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3 years ago ::
Feb 05, 2010 - 4:49PM
#51
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Date Joined:
Jan 10, 2008
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Ice Bender "Water may not frighten you, but ice has two things water doesn't, heft and a pointy end." Prerequisites: Waterbender
Water is just a transitional state, you've mastered the ability to move water around and then freeze it solid into weapons, barricades and complicated traps. You can disrupt the field by making the ground slick and you can hold your enemies in blocks of ice.
Persistent Cold (11th Level): If an enemy is immobalized by a Waterbending power with the Cold keyword, that enemy remains immobalized for one turn longer than they otherwise would have.
Freezing Action (11th Level): When you spend an action point to take an extra action, enemies within Close burst 2 of you take your Charisma modifier in cold damage.
Absolute Zero (16th Level): Add 1d8 damage to any Waterbending attack you make with the Cold keyword.
Icebender Powers:
Freezing Blast---Icebender Attack 11 You coat your enemies in water and freeze them into place. Encounter*Elemental, Cold Standard Action Blast 3 Target: Enemies in blast. Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage and the target is immobalized until the end of your next turn.
Ice Armor---Icebender Utility 12 Your bending creates thick plates of icy armor to protect you or an ally. Daily*Elemental, Cold Standard Action Ranged 10 Target: An ally within range or you. Effect: The target gains +2 to AC and resist fire equal to your Charisma modifier.
Icy Charge---Icebender Attack 20 Using your powers over ice to propel yourself along the slick ground you charge into combat freezing enemies feet as you go. Daily*Elemental, Cold Standard Action Melee touch Target: One, two or three creatures. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is immobalized (save ends). Special: You may slide your speed and make this attack against up to three targets that you are adjacent to at some point during this movement.
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 - 6:12PM
#52
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Date Joined:
Jan 10, 2008
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Plantbender "Water is the source of life itself for everything in this forest... everything except for you!" Prerequisites: Waterbender
Animals are complex, they resist, they think, they feel. Plants on the other hand are simple, simple and powerful. By bending the water within plantlife you can protect yourself, control the plants natural defenses and restrain your foes.
Plantbending (11th Level): You may substitute non-hostile plant matter for water for any of your Waterbender attacks as long as there are sufficient amounts of it. Once per day you may add the following effect to a Waterbender or Plantbender attack:
Effect: The target is restrained (save ends).
Plant Affinity (11th Level): You may ignore the effects of terrain and natural hazards involving plant life.
Foggy Swamp Style (16th Level): While in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC
Plantbender Powers:
Vineblade---Plantbender Attack 11 You surround one of your arms with vines and thorns letting you slash enemies close to you and impale enemies far away. Encounter*Elemental Standard Action Close burst 1 Target: Creatures in Burst. Attack: Wisdom vs. AC Hit: 2d6 + Charisma modifier damage. Effect: Make a secondary attack. Secondary Attack Secondary Target: One creature within 10. Secondary Attack: Wisdom vs. AC Hit: 2d6 damage.
Plant Gaurdian---Plantbender Utility 12 You pull plants from nearby together and create a totem to help your allies. Daily*Elemental, Conjuration, Healing Standard Action Ranged 10 Effect: You conjure a plant gaurdian into 1 square within range. Allies who start their turn adjacent to it regain 5 hit points and gain a +2 bonus to their Fortitude defense.
Plant Body---Plantbender Attack 20 You pull local plants to you creating a huge body that protects you from attacks. Daily*Elemental Move Action Close burst 1 Target: Creatures within burst. Attack: Wisdom vs. Reflex Hit: 2d8 + Charisma damage. Effect: You are surrounded by plants and vines, giving you a protection. Your size changes to Large, you gain threatening reach and you regeneration 5 until the end of the encounter.
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 - 6:46PM
#53
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Date Joined:
Jan 10, 2008
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Master of the Agni Kai "A proper, honorable battle is fought one on one." Prerequisites: Firebender
You are a warrior and that means you have principles. You are willing to fight enemies with the help of your allies, but a worthy foe must be faced one on one. You are a vetaran of the Agni Kai, a ritualized duel traditionally fought between firebenders.
