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Switch to Forum Live View Avatar the Last Airbender: Elemental Heroes
3 years ago  ::  Feb 05, 2010 - 11:23AM #41
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
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.
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 05, 2010 - 11:30AM #43
jubba-maestro
Date Joined: Jan 31, 2010
Posts: 73
Whoa, Cooool Surprised I never knew...
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3 years ago  ::  Feb 05, 2010 - 11:39AM #44
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637

Feb 5, 2010 -- 11:30AM, jubba-maestro wrote:

Whoa, Cooool  I never knew...




Never knew what?

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 05, 2010 - 11:46AM #45
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637

Feb 5, 2010 -- 11:23AM, UsagiYojimbo wrote:

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.

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 05, 2010 - 12:29PM #46
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
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)

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 05, 2010 - 3:16PM #49
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
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).
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 05, 2010 - 4:29PM #50
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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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