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3 years ago ::
Feb 05, 2010 - 11:23AM
#41
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Date Joined:
Jan 10, 2008
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Here are some of my ideas for paths:
Air Bender: Aerial Acrobat, Focuses and speed and damage, Striky. Air Temple Monk, who learns to be as indomitable as an Airbison.
Water Bender: Sweatbender, who takes penalties in order to boost allies attacks. Follower of the Moon Spirit, whose power waxes and wanes from turn to turn. Follower of the Sea Spirit that specializes in continuous attacks that increase in effect.
Earth Bender: Dai Li, Uses rock gloves to isolate and restrain enemies so no one can get to them. Sandbending that blinds foes and creates zones Seismic Adept, who gains Tremorsense.
Fire Bender: Blue Fire Adept, flamejets for fast movement or flight. Magma Bender, does damage in lines that persist for a turn. Fire Berzerker who takes the rage path to its logical conclusion and, on the flip side, Sun Warrior who takes the Harmony path.
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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3 years ago ::
Feb 05, 2010 - 11:29AM
#42
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Date Joined:
Nov 20, 2008
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Metalbender "Refining the earth won't save you and your weapons from my power."
Prerequisites: Earthbender
Typical earthbenders cannot bend earth and ore that have been refined. Metals, such as iron and steel, do not react to the will of the earthbender. Its unnatural, thus doesn't have the same reverberations and feel of natural earth. Though, occasionally, strong willed earthbenders become in tune with these unnatural metals and force them to bend.
Polarized Allies (11th Level): When an enemy attacks your watched ally with a power with the Weapon keyword, the watched ally has a +3 power bonus to AC instead of the normal =2. Metalbending Action (11th Level): When you spend an action point to take an extra action, your enemies' weapons and armors shudder under your focus. Each enemy within 2 squares of you either take a penalty to damage equal to half your level until the end of your next turn or a penalty equal to your Wisdom modifier to AC. Further Faults (16th Level): When an enemy adjacent to either you or your watched ally rolls a 1 when attacking, they drop their weapon in the square they occupy as an immediate reaction.
Metalbender Techniques:
Devastating Grip---Metalbender Attack 11 You curl your focus over your enemy's weapon and it crumbles. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Constitution vs. Fortitude Hit: 1d10 + Constitution modifier damage and the target takes a -1 to attack rolls (save ends). For every failed save, this increases to -2, -3, etc. to a maximum of -5.
Weapon's New Master---Metalbender Utility 12 As he goes to strike your friend, his weapon's alleigance changes quickly. Encounter*Elemental Immediate Interrupt Close burst 5 Trigger: Your Watched Ally provokes an opportunity attack. Target: One creature attacking your ally. Effect: They automatically miss with their opportunity attack.
Armor's Vicegrip---Metalbender Attack 20 As they surround you, their armor suddenly tightens and stops them in their tracks. Encounter*Elemental, Technique Standard Action Close burst 2 Target: Enemies within burst. Attack: Wisdome vs. Reflex Hit: 2d6 + Constitution modifier damage and the target is immobilized (save ends). Special: The close burst is centered on a watchful ally within 10 squares.
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3 years ago ::
Feb 05, 2010 - 11:30AM
#43
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Date Joined:
Jan 31, 2010
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Whoa, Cooool  I never knew...
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3 years ago ::
Feb 05, 2010 - 11:39AM
#44
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Date Joined:
Nov 20, 2008
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Whoa, Cooool I never knew...
Never knew what? 
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3 years ago ::
Feb 05, 2010 - 11:46AM
#45
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Date Joined:
Nov 20, 2008
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Here are some of my ideas for paths:
Air Bender: Aerial Acrobat, Focuses and speed and damage, Striky. Air Temple Monk, who learns to be as indomitable as an Airbison.
We should add to that like a Typhoon-type deal. Close bursts, pushing and sliding. Plus the Soundbender.
Water Bender: Sweatbender, who takes penalties in order to boost allies attacks. Follower of the Moon Spirit, whose power waxes and wanes from turn to turn. Follower of the Sea Spirit that specializes in continuous attacks that increase in effect.
I'm not too keen on the Sweatbender. Sounds gross. :P Really though, it just isn't clicking with me. You make it, though, I'll put it in.
Bloodbender. Icebender. Plantbender.
Earth Bender: Dai Li, Uses rock gloves to isolate and restrain enemies so no one can get to them. Sandbending that blinds foes and creates zones Seismic Adept, who gains Tremorsense.
LOVE the Seismic Adept.
Plus the Metalbender. I had one idea for an earthbender with the working title of "earthsurfer." Basically, with a grounded stance, he rippled the earth around himself. He'd be quick too, I'd imagine.
