focuses on mindor controlleryness, moving enemies away from allies and the like while the Spirit focuses on leaderyness a bit, bonuses to allies and the like
Also, this power is pretty much the only thing keeping the earthbender up. Since most of what an earthbender does makes it (rather than it's allies) more likely to die, these bonus HPs are desperately needed.


Reactive Strike
When an enemy attacks an Ally you may use reactive strike. This is dependant on two factors.
One, that you still may use an AOO this turn, as reactive strike uses your AOO for the turn in question.
Two, that the positions of yourself, the ally, and the enemy qualify for one of the two strikes. If the positions qualify for both you may use whichever one you prefer. If you are not adjacent to either the enemy or the ally you may not use reactive strike.
The listed Reactive Strike powers do not themselves draw AOOs, but with Neutral Jing Reactive strike can be used to draw AOOs.

***Note: this is the difinatave power of the earthbender. It is a little more powerful than the fighter's mark at first, but lacks the ability to deny movement, the fighter's best trick. It also is designed to turn neutral jing into a monster.

If you are adjacent to the enemy making the attack you may use Shifting Ground
Shifting Ground                 Earthbender Feature
A wave of ground drives your enemies away from your allies.
At Will * Elemental, Implement
Immediate Interrupt
Trigger: An adjacent enemy attacks one or more allies
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage and the target is pushed one square away from one of the allies it is targeting (this may negate the attack, causing them to have wasted an action).

If you are adjacent to the ally being struck you may use Earthen Shield
Earthen Shield                    Earthbender Feature
A shield of earth rises up, taking the hit for an ally and driving back to return it whence it came.
At Will * Elemental, Implement
Immediate Interrupt
Trigger: An adjacent ally is attacked
Target: The triggering enemy
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier damage and the ally recieves a bonus to all defenses equal to your resilience for this attack (and any secondary attacks attached to it).
***Note, secondary attacks does not include mere mutliple attacks a round. So this would effect a poison based secondary attack vs fort, but would not effect a ranger's twin strike for the second hit.


Neutral Jing
You may spend a Standard, Move, and Minor action on your turn to use Neutral Jing. (Note: you may not use neutral Jing if you are lacking an action from dazed or the like, but you may act the turn you use it if you have action points)
Neutral Jing lasts until the begining of your next turn. While active you gain three benifits.
One, when you deal damage you deal additional damage equal to your Resilience.
Two, when you could perform a Reactive Strike or AOO you may instead perform any standard action, including reducing it to a move or minor action. This is still considered an immediate interrupt.
Three, enemies draw an AOO from you when they enter a square adjacent to you. This attack resolves immediately after the entry, unlike a normal AOO. (Note: this AOO can still be changed to another standard action)
***Note: Neutral Jing was meant to grab what I felt was the core of the earthbender's philosophy in the show. Which was simply "don't act, react." Let your opponent commit to a course of action first, so that your course of action will always be the right one.


Earthbending
I would prefer to work this out as a series of "cantrips", but that's another discussion entirely.

Level 1 At Wills

Force of Earth        Earthbender Attack 1
The very earth around you turns into a whirlpool, moving your enemies and allies allike where you deem best.
At-Will * Elemental, Implement
Standard Action        Close Blast 1
Target: All Creatures in Blast
Attack: Strength vs. Fortitude
Hit: 1d6 + Strength Modifier damage and the target is slid one square, but cannot be moved from the blast.
21st Level: 2d6 + Strength Modifier damage

Fortifying Strike    Earthbender Attack 1
You reawaken your energies with one unyeilding blow.
At-Will * Elemental, Weapon
Standard Action        Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage and you gain temporary hit points equal to your Strength modifier.
21st level: 2[W] + Strength Modifier damage

Supporting Strike    Earthbender Attack 1
You reawaken an ally's energies with one unyeilding blow.
At-Will * Elemental, Weapon
Standard Action        Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage and an Ally adjacent to you or the target gains temporary hit points equal to your Wisdom modifier.
21st level: 2[W] + Strength Modifier damage

Grounding Stone    Earthbender Attack 1
You command the earth to hold back your foes, and it obeys
At-Will * Elemental, Implement
Standard Action        Range 10
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d6 + Strength Modifier damage and if the target moves before the begining of your next turn they take an additional Intelligence Modifier damage.
21st level: 2d6 + Strength Modifier damage

