Lines and Paths are like limited Close Blasts. So, using your excellently worded description, here is a new description of Paths and Lines: Lines: Lines are always close attacks. To use a power with a line x range, choose an origin square adjacent to you. Counting that square, extend the area to be x squares in length. When making a line, you may move orthogonally (side-to-side) or diagonally (corner-to-corner), but not both, and each square chosen must be farther away from you than the last.
Paths: Paths are always close attacks. They work the same as lines except you may move both orthogonally anddiagonally and each square need not be farther away from you than the last.
Agreed. I, for one, find your pedantry very helpful. I note here that they are always Close attacks becuase... it makes the most sense to me to clarify that that is always the case. I have also looked through all the published feats that a person can take that effect all close attacks, and found a few that would be awesome, but none that would breaks. Although there is one that... every Airbender should take.
I suggest changing it to this then.
Lines: Lines are always close attacks. To use a power with a line x range, choose an origin square adjacent to you. Counting that square, extend the area to be x squares in length. When making a line you may move orthogonally (side-to-side) or diagonally (corner-to-corner), but not both. Furthermore, the square following the origin square, and all subsequent squares, must be touching either the corner or side that is on the exact opposite side of the line as you.
Paths: Paths are always close attacks. To use a power with a path x range, choose an origin square adjacent to you. Counting that square, extend the area to x squares in length. Each square added must be in contact with either the side or corner of the previous square.
Clear? -Usagi
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.
astralArchivist.com - 4e D&D house rules, homebrew, and story hours - now featuring ENWorld's Zeitgeist adventure path!
Will Thibault is a winged, feathered serpent rarely found anywhere except in warm, jungle-like regions or flying through the ether. Due to his intelligence and powers he is regarded with awe by the inhabitants of his homelands and is considered to be divine.
So I'm itching to get this off the ground. Soon enough, I will descend into the dark depths that is...
Adobe InDesign CS4. *dun dun dun!*
So, soon enough, I'll start posting changelogs of what I do to the PDF. So... nightly (doubtful)/weekly PDFs of the changes when I start doing it? Yea or nay?
AVATAR 4E CHANGELOG (02-02-11) -Added “This does not go over your maximum.” to the Blue Fire heroic tier feat on page 84. This follows a suggestion in post #7. -Changed Firebender and Earthbender multiclass feats to reflect what class they were supposed to be a part of. This follows a suggestion in post #8.
-Aerial Acrobat (Airbender Paragon Path)'s path feature, Leaps and Bounds, changed to read “Leaps and Bounds (11th Level): You gain a +3 bonus to Acrobatics checks. You may use Acrobatics instead of Athletics to jump.” This follows a suggestion in post #11. Replaced one instance of “Air Bison” to “Sky Bison” in Airbender Paragon Paths. This follows a suggestion in post #11.
-Changed the Soundbender's Deafening Action to read, “ When you spend an action point, each creature adjacent to you is deafened until the end of your next turn. You may daze adjacent creatures instead of taking another action.” This follows a suggestion in post #11.
-Changed the Windstaff Glider's path features Gliderstaff (“You are always ready to fight the effects of gravity. As long you are concious and not helpless, you never take falling damage.&rdquo and Ride the Winds (“Whenever you run, you may fly for the second half of that movement.&rdquo This follows a suggestion in post #11 and the correction in post #15.
-Changed the Lightbender's (Firebender Paragon Path) Lightning Crush path feature to read “Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may reduce your Source of Strength damage by 2. If you do, the attack deals an additional 1d10 damage.” This follows a suggestion in posts #11 and #15.
-Changed Lightning Burst, a Firebender epic tier feat to read, “Whenever you use a firebender or lightningbender attack with the Lightning keyword, you may reduce your Source of Strength damage by 6. If you do and the attack hits, the target is stunned until the end of your next turn.” This follows a suggestion in post #15.
-Changed the White Lotus's Pai Sho Tactics power to read “Use a melee or ranged at-will attack power. If you hit, you may slide the target a number of squares equal to your Wisdom, Intelligence or Charisma modifier The target grants combat advantage to you until the end of your next turn.” This follows a suggestion in posts #11 and #15.
