Community

 
Jump Menu:
Pause Switch to Standard View Avatar: The Last Airbender 4e (MACH 2)
Show More
Loading...
Flag mhbjarkistef June 30, 2011 6:40 AM PDT

Yay! For waterbender week!!!

And yay for jumpstarting my favorite thread on the forums!

Usagi, do you know what I love doing? I love fixing the fixes! XD

-All powers that are "range 10" are actually "ranged 10"

I love changes, especially when they are to the better. Seeing that you're finishing the torrential build is a feeling of relief for me. 

Both builds seem to get pretty solid bonuses for getting hit. An at-will power or a class feature that works as a solid resource of temporary hit points seems to be needed for a class feature like that, or above-average hit points for a leader. If neither of those are present the waterbender is not gonna be likely to go look for a beating (especially since many of his powers grant bonuses to "allies" and not himself.
An idea would be a class feature that either changes depending or build, or one default class feature that then gets replaced if you go torrential... Ah, ****! I had an idea, then the phone called and I forgot! >.< Sunuvabitch! 

Waving Uppercut vs. Vortex Uppercut is a nice choice. This allows the class to grant a very solid benefit whether he's ranged or melee. Ranged waterbender will pick up the Waving Uppercut and the melee Vortex Uppercut (which is obviously much more effective if you're already planning on going melee)

Vortex Uppercut: Melee reach, one adjacent creature? You mean melee touch, right?
Icicle Trap: Agreed, like, cool, great :D, damage not to high (look at the swordmage for reference)
Water Whip: Agree on the rider thing, actually. There are powers out there that state "The higher of your x or y-modifier", if you want to lower the bonus.
 ------ 


So, with these new at-will, what would each build pick?
Both builds would pick the water whip, that bonus can do wonders for a striker or someone thinking about using a daily power.
Calming would take shielding ice, it is an amazing source og THP and works well from a range.
Torrential would probably take Icicle trap, but even more so if it would slow/prone instead of deal damage *wink-wink*
Humans with an extra at-will would probably take their pick of the Uppercuts, which is a lifesaver when a wizard or other fragile class has found himself in a melee situation.

It looks to me like this class is missing a "Special: You can use this attack as a melee basic attack"-type attack. Something simple, something warpriest-y. Just a simple attack with a good all-around benefit. Don't you agree? 



As for now we have covered:
· Line 2 
· Close burst 1
· Ranged 10
· Melee Touch

This is great, a good array of ranges. What bonuses?

· Negate OAs
· THP
· Attempt at being sticky
· Bonus to attack
· Bonus to damage

When you but it like that, you have yourself a solid array of at-will powers :D
Flag mhbjarkistef June 30, 2011 6:57 AM PDT
Can we get a beta of the new PDF soon?
Some of us are actually subscribing to this stuff, it would be wonderful to get each class in a separate PDF as soon as it's finished. Personally I don't think I can wait until all the classes, all the feats and some of the PPs have been revisited xD 


Sincerely, me. 
Flag UsagiYojimbo June 30, 2011 12:01 PM PDT
I think I meant Melee weapon, I'm pretty rusty, the last time I played DnD was last summer. I like the idea of slowing as a secondary for Icicle trap, that sounds super useful! Okay, so the current spread of powers is:

Water Whip: All around good power.
Bursting Geyser: All around good power.
Icicle Trap: Close range defending.
Waving Uppercut: Long range defending, Ranged Basic Attack.
Vortex Uppercut: Close range Defending, Melee Basic Attack.
Shielding Ice: Temp HP for the Leadery Leaders.

Err... how about if Torrential Waterbenders get the Toughness feat as a bonus, shield proficiency and Toughness, sounds good right!?

Freezing Ray is cool, I don't see why it's a Torrential power, is that cause it's ice based? No, shielding ice is Calming... err... is that cause it immobilizes? That seems like a Leader/Controller thing to me. However Wave of Water needs to be updated to be defendery, I'm changing the name, the flavor text and making it pull instead of push.

 



Wave Counter            Waterbender Attack 1
Pushing and pulling the water into a rhythm, you turn your enemies strikes into steps.
Encounter * Elemental, Implement, Flowing
Standard Action  Line 2
Target:
Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d8 + Wisdom modifier damage and the target grants combat advantage until the end of your next turn.
Allies: Allies in line gain a +2 bonus to all defenses untl they are hit by an attack.
Torrential: The target is pulled a number of squares equal to your dexterity modifier. 


With Protective Wall, the solution is simple, make it slide the enemy, that way if you're a calming waterbender, you can move it away from you and your ally, but if you're a torrential bender you can pull them!


Protective Wall            Waterbender Utility 2
You quickly dispatch a creature sneaking up on one of your allies with a freezing blast.
Encounter * Elemental
Immediate Reaction Raged 10
Trigger:
An enemy moves into a square where it is flanking you or your ally.
Target: The Triggering Enemy.
Effect: You slide the target 2 squares and they are slowed until the start of your next turn.

 Obviously Lunar Water is going in here and I'm going to take out Waterwalk, but fear not, it will return in the form a Heroic Bending Utility power! Furthermore, it will totally be awesome. Let's change Push of the Tides so that it fits the Defender role a bit better. Again the flavor of the power is off since the change, I'm gonna call this one Eroding Strike and change the flavor to:

Water is patient, water waits, and when it comes time to strike, even mountains are weakened by its touch.

Sliding enemies that are already adjacent to you is definitely out, how about:

Torrential:
You gain a +2 bonus to opportunity attacks made against the target until the end of your next turn.

Now the power is more a defensive strip, which is Leadery, but with a twist where they can't run away fore fear of an OA with a +4 bonus! Is there any reason to have something grant a bonus to OA's until the end of your next turn? Should it just be the start of the turn? Should it be a +1 bonus?

Moon's Push! I love Moon's Push! It's supposed to be a sort of united power, but that makes no sense and I don't know why I thought it did. I agree, change it to Charisma, however I don't want to make it not a Flowing power! Flowing powers are the centerpiece of the class, and each level needs to offer at least two. If you think it's too weak right now, perhaps we could add damage to the Enemies section, something like 1d6 + Wisdom? 

Let's keep Morning Tide the way it is except for your changes, which I have changed slightly:

Trigger:
An ally is bloodied with an attack.
Hit: 1d10 + Wisdom modifier damage and the target is pushed 1 square.
Effect: The ally regains hitpoints equal to your Wisdom modifier.
Torrential:
The target is pulled 3 squares toward you and knocked prone. 

How's that? Also, rules question, Pushing and Pulling, do those care about the origin square or the initiator of the attack? I wrote this assuming that what mattered was the origin square, thus, if you're torrential, the monster gets hit, gets pushed so they are not adjacent to your ally and then pulled toward you and knocked prone. This is so much fun, I missed this!

I'm totally down with your version of Trapping Water, make it Ranged
10, and have the rider read:

Calming: The target takes -2 penalty to saving throws against this effect.

I'm happy you like Streaming the Water, it's one of the first powers I wrote for this I think, or maybe CJ wrote it and I changed it? I'd have to go back to the original post, which is a monster. Anway, I'm done for now, I'm gonna go visit my Grandfather and then make a replica of Captain America's shield becuase I'm a dork.
-Usagi 

Flag UsagiYojimbo June 30, 2011 12:22 PM PDT
Oh, also, I will happily talk to CJ about fragmented PDFs.
-Usagi 
Flag mhbjarkistef July 2, 2011 9:28 PM PDT
Fragmented pdf sounds lovely, I'll go through your last post soon. Can we get a link of the most recent pdf? I formatted my HD and don't have the latest version...
Flag mhbjarkistef July 2, 2011 10:05 PM PDT
Toughness + shield is a simple yet effective way to make the torrential build combat-ready. Not very exciting though.

You're right, there's nothing that indicates that Freezing Ray is a torrential power, except maybe for its range and attempt at being sticky xD I probably said it was torrential due to the range, completely forgetting that Healing Waters is Melee touch, so a short ranged power isn't necessery a torrential power.

Like the change of Wave of Water
Protective Wall is good

Talking about Eroding Strike... That +2 to OAs... we can use that... You were talking about how we could make the waterbender more defendery...

---
SUGGESTIONS:
For some reason I always think the build-bonuses of the waterbenders don't boost the role of the build enough.

Calming
Is a healer leader. He grants very good temporary hit points to his allies and has good healing powers.
Build-bonuses:
Range of Healing Water is increased to Close burst 5

Torrential
Is a defensive leader. Get's increased stickyness and control through riders.
Build-bonuses:
Gains a +2 bonus to opportunity attacks, and can use Wisdom instead of strength when making melee basic attacks.

If you think of another bonus for the Calming build you can even give the torrential build a Combat Challenge-like power (you know, "when an enemy adjacent to you shifts or makes an attack that doesn't include you). Just make it an encounter power.
-----

Sorry, I kinda lost it there, I guess I just really dislike flowing strike, I keep trying to find replacements for it :/ (it's not a bad power, I just dislike it. Personal opinion, you see )

Eroding Strike:
+2 sounds good, wording is fine. How do you get that +4 bonus to OAs? 
Moon's Push: A wall is essentially a path that provokes an opportunity attack. Paths/lines can be flowing, why not walls? Don't think the damage is neccessary, but fun nontheless.
Morning Tide: Ok, agree on that change, although it sucks if that player gains bonuses for being bloodied... Push 1 square and then pulled a few more. That's a funny image to have of the enemy xD For clarification, if you were thinking "pushed away from the triggering ally" then simply write "and is pushed 1 square away from the triggering ally" in the power. I think pulling and pushing is always calculated from the origin of the attack, i.e. the caster of the "spell". I think it's the same with area powers, push is always away from the caster. Can't be bothered to check my rules compendium though

Say hello to your Grandpa from me, and good luck with the shield!
A fragmented PDF would be wonderful ^^ 
Flag UsagiYojimbo July 4, 2011 10:02 PM PDT
I like your build bonuses, but I'm assuming those are meant to fully replace the bonuses as they exist. If not, I imagine that's a bit much.

I agree with the encounter combat challenge dealie, I wonder if we can just get away with something simple like:

Water's Reflection    Torrential Waterbender Feature
You are a still pool, reflecting your foes attacks back upon them. 
Encounter * Elemental, Weapon
Immediate Interrupt
Trigger: 
An enemy who is adjacent to you shifts or makes an attack that does not include you as a target.
Effect:
 You can make a melee basic attack against that enemy and they take a penalty to their defenses equal to your Dexterity modifer until the end of your next turn.

And, of course, the Waterbender can get:

Moon's Blessing     Calming Waterbender Feature
You are a calm stream, gently pulling your allies from danger.
Encounter * Elemental
Immediate Reaction
Trigger:
An ally is bloodied.
Effect: The triggering ally may shift a number of squares equal to your Charisma modifier and spend a healing surge.

Eroding Strike already has a rider that reduces a single defense score by 2 (save ends), so with the Torrential rider, you'd get a +4 bonus to the opportunity attack. I don't think it's a big deal.

I agree, walls work fine for flowing powers, but I think that should be a thing that you get at Paragon Tier or so.

You can always choose not to use Morning Tide, it's not mandatory, so I'm not worried about it.

Okay, new set of powers. 
Flag UsagiYojimbo July 4, 2011 11:19 PM PDT

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Level 6 utility tecniques.

Cooling Vapors
I like this power, it makes sense. Can I do this during an endurance-based skill challenge where we are walking through the incredible desert heats of athas? If yes, that should be noted in the power.




Does resist provide a boost to endurance checks? I don't think there is an official rule, so I think you'd already need to houserule this, thus, you might as well leave that kind of thing for a creative player to think up.

html_removed

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Icy Patch: This needs a revisit from a rules-geek greater than me.




This is a simple fix, the power is supposed to make your enemies slower and your allies faster:

Icy Patch             Waterbender Utility 6
Ice may slip your opponents up, but it only speeds your allies up.
Daily * Elemental, Zone
Minor Action             Area burst 4 within 10
Effect: The burst creates a zone of icy ground that lasts until the end of your next turn. Enemies treat the zone as difficult terrain. Allies moving through the zone may move 1 additional square.
Sustain Minor: The zone persists. 

Look how much simpler that is!

html_removed

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Evening Tide: Utility powers usually don't have riders. Change to "Trigger: An ally within 10 squares of you is reduced to 0 hit points" and "Effect: You slide the target 2 squares and makes a saving throw with a bonus equal to your charisma modifier."




Throw in the Healing Surge and we have a deal!

html_removed

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Encounter 7

Mercy of the Sea
: I love this power. It is a flowing power that is also ranged 10. Is that allowed? If no then change it into path 4. I really like this power.
Part the Seas: Solid.




Ahhh, another Torrential Controller power, definitely fun, not particularly Defendery though. 

Part the Seas          Waterbender Attack 7
You push enemies to the side and break up their ranks.
Encounter * Elemental, Weapon
Standard Action    Melee
weapon
Target: One or two adjacent creatures.
Attack: Wisdom vs. AC.
Hit: 3[W] + Wisdom modifer damage and knock the target prone.
Torrential: Until the start of your next turn, you may use Water's Reflection on the target even if you have already used it this encounter. 

Look at that! I think that's pretty great. Do you think we need to make more weapon powers? This is only the second one, they should definitely be able to use their weapon as an implement, otherwise this won't work.

html_removed

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Steamshot: Nomnomnomnom

Level 9 daily

Hail of icicles:
This is a beautiful power. It has become completely clear that the torrential build is not a defender but a controller, and the waterbender always leans towards controller as a secondary role. 
Octopus Form: I can't believe you included this technique! You guys are awesome! Break it down into two attacks, one that is a stance and one that is at-will power. And we have got to chill with the daily riders, it's not this common that daily powers have riders.

Octopus Form         Waterbender Attack 9
You create eight arms to protect you and your allies from all sides
Encounter · Elemental, Implement, Stance
Standard Action   Personal
Effect
: You assume the stance of the octopus. While in this stance
you and all allies adjacent to you gain a +2 bonus to AC and Reflex.
Until the stance end you can use the Octopus Slam technique.

Octopus Slam
At-will · Elemental, Implement
Immediate Interrupt/Reaction · Melee 2
Trigger
: An enemy within reach shifts or makes an attack that does not include you.
Target: The triggering enemy
Attack: Wisdom vs. Fortitude
Hit: 1d6+ wisdom modifier damage and the target is knocked prone.

now THIS is a defender power. Can we please just pick a role? Defender or controller, what will it be?
Should the be melee 1 or 2 or something else?



I love it, melee 2.

html_removed

May 26, 2011 -- 8:48AM, mhbjarkistef wrote:


Watersprout is a recycled attack, put it works. We should come up with something new though.

Level 10 utility

Cleansing Mists:
 "Target: A creature within range taking ongoing damage" "Effect: The target can make a saving throw. In addition, the target gains resist 5 against ongoing damage until the end of your next turn" and "Close burst 5"
---- more on the way---- 




All three of these utilities are healing based. Well, Cradle Wave is... halfway to being a defender thing. Let's give ourselves something simple instead of Cleansing Mists, it seems too specific to be fun and I want something that's yummy for the Torrential build.:

Raging River Form            Waterbender Utility 10
You must be calm to master waterbending, but you needn't always be calm afterward.
Daily * Elemental, Stance
Minor Action           Personal

Effect: Until the stance ends, whenever an ally is bloodied, you may regain the use of Water's Reflection if it is expended.

Eh, eh? This is cool little subtheme maybe? Anyway, that's enough for tonight. Tommorrow I'll start looking at the Paragon powers and such.
-Usagi 

Flag mhbjarkistef July 6, 2011 11:22 AM PDT

I would like to a have a discussion regarding the build-bonuses

Icy Patch:
Wow, that was pretty well done. Fix the effect line accordingly: "Allies moving through the zone may move 1 extra square as a part of that movement". We need to find a way to have the power depict that this movement-boost only works if the person is touching the ground. Does "move through the zone" and "move in the zone", and "when an ally enters the zone" have the same meaning?
Evening Tide: I love power-haggling xD
Part the seas: What if I haven't used it? Can I still use it in this manner without expending the power? Does it still cost an immediate action? I like it.


Yeah, weapon as an implement is a must. Weapon powers (especially torrential ones) are good. The only real difference between "Melee weapon" and "Melee reach/touch" for the waterbender are weapon-related feats and properties of weapons. Having weapon powers is definitely a plus for the melee waterbender.


