Airbender “Stay as a leaf on the wind, passing the wind currents around you” Class Traits:Show
Role: Controller. You bend the air itself, conjuring powerful currents and tornadoes to pacify and disable your opponents. Source: Elemental. It is said that airbenders first learned their abilities from the sky bison who, dispite their size, take into the air easily. Key Abilities: Wisdom, Intelligence, Dexterity Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple ranged. Implement: Ki focuses, weapons with which you have proficiency. Bonus to Defense: +1 Reflex, +1 Will. Hit points at 1st Level: 10 + Constitution Score. Hit Points for each Level gained: 4 Healing Surges per Day: 6 + Constitution Modifier. Trained Skills: Religion (Int). Choose three more skills at 1st level. Class Skills: Athletics (Str), Acrobatics (Dex), Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int). Building Options: Hurricane airbender, Zephyr airbender. Class Feature: Evasive Currents, Monastic Training, Quick Step, Airbending.
Airbending is a style of bending that relies on the air around you. You control currents and the winds, bending them to blow your enemies away.
Air is the element of freedom. Benders in this art are often care-free and fun loving. Not allowing things in life to keep them down. Free and able to go where they please – that’s an airbender, alright. Airbenders learn their art at mountain monastaries, leaving them with little attachment to worldly possessions and a strong desire to avoid violence. Many of them are pacifists, opting to use their powers to stop a fight, rather than to win it. Though that doesn’t mean airbending can’t be deadly.
Your power lies all around you; grasp it firmly and take it to the skies.
Like a furious storm, you create rampaging bursts of air about the battlefield. Your power is frightening, appearing as a storm. You don’t work well with other airbenders, as your style is often seen as being to overtly violent. Wisdom is your most important stat since it determine the strength of your techniques, followed by Dexterity. Intelligence should be your third highest stat, to help your perform more precice airbending maneuvers. Suggested Feat: Suggested Skills: Religion, Athletics, Acrobatics, Perception Suggested At-Will Powers: Suggested Encounter Powers: Suggested Daily Power:
A gentle breeze, the cool gust of wind: you embody this. You push your enemies away with a calm demeanor, trying to end the fight in the most peaceful way possible. Make Wisdom your highest stat, as that is your attack stat. Make intelligence your secondary stat to emphasize your calm tactics. Dexterity should be your tertiary stat as it will allow you to react quickly and violently, if necessary. Suggested Feat: Suggested Skills: Religion, Nature, History, Insight. Suggested At-Will Powers: Suggested Encounter Powers: Suggested Daily Power:
Evasive Currents As an airbender, you are constantly projecting currents around your body, lifting you off into air and away from your enemies.Whenever an enemy misses you with a melee attack, you may shift 1 square as an immediate reaction. Whenever you end a movement 2 or more squares from where you started the move, or when you shift during your turn, you gain a +2 shield bonus to your AC and Reflex until the end of your next turn. Monastic Training Choose one style of airbending from below. Zephyr: Once per round whenever you make a burst or a blast attack, you may shift one ally or 1 enemy within that area 1 square before the attack. Hurricane: Once per round, you may add your Dexterity modifier damage to one creature you hit. In addition, whenever you make an attack with the implement keyword you may treat that implement as having the brutal 2 property. Quick Step You’ve learned to run alongside the wind itself. Your base speed is increased by 1. Additionally, to perform a running jump, you only need to move 1 square. Airbender Powers An airbender’s powers are called techniques. They are powers learned at a monastery or some other spiritual establishment.
Characteristics: Airbenders are a spiritual bunch, concerned with balance and freedom of one’s soul. They are easy going, carefree and very optimistic. They place their spiritual enlightenment above everything else. Religion: Airbenders live in cloisters, and devote their lives to embodying the spirit of the air and wind. They use their bending powers to manifest the free spirit of the divine in the living world. Races: Deva make marvelous zephyr airbenders, for both their mental prowess and their perspective of the universe. Elves make great hurricane airbenders due to their natural agility and other worldly nature. Halflings, and any freedom loving race like them, have a natural inclination toward airbending.
Airbending ... As above.
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.
Air Funnel Airbender Attack 1 With a hop and an extension of your arms you project a blast of harsh winds. At-Will · Elemental, Implement Standard Action Close Blast 3 Target: Each creature in blast Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage and you push the target 1 square. 21st Level: 2d6 + Wisdom modifier damage.
Wind Path Airbender Attack 1 Gesturing forward, a wall of air conjures At-Will · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage and the target is slowed until the end of your next turn. Enemies adjacent to the target take damage equal to your Wisdom modifier. 21st Level: 2d8 + Wisdom modifier damage.
Jet of Air Airbender Attack 1 Pulling back and pushing forward, you conjure a rush of air. At-Will · Elemental, Implement, Force Standard Action Line 3 Target: Each creature in line Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage an d you slide the target a number of squares equal to the higher of your Dexterity or Intelligence modifer.21st Level: 2d8 + Wisdom modifier damage.
Ravenous Gust Airbender Attack 1 Whether it is your fist aided by the wind or the wind itself, no foe stands in the face of your element. At-Will · Elemental, Implement, Force Standard Action Ranged 5 Target: One creature Hit: 1d6 + Wisdom modifier damage and the target is knocked prone. Special: When charging, you may use this power instead of a melee basic attack. If you do it is a melee attack and you may shift as a free action afterward. 21st Level: 2d6 + Wisdom modifier damage.
Wind Summon Airbender Attack 1 The wind is at your heels, the heels of your allies and in the way of your foes. At-Will · Elemental, Implement, Force Standard Action Area burst 2 within 10 Target: One creature Attack: Wisdom vs. Reflex Hit: Wisdom modifier damage and you slide the targe one square. Effect: Allies in the burst may shift 1 square as a free action 21st Level: 1d6 + Wisdom modifer damage.
Crushing Winds Airbender Attack 1 A cloud of crushing winds chrashed down. Encounter · Elemental, Implement, Force Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage and the target is knocked prone.