Distracting Rock    Earthbender Attack 1
With a single well placed stone you remind your enemy who they should be targeting.
At-Will * Elemental, Implement
Standard Action        Range 10
Target: One creature
Attack: Strength vs Will
Hit: 1d4 + strength modifier damage and the target takes a -3 to attacks against all targets except you until the end of its next turn.
21st level: 2d4 + strength modifier damage


Level 1 Encounters

Spike Drive        Earthbender Attack 1
You drive the enemy into the dirt, keeping them right where you want them.
Encounter * Elemental, Weapon
Standard Action        Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[w] + strength modifier damage and the target is immobilized until the end of your next turn.
    Resilient Mind: Target is instead immobilized, Save ends.
***Note: Keep'em near ya, simple enough

Gravity Pull        Earthbender Attack 1
You draw in your enemies like the earth itself, letting them burn like a meteor.
Encounter * Elemental, Implement
Standard Action        Ranged 10
Target: One creature
Attack: Strength vs AC
Hit: You pull the target your wisdom modifier squares. The target draws AOOs as though it were performing a standard movement.
    Resilient Spirit: Any Ally who recieves an AOO on the target gains a bonus to hit and damage equal to your wisdom modifier.
***Note: this power only punishes enemies who aren't attacking you. Since it is a pull it won't do shite on an adjacent enemy. This should strongly punish enemies who target your striker first, giving the striker a free hit and bringing them next to you at the same time.

Double Strike        Earthbender Attack 1
You and the earth strike in perfect concert
Encounter* Elemental, Implement(first attack), Weapon(second attack)
Standard action        Melee weapon
Target: One or two creatures
First Attack: Strength vs Fortitude
Hit: 1d10 + Strength modifier damage
Second Attack: Strength vs AC   
Hit: 1[w] + strength modifier damage
***Note: So you sure you wanna walk by my Neutral Jing Character? I have double strike ready and I get my resilience damage to both hits ^_^

Level 1 Dailys

Unyeilding Earth        Earthbender Attack 1
You reach into the earth, and borrow a little of its endless resolve.
Daily * Elemental, Stance
Standard Action
Target: Self
Effect: Your speed is reduced by 1. Whenever your hit points are reduced by an enemie's attack (Note: not temp hit points) your resilience goes up by 1. Any time an Ally is bloodied your Resilience goes down by 1.
***Note: stances rock, I wanna see more stances.

Cascade of Earth        Earthbender Attack 1
Daily * Elemental, Weapon
Standard Action            Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[w] + Strength modifier damage and the target is knocked prone and immobilized (save ends both)
    Resilient Mind: Target takes a penelty to saves against this effect equal to your intelligence modifier.
    Miss: Half Damage and the target is knocked prone.

Razorsand Pit            Earthbender Attack 1
You drive your opponent into the dirt, Which drives itself painfully in as a series of tiny dealy spikes.
Daily* Elemental, Implement
Standard Action            Melee Weapon
Target: One creature
Hit: 2[w] + Strength modifier damage, and the target takes ongoing 5 damage (save ends)
    Miss: Ongoing damage only
    Special: The target may not attampt to save against this effect on a turn during which it has attacked.


Feats

Calming Breath
Prereq: Earthbender, Resilience feature
Benefit: You may spend a standard action to increase your Resilience by 1. If you do this while using neutral jing you gain 2 instead of 1.

Perfect Reactions
Prereq: Earthbender, Reactive Strike feature, Resilience feature
Benefit: If your resilience is greater than zero and your reactive strike is activated and you have your choice of which reactive strike power to use you may use both, first the Shifting Ground then the Earthen Shield, in return for which you reduce your Resilience by 1.
***Note, this requires that you be adjacent to the enemy, adjacent to the ally, have some Resilience, spend 1 resilience, and that that enemy attacks that ally. Such a hard one to pull off, but so nice if it does. Especially if it goes off while neutral jing is up, giving you two standard actions of your choice.