Cleansing Mists: Agreed, I too thought it was very specific.


The waterbender does need more seudo-marking/punishing utility powers. Stuff like giving allies (and only allies) +2 to defenses for a period of time, or perhaps:


(I'm really bad at names, this is just to get  an idea of the flavor of the power)


Energy Conversion      Level 6?
The energy of the mighties blow can be converted through your healing waters.
Daily · Elemental, _______
Minor          Close burst 5
Target: One enemy in burst
Effect: You mark the target until the end of your next turn. In addition, whenever the target makes an attack that does not include you, the target of its attack can make a saving throw as a free action.


This leads and punishes your enemy for attacking your allies.


---- 
Raging River Form:


Fix IMO: "Whenever an ally is bloodied by an attack" and "You regain the use of…"


Also, we need a utility power that says "You mark the target until the end of your next turn. When the marked target shifts or makes an attack that does not include you can use the following power as an immediate interrupt:


*A POWER THAT IS CLOSE BURST 5*
---

As soon as you reach Paragon Tier you are out of my league :S 


I'm gonna go think about build-bonuses now
Flag UsagiYojimbo July 6, 2011 3:08 PM PDT
I based both 'refresh' abilities on something I've read somewhere. I don't have my 4e books, but I know I've seen powers that refresh like that, and they don't give you a second use if you haven't expended the power already.

I agree, marking is a neat little side-note dealie. We'll drop some power, maybe Cooling Vapors. I think that power will work wonderfully as a "Bending" utility.
I'll fill in the gaps here:

Water's Mirror      Waterbender Utility 6
You are a still pond, reflecting your opponents back upon themselves.
Daily · Elemental, Implement
Minor          Close burst 5
Target:
One enemy in burst. 
Effect: You mark the target until the end of your next turn. In addition, until the end of the encounter, whenever the target makes an attack that does not include you, the target of its attack can make a saving throw as a free action. 

YAY!
Gosh, it's getting hard to think of things to do with these powers! I really like both of the level 13 powers, but they are pretty much the same thing except inverted and so, if you don't like the first one, you won't like the other one and... well... anyway, I'm changing Wetstone pretty much entirely, both because it's the Torrential power and because I like it less than Softened Blows.

Reflecting Pool      Waterbender Attack 13
Your weapons blows are guided, lengthened and sharpened by the water you control.
Encounter * Elemental, Weapon
Standard Action     Line 2
Target:
Each creature in line.
Attack: Wisdom vs. AC
Enemies: 1[W] + Wisdom modifier damage and you mark the target until the end of your next turn. When the marked target shifts or makes an attack that does not include you can make an opportunity attack against them.
Allies: Until the end of the encounter, target ally has a +2 bonus to defenses against opportunity attacks.
Torrential: Until the end of the encounter you gain a +2 bonus to opportunity attacks made against targets you have marked.

Bluh bluh... I'm tired... What do people think?
-Usagi







Flag UsagiYojimbo July 6, 2011 8:38 PM PDT
Okay, I'm going through all the powers now, so errr... let's finish this up.

Chi Exchange: I'm not seeing why this is a cold power, but I'm happy with it otherwise.
Ice Crush: This seems like a perfect power.

Simple. Moving on.

Slick Surface     Waterbender Attack 15
The ground turns slick beneath you, preventing foes from retreating from you.
Daily * Elemental, Weapon, Cold
Standard Action     Close
burst 1
Target: One adjacent enemy
Attack: Wisdom vs. Reflex
Hit: 3[W] + Wisdom modifier cold damage.
Effect: Until the end of the encounter spaces adjacent to you are considered difficult terrain to enemies who are moving away from you.

Ocean's Kiss: This seems fun and flavorful and super totally Calming 
Regrouping Cascade: I like this power a lot, it works for either build.
Versitility of the Water: This is another utility that I simply adore.

Okay. That's good, let's move on.
 
Flag Eisenritter July 6, 2011 8:45 PM PDT
Is there an up-to-date PDF of this somewhere?  Please? Cry
Flag UsagiYojimbo July 6, 2011 8:51 PM PDT
Not to my knowledge, but I'll contact my illustrious partner and see if he's up to a revision.
Flag UsagiYojimbo July 11, 2011 12:19 AM PDT
Good news all! I have talked to Ekio, the man behind the PDF, and he says that he is ready and willing to update if we can get him a document with all the changes we've made as of the last PDF (i.e. the one that is linked to in this thread). That's a bit of a job, but I'm here to do it at the very least, though help would be lovely. Once that's done, I beleive he is also willing to release "fragments" of "completed" portions of the book for final usage. 

So, I suppose all the changes are here, I'll just start reading this monster from the beginning...
-Usagi 
Flag Cyvaris July 11, 2011 4:12 PM PDT
Sweet can't wait for the "final" version.
Flag UsagiYojimbo July 18, 2011 1:10 PM PDT

THE NEW WATERBENDER: A List of All the Current Changes
This is pretty much your last chance to critique the Waterbender


The new Flowing Strike!

Flowing Strike          
Waterbender Feature 
You are versatile as water itself, turning any attack into an advantage for you and your allies. 
At-Will ·  Elemental 
Free Action · Close Burst 10
Trigger: The trigger depends on your choice of class features.
  Calming: A creature you can see hits or misses you with a ranged or area attack.
  Torrential: A creature  you can see hits or misses you with a melee or close attack.
Effect: The effect depends on whether the attack hits or misses.
Hit: Allies in the burst gain a +1 power bonus to all defenses against the triggering creature until the start of your next turn.
Miss: Allies in the burst  gain a +2 power bonus to damage rolls against the triggering creature until the start of your next turn.
Special: You can use this power once per round.



Calming Build-bonuses:


The range of your Healing Waters Class Feature is increased to Close burst 5.

Moon's Blessing     Calming Waterbender Feature
You are a calm stream, gently pulling your allies from danger.
Encounter * Elemental
Immediate Reaction
Trigger: An ally is bloodied.
Effect: The triggering ally may shift a number of squares equal to your Charisma modifier and spend a healing surge.


Torrential Build-bonuses:


You gain a +2 bonus to opportunity attacks, and can use Wisdom instead of strength when making melee basic attacks.

Water's Reflection    Torrential Waterbender Feature
You are a still pool, reflecting your foes attacks back upon them. 
Encounter * Elemental, Weapon
Immediate Interrupt
Trigger: A creature who is adjacent to you shifts or makes an attack that does not include you as a target.
Effect: You can make a melee basic attack against that creature and they take a penalty to their defenses equal to your Dexterity modifer until the end of your next turn.

AT-Will Powers:


Powers:
Waving Uppercut gets:
Hit:
1d8 + Wisdom modifier damage and until the end of your next turn the target cannot make opportunity attacks.
Special:
You may use this power as a ranged basic attack.

NEW ATTACK!
Vortex Uppercut                 Waterbender Attack 1
You expertly throw your foes off balance, allowing allies a chance to recover.
At-Will ♦ Elemental, Weapon
Standard Action     Melee reach 
Target: One adjacent creature. 
Attack: Wisdom vs. AC. 
Hit: 1[W] + Wisdom modifier damage and enemies in burst 2 cannot make opportunity attacks until the end of your next turn. 
21st Level: 2[W] + Wisdom modifier damage. 
Special: You may use this power as a melee basic attack.

Shielding Ice Stays the Same.

Icicle Trap gets:
Standard Action    Close
burst 1
Target: Enemies in burst.

Bursting Geyser gets:
Enemies:
1d8 + Wisdom damage.
Allies: Allies within the line gain a bonus their next damage roll equal to your half your Wisdom modifier rounded up. 
21st Level: 2d8 + Wisdom modifier damage.

Water Whip gets:
Enemies:
1d4 + Wisdom modifier damage. 
Allies: Allies in line gain a bonus to their next attack roll equal to half your Wisdom modifier rounded up. 
21st Level: 2d4 + Wisdom modifier damage. 
Flag UsagiYojimbo July 18, 2011 1:14 PM PDT
Change Wave of Water to:

Wave Counter            Waterbender Attack 1

Pushing and pulling the water into a rhythm, you turn your enemies strikes into steps.
Encounter * Elemental, Implement, Flowing
Standard Action  Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d8 + Wisdom modifier damage and the target grants combat advantage until the end of your next turn.
Allies: Allies in line gain a +2 bonus to all defenses untl they are hit by an attack.
Torrential: The target is pulled a number of squares equal to your dexterity modifier. 

Replace Waterwalk with:
Lunar Water                           Waterbender Utility 2
Spiritual energy threads through you, coalescing into 
shimmering water ripe with healing magic
Daily · Healing, Elemental
Effect: You spend a healing surge but regain no hit points.
Instead, you create a vial of shimmering water. The vial of 
water lasts until consumed or until the end of your next 
extended rest. A creature carrying the vial can take a minor
action to drink from it and regain hit points equal to 10+
your healing surge value.

Change Protective Wall to:
Protective Wall            Waterbender Utility 2

You quickly dispatch a creature sneaking up on one of your allies with a freezing blast.
Encounter * Elemental
Immediate Reaction Raged 10
Trigger: An enemy moves into a square where it is flanking you or your ally.
Target: The triggering enemy.
Effect: You slide the target 2 squares and they are slowed until the start of your next turn.

Push of the Tides:

Change name to Eroding Strike, change flavor text to:
Water is patient, water waits, and when it comes time to strike, even mountains are weakened by its touch.
And change the Torrential rider to:
Torrential:
You gain a +2 bonus to opportunity attacks made against the target until the end of your next turn.

Moon’s Push: Increase damage to 1d6 + Wisdom.

Trapping Waters     Waterbender Attack 5
You blast your foe with icy water, and then freeze him in place.
Daily · Elemental, Implement
Standard Action    Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier cold damage and the target is restrained (save ends)
Miss: Half damage and the target is knocked prone.
Calming: The target takes -2 penalty to saving throws against this effect.
Morning Tide changes:
Trigger: An ally is bloodied with an attack.
Hit: 1d10 + Wisdom modifier damage and the target is pushed 1 square.
Effect: The ally regains hitpoints equal to your Wisdom modifier.
Torrential: The target is pulled 3 squares toward you and knocked prone. 

Icy Patch             Waterbender Utility 6

Ice may slip your opponents up, but it only speeds your allies up.
Daily * Elemental, Zone
Minor Action             Area burst 4 within 10
Effect: The burst creates a zone of icy ground that lasts until the end of your next turn. Enemies treat the zone as difficult terrain. Allies moving through the zone may move 1 extra square as a part of that movement.
Sustain Minor: The zone persists. 

Replace Cooling Vapors:
Water's Mirror      Waterbender Utility 6
You are a still pond, reflecting your opponents back upon themselves.
Daily · Elemental, Implement
Minor          Close burst 5
Target:
One enemy in burst. 
Effect: You mark the target until the end of your next turn. In addition, until the end of the encounter, whenever the target makes an attack that does not include you, the target of its attack can make a saving throw as a free action. 

Evening Tide: Change to "Trigger: An ally within 10 squares of you is reduced to 0 hit points" and "Effect: You slide the target 2 squares and they may spend a healing surge and make a saving throw with a bonus equal to your Charisma modifier." Remove Calming Rider.

Mercy of the Sea: Change to Path 4.

Change Part the Seas to:
Part the Seas          Waterbender Attack 7

You push enemies to the side and break up their ranks.
Encounter * Elemental, Weapon
Standard Action    Melee weapon
Target: One or two adjacent creatures.
Attack: Wisdom vs. AC.
Hit: 3[W] + Wisdom modifer damage and knock the target prone.
Torrential: Until the start of your next turn, you may use Water's Reflection on the target even if you have already used it this encounter. 


Change Octopus Form to

Octopus Form         Waterbender Attack 9
You create eight arms to protect you and your allies from all sides
Encounter · Elemental, Implement, Stance
Standard Action   Personal
Effect: You assume the stance of the octopus. While in this stance
you and all allies adjacent to you gain a +2 bonus to AC and Reflex.
Until the stance end you can use the Octopus Slam technique.

Octopus Slam

At-will · Elemental, Implement
Immediate Interrupt/Reaction · Melee 2
Trigger: An enemy within reach shifts or makes an attack that does not include you.
Target: The triggering enemy
Attack: Wisdom vs. Fortitude
Hit: 1d6+ wisdom modifier damage and the target is knocked prone.

Replace Cleansing Mist with:
Raging River Form            Waterbender Utility 10

You must be calm to master waterbending, but you needn't always be calm afterward.
Daily * Elemental, Stance
Minor Action           Personal
Effect: Until the stance ends, whenever an ally is bloodied by an attack, you regain the use of Water's Reflection if it is expended.
Flag UsagiYojimbo July 18, 2011 1:15 PM PDT
Replace Wetstone with:
Reflecting Pool      Waterbender Attack 13

Your weapons blows are guided, lengthened and sharpened by the water you control.
Encounter * Elemental, Weapon
Standard Action     Line 2
Target: Each creature in line.
Attack: Wisdom vs. AC
Enemies: 1[W] + Wisdom modifier damage and you mark the target until the end of your next turn. When the marked target shifts or makes an attack that does not include you can make an opportunity attack against them.
Allies: Until the end of the encounter, target ally has a +2 bonus to defenses against opportunity attacks.
Torrential: Until the end of the encounter you gain a +2 bonus to opportunity attacks made against targets you have marked.

Chi Exchange: Remove Cold Keyword

Slick Surface     Waterbender Attack 15
The ground turns slick beneath you, preventing foes from retreating from you.
Daily * Elemental, Weapon, Cold
Standard Action     Close burst 1
Target: One adjacent creature.
Attack: Wisdom vs. Reflex
Hit: 3[W] + Wisdom modifier cold damage. 
Effect: Until the end of the encounter spaces adjacent to you are considered difficult terrain to enemies who are moving away from you.

Ocean’s Kiss:
Change to an Encounter power:
Effect: The target may spend a healing surge.

Regrouping Cascade:
Effect:
Slide allies within the burst 5. They gain a +2 bonus to all defenses until the end of your next turn.

Ice Hammer
You hurl a watery blast at your opponent and, 
just prior to hitting them, you freeze it solid.
Encounter * Elemental, Weapon, Cold
Standard Action    Range
weapon
Target: One creature.
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage and the target is dazed until the end of your next turn.
Torrential: The target is stunned until the end of your next turn.
Special: You may use this power as an opportunity attack.

Change Flash Boil to:

Whirlpool Prison            Waterbender Attack 19
You and a foe disappear behind a swirling mass of water, when you emerge, the battle is over.
Daily * Elemental, Weapon
Standard Action       Close
burst 1
Target: One creature in burst.
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage and the target is also immobilized [save ends].
Effect: The target is marked.
Flag UsagiYojimbo July 18, 2011 1:17 PM PDT
Change Water Apotheosis to:

Tsunami’s Strength       Waterbender Utility 22
The strength of the tsunami is instilled within whoever you deem worthy.
Daily * Elemental
Minor Action          Close
burst 5
Target:
You or one ally in burst.
Effect:
The target gains resist 5 until the end of the encounter and may slide their speed.

Change Rain Storm to:

Rain Storm           Waterbender Utility 22
You create a rain storm with which to conduct your waterbending, moving the life energy of your foes to your allies.
Daily * Elemental, Zone
Standard Action    Close
burst 5
Effect:
You create a zone of rain in burst 5 that lasts until the end of the encounter. Enemies in the zone suffer a -2 penalty to attack rolls. Allies within the zone gain regeneration 2.
 
Change Watering Ram to:
Allies:
Until the end of your next turn, when any of your allies hit an enemy, that enemy is immobilized until the end of their next turn.
Remove Effect Line.
Torrential:
Whenever

Change Icicle Barrage to:
Enemies:
2d8 + Wisdom modifier cold damage and the target is slowed.
Allies: Allies in line gain a +4 bonus to their next attack made against an enemy that is slowed.

Change Glacial Onslaught to:
Daily * Elemental, Weapon
Standard Action    Line
4
Target: Each enemy in line.
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage and the target is dazed and slowed [save ends both].
Miss: Half damage and the target is slowed [save ends].
Torrential:
The target is marked and, until the end of the encounter, whenever the target provokes an opportunity attack from you, you regain the use of Water’s Reflection if it is expended.

Change The Tides of Healing to:

Torrential:
Until the end of the encounter, anytime the target regains hit points, you make mark them.