-Changed the White Lotus's White Lotus Gambit power. The effect allows an ally to hit a target as opposed to the target. Additionally, it was changed from a Move Action to a Standard Action.
-Changed the Moon Spirit (Epic Destiny) power The Moon's Wrath to read, “Until the stance ends you gain a +2 power bonus to attack and damage rolls made with Waterbender, Waterbender paragon path and Moon Spirit powers...” This follows a suggestion ins posts #11 and #15.
-Changed the Windstaff Glider's Utility power to read, “You gain a fly speed equal to your land speed and you may hover until the end of your next turn.” This follows a suggestion in posts #11 and #15.
-Changed the Dai Li's 20th level daily power to read “Target: One creature, Hit: 2d8 damage and the target is grabbed. Special: If the target is surprised, the attack deals no damage and the target is instead unconcious [save ends].” This follows a suggestion in post #11 and #15.
-Changed the Blue Spirit's Utility to a Free Action instead of an Immediate Reaction. It didn't work with the rules previous (immediate actions can't be used on your own turns). This follows a suggestion in post #19.
-Changed EVERY Paragon Path (in Airbender, Earthbender, Firebender, Waterbender, and Miscellaneous Paragon Paths, anyway) 10th level power to saying 11th level power. This still bothers me to do this day. How the **** did that slip by us?
-Made the... many changes to the Waterbender's class features per post #34
-In the Earthbender's Watched Ally feature, I removed the option to watch yourself. Removed references to Shifting Grounds. Took out Shifting Grounds. Added in Rebuking Offense. Changed Neutral Jing as per post #37.
-TOOK OUT THE FLOWING KEYWORD SIDEBAR. Because the two new at-wills, Icicle Trap and the revised Waving Uppercut (from post #38), kind of ****ed with my layout. It will go back in, but not right now. >
-Changed the Lines and Paths sidebar as per post #51.
NOTE When there's a word that is cut off by a “-” and continued on the next line, typically that is not a typo. That just means that the line is too big for the spacing. I could fix every instance of this, but it would seem overzealous.
Hello. I am playing in SuniMasuno's game. In a strategy game like D&D Suni only allows a narrow choice of books at character creation, so I was not surprised that he allowed only your 4 benders, your guerilla, and PHB 1's fighter, rogue, and warlord.
While playing an Airbender, I almost never had use for my minor action in combat. Part of this is I don't know 4th edition that well, I could have at least used the Nature and Religion skills for information about the opponents. If that's what I was supposed to do, it would have been helpful to have Arcana for the occasional dragon that exists. The level 6 utility Monastary Studies was helpful for that.
Why does Monastary Studies give me bonuses to skill that I can't take as class skills? It says I remember something from my studies.
Also, how common were dragons in Avatar? We've faced 2 and heard of a 3rd in Suni's game, yet Arcane is on no one's skill list. I understand if they should be in Religion for Eastern themed settings, but I could also understand Arcane being used for studies of numbers, astrology, and the dragons. I guess I should take this up with Suni as much as with you. ^_^;
If you are looking to give each class a secondary role build, I think Airbender is already almost a defender who does her job by moving allies out of the way. Zephyr, Air Lasso, Cut through the air, Guiding winds, there is a whole line of abilities that help with this already. You have a bunch of abilities that make it harder to hit allies once. That can't carry a fight, but add a helpful encounter ability with 'minor sustain' and I'd never put it down.
I just thought I'd give you all my thoughts on the matter before making my new fighter. My character died because... well, we had bad enough strategy to deserve it. 1. The Earthbender thought it would be a great idea to start a fight while we were trapped in the tunnel he made. 2. We were in crap [s]marching crawling order, because I, apparently the only other strategically minded player, did not expect anyone to start a fight while underground. 3. Our healers and striker ran away at the start of the fight while I and the Earthbender absorbed all of the damage. See my kvetching at #2.