Agni Kai (11th Level): As a free action you may designate one opponent as your foe in an Agni Kai. You may only change this once the opponent is dead, unconcious, has given up or has retreated. When your foe in an Agni Kai shifts, you may shift 1 square as a free action.
Honorable Defense (11th Level): If you fight unarmored or wearing Cloth armor Firebender and Master of the Agni Kai attacks deal additional damage equal to your Constitution modifier.
Finishing Blast (16th Level): When you attack a prone enemy you deal additional damage equal to your Constitution modifier.
Master of the Agni Kai Powers:
Close Quarters Blaze---Master of the Agni Kai Attack 11 You take advantage of the one on one nature of your duel and burn your foe. Encounter*Elemental, Fire, Weapon Standard Melee attack Target: One creature. Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage.
Burning Ring---Master of the Agni Kai Utility 12 To ensure that your enemy doesn't have far to go you surround yourself with flame. Daily*Elemental, Zone, Fire Move Action Close Burst 3 Effect: You create a burning ring of flame that lasts until the end of the encounter. When a creature enters or exits the zone they take your Dexterity modifier in fire damage.
Last Blast---Master of the Agni Kai Attack 20 You leap towards your foe and hit them with a blast so powerful it leaves you winded. Daily*Elemental, Fire, Weapon Standard Action Melee attack Target: One creature Attack: Dexterity vs. AC Hit: 6[W] + Dexterity modifier fire damage. Effect: You are daze until the end of your next turn.
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 - 8:20PM
#54
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Date Joined:
Nov 20, 2008
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Foggy Swamp Style (16th Level): If there is plantlife within 5 squares of you, you gain a +2 to AC.
I think this might be a little too situational. How about...
Foggy Swamp Style (16th Level): While in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC
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3 years ago ::
Feb 06, 2010 - 9:33AM
#55
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Date Joined:
Jan 10, 2008
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Dai Li "..." A glove made of stone flies out of the shadows and asphyixates you. Prerquisites: Earthbender, Trained in Acrobatics or Athletics
You are a member of an elite group of Earthbenders trained to move quietly, secretly and kill with efficiency. If you are forced to enter combat openly you are a master of quickly incapacitating your opponent.
Hand of the Dai Li (11th Level): You are trained to use the Hand of the Dai Li, an earthbending technique where you wear gloves made of stone. These gloves take up the Arm Slot, they provide a +3 proficiency bonus to Grab attacks and allow you to make grab attacks as Ranged 10 attacks. They may be enchanted as normal.
Movement of the Dai Li (11th Level): You are trained in Stealth. You gain a +2 bonus to Athletics, Acrobatics and Stealth checks made while climbing.
Grasp of the Dai Li (16th Level): You may sustain a grab as a free action. You are considered to have two extra hands for the purposes of making grab attempts. Creatures take a -2 penalty to Escape attempts vs. your grabs.
Dai Li Powers:
Crush the Windpipe---Dai Li Attack 11 Your Hand of the Dai Li flies forward, takes purchase and begins to crush the throat of a foe. Encounter*Elemental Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 3d8 + Constitution modifier damage. Special: If you target a foe that is grabbed by you, this attack automatically hits.
Move Unnoticed---Dai Li Utility 12 You are trained to use your earthen surroundings to sneak up on your foes. At-Will*Elemental Effect: You may move up to your speed through a surface made of solid earth as long as you end your movement in an empty space.
Incapacitate the Target---Dai Li Attack 20 You move quickly and efficiently to an opponent and knock them unconcious. Daily*Elemental Standard Action Melee touch Target: One surprised creature. Attack: Constituation +2 vs. Reflex Hit: The target is unconcious (save ends) and grabbed.
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 06, 2010 - 11:01AM
#56
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Date Joined:
Jan 10, 2008
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Seismic Adept "I don't even need to lay eyes on you to defeat you." Prerequisites: Earthbender
You have learned to see with your feet. You leave them bare and place them on the ground to literally hear your opponents movement. You don't need to see a thing in order to fight, in fact vision just distracts you at this point.
Seismic Vision (11th Level): You gain tremorsense 5.
Seismic Sense (11th Level): You gain a +5 to perception checks to detect movement in contact with the ground.