Change The Moon’s Grasp to:

Daily * Elemental, Weapon
Hit:
6[W] + Wisdom modifier you slide the target 3 squares.
Miss: Half damage and the target is pulled 3 squares.
Effect: Until the end of the encounter, whenever the target moves, you may shift 1 square as a free action and slow the target.
Torrential: Until the end of the encounter, whenever an enemy moves out of a space adjacent to you, you may mark that enemy.
Flag UsagiYojimbo July 18, 2011 1:25 PM PDT

Awesome! So, anything that's not here is not gonna get changed unless you point it out to me! 

I will begin doing the same thing with the Waterbender Paragon Paths (this will be quite the task, as we'll have to include support for new subthemes and changes that make the torrential builds make sense now)

Also, a Feat I'm thinking about:
 
Reach of the Tides 
Prerequisites: Waterbender, 11th Level
Benefit: You may treat any Flowing Encounter power as if it had a range of Path 3.

AAAAAaaand!

Grasp of the Waves
 
Prerequisites: Waterbender, 21st Level
Benefit: You may treat any Flowing Encounter power as if it had a range of Wall 4.

Extremely excited about hearing from you, as always, don't hold back on the criticism!
-Usagi 

Flag mhbjarkistef July 19, 2011 5:26 AM PDT
If i remember correctly, the waterbender has really bad opportunity attacks. Or did we change that? 

I always understood difficult terrain as a square that costs one extra square of movement to enter. Didn't know it had any slowing effect when leaving such as square.

I love the idea of publishing each chapter is it is complete (or in "beta" condition). :D

I will look at the "last chance to critique" post later tonight :D
Flag UsagiYojimbo July 19, 2011 10:35 AM PDT
The Torrential Waterbender gets a +2 to Opportunity attacks as well as using her Wisdom modifier for Melee Basic Attacks, so... hrm... I think they are pretty good at them now.

You do seem to be correct about the difficult terrain thing, which is lame cause I've been operating under the wrong idea since I started and there are at least half a dozen places in the book that need to be fixed now. But at least someone caught it.

Here the problem is just Slick Surface so, to get approximately the same effect:

Effect: 
Until the end of the encounter, when an adjacent enemy moves to a non-adjacent space, that enemy is slowed until the beginning of your next turn.

Ugh... that's both hideous and inneffective...

Effect: Until the end of the encounter, when an enemy adjacent to you shifts, they are slowed until the end of your next turn.

Hrm... that's a little better, they either get slowed or smacked, makes sense... what do you think?
-Usagi 
Flag UsagiYojimbo July 20, 2011 3:43 PM PDT
I was just fiddling around with making myself a signature (finally!) and I decided to check out the original thread where Ekio started this whole thing:

community.wizards.com/go/thread/view/758...

We finished the last draft on July 22, 2010, so in just two days, PDF will be a year old! Ekio's first post was on June 26th 2009, so we're over two years old now!

Well, the original post ended with comment #342 and garnered an unspeakable 10,612 views. Together with that and this, where the magic is currently happening, the project overall has a grand total of:

15,716 Views 

575 Posts 

So... huh... that's an enormous amount of time, energy and love. Ekio, who keeps up with boards all over the web, has found many, many posts of people starting their own Avatar 4e projects and then dropping them and joining ours. On one occasion, a fan who had just finished a campaign using our book drew a picture of her party and put i up on Deviant Art. She played a Waterbender (which is really my class out of all of them, I've done the most work with the Waterbender) and well, it's just a nice feeling to hear from people who've used this stuff.

If any of you have seen something like that, you should post i here, I would love to have a catalogue of our web-impact.

Anyway, I'm pushing this up to 576 I suppose, and I'll be posting more about the Waterbender Paragon Paths soon, possibly later tonight.
Much love,
Usagi
Flag Wizardmon July 20, 2011 8:02 PM PDT
This may have already been addressed, but the "Enemies/Allies" notation is very confusing, at least to me. I recommend you use the tradditional "Hit/Effect: Allies in [AOE]" notation. It would not make much sense for one to have to attack an ally to help them, after all.
Flag UsagiYojimbo July 21, 2011 12:32 AM PDT
@Wizardmon: I agree with you, I designed the Flowing powers while I was still getting to know the system, and, let's face it, even now I'm not that well versed in it.

Still, I worry that the feel will be off, since an Effect line is sort of secondary to the Hit line. I don't want the attack aspect to overshadow the ally-benefit half. Does anyone else have an opinion.


Bloodbender


Blood Control (16th Level): When you are first bloodied in an encounter you may immediately spend a healing surge as a free action. The first time you would make a death saving throw in an encouter, you may immediately spend a healing surge as a free action.

I really like the Follower of the Moon Spirit, but I've decided its central mechanic is hard to describe/confusing and also not very powerful. 

Follower of the Moon Spirit 


Phases of Power (11th Level): You power changes as you use your powers. You begin each encounter in the Phase of the New Moon. When you use an Encounter or Daily power, you may enter a different phase and immediately gain its benefits.

Phase of the New Moon: You have concealment.
Phase of the Crescent Moon: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls. 
Phase of the Gibbous Moon: When you enter the phase of the Gibbous Moon, you or one ally with 10 squares gains 10 temporary hit points.
Phase of the Full Moon: When you enter the phase of the Full Moon, you or one ally within 10 squares may make a melee basic attack as a free action.

I think those are pretty cool, essentially, everytime you use an attack power you can switch things up, the Gibbous Moon and Full Moon effects have to be good enough to justify them only working the one time. 

Blue Moon
Trigger:
You or an ally uses a healing surge or makes a saving throw.
Effect: You and each ally within range may spend a healing surge or make a saving throw.

Bluh... this is such an underwhelming level 20 power, it's boring and flavorless like stale rice-cake.

Tui's Mercy      Follower of the Moon Spirit Attack 20
The kindness of the moon spirit extends to your allies and no farther.
Daily * Elemental, Implement, Healing
Standard Action    Close
burst 5
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude
Hit:
2d8 + Wisdom modifier damage and the target is weakened [save ends].
Special:
There is an additional effect depending on which phase you are in when you use this power, each of these effects last until the end of the encounter.
New: Allies within the burst gain concealment until the end of the encounter.
Crescent: Allies within the burst gain a +1 to attack rolls and a +2 to damage rolls until the end of the encounter.
Gibbous: Allies within the burst gain 25 temporary hit points.
Full: Allies within the burst make make a melee basic attack with a +3 bonus as a free action.

Awww Hell yeah! First two down... a whole lot to go!
Flag mhbjarkistef July 22, 2011 3:35 PM PDT
html_removed Wave Counter            Waterbender Attack 1 
Pushing and pulling the water into a rhythm, you turn your enemies strikes into steps. 
Encounter * Elemental, Implement, Flowing 
Standard Action  Line 2 
Target: Each enemy in line.
Attack: Wisdom vs. Fortitude. 
Hit: 1d8 + Wisdom modifier damage and the target grants combat advantage until the end of your next turn. 
Effect: Allies in line gain a +2 bonus to all defenses until they are hit by an attack. 
Torrential: The target is pulled a number of squares equal to your dexterity modifier.  

A simple fix, but should suffice. Might get tricky when the power actually has an effect along with its hit line:

EXAMPLE:
Wave Counter            Waterbender Attack 1 
Pushing and pulling the water into a rhythm, you turn your enemies strikes into steps. 
Encounter * Elemental, Implement, Flowing 
Standard Action  Line 2 
Target: Each enemy in line.
Attack: Wisdom vs. Fortitude. 
Hit: 1d8 + Wisdom modifier damage and the target grants combat advantage until the end of your next turn. 
Effect: Allies in line gain a +2 bonus to all defenses until they are hit by an attack. In addition, the line creates a zone that lasts until the end of your next turn. Each time a creature enters or starts its turn within the zone it is flabbergasted and can't take full actions, attacks of opportunity or use any other 3e terms until the end of the encounter.
Torrential: The target is pulled a number of squares equal to your dexterity modifier.
Flag mhbjarkistef July 22, 2011 11:52 PM PDT

Okey! Let's do this! Final write-up of the waterbender!


Flowing Strike is not my favorite power/feature, but it works. I (very) personally would like to find something else. The writeup is good, the idea is cool and it gets the job done.


Moon's Blessing: This is not 3e. Spending a healing surge is no problem, it's surge-efficiency that a leader has to offer. a group only has x many healing surges per day, and only a leader can make these healing surges be worth twice as much. My suggestion is to make Moon's Blessing a true heal. Either a d6 per tier or hit points equal to the calming's secondary ability score. After looking through the waterbender I've realized that he has noting like the d6s of the Healing Word or anything compared to healer's lore, which make him not very surge-efficient. The saving throw does help, but only up to a point.


I love the new Torrential feature! It needs rewording though.


Trigger: An enemy that is adjacent to you shifts or makes an attack that does not include you as a target.
Effect: You make a melee basic attack against the triggering enemy.
Hit: The target takes a penalty to all defenses equal to your Dexterity Modifier until the end of its next turn.


Waving Uppercut: …and the target cannot make opportunity attacks until the end of your next turn. 


Vortex Uppercut: It should probably be melee touch. But I really don't know the difference. Does this mean that each enemy that is CURRENTLY within 2 squares of me cannot make an OA, or that if an enemy moves into the area he then cannot make an opportunity attack while within it? "…and each enemy within 2 squares of you cannot make…"


Bursting Geysers: You knew you were going to hear from me with this one xD
A bit unconventional, it's for you decide whether that's a good or a bad thing.
Why "rounded up"? Why not just the half? Why not base it on a secondary ability score? Or "equal to the higher of your charisma or dexterity modifier"?


Water Whip: Same as above.


Wave Counter: The allies line needs revisiting, but I can't find a good way to put it.


Protective Wall: Trigger: An enemy enters a square where it is…" this means the move can be a shift, run or whatever.
Make it a close burst so that it doesn't provoke an OA from the enemy moving to flank you… unless making it a ranged attack was fully intentional.
Effect: You slide the target 2 squares and it is slowed until the start of your next turn.


more later...

Flag yellowdingo July 23, 2011 12:39 AM PDT
Anyone want a Map to the World of Avatar (Hex Map D&D style) email me here: reddeerrun@hotmail.com

Its almost finished. i just got to watch the final two seasons to know what the Fire nation and Ba Sing Sei region are like. But I have most of it done so I can send you the current map.
Flag mhbjarkistef July 23, 2011 4:29 PM PDT
Oh my god! A map! That's amazing!

More on the waterbender:

Water's Mirror: So if the marked enemy attacks 3 of my allies, each of them can make a saving throw? Does the saving throw come after the attack roll and before the hit line/damage? 

Evening tide: replace "they" with "the target"
Can we have a power that allows me to use Water's Reflection on a trigger as a no action (That is, whether i'm able to take free actions or not), or as a free action (and therefore use it even though i've already used my immediate action)?

The usefulness of Reflecting Pool is solely based on how many marking techniques you are able to pick up before level 13. 

Ocean's Kiss: Remember what I said about surge efficiency?
Regrouping Cascade: Each ally in the burst gains a +2 bonus to…

Ice Hammer: Somehow I feel like it should be like the Swordmage power where he can make a ranged attack with his melee weapon, especially since the waterbender's implement is a ki focus.

Standard Action    Ranged X
Requirement: You must throw your melee weapon at the target
Attack: Wisdom vs. NAD
Hit:
etc.
Effect: Your weapon returns to your hand.

An encounter power that stuns o.O, I don't play paragon tier so I don't know if that's normal or not.
I LIKE THIS POWER! :D

Whirlpool prison I like, it gave me an idea for an additional power. A power that has the line "… and the target cannot move away from you (save ends)"

Tsunami's Strength: What's the duration of your ally's ability to slide their speed? "The target can slide its speed and gains resist 5 to all damage until the end of the encounter" or "Until the end of the encounter the target gains resist 5 to all damage and can use a move action to slide its speed"
I recommend the top one.

Rain Storm: "The burst creates a zone of rain that lasts…", Each enemy within the zone takes a -2 penalty to attack rolls, and each ally that starts its turn within the zone regains 2 hit points.
The last bit is not perfect, but it adds a duration to the regeneration effect, which was previously missing.

You have done an amazing job!!! This project is so amazing, and the fact that we are actually starting to make "pdf-ready" versons of the powers is just so cool! I can't wait to see the full pdf! It is going to blow people's mind, not to mention if it starts with  A MAP OF THE AVATAR WORLD!!!!!

 
Flag UsagiYojimbo July 25, 2011 2:19 PM PDT

FOLLOWER OF THE SEA SPIRIT

This one needs to be redone, since it's based on the Torrential build being a Controller build. The first ability seems fine, it encourages you to attack a bunch, that seems fine.

The second ability makes it possible to shake three fairly debilitating statuses with an Action point... it seems lame since the Waterbender is so good at giving saving throws. Let's change that:

Grasp of the Tides (11th Level): When you hit an enemy with an Encounter or Daily attack power, you may mark that enemy as a free action.

Cascading Attack also doesn't work, since it rewards you for pushing enemies.

Cascading Attack (16th Level): You deal additional damage equal to your Dexterity modifier with opportunity attacks.

Kiss of the Sea is totally not doing the right thing. 

Kiss of the Sea          Follower of the Sea Spirit 11
Like a polite gesture, you tug at your opponents, and then violently drag them into your swinging weapon.
Encounter *Elemental, Weapon
Standard Action      Line
3
Target: Enemies in line.
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. 
Effect: The target is pulled adjacent to you.

Cascade is... sooooooo wierd! What was I thinking?!

Rush of Water          Follower of the Sea Spirit 12
The water splashed from your attacks serves you again by preventing your foes retreat.
Daily * Elemental
Immediate Reaction           Close
burst 1
Trigger: An adjacent enemy moves to a space that is not adjacent to you.
Effect: The enemy is pulled adjacent to you. 

Vortex is also super weird! But, like, at least it makes sense.

Vortex Crash           Follower of the Sea Spirit 20
In the ocean, even the most powerful warrior is helpless, you bring the ocean wherever you go.
Daily * Elemental, Weapon
Standard Action     Close
burst 4
Target: Enemies within burts.
Attack Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage.
Effect: Targets are pulled 4 and take ongoing 5 (save ends).

Yata!

Oh gosh... that was exhausiting 

Flag Wizardmon July 26, 2011 12:18 PM PDT
I think I should like to very much participate in this project. Is there a compiled document of the powers made in this thread yet? I should like to edit them for usability.

A little something I notice right now:

Tui's Mercy - "Special" should be "Effect," because it works either way, and it is not breaking any pre-established rules. Also, the Phases need to be indented (I understand there is difficulty with that on these forums), because they fall under the "Effect," and are not their own true entry in the power.

Generally speaking, this later point also applies to any power that is modified by a class feature choice. The name of the feature should be indented, underneath the effect that having that class feature modifies.

Also, this might be helpful to some people. It isn't perfect, but it's not bad, and looks nice. ruigekonijnen.nl/blockbuilder.html

Also, To make posting revisions easier, I highly recomend using a combination of OpenOffice to redily create PDF files, and using DropBox to upload your files easily for distribution here.
Flag UsagiYojimbo July 26, 2011 3:31 PM PDT
I'm working on an up to date document on all of the stuff for the Waterbender. That way I can send it to Ekio, and he'll update that chunk of the book, which will in turn, please the people who are waiting for new content and hopefully bring some more developers in.

Or at least, that is my cunning plan.

I have done as you suggest and made a Dropbox.
I currently contains the most up to date PDF:
dl.dropbox.com/u/14402169/Avatar%20Proje...
The Waterbender update in a TXT file (please note all changes you make to this on the forum):
UPDATED 1.1
dl.dropbox.com/u/14402169/Avatar%20Proje...
And the hexmap our illustrious collegue Yellowdingo created: dl.dropbox.com/u/14402169/Avatar%20Proje...

If you would like to have access to the folder, you will need to sign up by sending me a private message with your e-mail address. Anyone who is interested is welcome to it.

Lastly, I'm not sure, but I'm reasonably certain, that making the powers into fully fledged blocks doesn't help Ekio in the process of making the actual PDF, so I don't really do it. However, they will be rendered as such in the final PDF.
Flag yellowdingo July 31, 2011 9:57 AM PDT
This is a note to let you know the position of the Southern Watertribe is incorrect. In Episode 4: Kyoshi Warriors Iroh shows Prince Zuko a Map indicating the point of first sighting of the Avatar as further east along the Southern Polar Continent. The Position is precisely on the Meridian of Water in a line running south from the Northern Water tribe Capital. The change will be on the final map.

