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.
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.
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.
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.
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
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.
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.
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.
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.
“Know when to strike. Patiently wait for an opening in your enemy’s defense and turn the earth beneath them into a weapon. Attack head on, never hesitate.”
Class Traits Role: Defender. Using your martial discipline, you can mold and shape the earth around you to protect your allies. Source: Elemental. The first earthbenders learned the art from the Badgermoles, enormous, reclusive creatures who tunnel through the ground by molding the earth around them. Key Abilities: Constitution, Wisdom, Strength.
Armor Proficiencies: Cloth, Leather, Hide. Weapon Proficiences: Simple melee, simple ranged, military melee. Implements: Ki focuses, weapons with which you are proficient. Defense Bonus: +2 Fortitude.
Hit Points at 1st Level: 15 + Constitution. Hit Points for each Level gained: 6. Healing Surges: 8 + Constitution Modifier
Skills: Insight (Wis). Choose two more skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Dungeoneering (Wis), Intimidate (Cha), Perception (Wis).
Earthbending is an ancient art form concerned with molding and manipulating the earth itself. Earthbenders use their skills to shield themselves and their allies. Like the element of earth itself, earthbenders are almost universally proud and obstinate, but above all enduring.
The key to Earthbending is neutral jing, which involves waiting and listening for the right moment to strike, and when that moment comes, acting decisively.
Take a strong stance, focus inward, and shape the earth to your will. Protect your allies against the dangers that seek to harm them. Most of all, stand your ground, for neither you, nor the earth around you will bend to anything other than your will.
Creating an Earthbender
There are two dominant styles of earthbending.
Shaping Earthbender You bind the earth to your body, constructing a suit of armor, an deadly stone-fist or a curving blade of obsidian. Your bending is an extension of your body, allowing you to fortify your defenses and wade into battle. By playing the role of the stalwart defender, you protect your allies by keeping enemies near you. Even if they flee from your presence, you just keep pulling them back beneath the hammer of your fist. Make Constitution your highest stat, as your durability is what ties you to the earth you command. Make Strength your second highest stat, as you use your physical might to make a dent in the battlefield. Make Wisdom your third highest stat to support the calm, resolute mind necessary to bring the earth under your control.
Quaking Earthbender You control the ground in waves emanating outward, forcing opponents to sink or swim... sometimes literally. With a raised hand the earth surrounding your allies turns against aggressors. And at the center of this tellurian tumult you stand, keeping a strong, meditative stance. By turning the very terrain against your enemies, you can ensure they never have the high-ground and are always struggling not to stumble onto a readied blade. Make Constitution your highest stat, so as to keep your footing as you violently shake the earth around you. Make Wisdom your second highest stat, so you can 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.
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 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.
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.
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.