Here it is, my update to the Waterbender. I'm trying to fix two problems here:
1. Flowing Strike is only activated by Melee attacks (and ranged attacks with a certain feat). Now it get's one more catagory depending on your style.
2. From what I've heard, the Torrential build is good, but a little underwhelming. Also, we have too many controllery things in this book. Now the Waterbender can be defendery, an oft ignored secondary role (in my opinion at least, I haven't crunched the numbers). Some powers will be changed to reflect this and I will be adding feats in. The biggest change will be in the style dependent Torrential bonuses.


Text that differs from what's in the book is underlined and in italics.


WATERBENDER
“Flow like the water itself: steady and calm like a stream and fierce and torrential like the storm.”
CLASS TRAITS
Role:
Leader. You use your bending powers to direct the chi inside your allies, healing wounds and raising spirits. You can also push enemies around and craft things out of ice to present advantageous situation to allies. Depending on your choice of class features and powers, you might lean toward defender as a secondary role.
Source:
Elemental. The waterbenders gather their power from the moon and its natural pull on the oceans, directing the waters in the same way.
Key Abilities:
Wisdom, Dexterity, Charisma.
Armor Proficiencies:
Cloth, Leather, Hide.
Weapon Proficiencies:
Simple melee, simple ranged.
Defense Bonus:
+1 Fortitude, +1 Will.
Hit Points at 1st Level:
12 + Constitution score.
Hit Points for each Level gained:
5.
Healing Surges:
7 + Constitution Modifier.
Trained Skills:
Choose four skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Wis).
Build Options:
Torrential waterbender, Calming waterbender.
Class Features: Healing Waters, Moon’s Blessing, Flowing Strike, Waterbending

Flowing Strike -- Waterbender Feature
You are as versatile as water itself, turning any attack into an advantage for you and your allies.
At-Will ♦ Elemental, Implement
Free Action Range
10
Trigger:
An enemy targets you with a melee attack.
Calming: The effect may be triggered by an area attack.
Torrential: The effect may be triggered by a close attack.

Effect:
The effect depends on whether the attack hits, or misses.  
Hit: You or one ally within range gains a +1 to all defenses against the attacking creature until the end of your next turn. Increase the bonus to +2 at 11th Level, and +3 at 21st Level.
Miss:
Choose an ally within range or yourself, they gain a damage bonus to their first attack against the attacking creature equal to your Dexterity or Charisma modifier until the end of your next turn.
Special:
You may not affect the same creature with this power more than once in the same round. When you create your character, choose Dexterity or Charisma as the ability score you use when giving damage bonuses with this power. These two choices remain throughout your character’s life and do not change the power’s other effects.

CALMING WATERBENDER

There’s no need to be offensive with it. Being calm and content, you bend the water with ease, helping your allies and hindering your enemies. Steady as the stream, complacent as the pond. Make Wisdom your primary as it dictates your powers. Make Charisma your secondary as you’ll rely on it to remain calm in the heat of battle. Make Dexterity your tertiary, to help you react quickly to changes in the fight. This build complements your role as leader. 

TORRENTIAL WATERBENDER

Despite your calm demeanor, you direct the water in overtly fierce ways, creating dangerous tidal waves and torrential conditions. You wade into the ocean of battle, using powerful blasts of water to protect your allies from harm. Make Wisdom your highest stat as it determines your general bending prowess. Dexterity should be your second highest stat as you need bursts of quickness to direct such terrible power. Charisma should be your third stat to help you coax and control the chi of your allies. Your secondary role is defender.


MOON'S BLESSING

Choose one style of waterbending.

Torrential: You gain proficiency in light and heavy shields. In addition, when an enemy bloodies an ally, you may shift a number of squares equal to your Dexterity modifier towards that ally. 
(Alternatively, this could give proficiency in better armor, what do you kids think?)
Calming:
You are trained in Heal. Whenever an enemy bloodies an ally, that ally may shift a number of squares equal to your Charisma modifier towards you.
(Because of this change, the suggested skills for Calming waterbenders would be Diplomacy, Religion, History, Nature)

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
i'm reading through the Avatar 4e sourcebook, i just wanted to list questions i have as they come up.

first being, The Airbender's Airscooter, have you already discussed that or not?

going through earthbenders at-wills, the Earthen shield and Shifting ground are listed at immediate reactions/interrupts respectfully, from how i interpret those abilities, they have no maximum range or limiting on them, essencially saying as a level 1 earthbender, i can make sure none of my allies ever get hit ever, am i interpreting that  right, or no?