Forceful Push Airbender Attack 1 With a quick swipe, you puse away a foe. Encounter · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage and the target is pushed 2 square and knocked prone. Special: If you have Dexterity 15 or higher, you may make the attack a second time against a different target.
Sphere of Air Airbender Attack 1 Crafting a ball of compressed winds, you smash it against a foe. Encounter · Elemental, Implement, Force Standard Action Ranged 10 Target: One Creature Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier damage and enemies adjacent to the target take damage equal to 1d6 + you intelligence modifer. Zephyr: The target is immobilized until the end of your next turn.
Eye of the Storm You unleash a wild attack without risking your own footing. Daily * Elemental, Implement, Force Standard Action Ranged 5 Target: One enemy in range. Special: This attack does not provoke attacks of opportunity. Attack: Wisdom vs. Fortitude. Hit: 3d8 + Wisdom modifier damage and the target is pushed 1 square.
Flurry of Blows Airbender Attack 1 You deliver a quick set of punches and kicks, sending waves of air towards enemies. Daily · Elemental, Implement, Force Standard Action Close burst 3 Target: One, two or three creatures. Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier damage. Hurricane: You gain a bonus to the attack and damage roll equal to your Dexterity modifier.
Tornade Projection Airbender Attack 1 You spin a tornado in your hands and lay it down. Daily · Elemental, Implement, Force Target: Each creature in burst. Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and teht arget takes -2 penalty to attack rolls (save ends) Zephyr: Allies within the burst gain a bonus to all defenses equal to your Intelligence modifier until the end of your next turn.
Airball Airbender Utility 2 Shaping a ball of air, you ride it around. Encounter · Elemental Move Action Personal Effect: You slide a number of squares equal to your speed +2
Air Lasso Airbender Utility 2 Desperately, you pull an ally away from the fray. Encounter · Elemental Move Action Ranged 10 Target: One ally Effect: You pull the target a number of squares equal to your Intelligence modifer. In addition, the target gains a +2 bonus to speed until the end of its next turn. Leaping Burst Airbender Utility 2 You push the wind underneath you, projecting you upwards. Encounter · Elemental Move Action Personal Effect: You jump your speed.
Fierce Vortex Airbender Attack 3 With a swipe of your hand, you craft a tornado and launch it off Encounter · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and the target is pushed 3 squares. Hurricane: The target is slowed until the end of your next turn.
Path of Winds Airbender Attack 3 You will a path of air to snake down the battlefield. Encounter · Elemental, Implement, Force Standard Action Wall 3 within 10 Target: Creatures in wall Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and the target takes a -2 penalty to attack rolls until the end o your next turn.
Leaping Tackle Airbender Attack 3 With a great leap, you plow into the ground in front of an enemy, knocking them over. Encounter · Elemental, Implement Standard Action Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and the target is knocked prone. Special: When charging, you can use this power instead of a melee basic attack Zephyr: You may slide up to your speed after the attack.
Cut Through the Air Airbender Attack 5 Surrounding yourself with a vortex of air, you dart through the battle, smashing into your enemies. Daily · Elemental, Implement, Force Standard Action Melee touch Effect: You shift your speed and make the following attack once against each enemy that you move adjacent to during the shift. Target: One enemy Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier damage and the target is knocked prone Miss: Half damage, and you push the target 1 square.
Gale Blast Airbender Attack 5 With a great pushing motion you summmon a powerful wind from your open palm. Daily · Elemental, Implement, Force Standard Action Close blast 3 Target: Each creature in blast Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier damage and the target is slowed. Hurricane: Increase the range to Close Blast 5.
Thundering Swipe Airbender Attack 5 With a wave of your hande, you brush away a horde of foes. Daily · Elemental, Implement, Force Standard Action Wall 4 within 15 Target: Creature wthin wall Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage and the target is pushed 2 squares. Zephyr: The target is pushed a number of squares equal to 2 + your Intelligence modifier.
Guiding Winds Airbender Utility 6 As your ally is charged, you gently push him away. Encounter · Elemental Immediate Interrupt Ranged 10 Trigger: An enemy makes an attack against an ally within range Effect: You slide the ally a number of squares equal to your Intelligence modifier.
Gravity Walk Airbender Utility 6 You push air down on yourself, keeping yourself grounded. Encounter · Elemental Minor Action Personal Effect: You gain spider climb equal to your speed until the end of your next turn. Gustwalk Airbender Utility 6 Using blasts of air centered on your feet, you push yourself an inch off the ground. Encounter · ElementalMinor Action Personal Effect: Your base speed increases by 1 until the end of the encounter.
Concussive Blast Airbender Attack 7 With a forceful push you hammer your foes with immaterial wind. Encounter · Elemental, Implement, Force Standard Action Close blast 3 Target: Each creature in blast Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier damage and the target is dazed until the end of your next turn.
Straight Currents Airbender Attack 7 You project a line of pure aerodynamic force Encounter · Elemental, Implement, Force Standard Action Path 3 Target: Each creature in path Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage Hurricane: You may choose to change the range of this power to ranged 5. If you do so this attack deals 1d8 extra damage.
Whip of Air Winding a thread of air, you crack it against a foe. Encounter · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage and the target is pushed 3 squares. Zephyr: The target is knocked prone at the end of the push.
Air Pelt Airbender Attack 9 With a tightly compressed bullet of air, you knock a foe senseless. Daily · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 5d6 + Wisdom modifier damage and the target is knocked prone and immobiliized (save ends) Miss: Half damage and the target is knocked prone and immobilized until the end of your next turn. Mighty Lungs Airbender Attack 9 Taking a storm of breath, you blast foes up and about. Daily · Elemental, Implement, Force Standard Action Close blast 3 Target: Each creature in blast Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage and you slide the target 3 squares. Zephyr: The target is knocked prone at the end of the push.
Controlling Winds Airbender Attack 9 A suddon storm around your foes wraps around their legs and yanks the ground out from under them. Daily · Elemental, Implement, Force Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage and when the target uses a move action on its turn you decide how and where it moves (save ends) Miss: The target is knocked prone and is immobilized until the end of your next turn. Zephyr: When you use the target’s move action, one ally within 5 squares of you may shift 1 square as a free action.
