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3 years ago ::
Feb 02, 2010 - 2:57PM
#11
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Date Joined:
Jan 17, 2010
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Is this still happening? Can I help? -Usagi
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3 years ago ::
Feb 02, 2010 - 5:52PM
#12
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Date Joined:
Nov 20, 2008
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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
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3 years ago ::
Feb 03, 2010 - 1:21PM
#13
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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
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Date Joined:
Nov 20, 2008
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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.
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3 years ago ::
Feb 03, 2010 - 2:19PM
#15
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Date Joined:
Nov 20, 2008
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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.
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3 years ago ::
Feb 03, 2010 - 2:52PM
#16
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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
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Date Joined:
Nov 20, 2008
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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.
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3 years ago ::
Feb 03, 2010 - 3:38PM
#18
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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
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Date Joined:
Nov 20, 2008
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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.
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3 years ago ::
Feb 04, 2010 - 2:07PM
#20
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Date Joined:
Jan 10, 2008
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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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