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Switch to Forum Live View Avatar: The Last Airbender 4e (MACH 2)
10 months ago  ::  Aug 18, 2012 - 2:10PM #301
Treyski
Date Joined: Sep 30, 2008
Posts: 31
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?
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10 months ago  ::  Aug 19, 2012 - 8:40AM #302
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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 
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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10 months ago  ::  Aug 25, 2012 - 10:23PM #303
Evenglarexi
Date Joined: Mar 21, 2008
Posts: 101
Any updates on this ?
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9 months ago  ::  Sep 20, 2012 - 2:58PM #304
KColette
Date Joined: Sep 18, 2012
Posts: 174
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.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.)
GDocs link. (More up to date.)
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9 months ago  ::  Sep 20, 2012 - 5:01PM #305
Eisenritter
Date Joined: Oct 16, 2009
Posts: 1,024
Want my FIRE, dammit... Cry
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4 months ago  ::  Jan 21, 2013 - 3:53PM #306
BibboTheFirst
Date Joined: Jul 9, 2007
Posts: 409
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!
I am Blue/White
I am Blue/White

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4 months ago  ::  Jan 22, 2013 - 5:07AM #307
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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. 
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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4 months ago  ::  Jan 22, 2013 - 5:07AM #308
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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.


 
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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4 months ago  ::  Jan 22, 2013 - 5:08AM #309
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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.
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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4 months ago  ::  Jan 22, 2013 - 5:08AM #310
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451
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. 

I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.
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