Shielding Winds Airbender Utility 10 You power the winds around you, shielding yourself from those that would harm you Encounter · Elemental Minor Action Personal Effect: You gain a +2 power bonus to all defenses until the end of your next turn, in addition, when an enemy hits you with a melee attack you may slide it one square after the attack is resolved.
Quick on Your Feet Airbender Utility 10 Sometimes, you’ve just got to get away. Encounter · Elemental Minor Action Personal Effect: You shift half your speed.
Windy Walkway Airbender Utility 10 Your party requires your permission to fall. Daily · Elemental Immediate Reaction Ranged 10 Trigger: You or an ally within ranged starts to fall. Target: The triggering ally Effect:The target flies 6 squares. If the target is still in the air at the end of this movement. The target floats safely to the ground at the start of its next turn.
Aurora Wall Airbender Attack 13 You guide your hand and a wall of air rises Encounter · Elemental, Implement, Force Standard Action Wall 4 within 10. Target: Each creature within wall Attack: Wisdom vs. Reflex Hit: 3d6 + Wisdom modifier damage and slide the target 3 squares.
Leap Frog Airbender Attack 13 A torrent of wind crushes an opponent and you use it to jump. Encounter · Elemental, Implement, Force Standard Action Close burst 1 Target: One creature within burst Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage. The target is knocked prone and you may jump up to your speed. Effect: For each creature you hit with this attack you may shift 1 square after you jump. Hurricane: You may jump your speed + your Dexterity modifier.
Pathfinder Airbender Attack 13 You choose your target and displace the riffraff between you and them. Encounter · Elemental, Implement, Force Standard Action Line 4 Target: One creature in line. Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier damage. Slide any creature in the line that isn’t the target of this attack 1 square. Zephyr: The range of this attack is Path 5.
Air Funnel Airbender Attack 15 Thinking fast, you whip your enemy’s projectile around Daily · Elemental, Implement, Force Immediate Reaction Trigger: An enemy misses you with a ranged attack using a physical projectile. Target: The triggering enemy Attack: Wisdom vs. Reflex. You have combat advantage for this attack. Hit: 4d8 + Wisdom modifier damage. Special: This attack retains the non-damage effects of the attack that missed (such as status effects, forced movement etc.) in addition to ongoing damage effects the original attack possessed. Zephyr: You may target a creature other than the triggering enemy. In addition, you may shift 2 squares before or after the attack. Gale Force Push Airbender Attack 15 With a spin and a push you hurl powerful and yet precise winds at your opponent. Daily · Elemental, Implement, Force Standard Action Ranged 10 Target: One Creature Attack: Wisdom vs. Fortitude Hit: The target is lifted 3 squares into the air and is considered prone and immobilized until the end of your next turn. Aftereffect: The target falls and takes 3d10 falling damage and is knocked prone. Miss: 2d6 damage + Wisdom modifier damage and the target is knocked prone. Sustain Standard: The effect persists, this power can only be sustained once.
Pinpoint Cyclone Airbender Attack 15 You bring a powerful, if small, cyclone into existence on your enemies. Daily · Elemental, Implement, Force Standard Action Wall 3 within 10 Target: Each creature within wall Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier damage and you slide the target 2 square and knock it prone. Hurricane: You may change this power’s range to Path 5 Special: You may have the target end this movement in a space occupied by a creature. If you do, both creatures take 1d8 damage and the target pushes the other creature 1 square.
The Wind’s Freedom Airbender Utility 16 Your kinship with your element allows you to resist impediment Encounter · Elemental Trigger: You start your turn slowed, immobilized or restrained. Free Action Personal Effect: You end any slowing, immobilizing or restraining effect currently affecting you. In addition, you gain a +2 bonus to speed until the end of your next turn.
Wind Dash Airbender Utility 16 People say your fast, but they have no idea… Daily · Elemental Move Action Personal Effect: Teleport your speed.
Winds of Chance Airbender Utility 16 By subtly changing wind currents to push away an incoming attack. Daily · Elemental Immediate Interrupt Personal Trigger: You are hit by an attack that is not a critical hit. Effect: The triggering attack misses. Choose a creature within range of the attack you negated. That creature grants combat advantage to the next creature that attacks it before the end of your next turn.
Air Slice Airbender Attack 17 You assail your opponents with air currents so fast and so thin that they actually cut into their flesh. Encounter · Elemental, Implement, Force Standard Action Line 5 Target: Each creature in line Attack: Wisdom vs. Reflex Hit: 3d6 + Wisdom modifier damage and the target takes ongoing 5 damage (save ends)
Concentrated Twister Airbender Attack 17 Using complicated fingerwork, you conjure a huge tornado and then shrink it to a controllable size. Encounter · Elemental, Implement, Force Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage, and the target is pushed 3 squares and slowed until the end of your next turn. Any enemies adjacent to the target ant the end of the movement are slowed until the end of your next turn. Hurricane: If you have Dexterity 17 or higher, you may make the attack a second time against a different target.
Vacuum Burst Airbender Attack 17 You pull all of the air surrounding you closer, creating a vacuum, then you explode upward and away. Encounter · Elemental, Implement, Force Standard Action Close burst 3 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier damage. Make a secondary attack. Secondary Target: Each enemy within a close burst 1. Secondary Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Effect: You gain a +4 bonus to all defenses against opportunity attacks until the end of your next turn and you jump your speed. Zephyr: Any ally within the burst may shift 2 squares as a free action.
Hurricane Drop Airbender Attack 19 You rocket into the air and then drop on top of your opponent. Daily · Elemental, Implement Standard Action Close burst 2 Effect: Before the attack, you may fly up to your speed. Target: Creatures within burst Attack: Wisdom vs. Reflex Hit: 5d6 + Wisdom modifier damage and the target is knocked prone Miss: Half damage Hurricane: Enemies within close burst 5 take Dexterity modifier damage.