Anyone else seen the seasons 2 and 3 of the series in full who might know the geography of the Areas I have not filled with terrain symbols?

Items of concern
1. Island of the Sun Warriors might be part of the Western Air Nomad Territories chain.

2. Agricultural land will be between the inner and outer walls of Ba Sing Sei, and Barren Plains outside the outer walls to some considerable distance from the city.
Flag xor_90 August 16, 2011 12:36 AM PDT
I can't wait for this thing to be done, you guys are awesome!

Is there a working link for the current version?  I can't find a working link to any updates...
Flag UsagiYojimbo August 18, 2011 1:25 AM PDT

Jul 26, 2011 -- 3:31PM, UsagiYojimbo wrote:

I'm working on an up to date document on all of the stuff for the Waterbender. That way I can send it to Ekio, and he'll update that chunk of the book, which will in turn, please the people who are waiting for new content and hopefully bring some more developers in.

Or at least, that is my cunning plan.

I have done as you suggest and made a Dropbox.
I currently contains the most up to date PDF:
dl.dropbox.com/u/14402169/Avatar%20Proje...
The Waterbender update in a TXT file (please note all changes you make to this on the forum):
UPDATED 1.1
dl.dropbox.com/u/14402169/Avatar%20Proje...
And the hexmap our illustrious collegue Yellowdingo created: dl.dropbox.com/u/14402169/Avatar%20Proje...

If you would like to have access to the folder, you will need to sign up by sending me a private message with your e-mail address. Anyone who is interested is welcome to it.

Lastly, I'm not sure, but I'm reasonably certain, that making the powers into fully fledged blocks doesn't help Ekio in the process of making the actual PDF, so I don't really do it. However, they will be rendered as such in the final PDF.




Aug 16, 2011 -- 12:36AM, xor_90 wrote:

I can't wait for this thing to be done, you guys are awesome!

Is there a working link for the current version?  I can't find a working link to any updates...





My previous post, quote here, should bring you to the most up to date pdf, which you can then download. It also has a TXT file which contains the version 1.98 of the waterbender, but you need the PDF to fill in the gaps, so I wouldn't reccommend it beyond a sneak peek or a tool if you want to help with the design. 

I was worried, from your post, that I hadn't set Drop Box up properly and that only I could follow the links, but it appears that I can follow them even when my computer doesn't know who I am, please try the above links and tell me if they, specifically, are not working. If they aren't, I will post all of those files somewhere I know they can be accessed.

-Devin 



Flag xor_90 August 18, 2011 11:35 PM PDT
All the links work, got em.  I'm using a really old computer atm and it lags behind pretty badly right now, so odds are good I scrolled past that post on mistake.

I'm actually going to do some 'playtesting' of this with my little sister, so if I find some stuff that could be fixed, I'll be sure to post it here.
Flag UsagiYojimbo August 19, 2011 2:22 AM PDT
Fanbliviotastic! Well, I'll be returning to finish polishing the Waterbender into a gleaming gem of homebrew perfection as of tomorrow night. Then, well, I'll send it off to Ekio and we'll see a nice, well formatted Waterbender update. Also, everyone who posts here or reads this stuff, you have my eternal appreciation and gratitude. I am only here because you people care,
-Usagi 
Flag Runecaster August 20, 2011 7:22 AM PDT
Hi Everyone, 

I am glad to see someone has taken up this effort. My kids love D&D and Avatar so I can't wait to run a game for them.   Let me know if there is anything I can help with other than just enjoying the fruits of your labor. Smile
Flag Mythril_Sage October 13, 2011 11:53 PM PDT
I was wondering if any of you had considered writing some Character Themes to go with the Avatar classes? That would be a real cherry on top of the cake. ^_^
Flag mhbjarkistef October 14, 2011 10:28 AM PDT
Actually I think themes would be fun. As soon as we finish
· Fixing all the classes
· Fixing most of the paragon paths in relation to class changes
· Fixing most of the epic destinies in relation to class changes
· Fixing most of the feats in relation to class changes
· checking if any items need to be revisited

What is the status of everything right now? I haven't really been active on the forums and have completely forgotten most of the things we did here xD
 
Flag Eisenritter October 14, 2011 1:57 PM PDT
Is the firebender done, at least?  Still desiring a character that doesn't have to not deal fire damage ever. Tongue out
Flag Alessaunder October 19, 2011 1:21 PM PDT
First off I want to say thank you to all of you that have been working on this it is an awesome project and you have done VERY well translating things in the show into 4 viable and fun classes.  A couple of quick questions and comments though:
1). Can I get a brief overview of what is different between the file Avatar 4e 020211 and Avatar 4e 2? I've briefly skimmed both files and couldn't really find anything, I'm sure there is differences I just haven't found them yet...
2). Since I'm not a designer of any sort really (I'm just good at coming up with nifty combinations of preexisting things) I have refrained from throwing in my two cents as I wouldn't know where to start. ;p
3). I've been playing a hybrid fire/airbender with the Raging and Hurricane class features and I have to say it has been a blast playing him
For those that care he is an elf in service of the Summer Court (we aren't in the Avatar Universe obviously) who blessed him with his powers
4). My only real complaint is that if I don't constantly spam my fire powers I have no chance of getting my source of strength damage maxed out.

Anyways thats all I have to say and once again thank you all for your hard work! 
Flag UsagiYojimbo November 12, 2011 12:53 PM PST
And I'M BACK!
AGAIN!

But, like, for reals this time. One more final, long push and we'll send off what we have to Ekio and get our final document.

@Eisenritter: The Firebender is not done yet, really, right now, the only class that's finished is the Waterbender, I'll see if I can get the waterbender Paragon Paths and Epic Destinies finished by oxt (not today, but the one after this) Saturday.

@Alessaunder: There was a time when I could have answered your question, but I'm afraid I've lapsed in my duties and project leader and now only the forum knows for sure. Roughly though, we are changing an enormous amount about everything but the Airbender.
Waterbenders got revamped heavily, but it still does the same stuff, just in a more interesting way.
Earthbenders has been heavily redone to meet its original vision but in a more traditionally Defendery way.
Firebenders will be getting a simplified and more Build Differentiated Source of Strength feature, which should fix the problem you were having AND some others other people have had.
And, on top of that, we fixed a number of design problems, spelling and grammatical errors, and generally broken bits from the first round.

@mhbjarkistef, you are basically co-head of the project at this point what with all the help and support you've been offering. That is, you know, if you want to be. 
-Usagi Yojimbo
 
Flag Natural20Username November 12, 2011 1:37 PM PST
Much less significantly, I am also back. I can basically do anything that would be useful, so, please tell me if there is anything in particular I can do.
Flag mhbjarkistef November 12, 2011 2:19 PM PST
I am honored to be back, too!!!

To bad that at this point most about the classes and their changes falls into the "only the forum knows" area. I have forgotten most of the changes and will have to read up on pretty much everything.

Talk to Olrox17, he is one of the most talented homebrewers IMO on these forums, he made mobs for the entire Castlevania series, which is pretty impressive. He and N20 helped me a lot with my Lifestealer class and it is worth draggin him into this project :D

Too bad that my knowledge of the game is pretty much limited to heroic tier, but I'll see what I can do. I'm going to start with re-reading the thread xD


What to do:
Usagi, you really have to make a check list for all we've done and all that needs to be done, that gives us a very good overview of the project and what needs to be done. It also means that each and every one of us can pick something he's good at and finish it independently, whether that's what's going on on the thread at that time or not. Remember to divide the check list between classes, since some of us are better at working with some roles than others.

But that map in there! It's beautifully done and looks to me like it's quite accurate. The hexagon (pentagon?) grid is a bit unnecessary though.

Do we know for sure that Ekio is willing to format the PDF once we are done? I haven't seen him on this thread for some time (and I cant be bothered to check what was the last thing he said). With Usagi back (again) we might see the end of 2.0 after all! :D

Glad to be back and happy to have something more to work on :D 

Flag UsagiYojimbo November 12, 2011 5:00 PM PST
Welcome back Natural20Username, you're contributions are very much appreciated.

I think we'll figure stuff out as we go along, and I'll go back through the forums to rekindle my memory. I do remember very clearly that I was nearly (80%) done with the Waterbender.

I like the checklist idea. 

Ekio has told me that while he doesn't much want to come back to the project, he would like it to be finished and he will make the PDF when the time comes. Now, he did tell me that a few months ago so he might have changed his mind. But he's a good guy and him and I are friends I think, so he will definitely help us. Worst comes to worst, we might have to look through the forums for someone who knows InDesign to help finish this stuff buuuuuuut...

That's all down the road folks, we need to finish the project before we can worry about that. 
Flag UsagiYojimbo November 12, 2011 5:18 PM PST

What I Remember


The Waterbender: Mostly finished, in the Dropbox that is... somewhere here, I'll get the link after I post this and edit it back in. In said Dropbox is a rewrite of every power, class feature and about half of the paragon paths.
Epic Destinies haven't been touched.
Feats haven't been touched. 

The Firebender: Somewhere on here, there are fully, or nearly fully, flushed out rules for a total revamp of the Source of Strength class feature.
Powers haven't been touched.
Paragon Paths and Epic Destinies haven't been touched.
Feats haven't been touched.

The Airbender: To my knowledge, all that needs to be fixed here is that a few powers are a little on the lame side. This is the class that will be changing the least in Avatar 2.

The Earthbender: Same as Firebender, brand new class features, no powers, paths, destinies or feats.

So, heres the plan, when you find something in the forums, copy this, link to it in the appropriate sections. If you remember something, but don't know where it is, copy this and make a note in the approriate section.  
Flag mhbjarkistef November 13, 2011 8:54 AM PST
Maybe it's just my english, but I have no idea what that last part is supposed to mean >.<
Flag mhbjarkistef November 13, 2011 9:35 AM PST
The big checklist!

a √ in a slot means "has been revisited and fixed" or "we looked at it and decided it does not need fixing". I am then going to compose a word document that will work as a sketch for the pdf. No pictures or fancy stuff just the most up-to-date version of each bender.
Now you can basically pick a line and say "I want to work on that", post it on the forum and if it gets a green light from Usagi and the rest of the forum I'll check it on the list and add it to the document. 
Of course I will upload the documend and add the link here

Here's the list, no fancy formatting as of now, but I'll make headings pop out later.

[-] Is in progress, requires further discussion and second opinion
[o]  Has been fixed but requires confirmation, forum approval or other kind of second opinion.
[√] Has been fixed and approved.
[!] Needs to be updated ASAP

Bending:
Spoiler: Show

[  ]  "How Bending Works" and "Bending out of combat" section
[  ]  Airbender Cantrips
[  ]  Earthbender Cantrips
[  ]  Firebender Cantrips
[  ]  Waterbender Cantrips


Airbender:
Spoiler: Show

[-] "Class Traits" block
[-]  Build definitions and -execution

Class Features:
[o]  Evasive Currents
[o]  Monastic Training
[o]  Quick Step

[o] At-wills
[o] Heroic tier Encounter powers
[o] Heroic tier Utility powers
[o] Heroic tier Daily powers 

[-] Paragon tier Encounter powers
[-] Paragon tier Utility powers
[-] Paragon tier Daily powers 

[-] Epic tier Encounter powers
[-] Epic tier Utility powers
[-] Epic tier Daily powers  

Paragon Paths:
[!] Aerial Acrobat
[!] Air Temple Monk
[!] Sound Bender
[!] Typhoonist
[!] Windstaff Glider
[!] Windrunner
[!] Windswordsman

Epic Destinies:
[  ] Airbender Sifu

Other:
Hybrid Airbender


Earth Bender
Spoiler: Show

[!] "Class Traits" block
[!]  Build definition

Class Features:         I know we did some changes to this list, all go and look them up later.
[!]  Watchfull Ally    Look at the ranged defender "The Harrier", I don't remember how we did change this mechanic.
[!]  Earthbender Resiliance
[!]  Neutral Jing

[  ] At-wills
[  ] Heroic tier Encounter powers
[  ] Heroic tier Utility powers
[  ] Heroic tier Daily powers 

[  ] Paragon tier Encounter powers
[  ] Paragon tier Utility powers
[  ] Paragon tier Daily powers 

[  ] Epic tier Encounter powers
[  ] Epic tier Utility powers
[  ] Epic tier Daily powers  

Paragon Paths:
[  ]  Dai Li
[  ]  Earthglider
[  ]  Metalbender
[  ]  Professional Earthbender
[  ]  Sandbender
[  ]  Seismic Adept
[  ]  Student of the Badgermole

Epic Destinies:
[  ]  Planetbender

Other:
Hybrid Earthbender


Firebender:
Spoiler: Show

[!] "Class Traits" block
[!]  Build definitions

Class Features:
[!]  Source of Strength
[!]  Overwhelming Flame

[  ] At-wills
[  ] Heroic tier Encounter powers
[  ] Heroic tier Utility powers
[  ] Heroic tier Daily powers 

[  ] Paragon tier Encounter powers
[  ] Paragon tier Utility powers
[  ] Paragon tier Daily powers 

[  ] Epic tier Encounter powers
[  ] Epic tier Utility powers
[  ] Epic tier Daily powers  

Paragon Paths:
[  ] Blue Fire Adept
[  ] Dragon of The West
[  ] Fire Berzerker
[  ] Firedancer
[  ] Lightning Bender
[  ] Master of the Agni Kai
[  ] Sun Warrior

Epic Destinies:
[  ] Pheonix King

Other:
Hybrid Firebender


Waterbender:
Spoiler: Show

[  ] "Class Traits" block
[  ]  Build definitions

Class Features:
[  ]  Healing Waters
[  ]  Moon's Blessing

[  ] At-wills
[  ] Heroic tier Encounter powers
[  ] Heroic tier Utility powers
[  ] Heroic tier Daily powers 

[  ] Paragon tier Encounter powers
[  ] Paragon tier Utility powers
[  ] Paragon tier Daily powers 

[  ] Epic tier Encounter powers
[  ] Epic tier Utility powers
[  ] Epic tier Daily powers  

Paragon Paths:
[  ] Bloodbender
[  ] Follower of the Sea Spirit
[  ] Icebender
[  ] Pupil of Chi
[  ] Sweat Bender

Epic Destinies:
[  ] The Moon Spirit

Other:
Hybrid Waterbender


Miscellaneous Paragon Paths:
Spoiler: Show

[  ] Blue Spirit
[  ] Chi Blocker
[  ] Jian Swordsman
[  ] Old Master
[  ] Tiger Hook Swordsman
Some of these can be converted into Theme/Paragon Path combos (see themes)


Feats:
Spoiler: Show


Heroic Tier Feats:
[  ] Airbender Feats
[  ] Earthbender Feats
[  ] Firebender Feats
[  ] Waterbender Feats

Paragon Tier Feats:
[  ] Airbender Feats
[  ] Earthbender Feats
[  ] Firebender Feats
[  ] Waterbender Feats

Epic Tier Feats:
[  ] Airbender Feats
[  ] Earthbender Feats
[  ] Firebender Feats
[  ] Waterbender Feats

[  ] Multiclass feats

Other Class-less Feats
[  ] Heroic Tier
[  ] Paragon Tier
[  ] Epic Tier


Playing the Avatar
Spoiler: Show

[  ] Wall of Text
[  ] Feats and Mechanics

 
Items
Spoiler: Show

[  ] Non-magical equipment
[  ] Weapons (magical and new types)
[  ] Armor (magical and new types)
[  ] Ki Focuses and other implements
[  ] Other slots


Themes
Spoiler: Show

With the introduction of themes multiclass feats such as Kyoshi warrior, southern wolf and white lotus are no longer needed. Somone needs to transpose these old feats into the new theme mechanic.
Flag mhbjarkistef November 13, 2011 9:40 AM PST
Hahaha, If only I'd known how to make spoiler boxes back in the day where I revisited the entire heroic tier of each class, things would've been a lot less messy xD

So, I'll start working on the document. You have a checklist that needs to be finished, just pick something and have at it :D  
Flag UsagiYojimbo November 13, 2011 10:51 AM PST
It means whatever cause you did a better job and now lets work with that.
-Usagi 
Flag mhbjarkistef November 17, 2011 12:45 AM PST
I'm starting to dislike how many posts I have on this thread xD

I'm doing a full write-up on the new pdf as .docx. It's a tedious job and I'm still on the airbender. Just to give you guys something to think about I'm going to write up my comments so far.
I'm not changing anything from the original PDF accept for stuff this thread has already approved on and grammatical changes. All changes in the documents will however be highlighted so you can easily see what has been altered once I'm finished.