Seismic Action (11th Level): When you use an action point to take an extra action, enemies you can see with your tremorsense are knocked prone.
Seismic Superiority (16th Level): Enemies that you can see with your tremorsense cannot gain combat advantage against you or your watched ally.
Seismic Adept Powers:
Roundabout Shockwave---Seismic Adept Attack 11 You cause a ripple in the earth to appear behind an enemy, pulling them closer to you. Encounter*Elemental Standard Action Blast 5 within 10 Target: Enemies within blast. Attack: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier damage and the target is pulled up to 5 squares.
Protective Terrain---Seismic Adept Utility 12 The ground itself rises up to give you or your allies cover. Daily*Elemental, Wall Standard Action Area wall 3 within 5 squares Effect: You pull a wall up to 3 squares long and 1 square high up out of the earth that lasts until the end of the encounter. The wall grants cover.
Earthquake---Seismic Adept Attack 20 You focus all of your technique to deliver the ultimate attack, the unbridled power of the shuddering earth. Daily*Elemental Standard Close burst 5 Target: Creatures within burst. Attack: Constitution vs. Fortitude. Hit: 4d10 + Strength modifier and the target is knocked prone. Miss: The target is 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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3 years ago ::
Feb 06, 2010 - 11:10AM
#57
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Date Joined:
Nov 20, 2008
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Pupil of Chi Chi constantly moves, wanders throughout the body. Left unattended, it moves freely. I, as a director of Chi, can optimize its potential." Prerquisites: Waterbender, trained in Heal
You've trained in a different area from your waterbending brethren and sisters. You trained in a majorly pacifist style of waterbending. Though bending water is a major part of it, it also concentrates on the actual chi, or life force, of a person. You've known for a long time that aligning chakras has a greater effect on a person's wellbeing than any amount of water can.
Calm Stance, Calm Mind (11th Level): When you sacrifice an action, you gain bonuses to attacks. If you sacrifice a minor action, you gain a +2 damage. If you sacrifice a move action, you gain a +1 to attack and damage.
Concentrated Aligning (11th Level): When you spend your short rest realigning the chi and chakras of others, you and every ally within 5 squares are under affect. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to their healing surge value with every healing surge.
Pacifist Action (16th Level): As a free action when you use an at-will waterbender power, you can choose not to instead enforce the health of another. Instead, make a Wisdom attack against your own Will defense. If you "hit," you roll damage as normal. Instead of inflicting this damage, an ally within 5 squares gains that half of that as temporary hit points.
Pupil of Chi Techniques
Vicious Sap---Pupil of Chi Attack 11 You pull one being's chi and compliment another's with it. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Will. Hit: 1d10 + Wisdom modifier damage and one creature within range gains an amount of temporary hit points equal to the damage.
Chakra Manipulation---Pupil of Chi Utility 12 You feel the pulsing and the reverberation of a creature's inner being and manipulate it. Daily*Elemental Immediate Interrupt Close burst 3 Trigger: A creature within range makes a saving throw. Target: The creature that triggered this power. Effect: You may either give a +5 bonus or a -5 penalty to the saving throw.
Soullink---Pupil of Chi Attack 20 A dangerous technique, practiced only by master of Chi, that overloads a person's body by forcing your life force into them. Encounter*Elemental, Technique Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 3d8 + Wisdom modifier damage and the target is dazed and grants combat advantage (save ends). Miss: Half damage the target is dazed until the end of your next turn. Effect: You are weakened until the end of your next turn.
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3 years ago ::
Feb 06, 2010 - 12:19PM
#58
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Date Joined:
Jan 10, 2008
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Sandbender "The true power of earthbending is in the tiniest particles of dirt, I'm just honest about it." Prerequisite: Earthbender
You have practiced your earthbending techniques to focus on the tinest particles of dirt. When it is grouped together it can hit as hard as any boulder, but separate it can bypass any defense. A sandstorm is the ultimate sign of team work, billions of tiny particles working together to topple even the greatest foes.
Sandbending (11th Level): You may substitute loose soil or sand for rocks and packed earth for any of your Earthbender attacks as long as there are sufficient amounts of it. Once per day you may add the following effect to one of your encounter or daily powers.