Pressing Matters Airbender Attack 19 The wind presses down, forcing your opponents to their knees. Daily · Elemental, Implement, Force Standard Action Area burst 2 within 10 Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage and the target is knocked prone and immobilized (save ends) Aftereffect: The target is slowed (save ends) Miss: Half damage and the target is slowed until the end of your next turn. Zephyr: Allies within the burst may shift a number of squares equal to your Intelligence modifier before the attack is resolved.
Tornado Palm Airbender Attack 19 With a touch you hurl an enemy away from you. They won’t be getting back up. Daily · Elemental, Implement, Force Standard Action Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 5d8+ Wisdom modifier damage and the target is pushed 8 squares and dazed until the end of your next turn. Miss:Half damage and the target is pushed 4 squares.
Airbounce Airbender Utility 22 With the wind at your beck, you can leap across an entire battlefield. Encounter · Elemental Minor Action Ranged 10 Target: You or one ally within range Effect: The target teleports 10 squares.
Gust of Wind Airbender Utility 22 With a flick of the wrist, you blow your enemies around the field. Daily · Elemental, Stance Minor Action Personal Effect: Until the stance ends, whenever you shift you slide one enemy within 5 squares a number of squares equal to the number of squares you shifted.
Updraft Airbender Utility 22 A draft of wind lifts the monster up, your friends knock the monster down. Daily · Elemental, Zone Minor Action Close burst 3 Effect: All enemies In the burst are immobilized (save ends). In addition, whenever they are hit by an attack while still immobilized, the creature that hit them may push them a number of squares equal to your Dexterity modifier.
Storm Push Airbender Attack 23 Airbending can create strong winds or precise winds, but only a few talented airbenders can do both at the same time. Encounter · Elemental, Implement, Force Standard Action Ranged 20 Target: One creature Attack: Wisdom vs. Reflex Hit: 4d8 + Wisdom modifier damage and you may slide the target 3 squares. Hurricane: Before, during or after the movement one ally adjacent to the target can make a melee basic attack against the target.
Windclone Airbender 23 You run so swiftly, it’s hard to keep track, especially when you airbend a duplicate. Encounter · Elemental, Implement, Force Standard Action Ranged 5 Target: Up to two target creatures in range. Attack: Wisdom +2 vs. Reflex Hit: 3d8 + Wisdom modifier damage. Effect: You may teleport up to 5 squares.
Zephyr Sweep Airbender Attack 23 The battlefield is a mess, it’s time to sweep it clean. Encounter · Elemental, Implement, Force Standard Action Area burst 5 within 10 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and you push the target away from the center of the burst. That target is slowed until the end of your next turn. Zephyr: Instead of pushing you can slide the target. The target must end this movement still within the burst of the attack.
Grasping Winds Airbender Attack 25 The winds you summon seem to grasp onto your targets and pull the to you. Daily · Elemental, Implement, Force Standard Action Ranged 10 Target: One, two or three creatures Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier damage and the target is pulled 3 squares and grasped by a current (save ends). Creatures grasped by a current take a -4 penalty to AC and Reflex. Whenever you hit a grasped creature with an airbender attack you may pull that target 2 squares. Zephyr: A creature grasped by an air current grants combat advantage
Scything Spring Airbender Attack 25 As you run across the battlefield, you send out razor thin ribbons of air towards your foes. Daily · Elemental, Implement, Force Standard Action Melee touch Effect: You shift your speed +2. Make the following attack once against up to 3 enemies that you move adjacent to during the shift. Target: One creature Attack: Wisdom vs. Reflex Hit: 4d8 + Wisdom modifier damage, and the target is slowed (save ends) Miss: Half damage and the target is slowed until the end of your next turn.
Wind Tunnel Airbender Attack 25 By moving winds around the battlefield you create a temporary, but intense, mini-weather system. Daily · Elemental, Implement, Zone, Force Standard Action Path 6 Target: Creatures in path Attack: Wisdom vs. Fortitude Hit: 5d8 + Wisdom modifier damage Effect: The path creates a zone of forceful winds that lasts until the end of your next turn. When a creature enters the zone you may slide it one square and end the creature’s movement immediately. (If the enemy still has actions remaining, it can use them to resume moving.) You can use a minor action to move the zone up to 5 squares, its shape remains the same. Hurricane: Whenever you slide a creature with this effect it also takes damage equal to your dexterity modifier. Sustain minor. The zone persists until the end of your next turn.
Blocking Winds Airbender Attack 27 With a giant sweep of your arm, a wall of hurricane winds emerges. Encounter · Elemental, Implement, Force Standard Action Wall 5 within 10 Target: Each creature within wall Attack: Wisdom vs. Reflex Hit: 4d6 + Wisdom modifier damage and you slide the target 3 squares.In addition, the wall blocks line of sight and creatures within the wall have partial concealment.
Eye of the Storm Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction. Encounter · Elemental, Implement, Force Standard Action Close burst 2 Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage, and one target is knocked prone and dazed until the end of your next turn. All other targets are pushed 3 squares. Sustain Standard: Repeat the attack, reducing it’s burst by 1. Zephyr: This attack’s range begins at burst 4
Homing Winds Airbener Attack 29 The winds carry your wrath, and your body, no matter how far away your target is. Daily · Elemental, Implement, Force Standard Action Ranged line of sight Target: One enemy within line of sight. Attack: Wisdom +2 vs. Reflex Hit: 5d8 + Wisdom modifier damage and the target is slowed until the end of your next turn. Miss: Half damage and the target is slowed until the end of your next turn. Effect: Teleport adjacent to the target.
Hurricane of a Million Winds Airbender Attack 29 You slowly build up a hurricane powerful enough to level cities and civilizations Daily · Elemental, Implement, Force Standard Action Close burst 4 Target: Each creature within burst Attack: Wisdom vs. Fortitude Hit: 6d6 + Wisdom modifier damage and you slide the target 4 squares. In addition the target takes ongoing 15 damage (save ends). Miss: Half damage and you slide the target 5 squares. In addition the target takes ongoing 15 damage (save ends). Effect: Until the end of the encounter, you may slide the target 4squares as a minor action. Hurricane: Repeat the attack but change the area to Close burst 1.