My current comments on the airbender that needs to be addressed:

· Evasive Currents The airbender's low AC gives him a choice of either to avoid being targeted or get hit. A class feature that proccs on hit is a rarely-used feature. In addition, he loses his bonus to AC whenever he goes melee (when he needs it the most). What he really needs is a way to keep up that bonus while in melee, or a way to get out of melee. I suggest to give him also a bonus when he shifts, not just when he moves, or allow him to shift as a minor action when starting a turn adjacent to an enemy. What'd'ya think?

 · Monastic Training: Can we give the hurricane the following line "Whenever you make an attack with the implement keyword that deals damage you may treat that implement as having the brutal 2 propery". And then make sure the airbender's dice never go above 1d8. This makes the hurricane's avarage damage far more viable without overpowering the Zephyr through big dice.

· Airbending: In my doc there is a full empty page reserved for the Airbending class feature. Usagi, can you prioratize finishin that page for me? Having an empty page kinda bugs me xD

Airbender powers:
1· When a burst of wind hits you, would you categorize it as physical damage, force damage or thunder damage?
2· Wind summon feels underwhelming
3· The airbender cannot slow as an at-will, although he can prone, wich i guess is just as good.
4· The airbender lacks an at-will that gives his allies a speed-buff
5· If we go with the brutal 2 idea for the hurricane there are a lot of d10s that need to be replaced with 2d6 or 2d4.
6· What do you think about having Forceful Push push 2 square and make the rider "if you have dex 15 you may target an additional creature"
7· There are too many pushes and slides based on dex, making the Hurricane a better controller and a better striker. This needs to be addressed. Sphere of air ahs damage based on int which is... interesting.
8· Eye of the Storm needs to be replaced, i'll post the explanation in the .docx

There, now I don't feel like you are waiting on me, you can start finalizing the airbender right away ^^
Please try to answer all of the questions and comments above, all of you, since I will not stop asking until you do


 
Flag UsagiYojimbo November 17, 2011 8:10 PM PST
I'm not entirely sure I understand what the .docx is going to be. Are you writing up everything from the PDF and then cross-referencing it with the forum posts? If so, I'm pretty sure you're totally nuts and that you are one of my favorite people.

Evasive Currents: I'm not sure what you mean by "A class feature that proccs on hit is a rarely-used feature." but I agree that the simple fix would be to give the bonus whenever the Airbender shifts. Either we should make it read "if you move at least two squares or shift at least one square before the end of your turn..." or we should change it to ""if you move or shift before the end of your turn..." Neither allows the Airbender to get multiple bonuses in a turn, which is the biggest danger with adding in shifting in my mind. I'm partial to the first one.

Monastic Training: That's a good fix, I like it.

Airbending: I'll get right on that.

Airbender Powers:
1. Physical damage, for ease, consistency and management.
1.5. Wind path should read "Enemies adjacent to the target take damage equal to your Wisdom modifier."
2. Let's fix that. 

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 
Standard Action     Area burst 2 within 10. 
Target: One creature. 
Attack: Wisdom vs. Reflex. 
Hit: Wisdom modifier damage and you may shift the target 1 square.
Effect: Allies in burst may shift 1 square. 
21st Level: 1d6 + Wisdom modifier damage. 

3. Wind Path slows and does splash damage. Which one of us missed something?4. Does the new Wind Summon fit the bill?
5. Noted, go ahead and fix that.
6. I love it.
7. Please note each instance, we'll go back and divide them up. The INT damage is likely a relic of an earlier draft, when we started out, we didn't have concrete secondary scores for each build.
8. I await your wise council.

What do you need me to do, like I said, I'm not totally clear on what you're up to. Do you want me to go through the class? If so, here is my To-Do List:

1. Finish updated Waterbender Paragon Paths and Epic Destinies (80% Done)
2. Write up new Airbending Class Feature (0% Done)
3 Look over Airbender (10% Done)

Final thought, everything I wrote was written with the misunderstanding that when something says Dexterity Modifier, that that incorporated half of the characters level. Generally, this means abilities with effects based on those are underpowered.

You are rapidly becoming my hero mhbjarkistef, I hope you're feeling better.
-Usagi 

Flag mhbjarkistef November 18, 2011 12:55 PM PST
Edit
Wow, answering that one (and thouroughly!) took you shorter that I anticipated... You really are back :D
I just finished updating the pdf. I am at page 9 xD
I wont be doing many fixes by myself, and even fewer fixes for stuff up from level 10, since I've only ever played in heroic tier. I will however post comments i n green where ever I think something might be done better. From now on, when you quote my posts (and later when we will be passing this .docx file between use like I and my friends did with yo mama last night) I want you to post all your comments in blue.
Fixes, new stuff and replacements will be typed in red 



Nov 17, 2011 -- 8:10PM, UsagiYojimbo wrote:

I'm not entirely sure I understand what the .docx is going to be. Are you writing up everything from the PDF and then cross-referencing it with the forum posts? If so, I'm pretty sure you're totally nuts and that you are one of my favorite people.

Evasive Currents: I'm not sure what you mean by "A class feature that proccs on hit is a rarely-used feature." but I agree that the simple fix would be to give the bonus whenever the Airbender shifts. Either we should make it read "if you move at least two squares or shift at least one square before the end of your turn..." or we should change it to ""if you move or shift before the end of your turn..." Neither allows the Airbender to get multiple bonuses in a turn, which is the biggest danger with adding in shifting in my mind. I'm partial to the first one.

I'll put this into the .docx. A good way to make it not stack is to make it a shield bonus to AC and Reflex. Sounds good?
Monastic Training: That's a good fix, I like it.

Airbending: I'll get right on that.

Airbender Powers:
1. Physical damage, for ease, consistency and management.
Are there any force/thunder feats and items that we are taking out of the airbender's reach by doing so? If so, we might want to reconsider.
1.5. Wind path should read "Enemies adjacent to the target take damage equal to your Wisdom modifier."
I don't remember asking about Wind Path. The current version reads "each creature adjacent to ther target.." but I'll change it into "enemies"
2. Let's fix that. 

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 
Standard Action     Area burst 2 within 10. 
Target: One creature. 
Attack: Wisdom vs. Reflex. 
Hit: Wisdom modifier damage and you may shift the target 1 square.
Effect: Allies in burst may shift 1 square. 
21st Level: 1d6 + Wisdom modifier damage. 
I love it!!!

3. Wind Path slows and does splash damage. Which one of us missed something?4. Does the new Wind Summon fit the bill?
lol, must have missed that one. Scratch that, moving on...
5. Noted, go ahead and fix that.
6. I love it.
7. Please note each instance, we'll go back and divide them up. The INT damage is likely a relic of an earlier draft, when we started out, we didn't have concrete secondary scores for each build.
I'll highlite each INT and DEX modifier with a very notable color.
8. I await your wise council.

What do you need me to do, like I said, I'm not totally clear on what you're up to. Do you want me to go through the class? If so, here is my To-Do List:

1. Finish updated Waterbender Paragon Paths and Epic Destinies (80% Done)
2. Write up new Airbending Class Feature (0% Done)
3 Look over Airbender (10% Done)

Final thought, everything I wrote was written with the misunderstanding that when something says Dexterity Modifier, that that incorporated half of the characters level. Generally, this means abilities with effects based on those are underpowered.

You are rapidly becoming my hero mhbjarkistef, I hope you're feeling better.
-Usagi 





Yes, I am writing up every single page of the original PDF and putting in all our fixes. I'm only ever in the mood to do this with the heroic tiers, but I'd rather do this all myself than dividide the docx evenly, since I know combining the work of many is just as tedious as doing all the work yourself.

We are going to finish this eventually, and when we do it's going to be great! The goal is to be able to send Ekio my word document and say "make this into a pdf", then he doesn't have to think about any of the words, just the layout and pictures.

Keep up the good work!

Flag UsagiYojimbo November 18, 2011 3:24 PM PST

Nov 18, 2011 -- 12:55PM, mhbjarkistef wrote:

Edit
Wow, answering that one (and thouroughly!) took you shorter that I anticipated... You really are back :D
Yeah! My negligence has ceased! Still though, watch yourself... 
I just finished updating the pdf. I am at page 9 xD
I wont be doing many fixes by myself, and even fewer fixes for stuff up from level 10, since I've only ever played in heroic tier. I will however post comments in green where ever I think something might be done better. From now on, when you quote my posts (and later when we will be passing this .docx file between use like I and my friends did with yo mama last night) I want you to post all your comments in blue.Fixes, new stuff and replacements will be typed in red 


Nov 17, 2011 -- 8:10PM, UsagiYojimbo wrote:

I'm not entirely sure I understand what the .docx is going to be. Are you writing up everything from the PDF and then cross-referencing it with the forum posts? If so, I'm pretty sure you're totally nuts and that you are one of my favorite people.

Evasive Currents: I'm not sure what you mean by "A class feature that proccs on hit is a rarely-used feature." but I agree that the simple fix would be to give the bonus whenever the Airbender shifts. Either we should make it read "if you move at least two squares or shift at least one square before the end of your turn..." or we should change it to ""if you move or shift before the end of your turn..." Neither allows the Airbender to get multiple bonuses in a turn, which is the biggest danger with adding in shifting in my mind. I'm partial to the first one.

I'll put this into the .docx. A good way to make it not stack is to make it a shield bonus to AC and Reflex. Sounds good? 
Make it a shield bonus.
Monastic Training: That's a good fix, I like it.

Airbending: I'll get right on that.

Airbender Powers:
1. Physical damage, for ease, consistency and management.
Are there any force/thunder feats and items that we are taking out of the airbender's reach by doing so? If so, we might want to reconsider.
I'm just hesitant to make the whole class have one kind of damage, if we do, it should be Force though, since Thunder is, to my knowledge, the new version of Sonic damage and should be sound based. I beleive the Soundbender has Thunder based attacks.
1.5. Wind path should read "Enemies adjacent to the target take damage equal to your Wisdom modifier."
I don't remember asking about Wind Path. The current version reads "each creature adjacent to ther target.." but I'll change it into "enemies"
That's why I made it number 1.5, cause I saw it while I was going through things to answer your questions. However my version reads:

"1d6 + Wisdom modifier damage and the target is slowed until the end of your next turn. Targets adjacent to the target takes Wisdom modifier damage."
Hit: 1d8 + Wisdom modifier damage and the 
target is knocked prone. 

And now I'm worried we're working from different versions of the PDF.  


2. Let's fix that. 

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 
Standard Action     Area burst 2 within 10. 
Target: One creature. 
Attack: Wisdom vs. Reflex. 
Hit: Wisdom modifier damage and you may shift the target 1 square.
Effect: Allies in burst may shift 1 square. 
21st Level: 1d6 + Wisdom modifier damage. 
I love it!!
3. Wind Path slows and does splash damage. Which one of us missed something?4. Does the new Wind Summon fit the bill?
lol, must have missed that one. Scratch that, moving on...
Different versions of the PDF could explain this. 
5. Noted, go ahead and fix that.
6. I love it.
7. Please note each instance, we'll go back and divide them up. The INT damage is likely a relic of an earlier draft, when we started out, we didn't have concrete secondary scores for each build.
I'll highlite each INT and DEX modifier with a very notable color.
8. I await your wise council.

What do you need me to do, like I said, I'm not totally clear on what you're up to. Do you want me to go through the class? If so, here is my To-Do List:

1. Finish updated Waterbender Paragon Paths and Epic Destinies (80% Done)
2. Write up new Airbending Class Feature (0% Done)
3 Look over Airbender (10% Done)

Final thought, everything I wrote was written with the misunderstanding that when something says Dexterity Modifier, that that incorporated half of the characters level. Generally, this means abilities with effects based on those are underpowered.

You are rapidly becoming my hero mhbjarkistef, I hope you're feeling better.
-Usagi 





Yes, I am writing up every single page of the original PDF and putting in all our fixes. I'm only ever in the mood to do this with the heroic tiers, but I'd rather do this all myself than dividide the docx evenly, since I know combining the work of many is just as tedious as doing all the work yourself.
Fact. And I won't lie, I'm happy you're willing to take on the tedious task. Feel free to send some busywork my way though, if it doesn't seem like it would just complicate things.

We are going to finish this eventually, and when we do it's going to be great! The goal is to be able to send Ekio my word document and say "make this into a pdf", then he doesn't have to think about any of the words, just the layout and pictures.

Keep up the good work!



-Usagi

Flag mhbjarkistef November 18, 2011 4:39 PM PST
huh, I'll scroll up and make sure I have the most up-to-date version of the pdf, just in case.
I'm half-way through the airbender. It's mostly the first two pages of the class that needs discussing (features, builds and at-wills) rest I can pretty much fix on my own. I'll make it red though so you can easily see what has changed.

The next you'll hear from me is when I start cross-referencing the earthbender :D
Flag mhbjarkistef November 21, 2011 2:36 AM PST
I only have a 9 powers left of the airbender before I reach the paragon paths. If ya'll could go ahead and fix what needs to be fixed regarding the paragon paths and post it here that would be great! We can almost start checking of things off our checklist!!! :D

Usagi, you concentrate on the airbender feature, can somebody else start doing the paragon paths?

In the meantime, check out this ranged defender. I think Adam really nailed it, don't you? :D

Edit:
I have finished going over all the airbender powers! There are some riders that I'm not sure if I should touch (replace, fix, remove, leave as they are), so I'll let you guys take care of that. I'm going to do a spellcheck on the current .docx and send it to Usagi and then he'll upload it for you guys to fix and enjoy :D

Edit edit:
I hate having a ton of tiny posts, so from now on I'm gonna be doing this when I just want to add a couple of lines xD
· Can somone start reading over the airbender's paragon path and check if everything isn't good. Once we're done with that we can start on the earthbender ASAP. Personally I can't wait to start on the waterbender, there is so much there that is already fixed since we didn't replace any class features in waterbender week like we did with source of strength and neutral jing. :D 
Flag mhbjarkistef November 24, 2011 1:39 AM PST
Since we started phase 2 of this project a lot has happened in the world and balance of Dungeons and Dragons. I mean when I started looking at these classes we didn't even have essentials® products!

These updates have given us a cleaner, more simple and more stylish way of making class features and various benefits. It is because of these things that I have to address (probably using that word wrong) the Earth- and Firebender heaviliy before I can start writing their updates versions. So while im getting a clearer image of those to classes in my head I am starting on the waterbender.

You guys really updated the Waterbender throughly, and I'm not sure how to crossreference this class or what I should crossreference it with. Do I compre the 020211 version with the "updated waterbender" link above or to I search the forums for the must up-to-date forum approved-updates? I think I'll start with the link above unless somone here has any problems with that... 
Flag Ekio November 24, 2011 4:24 PM PST
Hi everybody.

Yeah, I haven't played D&D in a good... six months. I've kind of lost my interest in it, but Avatar 4e remains one of my proudest achievements with the game. I will always be willing to update the PDF and I am super happy that Usagi's still a part of it and you guys have jumped in to help him out.

Whenever you guys are ready, just send me a changelist of the most recent PDF (Usagi knows how to contact me).

Much love, guys.

- Ekio
Flag UsagiYojimbo November 24, 2011 5:09 PM PST
WHAT IS UP EKIO! 

Ohokay. The Updated Waterbender document is a document of all the changes we made. It is entirely made up of changes, if something isn't in there, that's because I felt that the original version is fine i.e. in the PDF.

I read your message mhbjarkistef about the Firebender and the Earthbender which, for the non-privvy, highlighted a few basic points:

1. All the benders are primarily ranged. We need a class that can do melee.
2. Earthbenders are primarily ranged, whereas Firebenders fight in the melee, so perhaps we should give the Firbenders a little more defendery stuff and let the Earthbenders be primarily ranged.

Earthbenders, in my opinion, are doing pretty good as far as builds go. One build likes range, one one build likes melee, allowing any Earthbender the opportunity to do either pretty well. I wholeheartedly agree that the Firebender should be better in Melee, perhaps with a fire-shield type build bonus. The new Waterbender build is sub-defender, so that makes two classes that are half-way Defendery-melee and one that is all the way. How is that mhbj? 