Ground Plate Armor as a level one daily power is good, but i think that attack is more about the AC boost than anything else.
No. The above earthbender build posted here was not written by the developers. In the acutal soucebook, shifting ground is a reaction, which means it takes place after the attack on the ally is resolved. The Earthen shield power CAN prevent an attack, but only when a Constitution attack against the ranged attack's attack roll succeeds.

So, as a level one earthbender,  you can annoy melee enemies with a one square slide, and protect one ally from sniper fire approximately 50% of the time.

Oh, and I think the torrential defender looks cool, and that lines and paths are fine the way they are.

Also, when it says "Make Constitution attack against the ranged attack roll" in the sourcebook, there is a typo.
Right now, I'm concerned with the earthbender, so the above is of interest to me...

To be honest, the Resilience mechanic seems a little clumsy to me. Its important for a few things in the class, but overall is underwhelming. I like the idea though, but I'm not sure how I would incorporate it.

The earthbender's class features, on a whole, are fine and dandy. I think I do want to readjust the Neutral Jing class feature. Let's see...

NEUTRAL JING
You are in tune with the flow of combat, knowing to hold your fist to land the perfect blow later on. During your turn, you may spend your standard action to acquire Neutral Jing, which enboldens your defensive capabilities. While you have Neutral Jing, you gain a bonus to attack and damage with earthen shields, shifting ground, and any power that is centered on a watched ally. This bonus is equal to your Strength modifier if you are a Shaper earthbender or your Wisdom modifier if you are a Quaking earthbender.

While I'm on a roll... here's how I'd figure the two earthbender features.

Earthen Shield                Earthbender Feature
When an enemy lets an arrow fly towards an ally, you repel the attack and launch your own against the offender.
At-Will * Elemenetal, Implement
Immediate Interrupt             Close
burst 5 (increases to 10 at 11th level and 15 at 20th)
Trigger: An enemy makes a ranged attack against a watched ally.
Effect: Make an attack roll against the target's ranged attack roll. If your attack roll is equal to or greater than the triggering attack, the target takes 1d6 + Constitution modifier damage and the attack is negated. The watched ally may shift 1 square after this is resolved.
21st Level: 2d6 + Constitution modifier damage.

Rebuking Offense               Earthbender Feature
An enemy goes in for the attack an enemy and you bring the earth against him, beating the attack back and landing choice blows.
At-Will * Elemental, Implement
Immediate Reaction         Close
burst 5 (increases to 10 at 11th level and 15 at 20th)
Trigger: An enemy enters a square adjacent to a watched ally.
Target: The triggering enemy.
Attack: Constitution vs. Reflex.
Hit: 1d10 + Constitution modifier damage and the target is pushed 1 square.
21st Level:
2d10 + Constitution modifier damage and the target is pushed 2 squares.

I definitely want to go through and change some of these Encounter and Daily powers into the "centered on watched ally" type powers. That's something I feel we didn't utilize enough.

Thoughts? Comments? Jeers? Ideas?
Homebrew classes: Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better. The Shadow power source done right.

Ekio, that is, in a word, poifect. I think with that addition the Earthbender will start to feel like a real, proper defender.


As long as we are updating the Earthbender, can I say that I think it's Earthbender Resiliance needs to be cooler? I definitely think it's a great ability, I mean, very powerful. But I don't like it when the only thing seperating two builds is which stat you use to modify something. I think the Shaper should definitely keep it the way it is, to help her survive while wading into battle, the Quaker though, I think they ought to get something that interfaces with the new Neutral Jing ability. But first, Neutral Jing needs a bit of a rewrite:


NEUTRAL JING: You are in tune with the flow of combat, knowing to hold your fist to land the perfect blow later on. During your turn, you may spend your standard action to acquire Neutral Jing, which enboldens your defensive capabilities and lasts until the end of your next turn. While you have Neutral Jing, you gain a bonus to attack and damage with earthen shields, shifting ground, and any power that is centered on a watched ally. This bonus is equal to your Strength modifier if you are a Shaper earthbender or your Wisdom modifier if you are a Quaking earthbender.