Relentless Vacuum Airbender Attack 29 Without your permission, your opponents aren’t even allowed to breath. Daily · Elemental, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 5d6 + Wisdom modifier damage, and the target is weakened (save ends). The target takes -5 penalty to saving throws against this power. First Failed Saving Throw: The target is dazed and weakened (save ends both) Second Failed Saving Throw: The target is stunned and weakened (save ends both) Third Failed Saving Throw: The target is unconscious (save ends) Miss: Half damage and the target is weakened (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.
“I am a leaf on the wind, watch me soar.” Prerequisites: Airbender You ride the wind effortlessly. You focus on freedom of movement, never staying in one place for too long. Gravity holds no meaning to you when you are carried up and around. Airbending isn’t just about blasting enemies and wind manipulation. It is first and foremost a way to move quickly, and elegantly.
Aerial Acrobat Path Features
Leaping Action (11th Level): When you spend an action point to take another action, you may fly your speed as a minor action until the end of your next turn. Leaps and Bounds (11th Level): You gain a +3 bonus to Acrobatics checks. You may use Acrobatics instead of Athletics to jump. Forced Acrobatics (16th Level): When you pushed, pulled or slid by an enemy, you gain a +2 bonus to your speed and defenses until the end of your next turn.
Aerial Acrobat Techniques Flash Entrance Aerial Acrobat Attack 11 After a long jump, you land on the ground, blasting air at all sides. Encounter * Elemental, Implement, Force Standard Action Close burst 1 Target: Each creature within burst. Attack: Wisdom vs. Fortitude. Hit: 3d6 + Wisdom modifier damage and the target is pushed 2 squares. Special: You may fly your speed before this attack.
Gentle Fall Aerial Acrobat Utility 12 You find yourself plummeting down, further and further. Good thing you know about this airbending stuff. Encounter * Elemental Immediate Reactiion Personal Trigger: You finish falling Effect: You land safely.
Freefall Touch Aerial Acrobat Attack 20 After hurling your target into the air, you turn them into a ballistic weapon. Daily * Elemental, Implement, Force Standard Action Melee touch or ranged 10 Target: One creature. Attack: Wisdom vs. Fortitude Hit: 2d10 and the target is teleported 6 squares. Make a secondary attack. Secondary Target: Each creature adjacent to the target after the teleportation. Secondary Attack: Wisdom vs. Reflex Secondary Hit: Wisdom modifier damage and the target is knocked prone and pushed 3 squares. Miss: Half damage and the target is teleported 3 squares.
“Attachment to worldly concerns is nothing when compared to the utter bliss of perfect freedom.” Prerequisites: Airbender Airbending is an artform that requires a strong, honest, and most importantly, a free spirit to learn. The path of properly studying airbending is done in a monastery amongst the original airbenders, the Sky Bison. But you aren’t an uptight ascetic, quite the opposite, you’re a fun and humorous spirit. And within that boisterous mind of yours, is a deep and joyful clarity. Air Temple Monk Features
Joyful Action (11th Level): When you spend an action point to take another action, make an Insight check. If you roll higher than 20 on this check, you may take two additional actions instead of one. Enlightenment (11th Level): You gain a +3 class bonus to Insight, Religion and Diplomacy checks. Monk’s Will (16th Level): Your mind is as strong and wild as the wind itself. You gains a +2 bonus to your Will defense and resist psychic equal to your Intelligence modifier + half your level.
Air Temple Monk Techniques
Joyous Dodge Air Temple Monk Attack 11 You flit away from attacks, laughing as you go. Encounter * Elemental, Implement, Force Immediate Interrupt Close burst 1 Trigger: You are attacked. Target: Creatures within burst. Attack: Wisdom vs. Fortitude. Hit: 1d6 + Wisdom modifier damage. Effect: You teleport 2 squares.
Stillness of Mind Air Temple Monk Utility 12 Your mediations are so advanced, they don’t even distract you from combat. Daily* Elemental Move Action Personal Effect: Make a saving throw and automatically succeed. Perfect Clarity Assault Aerial Acrobat Attack 20 No distractions, your mind at peace, the assault breaks through any defense. Daily * Elemental, Implement, Force Standard Action Close blast 3 Target: Enemies within blast. Attack: Wisdom + 3 vs. Fortitude Hit: 4d6 + Wisdom modifier damage.
“I can change the smallest whisper into a bellowing cacophony. 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 mute someone’s actions or exaggerate them to make it extremely loud.
Soundbender Features
Perfect Silence (11th Level): You and allies within 5 squares, gain a +3 class bonus to Stealth and Perception. Deafening Action (11th Level): When you spend an action point to take another action, each enemy within 5 squares of you is deafened until the end of your next turn. Perfect Pitch (16th Level): You gain a +2 to attack rolls made against deafened or dazed targets.
Soundbender Techniques
Sonic Boom Soundbender Attack 11 As you speed past, the sound barrier is shattered in your wake. Encounter * Elemental, Implement, Thunder Standard Action Line 3 Special: You teleport to the opposite side of the line. Target: Creatures within line. Attack: Wisdom vs. Will. Hit: 2d6 + Wisdom modifier damage and the target is dazed until the end of your next turn. Effect: The target is deafened (save ends).
Sound Funnel Soundbender Utility 12 Your instincts tell you there is a sound worth hearing, you focus the sound so it’s clearly audible. Encounter* Elemental Free Action Close burst 5 Target: Each ally within range. Effect: The target gets a +5 power bonus to Perception until the end of their next turn.
Bellowing Burst Assault Soundbender Attack 20 You lower the pitch, and amplify the volume of your voice, with deadly results. Daily * Elemental, Implement, Force Standard Action Close blast 5 Target: Each creature within burst. Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is deafened and dazed (save ends both). Miss: Half damage and the target is deafened (save ends).