I will return tonight with a protoype Airbending feature.
-Usagi

 
Flag UsagiYojimbo November 24, 2011 9:39 PM PST

Airbending
All airbenders of any skill level are capable of moving currents of air in close proximity to their bodies. Unlike other bending cultures, the intense ascetic lifestyle of the Air Nomads means that each and every child born to them learns to bend. At 1st level, Airbenders receive the Airbending class feature and may choose 1 heroic tier Airbending Trick. You may take additional tricks at 3rd, 6th and at 9th level.


Airbending           Airbender Class Feature
Your studies of the wind and air around you allow you to move it and compress it into a nearly solid state.
At-Will * Elemental
Minor Action      Ranged 2
Effect: You create a gust of wind. The force of this technique is sufficient to push  objects weighing less than a pound, clear a square of gas or smoke or snuff out a candle. You may also use it to dry an object of up to medium size.


Breath Deep            Heroic Airbending Trick
You can use your airbending to supplement your lungs, allowing you to hold your breath for longer.
At-Will * Elemental
Minor Action      Personal
Effect: You gain a +3 bonus to the next endurance check made to hold your breath made before the end of your next turn.

Light as Air             Heroic Airbending Trick
Using upward currents of air, you make an object seem light than it is.
At-Will * Elemental
Minor Action      Range 2
Effect: One object within range is considered to 25 lbs. lighter until the end of your next turn.

Wind at Your Heels  Heroic Airbending Trick
The wind pushes at the backs of you and your allies, helping you walk long distances.
Benefit:  When calculating overland speed, the party uses your speed, rather than the slowest character’s.

Suck It Up                 Heroic Airbending Trick
You have learned to pull the air from a nearby area and create a controlled vacuum.
At-Will * Elemental
Minor Action   Range 2
Effect: You create a vacuum which pulls air into it. This vacuum isn’t strong enough to lift objects or completely remove air from any area, but it can be used to starve a fire or create suction sufficient to move a gallon of water through a closed system. 


These are some basic tricks I thought of. It's a simple system that is designed to be homebrew compatible. Basically, you can creat gusts of wind, they aren't very strong, but you can eventually take tricks that let them be powerful in certain respects. My goal is to have a handful of tricks ranging from niche to generally powerful, none of which have particularly complicated abilities.

Wind at Your Heels is cleary as powerful as a feat... so... I think that might just be a feat. What do people think? What are some other utility things an Airbender ought to be able to do? 

Flag mhbjarkistef November 25, 2011 12:09 AM PST


I like the Airbender Feature!
I do realize that this is the first write-up of these features and things always change.I'm still gonan will write it up to the docx now and then if you guys update it I'll just make edits accordingly.

I do wish to see some changes to the 3 non-airbender classes, but I'm a bit hesitant to tell you my opinion since it will mean more work for us, and make some significant changes to what you guys worked so hard on doing. I've sent Usagi the most up-to-date docx depicting all my ideas, hopes and wishes and now I'll just wait and see what gets approved and what get's frowned upon xD

Here's what I can be dared to tell you:
· To make things simpler and easier to balance I want to remove builds where they are not needed. Who says every class has to have two very unlike builds?
· I want to see the Earthbender become fully ranged, but for you melee lovers I suggest somthing simple as a feat or optional class feature "All your Ranged  X Attacks now have the range of Melee 1 and you gain proficiency with light shields"
· I find something very thematically wrong with having a defender Waterbender. If the waterbender was to have two builds I'd say healer/enabler where one focuses on redirecting the chi in one's allies and the other in restricting the chi flow in one's enemies (along with some freezing bursts).
· I did make some simplifications to Source of Strength that I know you are going to like :D

Once I've gotten the docx back from Usagi, I'll read it over, send it back and then we'll publish it for ya'll :D

 


Flag Alessaunder December 29, 2011 3:38 PM PST
I was playing around on the character creator and I got an idea fro a possible firebender striker feature.  What if all firebender spells caused ongoing fire damage (save ends or they can take a standard action to stop drop and roll). Then you could add either an optional feat, a secondary stricker feature, or something to where firebenders do extra damage to people on fire (taking ongoing fire dmg) ect... just an idea take it or leave it I'm not good with numbers or balance, but I think it could be an interesting option.

If I come up with anymore ideas I can post them up here but until I get a better grasp of balance I won't be able to flesh things out mechanically, but if someone takes an interest in my zany ideas they are more than welcome to use them for this project or any others they might be working on
Flag JakeJekel37 February 16, 2012 1:12 PM PST
First, I'd like to say thank you for all the hard work you guys have done on this.  I'm just now learning about this, and got the file from Scribd. I've only read through a little of it so far, but love what I'm seeing. Is the "Complete Avatar..." that is on Scribd the most up to date PDF available right now? Just curious since there hasn't been any activity in this thread for a month and a half now.
Flag Evenglarexi March 23, 2012 1:13 AM PDT
Came across this. I also would like to know what is the status on this project , i am very interested but it seems  as if the last post was from november, when it is now march.
Flag UsagiYojimbo April 22, 2012 12:32 PM PDT

I will return this evening to check in more completely, but for now allow me to present to you the 


98% complete (Sans Airbending Tricks) AIRBENDER


The file can be downloaded in the form a .doc file here: 
dl.dropbox.com/u/14402169/Avatar%20Proje...

In case you haven't yet seen the old version, here is the most recent PDF:
dl.dropbox.com/u/14402169/Avatar%20Proje...

There is another version of this file with lots of notes and different colored text, but I want to be sure the final product can speak for itself.

All my love for those of you who have attached themselves to this project, you are the reason I keep coming back.
-Usagi 
EDIT: Look below for a post containing the entire Airbender. 
Flag UsagiYojimbo April 22, 2012 3:01 PM PDT
You know I still can't figure out this problem! The bending class feature is to simple to be satisfying, but the Bending Tricks has only managed to flood the classes with even more complexity. Basically, either way I do it, it just ends up feeling bad. 

The best idea I can figure is to include a page of example effects and let people be as creative as they want to be. Here is my best attempt at this idea:

Airbending           Airbender Class Feature
Your studies of the wind and air around you allow you to move it and compress it into a nearly solid state.
At-Will * Elemental
Minor Action      Ranged 2
Effect: You take control of the air and wind around you, performing any number of techniques as per your personal style of airbending. This ability is very open ended and you should feel encouraged to think of novel ways of utilizing your bending abilities outside of combat. Regardless of how you use it, this ability cannot be used to inflict damage or move an unwilling creature.


The effects of this ability can be generally divided into two categories:
Force: You may use air to create up to 5 pounds of force. The maximum possible force increases to 15 pounds at 11th and 35 pounds at 21st level. 
Summoning: You may summon air or wind into an area 1 within range. This increases to area 3 at 11th level and area 5 at 21st level.
The range at which you can use this ablity is increased to 4 at 11th level and 6 at 21st level.



From this (and the use of Attack Powers and Utility techniques) an airbender ought to be able to produce enough effects as to feel like an actual bender. Is there any aspect of Airbending that isn't represented here? If so, please tell me and I will make certain it gets space either in this ability, in an attack, utility or feat.

-Usagi
Flag UsagiYojimbo April 22, 2012 3:12 PM PDT

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.


Class Description Show

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.


Creating an airbender Show


Airbenders choose one of two paths when it comes to their fighting style.


Hurricane airbender Show


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:

Zephyr Airbender Show

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:


Class Features Show


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.


Airbender Overview Show

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. 

Flag UsagiYojimbo April 22, 2012 3:37 PM PDT

HEROIC TIER AIRBENDER TECHNIQUES


Level 1 At-Will Techniques Show


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.


Level 1 Encounter Techniques Show


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.


Level 1 Daily Techniques Show


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.


Level 2 Utility Techniques Show


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.


Level 3 Encounter Techniques Show


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.
 
Level 5 Daily Techniques Show

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.


Level 6 Utility Techniques Show

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.


Level 7 Encounter Techniques Show

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.


Level 9 Daily Techniques Show

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.


Level 10 Utility Techniques Show

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.

PARAGON TIER AIRBENDER TECHNIQUES


Level 13 Encounter Techniques Show


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.


Level 15 Daily Techniques Show


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.


Level 16 Utility Techniques Show


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.



Level 17 Encounter Techniques Show

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.

 


Level 19 Daily Techniques Show


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.




EPIC TIER AIRBENDER TECHNIQUES


Level 22 Utility Techniques Show


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.


Level 23 Encounter Techniques Show


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.


Level 25 Daily Techniques Show


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.


Level 27 Encounter Techniques Show


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


Level 29 Daily Techniques Show


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 4 squares 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)

 

Flag UsagiYojimbo April 23, 2012 10:34 AM PDT
Paragon Paths

Aerial Acrobat Show

“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.


Air Temple Monk Show

“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.


Soundbender Show

“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).


Typhoonist Show

“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.


Windstaff Glider Show

“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.


Windrunner Show

“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 burst 2
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.


Wielder of the Windsword Show

“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 blast 2
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.

Flag Kyidro May 5, 2012 11:26 AM PDT
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.
Flag Alexzander-Knight May 9, 2012 10:11 PM PDT
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.
Flag Kyidro June 10, 2012 12:00 AM PDT
So any progress on firebenders and earthbenders, those would be fun to see.
Flag Lord_Crow June 10, 2012 7:17 PM PDT
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. 
Flag Eisenritter June 11, 2012 1:34 PM PDT

Jun 10, 2012 -- 12:00AM, Kyidro wrote:

So any progress on firebenders and earthbenders, those would be fun to see.




Preferably firebenders first?  THE PYROMANIA, IT BECKONS.

Flag UsagiYojimbo June 17, 2012 8:13 PM PDT
I'm afraid you will have to wait aboooout 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).

Build Options:
Shaping earthbender, quaking earthbender.
Class Features:
Watchful Ally, Earthbender Resilience, Neutral Jing, Earthbending.

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.

Suggest Feat: ...
Suggested Skills: Insight, Endurance, Intimidate
Suggested At-Will Powers: ...
Suggested Encounter Power: ...
Suggested Daily Power: ...

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.

Suggest Feat: ...
Suggested Skills: 
Insight, Perception, Dungeoneering
Suggested At-Will Powers: ...
Suggested Encounter Power: ...
Suggested Daily Power: ...

Class Features:

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.

Flag UsagiYojimbo June 19, 2012 4:38 PM PDT
LEVEL 1 AT-WILL TECHNIQUES

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.
Flag dark080matter June 25, 2012 9:26 PM PDT
Just dropping in to say that I'm rooting for you guys!

It's hard to see if this was addressed already or not, but one thing noticed in a personal attempt at a Firebender build was that a Feat to suppport the various [W] attacks with Unarmed strikes might not go amiss.  Just something to make that a viable option compared to a weapon would be welcome... even if all it does is allow you to emulate a chosen Firebender proficiency weapon, with some minor side benefit (kind of like a class-specific form of Quick Draw)?

Of course the other route, which is how I see this being fixed most often now, is to simply house-rule a "weapon" as the statistics for a personal manifestation of close combat firebending.  This would just be a more elegant solution I think for those who visualize their Bender in the 'unarmed martial artist' trope.
Flag Eisenritter June 25, 2012 10:42 PM PDT
Might be better if no [W]'s were involved, ever, actually.  The few firebenders that actually picked up weapons seemed to use them more as a medium for channeling energy than actual damage. Tongue Out
Flag disquirilou July 2, 2012 5:49 AM PDT
That's a great piece of hardwork right there, UsagiYojimbo.
Would you mind hosting your updated book somewhere for download? I'll appreciate it.
Flag Alessaunder July 2, 2012 8:38 PM PDT
I personally prefer it having the [w] powers I like the idea of combining swordplay with bending and these powers allow me to do this without hybriding. 
Flag Eisenritter July 2, 2012 10:33 PM PDT
Combine swordplay with bending without hybriding?  Sure, I can do it better, here's how:  Use swords as implements.  Flavor as needed.

That's how the monk does it, and allow me to point out it is MUCH simpler than mixing both types. 
Flag UsagiYojimbo July 3, 2012 9:40 AM PDT
Right now the implement entries for the classes include "weapons with which you are proficient" and all of them primarily have viable non-weapon attacks. Ages ago on the first thread we realized that it would be really sad to play a Firebender and find a sweet burning spear somewhere which you couldn't use. Since loot is such an integral and beloved part of DnD, we decided this offers integration with almost no real downside.

The book can be downloaded from my Dropbox Public Folder by clicking this:
dl.dropbox.com/u/14402169/Avatar%20Proje...

And the updated Airbender can be downloaded for your perusal in its text wonderfullness. Feel free to post any critiques, even though it's totally done we'll still change anything major or minor:
dl.dropbox.com/u/14402169/Avatar%20Proje...

All of your support is extremely appreciated. 
-Usagi
Flag disquirilou July 3, 2012 2:18 PM PDT
The updated classes, like the Earthbender that you posted two weeks ago, are already on that pdf?

Do you have any plans to add the Chi Blockers from Korra in the book?


This is a fantastic work, thank you very much for the initiative!
Flag UsagiYojimbo July 3, 2012 8:25 PM PDT

Jul 3, 2012 -- 2:18PM, disquirilou wrote:

The updated classes, like the Earthbender that you posted two weeks ago, are already on that pdf?

Do you have any plans to add the Chi Blockers from Korra in the book?


This is a fantastic work, thank you very much for the initiative!




There is a Chi Blocker paragon path in the book based on Ty Lee that I think will work. As of now I'm not planning on adding in Korra related material, since most of it is functionally the same. I think people can pretty reliably play all the characters I've met except for Tophs Daughter, who does Metalbending stuff our path simply cannot offer you. I may make an Epic Destiny that works with her, since I want to add one Epic Destiny to each class to give you more options.

The Airbender is the only class that's been fully updated. The others will get updated here first for final critiques and then sent to the good man Ekio to get integrated into a final PDF. So, in short, no. All the classes are playable as they appear in the 2nd Updated PDF I linked to, but there are some pretty serious gameplay problems that people have brought up.  

I'll post the finished Heroic Earthbender Techniques tonight. 

Flag Treyski July 9, 2012 11:36 AM PDT
Have you thought about adding themes? Some of the paragon paths would make more sense as themes, I think, and it would make some of the archetypes less mutually exclusive. For example, metalbender could be a theme, as could lightning bender. This makes these abilities available for non-paragon level characters, which I think is more appropriate based on the greater samples of these abilities that we have seen in Korra. Some, however, such as bloodbender could stay where they are, as you'd need to be pretty strong to pick it up. Buuuut, I don't really think young tarrlok was a level 11 waterbender. I only bring this up, because some of my players have been frustrated with how mutually exclusive some of the character concepts are, and how the characters in the show seem to have multiple paragon paths. If you like the theme idea, I'd be more than happy to help you implement it, and/or come up with a viable list of lore-relevent themes and/or paragon paths that could be reworked. Some of the themes could even serve as pre-reqs for the paragon paths you have. It could certainly solve the Lin beifong issue.



...a bloodbbender epic destiny would be awesome.


Flag UsagiYojimbo August 18, 2012 11:42 AM PDT
EARTHBENDER Show
“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).

Build Options:
Shaping earthbender, quaking earthbender.
Class Features: Watchful Ally, Earthbender Resilience, Neutral Jing, Earthbending.

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.

Suggest Feat:
...
Suggested Skills:
Insight, Endurance, Intimidate
Suggested At-Will Powers:
...
Suggested Encounter Power:
...
Suggested Daily Power:
...

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 perceive 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.


Suggested Skills:
Insight, Perception, Dungeoneering


Suggested Daily Power:
...

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.

NEUTRAL JING
Earthbenders know that impulsiveness is the enemy of the tactician. To aggress uses Positive Jing, to defend is to use Negative Jing, to wait for the most opportune moment to strike is the use Neutral Jing. You gain the class feature Neutral Jing.

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.

EARTHBENDER POWERS
An earthbender’s attacks are called techniques. They are martial techniques through which you have learned to channel elemental magics.

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.


Earthen Shield             Earthbender Feature
The ground leaps upward at your behest, deflecting a projectile and sending shards of stone at the assailer.
At-Will * Elemental, Implement, Jing
Immediate Interrupt         Close
burst 5, centered on your Watched Ally.
Special: The area 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, Jing
Immediate Reaction         Personal
, centered on your 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 pulled 2 squares.
21st Level:
2d10 + Constitution modifier damage and the target is pulled 4 squares.