Effect: The target is blinded (save ends)
Sandwalk (11th Level): You may ignore the effects difficult terrain and natural hazards due to sand, loose soil or mud.
Sandarmor (16th Level): While in difficult terrain that is caused by a sand, loose soil or mud, you gain a +2 to AC.
Sandbender Powers:
Sand in the Eyes---Sandbender Attack 11 You can pull the ol' sand in the eyes trick with suprising efficacy. Encounter*Elemental Immediate Interrupt Close burst 1 within 5 Trigger: You or your watched ally is hit by an attack. Attack: Constitution vs. Reflex Hit: The target is blinded until the end of your next turn.
Sand Skiff---Sandbender Utility 12 By bending the earth you can skate across its surface like boat on water. Daily*Elemental Move Action Personal Effect: You slide your speed +2.
Sandstorm---Sandbender Attack 20 The earth gives you cover while it cuts into your opponents skin. Daily*Elemental, Zone Standard Action Close burst 5 Effect: You create a zone of obscuring sand that lasts until the end of your next turn. Allies gain concealment while in the zone. Enemies that start their turn in the zone take damage equal to your Strength modifier. Sustain Minor: The zone persists.
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 06, 2010 - 12:54PM
#59
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Date Joined:
Nov 20, 2008
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Sandbender "The true power of earthbending is in the tiniest particles of dirt, I'm just honest about it." Prerequisite: Earthbender
You have practiced your earthbending techniques to focus on the tinest particles of dirt. When it is grouped together it can hit as hard as any boulder, but separate it can bypass any defense. Your power lies in your versitility.
Sandbending (11th Level): You may substitute loose soil or sand for rocks and packed earth for any of your Earthbender attacks as long as there are sufficient amounts of it.
Effect: The target is blinded (save ends)
Sandwalk (11th Level): You may ignore the effects difficult terrain and natural hazards due to sand, loose soil or mud.
Sandarmor (16th Level): While in difficult terrain that is caused by a sand, loose soil or mud, you gain a +2 to AC.
Sandbender Powers:
Later
Seems a little too familiar to the Plantbender.
We could put Sandwalk and Sandarmor together to make some sort of Sandbending Proficiency feature.
Maybe we could do...
Sandbending Action (11th level): When you spend an action point, one watched ally has total concealment until the end of your next turn.
Speaking of the plantbender, the daily restrained (save ends) is a bit too powerful. Restrained is a POWERFUL condition.
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3 years ago ::
Feb 06, 2010 - 1:17PM
#60
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Date Joined:
Jan 10, 2008
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Fire Berzerker "Fire is passion, fire is violence, fire is power!" Prerequisites: Firebender, Raging
Some people think that firebending is about control, harmony and stability, you know that the opposite is true. When you first started firebending your anger got in the way of your control but now it is an asset. You can push yourself one step beyond where the other benders go and lose yourself in the blaze.
Blazing Charge (11th Level): When you charge you deal Constitution modifier fire damage to any creatures that make opportunity attacks against you during your charge.
Raging Action (11th Level): When you spend an action point to take an extra action you may double the extra damage from your source of strength class feature. If you do, return it to 0 after the attack.
Rage of the Dragon (16th Level): You may increase the extra damage from your source of strength also increases when you are hit by an attack.
Fire Berzerker Powers:
Meteor Jumpkick---Fire Berzerker Attack 11 You make a running jump and surround yourself by flame blazing into your enemy. Encounter*Elemental, Fire Standard Action Melee attack Target: One creature Attack: Dexterity vs. AC Hit: 2d10 + Dexterity modifier fire damage. Special: You may use this as part of a charge instead of a melee basic attack.
Fast Rage---Fire Berzerker Utility 12 You don't have time to get worked up. Daily*Elemental Move Action Personal Effect: Increase the current extra damage from your source of strength class feature by 2.
Nova Rage---Fireberzerker Attack 20 You bring your anger to the surface and convert it into pure heat. Daily*Elemental Standard Action Close burst 2 Target: Creatures in burst Attack: Dexterity vs. Fortitude Hit: 2d10 + Dexterity modifer fire damage. Effect: Double the extra damage you deal from your source of strength class feature until the end of your next turn. At that point return to 0.
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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