“Gentle winds make no impact on the land. The ferocity of the storm can level kingdoms!” Prerequisites: Airbender The calm mind and philosophy of mainstream airbending does not and never will appeal to you. Naturally, you had to learn to meditate, but in your mind’s eye there is a storm, not a peaceful breeze. You are nature’s wrath and retribution, the precursor to a coming storm.
Typhoonist Features
Fierce Winds (11th Level): When you push, pull or slide a non-minion creature, that creature takes 2 force damage. Strong Current Action (11th Level): When you spend an action point to take an extra action, you may push every creature within 2 squares up to 1 square. Typhoon Critical (16th Level): Whenever you score a critical hit with an attack, the target is pushed 2 squares.
Typhoonist Techniques
Distant Cyclone Typhoonist Attack 11 You conjure a tornado right on top of your target. Encounter * Elemental, Implement, Force Standard Action Area burst 1 within 10 squares. Target: Each creature within burst. Attack: Wisdom vs. Fortitude. Hit: 2d8 + Wisdom modifier damage and you slide the target 3 squares. Effect: The target is deafened (save ends).
Tornado Platform Typhoonist Utility 12 You lift yourself up with one of your signature tornados. Daily* Elemental Move Action Personal Effect: You gain a fly speed equal to your land speed (hover 2) until the end of your next turn. Sustain Minor: The effect lasts until the end of your next turn.
Foreboding Storms Assault Typhoonist Attack 20 Only a low rumble hints towards what you’re about to do. Daily * Elemental, Implement, Force Immediate Interrupt Area burst 3 within 10 squares. Trigger: An enemy moves within 10 squares of you. Target: Each creature within burst. Attack: Wisdom vs. Fortitude Hit: 4d8 + Wisdom modifier damage and the target is knocked prone and you slide them 3 squares. Miss: Half damage and the target is knocked prone. Effect: You are dazed until the end of your next turn.
“Why bother even touching the ground, this world is so much bigger than that!” Prerequisites: Airbender
You are practiced with the Air Nomads windstaff and have learned to fly with it. There is nothing beyond your reach, it’s all within the grasp of the winds. But that doesn’t mean you have forgotten the affairs of the grounded, you are adept at taking them by surprise. Airbending is about freedom of spirit, and for you not even the sky is the limit!
Windstaff Glider Features
Gliderstaff (11th Level): You are always ready to fight the effects of gravity. As long as you are conscious and not helpless, you never take falling damage. Lemur’s Leap (11th Level): When you would shift, you may instead fly the same distance. In addition, once per encounter you may fly 2 squares as a minor action. Ride the Winds (16th Level): You gain a fly speed equal to your land speed.
Windstaff Glider Techniques
Falcon’s Dive Windstaff Glider Attack 11 You take off from the ground and then fly into your opponent with a force of a hurricane. Encounter * Elemental, Implement, Force Standard Action Melee 1 Special: You fly your speed before making this attack. Target: One creature. Attack: Wisdom vs. Reflex. Hit: 2d6 + Wisdom modifier damage and you push the target 3 squares. Effect: The target is knocked prone.
Ride the Thermals Windstaff Glider Utility 12 You pull the wind up underneath you and hover for a moment. Daily* Elemental Immediate Reaction Personal Trigger: You are attacked while flying. Effect: You fly your speed.
Surf the Gale Windstaff Glider Attack 20 With incredibly precise movement you stand up on top of your staff, leaving your hands free as you surf the winds. Daily * Elemental, Implement, Force Standard Action Melee 1 Special: You fly your speed without provoking attacks of opportunity and make the following attack any number of times during that movement. Each attack must have a different target. Target: One creature. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage.
“The wind is always at my back.” Prerequisites: Airbender You can fly, that’s true, but you prefer to stay on the ground and simply move at tremendous speeds. No one can catch you, you are nearly untouchable, and because of your speed, you are more comfortable fighting up close to enemies than other airbenders.
Windrunner Features
Accelerated Reflexes (11th Level): You don’t take an attack penalty from running. Winding Current (11th Level): You don’t need to run in a straight line in order to charge. In addition, while you are running you gain a +2 bonus to your defenses against opportunity attacks. Windwalker (16th Level): Increase your base speed by 2.
Again, these features were complex and clearly designed not to be overpowered. However, this makes for a much more coherent paragon path, one that makes it virtually painless to run in combat.
Windrunner Techniques
Mercurial Slam Windstaff Glider Attack 11 You move with blinding speed and ram yourself into an opponent. Encounter * Elemental, Implement, Force Standard Action Melee 1 Special: You may use this attack as part of a charge. Target: One creature. Attack: Wisdom vs. AC Hit: 3d10 + Wisdom modifier damage and you and the target are both dazed and pushed 3 squares away from each other.
Quick as Lightning Windrunner Utility 12 You move faster than the eye can see. Daily* Elemental Immediate Reaction Personal Trigger: You are hit by an attack. Effect: You teleport 4 squares.
Hurricane Kick Windrunner Attack 20 You bring new meaning to the term “flying kick.” Daily * Elemental, Implement, Force Standard Action Close burst2 Special: You may use this attack as part of a charge. Target: One creature in burst. Attack: Wisdom vs. Reflex Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares, knocked prone and stunned until the end of your next turn. Effect: Make a secondary attack. Secondary Target: Creatures other than the primary target in burst. Attack: Wisdom vs. AC Hit: Wisdom modifier damage and the target is pushed 3 squares and knocked prone.
“It takes great skill to conjure a razor sharp blade out of thin air.” Prerequisites: Airbender, proficiency with longswords You’ve learned to create solid tools and deadly weapons out of the very wind you bend and control. By this time though, you’ve trained with your windsword the most, such that it is an extension of your airbending.
Wielder of the Windsword Features
Windsword (11th Level): You gain the use of a windsword. It can be summoned or dismissed as a free action. The windsword has all the properties of up to one implement you were wielding when you summoned it, except that it is also treated as a longsword. When you make a melee basic attack with the windsword, you may use your Wisdom modifier instead of your Strength modifier.