Heheh, so I know the Firebender would have killed off the swarms fast enough that I wouldn't have died had a Waterbender had made me their mission. I know that staying there the first round and facilitating the other party member's retreat was too much trust. Lesson learned I guess. I'm posting this now because changing classes means this is all the feedback I'll give on this book, unless I take Jian Swordsman.
In response to your most direct question, in the world of Avatar there are two dragons. In. The. Whole. World. Astronomy is a lost art. No one performs non-elemental magic. There are a few scientific characters, but most of the advanced technology is military and belongs to the Fire Nation. So no, no one get's Arcana. However, I am a big fan of the intellectual ascetic, and that's what the Airbender's ability is about. The Air Nomads hold onto certain knowledge that is lost to the other nations, but they are still in the dark about virtually every aspect of Arcana skill. It's meant to reflect information they came by while studying or cataloging many hundreds of manuscripts, a few of which were written by ancient scientists or wizards, but most of which were philosophical/religious in nature. I agree that the Airbender is a bit Defendery, but I think it's more of a subfunction of being a controller, since the Airbender can't, as you unfortunately realized first hand, take any kind of direct blast to the face. So, defenderish... sure, but I don't think we'll be taking the class any further in that direction. The Jian Swordsman is easily one of my favorite parts of the book. I can't say why, I never play martial characters. I guess I just like Sokka a lot. -Usagi
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.
Minor self defense of my setting, the game is occuring apx 100-200 years before the birth of Avatar Roku, when dragons were still common. Also, one of the "dragons" the party fought was a sea serpent (ala serpent's pass).
Well here's what I would say. If you are talking Avatar Dragons we are actually talking about Lung Dragons. While I'm not going to say anything about the creative choices you've made in your game (most Lung Dragons aren't evil, and it seems in Avatar as well) I will say this, Lung Dragons are elemental creatures, some of them have power over fire, others have power over the ocean, some have power over storms, wood, metal... the elements. So, if you are rocking the Avatar world, make getting info on Lung Dragons based on Nature checks. -Usagi
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.
We should figure out what the changes for Neutral Jing are...
I think that activating it should give some sort of boost to your watched allies. Either giving them a bonus to defense or allowing them to move around.
NEUTRAL JING: You are in tune with the flow of combat, knowing to hold your fist to land the perfect blow later on. During your turn, you may spend your standard action to acquire Neutral Jing, which enboldens your defensive capabilities and lasts until the end of your next turn. While you have Neutral Jing, you gain a bonus to attack and damage with earthen shields, shifting ground, and any power that is centered on a watched ally. This bonus is equal to your Strength modifier if you are a Shaping earthbender or your Wisdom modifier if you are a Quaking earthbender.
Quaking: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use a standard action to acquire Neutral Jing, it lasts for a number of additional rounds equal to your Strength modifer (e.g. with a Strength modifer of +1 the bonus would last until the end of your next-next turn). Shaping: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, whenever an Earthbender power would increase your AC, that bonus applies to your Fortitude defense as well. In addition, the power bonus lasts for a number of additional rounds equal to your Wisdom modifer (e.g. with a Wisdom modifer of +1 the bonus would last until the end of your next-next turn). So in this version the benefit from Neutral Jing is essentially for your allies, but it's done through a bonus to the Earthbender. Leaders tend to give simple bonuses to allies, but Defenders are all about doing stuff that protects allies. So in this case you get a bonus to your Watched Ally powers. The Shaping Earthbender gets longer lasting defense bonuses that also apply to the Fortitude Defense. The downside here is that Neutral Jing is, at best, a good last ditch effor for the Shaping Earthbender. It would only be good for the Shaping Earthbender if they know that their allies are going to be targeted by multiple enemies in one turn so you can really milk that bonus. However, unlike the Quaking Earthbender, the Shaping Earthbender can roll into combat swinging an AC and Fortitude several points higher. Just as long as the Shaping Earthbender hits with Grounded Fist every two turns they are garaunteed to have a +1 bonus to AC. Anyway, problems, issues, details, changes? -Usagi
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.