Quaking: When you use a standard action to acquire Neutral Jing, it lasts for a number of additional rounds equal to your Strength modifer (e.g. with a Strength modifer of +1 the bonus would last until the end of the turn following the turn where it would have ended normally).


I think this is a pretty powerful ability, the Quaker will be, overall, a better long distance defender, especially if they sink an extra point in their Tertiary stat and roll with a 14 in Strength. For 1 Standard action, they could get a +2 or +3 on any defensive attack for 3 turns. But remember Earthbenders have pretty low AC's for Defenders (Hide Armor is their most powerful armor choice).  The Shaper will stand out from the Quaker for having an AC that is, likely, 2 to 3 points higher.


I thought of this in class today, I want to replace my two least favorite Waterbender attacks (Water Bullet and Waving Uppercut) with souped up versions:


Icicle Trap--Waterbender Attack 1
You block an enemy's retreat with razor sharp icicles.
At-Will ♦ Elemental, Cold, Implement
Standard Action                  Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier cold damage and until the end of your next turn, if the enemy moves away from you or an ally who they were adjacent to when this attack hit, they take Wisdom modifer cold damage.  
21st Level: 2d6 + Wisdom modifier damage.


This fills two holes, firstly it's a second choice for the new Torrential build, secondly it's a cold At-Will for the ice based Waterbender. Sheilding Ice is not a Cold attack, and I would rather keep it that way. I reduced the damage slightly since Water Bullet swung for 2d4, which was really it's only good side. Move your full speed seemed like a good idea, but in practice it's hard to justify any intelligent creature not just moving 1 less than their full speed after the first instance. This is more consistently good, still offers motivation not to move and just generally seems cool.

Waving Uppercut--Waterbender Attack 1
You raise your hands and a bolt of water lifts up, connecting to the target’s chin.
At-Will ♦ Elemental, Implement
Standard Action                  Range
10
Target:
One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and one ally you choose does not provoke attacks of opportunity from the target until the end of their next turn. 
21st Level: 2d8 + Wisdom modifier damage.


Waving uppercut feels like... it's so lame. One ally gets to move their full speed away from a target without take and AOO... yay? Again, though it seemed good in production, in the field it was underwhelming. I had a Waterbender who chose this and Water Whip, and after a while she just relied entirely on Water Whip because, well, it's just not good how we wrote it.


There you go.


-Usagi

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
A standard action is a high price to pay for attack/damage bonuses, but it is mitigated by the quaker's class feature. It all seems very nicely put together. I just hope you have something of equal value to dish out to the shaping earthbender. I think that given the revision to Neutral Jing, some related utility powers would be nice, maybe a daily utility to let you use Neutral Jing in the same action as second wind, and an encounter utility to let you combine it with total defence?
I'm still confused about lines. What happens when they are not used in a cardinal direction?
astralArchivist.com - 4e D&D house rules, homebrew, and story hours - now featuring ENWorld's Zeitgeist adventure path! Will Thibault is a winged, feathered serpent rarely found anywhere except in warm, jungle-like regions or flying through the ether. Due to his intelligence and powers he is regarded with awe by the inhabitants of his homelands and is considered to be divine.

So that's one no on keeping the Shaping bonus just a boost to AC. Looking at the books, I find that most classes that provide a straight AC bonus also provide a secondary bonus to a basic ability (second wind) or a Class Feature (Combat Superiority). However, I do think that the abilities are balanced right now, so let's just add to them.


Quaking: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use a standard action to acquire Neutral Jing, it lasts for a number of additional rounds equal to your Strength modifer (e.g. with a Strength modifer of +1 the bonus would last until the end of the turn following the turn where it would have ended normally).


Shaping: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, whenever an Earthbender power would increase your AC, that bonus applies to your Fortitude defense as well. If the effect would normally apply to both, it applies to your Will defense as well.


That is a bit weird, but I think it works. Defensive vs. Offensive. Both versions now have comfortably higher AC's, probably a good plan anyway, and a flashy ability to go with it. Furthermore, with the updated Nuetral Jing and the revised Opportunity attacks, the Earthbender is really shaping up! HA!
............. okay.
Lines that don't go left, right, up or down may go diagonally as long as they proceed in a straight line, i.e. corner to corner. They, like movement, do not behave differently when going diagonally.


Okay. Bye.


 

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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