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2 years ago  ::  Jan 21, 2011 - 6:41AM #31
Siberys
Date Joined: Dec 20, 2004
Posts: 726
How exactly do lines work with the grid? Can they only be used in 45 degree angles? Otherwise, the lines would end up looking a lot like a path, which of the two I think is mechanically a stronger idea.

That said, i really don't think path is necessary. I mean, couldn't you do something like the following and get basically the same effect?

Close burst x
Target: y creatures, no two of which may be more than z squares from each other

Unless the path is used when laying down a zonish type effect... But then couldn't you just do a Close wall?

Close wall 4
Target: Each creature in wall
Effect: squares in the wall... Etc.
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2 years ago  ::  Jan 22, 2011 - 6:24PM #32
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Thanks for the comment. Honestly, when I first thought of paths and lines, I initially figured that I could use a hypothetical "close wall" range. After some consideration thouĝ, creating the line and path ranges gave a little more flexibility in designing the kind of attacks that I wanted to and were in essence, a bit more graceful.

I, for one, think we should definitely take advantage of them and maybe cull some of the close blasts and remake them into lines and paths. Especially the firebender (holy ****).
Homebrew classes:  Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better.
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2 years ago  ::  Jan 24, 2011 - 10:14AM #33
SuniMasuno
Date Joined: Jan 10, 2011
Posts: 4
I like the thoughts on the water bender ^_^

So, I was trapped at home with a computer, but without internet, the other day. It was right after a game of Avatar, so i was thinking about the game. And... well... I made a new earthbender. Not 100% done, but pretty much have the "core" down.

Here it is, for your perusal, use, reworking, or mockery, as your desires lend you.

(sorry if the post is a tad over-huge, also, the original had nice formatting that this one lacks.)

Earthbender
    This is how I would like to see the earthbender, sort of my take on it. I was wondering if it could be made to fill my defendery desires without feeling like it has left the show's style too far behind. I'm pretty happy with it. You are welcome to use any or all of the parts here for your project, or not. ^_^ Consider this my contribution to the discussion, well, another contribution.
    You can probably also tell that I'm fulfilling my single greatest 4th ed desire. I want more defendery defenders. I love the role, and would like to see it get morel ove from all over. To that end I've tried to make the earthbender the most defender like defender to have ever defended. They often sacrifice for their party, and even grow in strength as a side effect of sacrificing.
    Any time you see the word Note I'm reminding myself, or the reader, of something, or just explaining why I went a certain way.
***Note: Any power that mentions "an ally" cannot be used to mean yourself, it will say "you or an ally" in that case.

Role: Defender
Source: Elemental
Key Abilities: Strength, Wisdom, Intelligence, Constitution
***Note: the decision to go strength over con is still pretty debatable. I did it to be more agro control (with standard AOOs) but I can see the argument that the earthbender could trade some agro control for survivability.
also more key abilities mean more viable builds, and reduces the odds of having one "Correct" build. Though I'm not sure I've managed that.

Armor Proficiencies: Coth, Hide, Chain, Scale, Plate
Weapon Proficiences: Simple Melee, Simple Ranged, Unarmed Attack
Implement: Ki Focuses, weapons with which you're proficient
Defense Bonus: +2 fortitude

Hit Points at 1st Level: 15 + Constitution Score
Hit Points for each level gained: 6
Healing Surges: 8 + Constitution Modifier

Skills: Insight (Wis), Perception (Wis), Choose two more skills at 1st level from:
Class Skills: Athletics (str), Endurance (con), History (int), Arcana (int), Religion (int)

Build Options: Thoughtful Earthbender, Willful Earthbender
Class Features: Resilience, Reactive Strike, Neutral Jing, Earthbending

Resilience
Choose one of Resilient Mind or Resilient Spirit.
When you spend a healing surge to regain hit points, or are effected by a power that acts as though you did (I.E. lay on hands and cure minor wounds) you regain additional hit points equal to your resilience.
When you are bloodied your Resilience goes up by one, this may stack if it occures mutiple times in an encounter
When you are dropped to zero or fewer hit points your Resilience goes up by two, this may stack if it occures multiple times in an encounter.
When an Ally is dropped to zero or fewer hit points your Resilience goes down by one.


Resilient Mind
Your Resilience starts each encounter equal to your Intelligence Modifier, and maxes out at your Intelligence Score.

Resilient Spirit
Your Resilience starts each encounter equal to your Wisdom Modifier, and maxes out at your wisdom score.

***Note: the Resilient Mind focuses on mindor controlleryness, moving enemies away from allies and the like while the Spirit focuses on leaderyness a bit, bonuses to allies and the like
Also, this power is pretty much the only thing keeping the earthbender up. Since most of what an earthbender does makes it (rather than it's allies) more likely to die, these bonus HPs are desperately needed.


Reactive Strike
When an enemy attacks an Ally you may use reactive strike. This is dependant on two factors.
One, that you still may use an AOO this turn, as reactive strike uses your AOO for the turn in question.
Two, that the positions of yourself, the ally, and the enemy qualify for one of the two strikes. If the positions qualify for both you may use whichever one you prefer. If you are not adjacent to either the enemy or the ally you may not use reactive strike.
The listed Reactive Strike powers do not themselves draw AOOs, but with Neutral Jing Reactive strike can be used to draw AOOs.

