Everyone across multiple sites is very excited for this to be finished. In my search for a completed 4e Avatar game, i have seen your pdf and thread linked in multiple places.
Ekio and Usagi, You guys are awesome. There is a huge fan base just waiting this be to wrapped up.
Keep up the good work!
Very cool. :o I've only seen it talked about on RPG.net, 4chan, and now enworld. Very very cool. Gives more motivation, I guess.
Updated Waterbender will be done later today. Just postin' so I hold myself to a schedule.
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.
“Flow like the water itself: steady and calm like a stream and fierce and torrential like the storm.” CLASS TRAITS Role: Leader. You move in close and use attacks that can either harm your enemies or help your allies, depending on where you aim. You can heal or harm on a whim. 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). Build Options: Torrential waterbender, calming waterbender. Class Features: Healing Waters, Moon’s Bless- ing, Flowing Strike
Waterbending is a calm and fluid style of bending. Whereas other benders are quick, strong, and fast, Waterbenders are smooth and steady, much like the water itself.
Waterbenders gain their powers from the moon, whose planetary orbit directs and the tides and waves of the ocean. Binding their will with such cos- mic entities, they direct and pull the water. They also concern themselves with the inner chi of the body, healing wounds miraclously. They move and concen- trate the chi down paths within the body, using water as a base for that power.
As a waterbender, you are concerned for the lives of those around you. You can wade fearlessly into battle, using attacks against you to bolster your allies. Your attacks often have two effects, one that deals damage and one that helps allies.
CREATING A WATERBENDER
Waterbenders can use their powers in many dif- ferent ways, but can be generalized in two ways.
CALMING WATERBENDER You are calm when the battle becomes the most tense. You focus on helping your allies, healing and bolstering them so you can keep them fighting. 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, as you’ll need to be quick in battle.
Suggested Feat: Waterbending Expertise Suggested Skills: Diplomacy, Heal, History, Nature Suggested At-Will Powers: Water Whip, Shield- ing Ice Suggested Encounter Power: Freezing Ray Suggested Daily Power: Chi Funnel
TORRENTIAL WATERBENDER Despite your calm demeanor, you direct the water in overtly fierce ways, creating dangerous tidal waves and torrential conditions. You intend to drown your enemies and batter them with terrible waves of water. 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 ter- rible power. Charisma should be your third stat as you’ll channeling the calming powers of water- bending as well. Suggested Feat: Frozen Torrent Suggested Skills: Athletics, Endurance, Insight, Nature Suggested At-Will Powers: Water Bullet, Wav- ing Uppercut Suggested Encounter Power: Wave of Water Suggested Daily Power: Arctic Blast
CLASS FEATURES
HEALING WATERS You can heal your allies with a simple touch, rapidly directing the chi in their body using water. You gain the healing waters power.
MOON’S BLESSING
Choose one style of waterbending. Torrential: Whenever an enemy bloodies an ally, you may slow that enemy until the end of your next turn as a free action. Calming: Whenever an enemy bloodies an ally, that ally may shift a number of squares equal to your Charisma modifier.
Flowing Strike Your bending style is based on redirecting outside forces, whether your enemies hit you or miss you, you can use it to your advantage. You gain the Flowing Strike power.
WATERBENDER OVERVIEW Characteristics: Waterbenders are a calm people, often thinking before they act. When- ever they have an ideal, they are passionate about and often go out of their way to solve problems related to it. Religion: The first waterbenders replicated the push and pull of the ocean the moon did, so they respect it greatly along with the ocean itself. The push and pull are yin and yang are waterbenders strive to achieve that. Races: Because of their adherence to the moon, shifters (especially razorclaw) make stupendous waterbenders, as they are al- ready keen to the moon’s powers. Other races, such as halflings, deva, and elves, also make good waterbenders.
Healing Waters Waterbender Feature The waters surrounding your hands glows silver as you heal your ally. Encounter (Special) ♦ Elemental, Healing Minor Action Melee touch. (close burst 5 at 11th level, 10 at 21st level) Target: You or one ally in range. Effect: The target can spend a healing surge and regain additional hit points equal to your Wisdom modifier. The target may also make a saving throw. Level 6: 1d6 + Wisdom modifier additional hit points. Level 11: 2d6 + Wisdom modifier additional hit points. Level 16: 3d6 + Wisdom modifier additional hit points. Level 21: 4d6 + Wisdom modifier additional hit points. Level 26: 5d6 + Wisdom modifier additional hit points. Special: You can use this power twice per en- counter, but only once per round. At 16th level, you can use this power three times per encoun- ter, but only once per round.
Flowing Strike Waterbender Feature When you are struck, you use some of the force to prepare for the next attack, when you dodge an attack you pull your enemy, making them vulnerable. At-Will*Elemental, Implement Free Action Personal Trigger: An enemy targets you with a melee attack. Effect: The effect depends on whether the attack hits, or misses. Hit: 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: The first ally to hit the attacking creature before the end of your next turn deals additional damage equal to your Charisma modifier. Special: You may not affect the same creature with either the damage boost or defense bonus in the same round.
Waterbending Bender Class Feature With flowing circular movements you can manipulate nearby water. At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a gallon of your 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. ♦ Change the temperature of water within range, boiling it or freezing it. ♦ Mold up to a gallon of your element within range into any shape until the end of your next turn. Special: Nothing you create with 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 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 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 brand new, yummy epic destiny for you guys and some new feats for each bender. Something to tide you over until CJ finishes his fine work on the PDF.