Level 1 Techniques Show
LEVEL 1 AT-WILL TECHNIQUES

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.

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 1 squares.
21st Level:
2d8 + Constitution modifier damage.

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 in the path.
Attack:
Constitution 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.

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.
Attack:
Constitution vs. Reflex.
Hit:
1d6 + Constitution modifier damage.
Special:
If the target is adjacent to an ally, the attack roll gets a +2 power bonus and the attack deals 1d6 additional damage.
21st Level:
2d6 + Constitution modifier damage.

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.

LEVEL 1 ENCOUNTER TECHNIQUES

Level 1 Encounter Techniques
Double Strike         Earthbender Attack 1
You pull two boulders from the ground and launch them forward.
Encounter * Elemental, Implement
Standard Action    Range
10
Target: One or two creatures.
Attack: Constitution vs. Reflex, two attacks.
Hit: 1d8 + Constitution modifier damage.

Erupting Quake         Earthbender Attack 1
As your ally is surrounded, the earth retaliates against your enemies.
Encounter * Elemental, Implement, Jing
Standard Action    Close
burst 1, centered on your Watched Ally.
Target: Enemies in the burst.
Attack: Constitution vs. Fortitude.
Hit: 1d6 + Constitution modifier damage and the target is pulled one square.
Quaking: The area of the attack is Close burst 2.

Winding Grasp        Earthbender Attack 1
Stone wraps around your hand, and then around the throat it is grasping.
Encounter * Elemental, Weapon
Standard Action    Melee
weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and the target is immobilized until the end of your next turn.
Shaping: The target is immobilized (save ends).

LEVEL 1 DAILY TECHNIQUES

Level 1 Daily Techniques
Crash to the Ground       Earthbender Attack 1
An elbow drop knocks your target to the ground, which catches them for you.
Daily* Elemental, Implement, Jing
Standard Action   Melee
1
Target:
One creature.
Attack:
Constitution vs AC.
Hit: 2d6 + Constitution modifier damage and the target is knocked prone and immobilized (save ends).
Miss:
Half damage and the target is knocked prone.

Earthen Thorns       Earthbender Attack 1
As you command the earth rises up and impales your enemies.
Daily * Elemental, Implement, Jing
Standard Action   Close
line 5
Target:
Enemies in the line
Attack:
Constitution vs. Reflex.
Hit: 2d8 + Constitution modifier damage.
Effect:
The squares in line are considered difficult terrain by your enemies until the end of the encounter.
Miss: Half damage.

Ground Plate Armor       Earthbender Attack 1
Stones fly towards you and cover your body and you charge across enemy lines.
Daily * Elemental, Weapon, Jing
Standard Action   Melee
weapon
Target:
One creature.
Attack:
Constitution vs. AC
Hit: 2[W] + Constitution modifier damage and you gain a +1 power bonus to AC until the end of the encounter.
Miss:
Half damage and you gain a +2 power bonus to your AC until the end of your next turn.


Level 2 and 3 Techniques Show
LEVEL 2 UTILITY TECHNIQUES
Bend the Earth       Earthbender Utility 2
The ground beneath you rises in tune with your rising palm.
At-Will * Elemental
Move Action   Area
burst 1 within
Effect:
The ground in the area is 5 feet until the end of your next turn.

Earth Wave       Earthbender Utility 2
Instead of running, the ground rises up and carries you where you need to be.
Daily * Elemental
Move Action   Personal

Effect:
Shift your speed. Squares you move through are considered difficult terrain until the end of your next turn.

Ground’s Whispers       Earthbender Utility 2
The reverberations around you flow from the dirt to your feet and through your body, showing more than your eyes can see.
Encounter * Elemental, Stance
Move Action   Personal

Effect:
You gain tremorsense 1 until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.

LEVEL 3 ENCOUNTER TECHNIQUES

Orbit Circle Swing       Earthbender Attack 3

You raise your foot from the ground to kick, and the ground comes with it.
Encounter * Elemental, Weapon
Standard Action   Close
burst 1
Target:
Enemies in the burst.
Attack:
Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and the target takes a -2 penalty to their attack rolls until the end of your next turn.

Piston Earth      Earthbender Attack 3
The earth beneath your enemies launches them into the air.
Encounter * Elemental, Implement
Standard Action   Ranged
5
Target:
One creature.
Attack:
Constitution vs. Reflex.
Hit: 2d6 + Constitution modifier damage and the target is pulled 4 squares.

Rattling Rocks    Earthbender Attack 3
As they raise their weapon, you pelt your target with stones to throw them off.
Encounter * Elemental, Implement
Standard Action    Ranged
10
Target:
One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d8 + Constitution modifier damage and the target takes a -2 to attack rolls until the end of your next turn.


Level 5 and 7 Techniques Show
LEVEL 5 DAILY TECHNIQUES

Earth’s Coiling Grip         Earthbender Attack 5
A shower of soft dirt quickly hardens into a thick shell.
Daily * Elemental, Implement, Jing
Standard Action   Ranged
5
Target:
One creature.
Attack:
Constitution vs. AC.
Hit:
2d8 + Constitution modifier damage and the target is immobilized (save ends).

Sink and Deliver         Earthbender Attack 5
You stand tall as your target is pulled underground, beneath the battlefield and ejected at your feet.
Daily * Elemental, Implement, Jing
Standard Action   Area
burst 1, centered on your Watched Ally.
Target:
Each enemy in the burst.
Attack: Constitution vs. Fortitude.
Hit:
1d8 + Constitution modifier damage and the target is pulled 5 squares and knocked prone.
Miss:
Half damage and the target is pulled 2 squares.

Quicksand Burst    Earthbender Attack 5
The ground swirls to quicksand at your behest.
Type * Elemental, Implement, Jing
Standard Action   Close
burst 3
Target:
Enemies in the burst.
Attack: Constitution vs. Reflex.
Hit:
1d6 + Constitution modifier damage and the target is slowed (save ends). Make a secondary attack.
   
Secondary Target: Enemies adjacent to an ally within 10.
   
Secondary Attack: Constitution vs. Reflex.
  
 Secondary Hit: 1d6 + Constitution modifier damage and the target is pulled 2 squares.

LEVEL 6 UTILITY TECHNIQUES

Columns of Earth         Earthbender Utility 6
A stone wall erupts from the ground in front of you.
Daily * Elemental
Move Action   Wall
3 within 10
Effect:
You create a wall in unoccupied squares that blocks movement and line of sight. It lasts until the end of your next turn.
Sustain Move: Repeat the effect.

Warp Terrain       Earthbender Utility 6
The ground refuses passage to those you deem unworthy.
At-Will * Elemental
Move Action   Path
5
Effect:
The squares in the path become difficult terrain until the end of your next turn.

Divided Attention         Earthbender Utility 6
To act decisively leads you irrevocably down one path. Take pause and you can follow every path.
Encounter * Elemental
Minor Action   Personal

Effect:
Until the end of your next turn, all allies within 5 squares of your are considered to be your Watched Ally.

LEVEL 7 ENCOUNTER TECHNIQUES

Dirt Headbutt         Earthbender Attack 7
You introduce your target to your new helmet by cracking them in the head with it.
Encounter * Elemental, Weapon
Standard Action   Weapon

Target:
One creature.
Attack: Constitution vs. AC.
Hit:
2[W] + Constitution modifier damage and the target is dazed until the end of your next turn.
Effect:
You gain a bonus to AC equal to your Constitution modifier until end of your next turn.

Fissure Path        Earthbender Attack 7
You tear a hole in the battlefield right underneath the feet of your enemies.
Encounter * Elemental, Implement
Standard Action   Close
line 3
Target:
Creatures in the line.
Attack: Constitution vs. Reflex.
Hit:
1d10 + Constitution modifier damage and the target is knocked prone.
Quaking:
You may push the target a number of squares equal to your Wisdom modifier.

Cage of Stone Spears         Earthbender Attack 7
With a stomp, the stone explodes upward, interlocking and pinning.
Encounter * Elemental, Implement
Standard Action   Ranged
10
Target:
One creature.
Attack: Constitution vs. Reflex.
Hit:
2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn.
Flag Treyski August 18, 2012 2:10 PM PDT
At a glance, looks fun! I'll be posting playtest notes from the first session in a few weeks. In the meantime, what classes are left to revise? Is it just earth and fire at this point?
Flag UsagiYojimbo August 19, 2012 8:40 AM PDT
Waterbender is finished, and was posted a while ago, Airbender is finished. 

Earthbender will be done soon, then I'll start on Firebender and after that I'll just need to make adjustmens to the Miscelaneous sections, like Feats and Equipment.

Then Ekio will set up the PDF and there will be much rejoicing.
-Usagi 
Flag Evenglarexi August 25, 2012 10:23 PM PDT
Any updates on this ?
Flag KColette September 20, 2012 2:58 PM PDT
I, too, would like an update on this.

Honestly, I've been following this for a couple months and, going by what I've seen, it's going to be awesome.

I'm already working on a campaign for it, that's how stoked I am.
Flag Eisenritter September 20, 2012 5:01 PM PDT
Want my FIRE, dammit... Cry
Flag BibboTheFirst January 21, 2013 3:53 PM PST
My friends and I played the 3.5 version and it was okay but this version looks really great and fun to play. I do wonder why Airbenders can heat and cool air. I don't like that idea or that waterbenders can bring water to a boil. In the show, it's between ice and ambient temperature water. Can't wait to see updates!
Flag UsagiYojimbo January 22, 2013 5:07 AM PST
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 Proficiencies:
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).

Build Options:
Shaping earthbender, quaking earthbender.
Class Features:
Watchful Ally, Earthbender Resilience, Neutral Jing, Earthbending.

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, a 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.


Suggested Skills:
Insight, Endurance, Intimidate




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 perceive 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.


Suggested Skills:
Insight, Perception, Dungeoneering




Class Features:

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 until you lose line of sight. Watched allies gain a +2 power bonus to all of their defenses. In addition, you gain the powers rebuking defense and shifting ground and can use them as well as powers with the Jing keyword in relation to your watched ally.

NEUTRAL JING
Earthbenders know that impulsiveness is the enemy of the tactician. To aggress uses Positive Jing, to defend is to use Negative Jing, to wait for the most opportune moment to strike is the use Neutral Jing. You gain the class feature Neutral Jing.

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.

Powers to follow today. 
Flag UsagiYojimbo January 22, 2013 5:07 AM PST
HEROIC TECHNIQUES

EARTHBENDER POWERS
An earthbender’s attacks are called techniques. They are martial techniques through which you have learned to channel elemental magics.


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 to rebuking defense, shifting ground 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.



Rebuking Defense Earthbender Feature
Stones, hurled at your command, rain upon your allies aggressor.
At- Will * Elemental, Implement
Immediate Reaction Ranged 10
Trigger: An enemy makes an attack against your watched ally.
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1d10 + Constitution modifier damage.
21st Level: 2d10 + Constitution modifier damage.


Shifting Ground Earthbender Feature
To protect a vulnerable ally, you rip the ground from beneath the feet of an advancing foe.
At-Will * Elemental, Implement
Immediate Interrupt Ranged 10
Trigger: An enemy makes an attack against your watched ally.
Target: The triggering enemy
Attack: Constitution vs. Reflex
Hit: You shift the target 2 squares.
21st Level: You shift the target 4 squares.


LEVEL 1 AT-WILL TECHNIQUES


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.


Stomp Launch 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. Fortitude
Hit: 1d8 + Constitution modifier damage and the target is pulled 1 squares.
21st Level: 2d8 + Constitution modifier damage.


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 line 3
Target: Creatures within path
Attack: Constitution 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.


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
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Special: If the target is adjacent to an ally the attack deals 1d6 additional damage.
21st Level: 2d6 + Constitution modifier damage.


Negative Jing Strike Earthbender Attack 1
If they don’t retreat, you’ll crush them, if they do, you’ll crush them more..
At-Will*Elemental Implement
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: Constitution modifier damage and the target provokes an opportunity attack from you if it shifts before the end of your next turn.
21st Level: 2[W] + Constitution modifier damage.


LEVEL 1 ENCOUNTER TECHNIQUES

Double Strike Earthbender Attack 1
You pull two boulders from the ground and launch them forward.
Encounter * Elemental, Implement
Standard Action Range 10
Target: One or two creatures
Attack: Constitution vs. Reflex, two attacks
Hit: 1d8 + Constitution modifier damage.


Erupting Quake Earthbender Attack 1
As your ally is surrounded, the earth retaliates against your enemies.
Encounter * Elemental, Implement, Jing
Standard Action Close burst 1, centered on your Watched Ally.
Target: Enemies within burst
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier damage and the target is pushed one square.
Quaking: The area of the attack is Close burst 2.


Winding Grasp Earthbender Attack 1
Stone wraps around your hand, and then around the throat it is grasping.
Encounter * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage and the target is immobilized until the end of your next turn.
Shaping: The target takes additional damage equal to your Strength modifier.


LEVEL 1 DAILY TECHNIQUES

Crash to the Ground Earthbender Attack 1
An elbow drop knocks your target to the ground, which catches them for you.
Daily* Elemental, Implement, Jing
Immediate Interrupt Melee weapon
Trigger: An enemy attempts to move out of a square adjacent to you.
Target: The triggering enemy
Attack: Constitution vs AC
Hit: 3[W] + Constitution modifier damage and the target is knocked prone.
Miss: Half damage and the target is knocked prone.


Earthen Thorns Earthbender Attack 1
As you command the earth rises up and impales your enemies.
Daily * Elemental, Implement
Standard Action Close line 5
Target: Enemies within line
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier damage.
Miss: Half damage.
Effect: The squares in line are difficult terrain for your enemies until the end of the encounter.


Ground Plate Armor Earthbender Attack 1
Stones fly towards you and cover your body and you charge across enemy lines.
Daily * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage and you gain a +1 power bonus to AC until the end of the encounter.
Miss: Half damage and you gain a +2 power bonus to your AC until the end of your next turn.


LEVEL 2 UTILITY TECHNIQUES


Stoneskin Earthbender Utility 2
Tough as rocks and twice as stubborn
Daily * Elemental
Minor Action Personal
Requirement: You must have hit an enemy with either rebuking defense or shifting ground this turn.
Effect: You regain hit points equal to 1d6 + your Constitution modifier + your Wisdom modifier.


Earth Wave Earthbender Utility 2
Instead of running, the ground rises up and carries you where you need to be.
Daily * Elemental
Move Action Personal
Effect: Shift your speed. Squares you move through are difficult terrain until the end of your next turn.


Ground’s Whispers Earthbender Utility 2
The reverberations around you flow from the dirt to your feet and through your body, showing more than your eyes can see.
Encounter * Elemental, Stance
Move Action Personal
Effect: You gain tremorsense 2 until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.


LEVEL 3 ENCOUNTER TECHNIQUES


Orbit Circle Swing Earthbender Attack 3
You raise your foot from the ground to kick, and the ground comes with it.
Encounter * Elemental, Weapon
Standard Action Close burst 1
Target: Enemies within burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage and the target is slowed until the end of your next turn.


Piston Earth Earthbender Attack 3
The earth beneath your enemies launches them into the air.
Encounter * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier damage and the target is pulled 4 squares.


Rattling Rocks Earthbender Attack 3
As they raise their weapon, you pelt your target with stones to throw them off.
Encounter * Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage and the target takes a -2 to attack rolls until the end of your next turn.


LEVEL 5 DAILY TECHNIQUES


Earth’s Coiling Grip Earthbender Attack 5
A shower of soft dirt quickly hardens into a thick shell.
Daily * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. AC
Hit: 2d8 + Constitution modifier damage and the target is immobilized (save ends).


Sink and Deliver Earthbender Attack 5
You stand tall as your target is pulled underground, beneath the battlefield and ejected at your feet.
Daily * Elemental, Implement, Jing
Standard Action Area burst 1, centered on your Watched Ally.
Target: Enemies within burst
Attack: Constitution vs. Fortitude
Hit: 1d8 + Constitution modifier damage and the target is pulled 5 squares and knocked prone.
Miss: Half damage and the target is pulled 2 squares.