Fire Bender: Blue Fire Adept, flamejets for fast movement or flight. Magma Bender, does damage in lines that persist for a turn. Fire Berzerker who takes the rage path to its logical conclusion and, on the flip side, Sun Warrior who takes the Harmony path.
I like each of these as well.
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3 years ago ::
Feb 05, 2010 - 12:29PM
#46
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Date Joined:
Jan 10, 2008
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Follower of the Moon Spirit "I am one with the power of the moon." Prerequisites: Waterbender, Calming path.
You learn your power from the moon itself, like the original waterbenders did. Your power waxes and wanes like the moon. This cycle would seem a weakness to someone else, but you know it to be a sign of strength.
Phases of Power (11th Level): Your power changes as you use your powers. You begin each encounter in the Phase of the New Moon. When you use a Encounter, Daily or Utility Waterbending power you manifest the next phase at the end of your turn. The phases go New, Crescent, Gibbous, Full, New... ect.
Phase of the New Moon: You are darkened to the world making you harder to see, but also reducing your power. You gain concealment but you cannot use Daily Attack or Utility powers. Phase of the Crescent Moon: Your power protects you, but it is not strong as of yet. You gain a +1 to Will and Fortitude but you cannot use Daily Attack powers. Phase of the Gibbous Moon: Your power is growing. You gain a +1 to all defenses. Phase of the Full Moon: Your power is at its peak. You gain a +2 to all defenses and attacks made with Waterbending powers.
Moon's Action (11th Level): When you use an action point to gain an extra action you may change your Phase to any Phase at the end of your turn.
Moon's Blessing (16th Level): When you are pushed or pulled you gain temporary hit points equal to your Charisma modifier.
Follower of the Moon Spirit Powers:
Harvest Moon---Follower of the Moon Spirit Attack 11 You harness the power of the Harvest Moon to guide your allies blows. Encounter*Elemental Standard Ranged 10 Target: One creature. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage. Effect: The first time an ally hits the target with melee attack before the end of your next turn that ally may spend a healing surge or make a melee basic attack.
Blue Moon---Follower of the Moon Spirit Utility 12 You call upon the power of the rare Blue Moon to repeat a benificial effect. Daily*Elemental Immediate Reaction Ranged 10 Trigger: An ally uses a healing surge or makes a saving throw. Effect: Another ally within range may make a healing surge or take a saving throw.
Tidal Blast---Follower of the Moon Spirit Daily 20 You harness the force that guides the ocean and use it to hurl water at your foes. Daily*Elemental Standard Action Blast 5 Target: Enemies within blast. Attack: Wisdom vs. AC Hit: 4d10 + Wisdom modifier damage and the target is pushed 2 squares and takes ongoing 5 damage (save ends).
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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3 years ago ::
Feb 05, 2010 - 1:13PM
#47
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Date Joined:
Jan 10, 2008
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Sweatbender "Water is power and I'm full of it, it just takes time to get it out." Prerequisites: Waterbender.
You were stranded somewhere without water, you felt powerless without it. But you found a way around all of that. You have learned to bend the sweat your body naturally exudes in the heat of combat. Now as you tire your power only increases.
Power of Wearyness (11th Level): As you become more exhausted your power grows. When you use your second wind choose an ally, that ally gains a +2 bonus to attack rolls and defenses until the end of your turn.
Strenuous Action (11th Level): When you use an action point to gain an extra action you may take a -2 penalty to your next attack to give an ally a +2 bonus to their next attack.
Tactical Exhaustion (16th Level): When you could spend a healing surge, you may instead choose to lose that healing surge. If you do an ally within 10 squares of you gainst hit points as if they had spend a healing surge.
Sweatbender Powers:
Steaming Uppercut---Sweatbender Attack 11 You throw an uppercut and a geyser bursts underneath your opponent rocketing them into the air. Encounter*Elemental Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier damage and the target is blinded (save ends) and knocked prone.
Strenuous Recharge---Sweatbender Utility 12 With a strained breath you reveal that you are only just beginning to fight. Daily*Elemental Standard Action Personal Effect: You regain an Encounter or Daily power you have already used or you may spend a healing surge.
Steamroom---Sweatbender Attack 20 You raise the temperture of the water around a foe causing a benificial, if a tad icky, circumstance for your allies. Daily*Elemental, Zone Standard Action Close Blast 3 Target: Each enemy in blast. Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is blinded (save ends). Effect: The blast creates a zone of burning vapor that lasts until the end of the encounter. Any enemy that enters the zone is blinded (save ends).