ENERGYBENDER "The true mind can weather all the lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void, but always yields to purifying light".
Prerequisites: 21st level, Any elemental class
You practice a variety of bending that has been forgotten by all but the most ancient lifeforms, the Lion Turtles. You can bend the very energy that gives people access to magic, from the over magic of wizardry, to the elemental magic of benders to the subtle tactile magic of powerful soldiers.
As an Energybender you have learned forgotten techniques that give you power over all forms of magic, the ability to bend the energy of life itself. You may have learned this from a Lion Turtle who deemed you worthy, or it might be forgotten knowledge you gathered from a certain ancient desert library. Your powers are subtle and dangerous to use, only the greatest wills can Energybend with an intelligent being safely, some who learn the techniques have their essences sucked away when attempting to use their power, you are not one of those people. You are fated to do something great with your power, perhaps take the power from a great evil, or force of good. Recall that the power of Energybending is not a force of good, but the force of life itself.
IMMORTALITY?
You are fated to become part of the very energy you bend, but not before conquering a great foe of the universal order you are sworn to protect.
The Great Test
Someday, and you can't know when, you will be called upon to use your powers to correct something that has or will go wrong with the universal order. Your power will have grown by that point, but there is still no guarantee that you will succeed. Just as so many souls are lost when the power of Energybending first comes to them, so too will you be at risk. Your true heart and your true mind will need to be perfectly balanced, Un-Bendable. For even if your will is even slightly weakened, you will become tainted with the essence of your foe, which could pollute or even kill you.
But if you succeed in your journey and pass this great test you will become something more than a mortal or an immortal, you will no longer be a part of the great struggles of the multiverse, you will become part of the very forces that balance the multiverse. Content to drift through reality, lending your power to mortals and immortals alike until a time of great reckoning when you, and the rest of the universe, will cease to be.
ENERGYBENDER FEATURES Lion Turtles Resolve (21st Level): You are no mean mortal will. Your mind and soul are firmly rooted to the ground. You cannot be dominated, dazed or stunned. Aware of the Flow (24th Level): You can perceive the very energy from which all magic, no matter the variety, is based. Anytime you are hit by an attack choose a damage or effect based keyword in that attack. You gain a +4 bonus to all defenses against attacks with that keyword until the end of the encounter. This bonus is not cumulative, but you may protect against as many keywords as you want. Step Out of the Cycle (30th Level): You are no longer a part of the circle of life. If you die you temporarily become one with the flow of life energy. You are insubstantial and have phasing, but have access to all of your powers and inherent abilities. You may take a short rest to regain expended encounter powers, but you do not have access to your equipment or expended daily powers. If you are killed in this form, you cease to exist until you are brought back to life. If you are not returned to life in 8 hours, your body and possessions disappear and you reappear whole and fully equipped at the nearest location that is teeming with life, be it a city or a deep jungle. Your condition is the same as if you had just been subject to a Raise Dead ritual, but without any death penalty. Your body, and yes even your soul, may be finite in their persistance, but you are much more than your body or soul now.
Un-Bend---Energybender Utility 26 By focusing on your targets very essence you can permanently take away their abilities. Daily*Elemental Standard Action Melee touch Target: One helpless or willing creature Effect: You enter a trance during which both you and your target are helpless. If either you or your target is attacked, the trance immediately ends and the power is wasted. If uninterrupted for 3 rounds you may choose any number of powers, features or abilities the target has, the target cannot use them anymore. If the target has been Un-Bended by you before, you can instead restore one or more of these powers.
FEATS:
Burning Soul Prerequisites: Firebender, 11th Level, Dexterity 17 Benefit: Unless you are surprised, when you roll initiative increase your current Source of Strength by 2.
Lightening Burst Prerequisites: Firebender, 21st Level Benefit: You may substitute lightening damage for fire damage with any Firebender or Firebender Paragon Path Power. If you do, you deal an additional 1d10 damage and reduce your current Source of Strength damage by 2.
Powerful Currents Prerequisites: Waterbender, 21st Level Benefit: When you use an Encounter power with an area of Line 2, you may change the area to Burst 2.
Water's Extension Prerequisites: Waterbender, Flowing Strike Benefit: Your Flowing Strike class feature can be activated by ranged attacks.
Running Start Prerequisites: Airbender, Dexterity 17 Benefit: Unless you are surprised, when you roll initiative you may run as a minor action.
Fleeting Strike Prerequisites: Airbender Benefit: When you use a Daily Airbender attack power, you gain a +2 bonus to your speed until the end of your next turn.
Distant Defender Prerequisites: Earthbender Benefit: Increase the distance your watched ally can be from you by 2.
Battle Hardened Prerequisites: Earthbender, Constitution 17 Benefit: Unless you are surprised, when you roll initiative you gain 5 temporary hit points.
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.
New water bender material looks great and those feats are nice.
Just pokin in to let you know the Last Airbender movie was a total dump. M Knight f'd it all up... I was expecting it to be different, but not so skewed from the show that i winced everytime someone said sokka's or aang's name. The movie was dreadful. Script was just complete garbage and the casting was worse than expected.
But dont take my word for it. Just a warning that it is not worth the costly movie ticket.