Quicksand Burst Earthbender Attack 5
The ground swirls to quicksand at your behest.
Type * Elemental, Implement
Standard Action Close burst 3
Target: Enemies within burst
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier damage and the target is slowed (save ends). Make a secondary attack.
Secondary Target: Enemies adjacent to an ally within 10.
Secondary Attack: Constitution vs. Reflex.
Secondary Hit: 1d6 + Constitution modifier damage and the target is pulled 2 squares.


LEVEL 6 UTILITY TECHNIQUES


Columns of Earth Earthbender Utility 6
A stone wall erupts from the ground in front of you.
Daily * Elemental
Move Action Wall 3 within 10
Effect: You create a wall in unoccupied squares that blocks movement and line of sight. It lasts until the end of your next turn.
Sustain Move: Repeat the effect.


Rockslide Ambush Earthbender Utility 6
Did they get lucky, or were you just waiting for an opening?
Daily * Elemental, Jing
Immediate Reaction Personal
Trigger: You or your watched ally are hit by a critical attack.
Effect: The character that was hit gains 10 temporary hit points, gets a +2 to all defenses until the end of your next turn and may shift as a free action.
Jing: The character that was hit may make a melee basic attack as a free action before the shift.


Divided Attention Earthbender Utility 6
To act decisively leads you irrevocably down one path. Take pause and you can follow every path.
Encounter * Elemental
Minor Action Personal
Effect: Each ally within 5 squares of is your watched ally until the end of your next turn.


LEVEL 7 ENCOUNTER TECHNIQUES


Dirt Headbutt Earthbender Attack 7
You introduce your target to your new helmet by cracking them in the head with it.
Encounter * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage and the target is dazed until the end of your next turn.
Effect: You gain a bonus to AC equal to your Constitution modifier until end of your next turn.


Fissure Path Earthbender Attack 7
You tear a hole in the battlefield right underneath the feet of your enemies.
Encounter * Elemental, Implement
Standard Action Close line 3
Target: Creatures within line
Attack: Constitution vs. Reflex
Hit: 1d10 + Constitution modifier damage and the target is knocked prone.
Quaking: You may push the target a number of squares equal to your Wisdom modifier.


Cage of Stone Spears Earthbender Attack 7
With a stomp, the stone explodes upward, interlocking and pinning..
Encounter * Elemental, Implement, Jing
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn.


LEVEL 9 DAILY TECHNIQUES


Earthfall Earthbender Attack 9
You raise and control a destructive storm of earth and rocks.
Daily * Elemental, Implement, Jing
Standard Action Close path 10
Target: Enemies within path
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier damage and the target is blinded until the end of your next turn.
Effect: Each ally within the path is your watched ally until the end of your next turn.


Erupting Smash Earthbender Attack 9
As your weapon strikes downward, the earth strikes upward.
Daily * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. Make a secondary attack.
Secondary Target: Area burst 1 centered on your watched ally
Secondary Attack: Constitution vs. Fortitude.
Secondary Hit: 2d8 + Constitution modifier damage and the target is pulled 2 squares.
Shaping: You have a +2 bonus to the primary and secondary attacks.


Seismic Wave Earthbender Attack 9
You bring a mighty fist down and the earth ripples like water.
Daily * Elemental, Implement
Standard Action Close burst 5
Target: Enemies within burst
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier damage and the target is dazed until the end of your next turn.
Miss: Half damage.
Effect: Squares within burst are difficult terrain for your enemies until the end of the encounter.


LEVEL 10 UTILITY POWERS


Earth’s Protection Earthbender Utility 10
You cannot fail. It just can’t happen.
Daily * Elemental
Immediate Interrupt Ranged 10
Trigger: You use rebuking defense or shifting ground.
Effect: Each of your Watched Allies gains resist 10 until the end of your next turn.


In Tune Earthbender Utility 10
If you listen closely, you can hear most anything.
Encounter * Elemental
Free Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Perception checks and may ignore any penalties to Perception checks.


Raise the Earth Earthbender Utility 10
The earth carries you, raises you above the spears of your enemies.
Encounter * Elemental
Move Action Close burst 2
Effect: The area’s ground is elevated 10 feet until the end of your next turn.


 
Flag UsagiYojimbo January 22, 2013 5:08 AM PST
PARAGON TECHNIQUES

LEVEL 13 ENCOUNTER TECHNIQUES

Granite Guardian         Earthbender Attack 13
In order to hold the line, you have to be in two places at once.
Encounter * Elemental, Implement, Conjuration
Standard Action   Ranged
5
Effect:
You conjure a stone warrior that occupies 1 square within range. It may make the following attack when it appears, and as an opportunity attack. Allies adjacent to it are your watched ally. The warrior lasts until the end of your next turn.
   
Target:
One creature adjacent to the guardian
   
Attack: Constitution vs. Reflex
   Hit:
3d8 + Constitution modifier damage.

Sand to Stone         Earthbender Attack 13
You mar your enemies in quicksand and then harden it to stone.
Encounter * Elemental, Implement, Jing
Standard Action   Ranged
5
Target:
One creature
Attack:
Constitution vs. Reflex
Hit:
1d10 + Constitution modifier damage and the target is restrained until the end of your next turn.
Jing:
The attack is area burst 2 within 5 instead, and the target is restrained (save ends).

Terra Blast         Earthbender Attack 13
Stone shrapnel flies in torrents, moving in tune with the slightest movement of your outstretched hand.
Encounter  * Elemental, Implement
Standard Action   Ranged
10
Target:
One creature
Attack:
Constitution vs. Reflex
Hit:
2d8 + Constitution and the target is dazed until the end of your next turn.
Special:
When you use rebuking defense or shifting ground for the first time during an encounter, regain the use of terra blast if it’s expended.

LEVEL 15 DAILY TECHNIQUES

Earthen Uppercut         Earthbender Attack 15
With a rising punch you rocket an opponent into the air.
Daily * Elemental, Weapon, Jing
Standard Action   Melee
weapon or ranged 5
Target:
One creature
Attack:
Constitution vs. AC
Hit:
3d8 + Constitution modifier damage and the target is pushed 2 squares.
Effect:
The target is knocked prone.
Jing:
Make the attack a second time against a different target.

Rockslide        Earthbender Attack 15
They brace against your earthen assault, leaving them open to the more conventional variety.
Daily * Elemental, Weapon
Standard Action   Melee
weapon
Target:
One creature
Attack:
Constitution vs. AC
Hit:
2[W] + Constitution modifier damage and the target is pushed 2 squares. You may charge the target as a free action following this attack.
Special:
You may use this attack instead of a melee basic attack during a charge.

Rock Crush        Earthbender Attack 15
You drop a boulder on your opponent, breaking up their formation and keeping them apart.
Daily * Elemental, Implement, Jing
Standard Action   Area
burst 3 within 10
Target:
Enemies within burst
Attack:
Constitution vs. Reflex
Hit:
1d12 + Constitution modifier damage.
Jing:
The attack deals double damage.

LEVEL 16 UTILITY TECHNIQUES

Earthen Upheaval         Earthbender 16
You rip the ground up, deflecting projectiles back at their source.
Encounter * Elemental
Immediate Interrupt       Personal
Trigger:
An enemy makes an attack against an ally other than your watched ally.
Target:
The ally who is being attacked.
Effect: The target is  your watched ally until the end of your next turn.

Indomitable Stone         Earthbender Utility 16
You become as hard to move as a mountain, and even harder to break.
Daily * Elemental, Implement
Minor Action   Personal
Effect:
You gain a +2 bonus to your AC, resist damage 10, may not be forced to move and your speed is reduced to 2 until the end of the encounter.

Gift of Granite         Earthbender Utility 16
With focus you are able to impart your resilience to an ally.
Daily * Elemental, Implement
Standard Action   Ranged
5
Target:
One ally
Effect:
You spend a healing surge but regain no hit points from it, instead your target gains a +2 bonus AC until the end of the encounter and gains temporary hit points equal to 15 + your Constitution modifier.

LEVEL 17 ENCOUNTER TECHNIQUES

Dancing Jing         Earthbender Attack 17
You exploit the discipline of both positive and negative jing in a single blow.
Encounter * Elemental, Weapon, Jing
Standard Action   Melee
weapon
Target:
One enemy and one watched ally
Attack:
Constitution vs. Reflex
Hit:
2[W] + Constitution modifier damage. Simultaneously teleport the enemy to the space occupied by your watched ally, and teleport your watched ally to the space occupied by the enemy.
Jing:
You may make a melee basic attack against the target as a free action.

Follow Through        Earthbender Attack 17
The ground splinters, feet are swallowed with a sickening snap the ground closes again.
Encounter * Elemental, Implement, Jing
Standard Action   Path 5
Target:
Enemies within path
Attack:
Constitution vs. Reflex
Hit:
2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn.
Jing:
Each ally in the path is your watched ally until the end of your next turn.

Debris Field        Earthbender Attack 17
The dust that settles after a particularly vicious attack is just as much a weapon as the stone that produced it.
Encounter * Elemental, Weapon
Standard Action   Melee
weapon
Target:

Attack:
Constitution vs. AC
Hit:
2[W] + Constitution modifier damage.
Effect:
Enemies within 5 squares of you and your watched allies take a -2 penalty to attack rolls until the end of your next turn.

LEVEL 19 DAILY TECHNIQUES

Living Rampart        Earthbender Attack 19
You oversee the battlefield, springing from the earth as a wall of living stone to protect your closest ally.
Daily * Elemental, Weapon, Jing
Immediate Reaction   Melee
weapon
Trigger:
An enemy makes an attack against a watched ally.
Target:
The triggering enemy
Effect:
You teleport to a square adjacent to the target and make the following attack.
Attack: Constitution vs. AC
Hit:
3[W] + Constitution modifier damage and you push the target 5 squares. They are immobilized (save ends).
Miss: Half damage and the target is immobilized until the end of your next turn.

Stone Prison         Earthbender Attack 19
Slabs of granite crash upwards, a perfect, life-crushing stone prison.
Daily * Elemental, Implement
Standard Action   Ranged
5
Target:
One creature
Attack:
Constitution vs. Fortitude
Hit:
The target is restrained and takes ongoing 10 damage (save ends both).
Miss: The target is immobilized and takes ongoing 5 damage (save ends both).

Terraquake         Earthbender Attack 19
A hand rises, palm as flat as the terrain around you, suddenly the palm and the earth begin to violently shake.
Target:
Enemies within burst
Attack:
Constitution vs. Fortitude
Hit:
2d10 + Constitution modifier damage and the target is slowed.
Quaking:
Each ally within the burst is your watched ally until the end of your next turn.
Flag UsagiYojimbo January 22, 2013 5:08 AM PST
EPIC TECHNIQUES

Rippling Reinforcement Earthbender Utility 22
A rippling radius of stone kicks your allies back to their feet.
Daily * Elemental, Implement
Move Action Close burst 10
Target: You and each ally within burst
Effect: Each target is your watched ally until the end of your next turn. They each gain 15 temporary hit points.


Inaction Assault Earthbender Utility 22
The last possible moment is often the most devastating time to attack.
Encounter * Elemental, Implement
Standard Action Personal
Effect: You gain a +4 power bonus to each attack you make before the end of your next turn. In addition, whenever you hit with an attack before the end of your next turn, you may make a melee or ranged basic attack as a free action.


Unbreakable Stone Earthbender Utility 22
A rain of blows splashes harmlessly across you like rain on granite.
Encounter * Elemental, Implement
Immediate Reaction Personal
Trigger: You are reduced to 0 or fewer hit points.
Effect: You regain hit points to bring you to your maximum. You are slowed until the end of the encounter.


LEVEL 23 ENCOUNTER TECHNIQUES


Quakebreaker Earthbender Attack 23
Shockwaves burst forth across the battlefield, breaking the ranks of your aggressors.
Encounter * Elemental, Implement, Jing
Standard Action Close burst 2
Target: Enemies within burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage and the target is pushed 3 squares.
Special: Repeat this attack once for ally within 10 squares of you. Each time pick an ally that hasn’t been chosen yet, they are the center of the attack.


Rippling Ground Earthbender Attack 23
A ripple of stone bursts up, coiling the battlefield to give you the high ground.
Encounter * Elemental, Implement, Jing
Standard Action Close path 4
Target: Enemies within path
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier damage and the target is knocked prone.
Quaking: Repeat the attack, centered one of your Watched Allies.


Stone Blade Strike Earthbender Attack 23
It takes effort to hurl a boulder.
It takes refinement to sharpen it first.
Encounter * Elemental, Weapon
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier and the target has vulnerable 5 (save ends).
Shaping: You get a +5 power bonus to damage rolls until the end of your next turn.


LEVEL 25 DAILY TECHNIQUES


Avalanche Hammer Earthbender Attack 25
Your strike cracks your opponent’s defenses. When they try to collect themselves, you strike again.
Daily * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4[W] + Constitution modifier damage. Until the end of the encounter, at the beginning of each of your turns you may pull the target 2 squares.


Boulder Volley Earthbender Attack 25
Because sometimes all you need is a really big rock. Or six.
Daily * Elemental, Implement, Jing
Standard Action Ranged 10
Target: One creature within range
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier damage. Until the end of the encounter, whenever you sustain your Neutral Jing the target takes 5 damage.
Miss: Half damage.


Crag Hammer Earthbender Attack 25
With a slam the a wave of sediment rises from the ground, as it descends it envelops your enemies while rippling earth pushes your allies to safety.
Daily * Elemental, Implement
Standard Action Close blast 4
Target: Each creature within blast
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier damage and the target is stunned until the end of your next turn.
Miss: Half damage and the target is dazed until the end of your next turn.
Effect: Before the attack, you slide any number of allies each to a square adjacent the affected area.
Quaking: Increase the area to Close blast 6.


LEVEL 27 ENCOUNTER TECHNIQUES


Spire Burst Earthbender Attack 27
A wave of stalagmites burst forth all around you, rippling outward in wave after wave of destructive force.
Encounter* Elemental, Implement
Standard Action Close path 5
Target: Enemies within burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage.
Miss: Half damage.
Special: Until the beginning of your next turn, each time an ally is hit by an attack, repeat this attack centered on that ally as an immediate reaction.


Tellurian Spear Earthbender Attack 27
A great stone spear big enough to skewer an Elephant-Crab rips violently through the battlefield as it pulls you into position..
Encounter * Elemental,
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. AC
Hit: 4d10 + Constitution modifier damage.
Effect: You slide adjacent to the target.


Giant Metal Ragefists Earthbender 27
Your plunge your hands into the earth, they re-emerge encased completely in obsidian and granite.
Encounter * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and the target is dazed (save ends). Whenever the target makes a successful saving throw against this effect, you regain the use of this power.
Shaping: Until the end of the encounter, you gain a +2 bonus to attack rolls made against enemies that are dazed. 

Flag UsagiYojimbo January 22, 2013 10:41 AM PST
My main question to you readers is: Do you feel the Earthbender looks coherent and fun? Normally I would explain what I was going for with the way the powers are built, the abilities and the strengths and weaknesses, but I want you to tell me that because at this point. That is, if the Earthbender is done (nearly) then it should be clear.

Things I'm Looking For (In No Particular Order)
  1. A power seems to weak or too strong.
  2. You think you've identified a theme and would like to talk about it.
  3. A theme you see needs to be reinforced by making more powers that work with it.
  4. A power is not cool enough
  5. You have an idea for a power you don't see anywhere (especially the last few Epic Techniques I haven't written yet)


Naturally, any comment is welcome, these are just seeds to get the conversation started... again... again... again... again... again...
Thank you for your patrience, anticipation and appreciation, the project will be finished soon.
-Usagi 
Flag vitamin_q January 23, 2013 9:51 AM PST
Just glancing through, I noticed one thing. The earrthbender feat that gives 5 THP when you roll initiative is sort of weak, and is worded strangly.

To make it better, change it from THP when you roll initiative to "You have resist 5 all for the firt damage you take in every encounter, this resistance increases to 10 at 11th level, and 15 at 21st level."

Making it a single instane of resistance, instead of THP, makes it easier to work with other THP granting options. Having it scale per tier, makes it not worthless later in the game.
Flag MasterAtherion June 8, 2013 12:36 PM PDT
Guess this is sort of a bump, I would be interested in seeing if there is any updates to this. From what I understand Air, Water and Earth are done and Fire needed a little more work. I am thinking of using these in a campaign I have in the works. Any key documents from this threat I would need to run these kinds of characters? (I'll be looking through but an answer would save me some time.)
Post Your Reply
<CTRL+Enter> to submit
Please login to post a reply.
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing