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Switch to Forum Live View Avatar the Last Airbender: Elemental Heroes
3 years ago  ::  Feb 02, 2010 - 2:57PM #11
silverphx7
Date Joined: Jan 17, 2010
Posts: 4
Is this still happening? Can I help?
-Usagi
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3 years ago  ::  Feb 02, 2010 - 5:52PM #12
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Yes, its still happening. Yes, I need the help.

Email me at ekiatoui@gmail.com, or better yet, IM me on MSN messenger at ekiatoui@hotmail.com
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.
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3 years ago  ::  Feb 03, 2010 - 1:21PM #13
Cyvaris
Date Joined: Jun 9, 2008
Posts: 877
I like this alot, may need to start up a campaign using it. I have a question, how will multiclassing be handled? Since duel-bending does not exist and I could see these guys along side the martial classes you would need some limit. Say cannot take this feat if you have levels in Bending classes. Anyway what is left open to do? I would be glad to help, I am nothing but time.
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3 years ago  ::  Feb 03, 2010 - 1:55PM #14
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Me and my girlfriend were talking about it last night.

It would depend on the campaign. In normal D&D that didn't have any of the original Avatar fluff attached to it, multiclassing rules wouldn't really matter. The benders would be their own class, etc. But in a actual Avatar campaign, the rules would be just if you already are a member of an Elemental class, you couldn't multiclass into the other classes. Simple as that, really.

Otherwise, I don't see any problem in multiclassing between the Elemental and martial classes.

Regarding things left to do, its mainly powers, paragon paths, feats, etc. I've updated a lot since my last post. I'll get into InDesign and re-PDF everything again.

By the way, the waterbender's different. A lot different. :\ The playtest my group did showed that the waterbender was kind of bland/lame.

If you have MSN, feel free to message me and ask questions.
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.
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3 years ago  ::  Feb 03, 2010 - 2:19PM #15
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
www.scribd.com/doc/16920521/Avatar-the-L...

Right. Didn't take too long.

I'm not sure if I included the whole techniques thing in my first draft.

Techniques were supposed to be the magic items that Benders used to get that desperately needed enhancement bonus to attack/damage. I couldn't rationalize a bender using magic implements or weapons, so I made a new "slot" for them called techniques, based off that scroll Kitara got in that one episode. They represent techniques Benders incorporated into their fighting style to up their effectiveness in bending.

In addition to the enhancement bonuses they got, they also recieved an encounter power, either in the form of a new attack power derived from that style of technique or as some sort of add-on that was triggered off other powers.

In the end, I thought the Innate Technique class feature for each Bender was much cooler and much more graceful. Besides, I was a rabid fan of the alternate reward system in the DMG2 and has become my default system.

Looking to hear your guys thoughts on it.
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.
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3 years ago  ::  Feb 03, 2010 - 2:52PM #16
Cyvaris
Date Joined: Jun 9, 2008
Posts: 877
I like the "techniques" equipment, but I could see them using implements actually. Something along the lines of the jewels/pendants in Jade empire. Having them near you enhances your bending. A good cannon example of this was the Water from the spring in season 1 that Katara carried around, or Aangs staff. Anyway my brain is a little addled(stupid classes) but I would like to help, are either the Ice based water bending PP or lightning fire pp still open for work, I have some nifty ideas for both and would like to take a crack at them.
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3 years ago  ::  Feb 03, 2010 - 2:59PM #17
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Before I do paragon paths, I'd like to get each of the classes to at least 10th level powers.

Also. Ki focuses might be in order for the benders.
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.
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3 years ago  ::  Feb 03, 2010 - 3:38PM #18
Cyvaris
Date Joined: Jun 9, 2008
Posts: 877
I personally like the idea of implements as the lore supports it well, and you could do some cool stuff like beads, shashes, pendents etc. It would be a way to give the setting a very eastern feel by flavoring the implements in this way. Again look at Jade Empire for what I am talking about.
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3 years ago  ::  Feb 03, 2010 - 6:11PM #19
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
So let's get this started I suppose.

I'm stumped as to what to give to the waterbender. I'm stuck on level 3 encounters, and only have one, moon's push.

Don't jump up all at once.
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.
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3 years ago  ::  Feb 04, 2010 - 2:07PM #20
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
Push of the Tides---Waterbender Attack 3
You push water away from you on all sides disrupting
your foes and protecting yourself simultaneously.
Encounter*Elemental
Standard Action  Close burst 1
Targets: Enemies Within Burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage and the target
takes a -2 to a defense of your choice until the end of
your next turn.
Torrential: You may slide the target up to 3 squares.

Icy Tracks---Waterbender Attack 3
You move water over the ground under your foes
and then suddenly freeze it.
Encounter*Elemental, Cold
Standard Action  Line 3
Targets:
Enemies within line.
Attack: Wisdome vs. Reflex
Hit: 1d8 + Wisdom modifier damage and the target
is knocked prone.
Miss: The target takes a -2 penalty to AC until the
end of your next turn.

Streaming the Water---Waterbender Attack 5
You use a technique designed to teach young waterbenders
to deliver a surprising attack.
Daily*Elemental
Standard Action  Line 2
Targets:
Enemies in line.
Attack: Wisdom vs. AC
Hit:
1d8 + Wisdom and you
Effect: You repeatedly move a line of water through your
enemies squares. Your allies gain combat advantage against
the target. The line moves with you. You may change the angle
of the line on your turn as a move action. The water lasts until
the end of your next turn.
Sustain Minor: When you sustain you repeat the attack. Your allies
still gain combat advantage against the effected enemies.

The Evening Tide---Waterbender Utility 6
Encounter*Elemental, Healing
Immediate Reaction  Range 10
Trigger:
An Ally is reduced to 0 Hit Points by an attack.
Effect: You may slide that ally 2 squares. That ally may
immediately make a death saving throw.
Calming: Your ally may spend a healing surge.

The Morning Tide---Waterbender Attack 5
Encounter*Elemental
Immediate Reaction  Close Burst 2 Centered on the Ally
Trigger:
An Ally is reduced to 0 Hit Points by an attack.
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Charisma modifier damage.
Effect: The target is knocked prone.
Torrential: The target is pushed 2 squares and then knocked prone.



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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