Windsword Action (11th Level): When you spend an action point to take an extra action, your windsword gains reach until the end of your next turn. Guided by the Winds (16th Level): When you hit a creature with your windsword, you may push them 1 square.
Wielder of the Windsword Techniques Gale of Blades Wielder of the Windsword Attack 11 You windsword is as sharp as any metal blade, but even more powerful as it is neither singular, nor solid. Encounter * Elemental, Weapon, Force Standard Action Close blast2 Target: Each enemy in blast. Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage and the target is pushed 1 square.
Surging Technique Wielder of the Windsword Utility 12 The keen edge of your blade is made keener, the winds that guide your attacks become stronger. Daily* Elemental Minor Action Personal Effect: Until the end of your next turn, you gain a +2 bonus to attacks made with your windsword and its damage is increased to 1d10.
Wind’s Requisition Wielder of the Windsword Attack 20 You nimbly dodge, deftly counterattack and steal your opponents weapon all in the blink of an eye. Daily * Elemental, Weapon, Force Immediate Interrupt Melee weapon Trigger: You are targeted by a melee attack. Target: The attacking creature. Attack: Wisdom vs. Reflex Hit: 3d[W] + Wisdom modifier damage and the target is disarmed. Miss: Half damage and the target is disarmed. Effect: Until the end of the encounter, if your opponent was disarmed, your windsword gains the properties of the disarmed creatures weapon.
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.
Can't wait to play the updated set. I DM the orignal one a year or so ago and the players enjoyed it but summer ended. Anyways keep up the awesome work.
My friendsand I also had a chance to play the old version, and can't wait for the new chagnes. We have also been playing it with varaions of other 4e systems, which has also worked fairly well, hope to see an updated book soon.
Keep working, we love what you guys have done so far.
Found this a couple of days ago and have already fallen in love with it. Love the Avatar serries, love D&D, and have always wanted to play Avatar D&D but never managed to find anything for it until I ran over this. May have already managed to gather a group of people that wants to play this and I am looking forward to see how it'll progress.
I'm afraid you will have to waitaboooout a week for the Firebender. I'm just a little more prepared to sink my teeth into the Earthbender. I've reviewed the whole progression for the class, taken another look and cleaned up the most recent post. Here are the basics we settled on, the powers will be tooled to fit this sort of build so this is your last chance to bring any critiques for the class:
EARTHBENDER
“Know when to strike. Patiently wait for an opening in your enemy’s defense and turn the earth beneath them into a weapon. Attack head on, never hesitate.”
Class Traits Role: Defender. Using your martial discipline, you can mold and shape the earth around you to protect your allies. Source: Elemental. The first earthbenders learned the art from the Badgermoles, enormous, reclusive creatures who tunnel through the ground by molding the earth around them. Key Abilities: Constitution, Wisdom, Strength.
Armor Proficiencies: Cloth, Leather, Hide. Weapon Proficiences: Simple melee, simple ranged, military melee. Implements: Ki focuses, weapons with which you are proficient. Defense Bonus: +2 Fortitude.
Hit Points at 1st Level: 15 + Constitution. Hit Points for each Level gained: 6. Healing Surges: 8 + Constitution Modifier
Skills: Insight (Wis). Choose two more skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Dungeoneering (Wis), Intimidate (Cha), Perception (Wis).
Earthbending is an ancient art form concerned with molding and manipulating the earth itself. Earthbenders use their skills to shield themselves and their allies. Like the element of earth itself, earthbenders are almost universally proud and obstinate, but above all enduring.
The key to Earthbending is neutral jing, which involves waiting and listening for the right moment to strike, and when that moment comes, acting decisively.
Take a strong stance, focus inward, and shape the earth to your will. Protect your allies against the dangers that seek to harm them. Most of all, stand your ground, for neither you, nor the earth around you will bend to anything other than your will.
Creating an Earthbender
There are two dominant styles of earthbending.
Shaping Earthbender You bind the earth to your body, constructing a suit of armor, an deadly stone-fist or a curving blade of obsidian. Your bending is an extension of your body, allowing you to fortify your defenses and wade into battle. By playing the role of the stalwart defender, you protect your allies by keeping enemies near you. Even if they flee from your presence, you just keep pulling them back beneath the hammer of your fist. Make Constitution your highest stat, as your durability is what ties you to the earth you command. Make Strength your second highest stat, as you use your physical might to make a dent in the battlefield. Make Wisdom your third highest stat to support the calm, resolute mind necessary to bring the earth under your control.
Quaking Earthbender You control the ground in waves emanating outward, forcing opponents to sink or swim... sometimes literally. With a raised hand the earth surrounding your allies turns against aggressors. And at the center of this tellurian tumult you stand, keeping a strong, meditative stance. By turning the very terrain against your enemies, you can ensure they never have the high-ground and are always struggling not to stumble onto a readied blade. Make Constitution your highest stat, so as to keep your footing as you violently shake the earth around you. Make Wisdom your second highest stat, so you can percieve the best time to strike and control the advantage you offer your allies. Make Strength your third highest, even the tactician must sometimes act as a warrior.
WATCHFUL ALLY As an earthbender you can balance attacking your enemies with protecting your allies. Your primary concern is keeping your less resilient allies safe, and you can do that in a number of ways. Once per turn, on your turn, as a free action, you may designate an ally within 20 squares of you as your watched ally until the end of your next turn or you lose line of sight. Watched allies gain a +2 power bonus to all of their defenses. In addition, you gain the powers rebuking offense and earthen shield and can use these powers, as well as those with the Jing keyword, in relation to your watched ally.
Earthen Shield Earthbender Feature The ground leaps upward at your behest, deflecting a projectile and sending shards of stone at the assailer. At-Will * Elemenetal, Implement Immediate Interrupt Close burst 5(Watched Ally), (increases to 10 at 11th level and 15 at 20th) Trigger:An enemy makes a ranged attack against a watched ally. Target: The triggering enemy. Effect: Make an attack roll. If your attack roll is equal to or greater than the triggering attack roll, the attack is negated. If the enemy is in range, they take 1d6 + Constitution modifier damage. 21st Level: 2d6 + Constitution modifier damage.