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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3 years ago ::
Feb 05, 2010 - 2:37PM
#48
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Date Joined:
Nov 20, 2008
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Let's sum this up. (Mainly so I can gather my thoughts.)
Airbender Aerial Acrobat (done) Air Temple Monk Soundbender (done) Typhoonist Windstaff Glider (done) Windrunner (done)
Earthbender Dai Li (done) Earthglider (done) Metalbender (done) Professional Earthbender (done) Seismic Adept (done) Sandbender (done)
Firebender Blue Fire Adept (done) Dragon of the West Fire Berserker (done) Firedancer Lightningbender (starting...) Master of the Agni Kai (done) Sun Warrior (done)
Waterbender Bloodbender (done) Follower of the Moon Spirit (done) Follower of the Sea Spirit (done) Icebender (done) Plantbender (done) Student of Chi (done) Sweatbender (done)
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3 years ago ::
Feb 05, 2010 - 3:16PM
#49
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Date Joined:
Nov 20, 2008
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Soundbender "I can manipulate the sound of the night into a bellowing monstrosity. I can make a dragon's flight into the slight swishing of a winged lemur's wings!" Prerequisites: Airbender.
You discovered through experimentation that you can use your airbending abilities to change the pitch, volume, or the very essence of sound itself. You can use it to mute someone's actions or exaggerate it into be extremely loud.
Perfect Pitch (11th Level): While you are within 5 squares of an enemy that suffers from the deafened or dazed effects, they take a -2 penalty to saving throws against that effect.
Deafening Action (11th Level): When you spend an action point, you can stun every creature within 2 squares of you instead of taking another action.
Muffled Steps, Better Eats (16th Level): You gain a +2 class bonus to Stealth and Perception. Allies within 3 sqaures of you also gain the +2 bonus to Stealth.
Soundbender Powers:
Sonic Boom---Soundbender Attack 11 As you speed past, the sound barrier is shattered in your wake. Encounter*Elemental, Technique, Thunder Standard Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. Will. Hit: 2d6 + Wisdom modifier damage and the target is dazed until the end of your next turn. Special: You may shift your speed before the attack.
Sound Funnel---Soundbender Utility 12 You grant your friend the same sort of hearing you have, even if they're not ready for it. Daily*Elemental Minor Action Range 5 Target: One ally within range. Effect: The target gets a +5 power bonus to Perception checks until the end of your next turn.
Bellowing Burst---Soundbender Attack 20 You lower the pitch of your voice and amplify your voice. Daily*Elemental, Technique, Thunder Standard Action Close burst 2 Target: Each creature in burst. Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is deafened and stunned (save ends). Effect: The target is deafened and dazed (save ends).
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3 years ago ::
Feb 05, 2010 - 4:29PM
#50
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Date Joined:
Jan 10, 2008
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Follower of the Sea Spirit "You know what you and mountains have in common? The ocean can destroy you both!" Prerequisites: Waterbender, Torrential.
The ocean is the most powerful force in the world. It works slowly, but given enough time it can destroy continents and you have learned how to attune with it. Your waterbending is powered by the phases of the moon, like all Waterbenders, but you have such a kinship with the ocean that your style is almost completely alien to your peers.
Relentless Waves (11th Level): Your power grows like the power of the wave, started off small in the distance and slowly growing to enormous proportions. When you use an Encounter attack power you gain a +1 bonus to attack a +2 bonus to damage to the first Daily attack power you make before the end of your next turn. If you use an Encounter attack power in this time but before using a Daily attack power, start the duration over and add 1 to the attack bonus and 2 to the damage bonus to a maximum +5/+10.
Indomitable Action (11th Level): When you spend an action point to take another action you can instead stop being Immobalized, Stunned and Slowed if any apply.
Cascading Attack (16th Level): Anytime you push an enemy more than 1 square you deal extra damage to them equal to your Charisma modifier.
Follower of the Sea Spirit Powers:
Kiss of the Sea---Follower of the Sea Spirit Attack 11 Encounter*Elemental Standard Action Line 3 Target: Enemies in the line. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier. Effect: The target is pushed 2 squares.
Cascade---Follower of the Sea Spirit Utility 12 Daily*Elemental Immediate Reaction Trigger: You are pushed or pulled. Effect: An ally can charge as a free action.
Vortex---Follower of the Sea Spirit Attack 20 Daily*Elemental Standard Action Burst 3 within 10 Target: Enemies in burst. Attack: Wisdom vs. Reflex. Hit: 2d8 + Wisdom modifier damage. Effect: Targets are pulled as close to the center of the burst as possible and take ongoing 5 (save ends).
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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