Rebuking Offense Earthbender Feature To protect a vulnerable ally, you rip the ground from beneath the feet of an advancing foe. At-Will * Elemental, Implement Immediate Reaction Personal (Watched Ally) Trigger:An enemy enters a square adjacent to a watched ally. Target: The triggering enemy. Attack:Constitution vs. Reflex. Hit:1d10 + Constitution modifier damage and the target is pushed 2 squares. 21st Level:2d10 + Constitution modifier damage and the target is pushed 4 squares.
NEUTRAL JING Neutral Jing --- Earthbender Feature You are in tune with the flow of combat, knowing when to halt your actions and prepare for the perfect attack later on. At-Will * Elemental Standard Action Personal Effect: You gain a bonus equal to your Strength or Wisdom modifier to the attack and damage rolls of earthen shield, rebuking offense, and any power with the Jing keyword until the end of your next turn. Sustain Minor: The effect persists until the end of your next turn.
EARTHBENDER RESILIENCE Choose one of the benefits below. Shaper: You can use your Strength modifier in place of your Dexterity or Intelligence modifier when determining AC. In addition, when you use or sustain your neutral jing class feature, you may pull an enemy within your Strength modifier + 1 squares adjacent to you. Quaking: You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC. In addition, when you use or sustain your neutral jing class feature, squares adjacent to your watched allies are treated as difficult terrain by enemies entering them until the end of your next turn.
Notes: The Quaking Resilience ability is immediately obvious as a problem here. I love its flavor, but the Shaper can watch one ally and, if need be, pull an enemy away from another, the Quaker has to hedge their bets moreso. This is the lingering problem people had with the whole class design, that enemies can choose to ignore the effects of the defender by attacking a different ally, but not the defender themselves.
I think the most elegant solution is to give the Quaker more area attacks, which will allow them to control the battlefield like... well... a controller. The Shaper will have more abilities in the form of stances, immediate attacks and crushing blows against opponents i.e. secondary Striker.
I do not know what I was thinking when I made the ability "Range of Sight," that will only lead to Shenanigans. It is now limited to 20 feet regardless of level. That's a little insane, but remember that is the benefit of this ability. You can mark one enemy, forcing them to deal with you but you need to be in combat with them, or you can protect one ally, do your own thing and never even get near the enemies or your ally. I hope this plays out as balanced in practice.
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.
Fortifying Strike Earthbender Attack 1 The earth’s power lingers on you after you attack, absorbing any counterstrikes. At-Will * Elemental, Weapon Standard Action Melee weapon Target: One creature. Attack: Constitution vs. AC. Hit: 1[W] + Constitution modifier damage and you gain a number of temporary hit points equal to your Constitution modifier. 21st Level: 2[W] + Constitution modifier damage.
Notes: This is the all-star from the first build, it does something simple and direct that any Earthbender will want to be able to do. It can't be used with an implement, which is an idea I'm not sure I support, since some benders use weapons but all benders can bend without them. Human Earthbenders will really like this power, but if you had to pick just two, I'd want them both to be from the following list.
Stomp Launch Earthbender Attack 1 Your foot slams the ground and a chunk of rock blocks your enemy’s retreat. At-Will * Elemental, Implement Standard Action Ranged 5 Target: One creature Attack: Constitution vs. Fortitude Hit: 1d8 + Constitution modifier damage and the target is pulled 2 squares. 21st Level: 2d8 + Constitution modifier damage.
Notes: This is our first Shaper Attack. With this ability you can Neutral Jing to pull one enemy up to 5 squares and attack another enemy to move them 2 squares toward you, then on your next turn or now if you wanna Action it up, you can hit them both wiiiiiiith...
Earthen Burden Earthbender Attack 1 A threefold strike, first a broad spinning kick, then a barrage of dirt which covers and drags your targets to the ground. At-Will * Elemental, Implement Standard Action Close path 3 Target: Creatures within path. Attack: Constiution vs. Fortitude Hit: 1d6 + Constitution modifier damage and the target is slowed until the end of your next turn. 21st Level: 2d6 + Constitution modifier damage.
Notes: And here is the Shaper as we hope to build it. An attack that can be used at a range but is ideal for hitting several nearby enemies with the added fact that they are now can't get away from all of your pulling. Clearly the Shaper Dailys are gonna need to be good at a close range.
Rings of Stone Earthbender Attack 1 Most earthbenders attack with large stone coins, marked with the symbol of their people and launched vigorously into the face of those that stand against them. At-Will * Elemental, Implement Standard Action Ranged 10 Target: One creature. Special: If the target is adjacent to an ally, rings of stone gets a +2 power bonus to attack and damage. Attack: Constitution vs. Reflex. Hit: 1d8 + Constitution modifier damage. 21st Level: 2d8 + Constitution modifier damage.
Notes: Here is an interesting attack. It's mostly just a normal ranged attack, but when an ally is under attack it hits Striker Level damage. The only thing I don't like is that it kind of incentivizes letting enemies get near your allies.
Stone Eruption Earthbender Attack 1 To keep control of the battlefield, sometimes it is necessary to control the battlefield. At-Will*Elemental Implement Standard Action Ranged 10 Target: One creature. Attack: Constitution vs. AC Hit: 1d8 + Constitution modifier damage and you slide the target 1 square. 21st Level: 2d8 + Constitution modifier damage.
Note: And the last remnants of Ekio's "Every Role is a Controller" design philosophy. In this case our damage isn't worse than a sub-optimal rings of stone. 1 square of sliding is pretty strong for a Defender, especially when you remember that it lets you yank an enemy way, then Neutral Jing some Difficult Terrain in between them and your Watched Ally.
Notice all of these attacks give a little Watched Ally-ness to anyone in your party, that is key. The Earthbender can lend some serious fortitude to one person, and then devote all their energy to protecting one other, that's defending half the party at a distance. Someone come here and tell me that isn't as good as marking. I dare you.
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.