***Note: this is the difinatave power of the earthbender. It is a little more powerful than the fighter's mark at first, but lacks the ability to deny movement, the fighter's best trick. It also is designed to turn neutral jing into a monster.

If you are adjacent to the enemy making the attack you may use Shifting Ground
Shifting Ground                 Earthbender Feature
A wave of ground drives your enemies away from your allies.
At Will * Elemental, Implement
Immediate Interrupt
Trigger: An adjacent enemy attacks one or more allies
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage and the target is pushed one square away from one of the allies it is targeting (this may negate the attack, causing them to have wasted an action).

If you are adjacent to the ally being struck you may use Earthen Shield
Earthen Shield                    Earthbender Feature
A shield of earth rises up, taking the hit for an ally and driving back to return it whence it came.
At Will * Elemental, Implement
Immediate Interrupt
Trigger: An adjacent ally is attacked
Target: The triggering enemy
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier damage and the ally recieves a bonus to all defenses equal to your resilience for this attack (and any secondary attacks attached to it).
***Note, secondary attacks does not include mere mutliple attacks a round. So this would effect a poison based secondary attack vs fort, but would not effect a ranger's twin strike for the second hit.


Neutral Jing
You may spend a Standard, Move, and Minor action on your turn to use Neutral Jing. (Note: you may not use neutral Jing if you are lacking an action from dazed or the like, but you may act the turn you use it if you have action points)
Neutral Jing lasts until the begining of your next turn. While active you gain three benifits.
One, when you deal damage you deal additional damage equal to your Resilience.
Two, when you could perform a Reactive Strike or AOO you may instead perform any standard action, including reducing it to a move or minor action. This is still considered an immediate interrupt.
Three, enemies draw an AOO from you when they enter a square adjacent to you. This attack resolves immediately after the entry, unlike a normal AOO. (Note: this AOO can still be changed to another standard action)
***Note: Neutral Jing was meant to grab what I felt was the core of the earthbender's philosophy in the show. Which was simply "don't act, react." Let your opponent commit to a course of action first, so that your course of action will always be the right one.


Earthbending
I would prefer to work this out as a series of "cantrips", but that's another discussion entirely.

Level 1 At Wills

Force of Earth        Earthbender Attack 1
The very earth around you turns into a whirlpool, moving your enemies and allies allike where you deem best.
At-Will * Elemental, Implement
Standard Action        Close Blast 1
Target: All Creatures in Blast
Attack: Strength vs. Fortitude
Hit: 1d6 + Strength Modifier damage and the target is slid one square, but cannot be moved from the blast.
21st Level: 2d6 + Strength Modifier damage

Fortifying Strike    Earthbender Attack 1
You reawaken your energies with one unyeilding blow.
At-Will * Elemental, Weapon
Standard Action        Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage and you gain temporary hit points equal to your Strength modifier.
21st level: 2[W] + Strength Modifier damage

Supporting Strike    Earthbender Attack 1
You reawaken an ally's energies with one unyeilding blow.
At-Will * Elemental, Weapon
Standard Action        Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage and an Ally adjacent to you or the target gains temporary hit points equal to your Wisdom modifier.
21st level: 2[W] + Strength Modifier damage

Grounding Stone    Earthbender Attack 1
You command the earth to hold back your foes, and it obeys
At-Will * Elemental, Implement
Standard Action        Range 10
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d6 + Strength Modifier damage and if the target moves before the begining of your next turn they take an additional Intelligence Modifier damage.
21st level: 2d6 + Strength Modifier damage

Distracting Rock    Earthbender Attack 1
With a single well placed stone you remind your enemy who they should be targeting.
At-Will * Elemental, Implement
Standard Action        Range 10
Target: One creature
Attack: Strength vs Will
Hit: 1d4 + strength modifier damage and the target takes a -3 to attacks against all targets except you until the end of its next turn.
21st level: 2d4 + strength modifier damage


Level 1 Encounters

Spike Drive        Earthbender Attack 1
You drive the enemy into the dirt, keeping them right where you want them.
Encounter * Elemental, Weapon
Standard Action        Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[w] + strength modifier damage and the target is immobilized until the end of your next turn.
    Resilient Mind: Target is instead immobilized, Save ends.
***Note: Keep'em near ya, simple enough

Gravity Pull        Earthbender Attack 1
You draw in your enemies like the earth itself, letting them burn like a meteor.
Encounter * Elemental, Implement
Standard Action        Ranged 10
Target: One creature
Attack: Strength vs AC
Hit: You pull the target your wisdom modifier squares. The target draws AOOs as though it were performing a standard movement.
    Resilient Spirit: Any Ally who recieves an AOO on the target gains a bonus to hit and damage equal to your wisdom modifier.
***Note: this power only punishes enemies who aren't attacking you. Since it is a pull it won't do shite on an adjacent enemy. This should strongly punish enemies who target your striker first, giving the striker a free hit and bringing them next to you at the same time.

Double Strike        Earthbender Attack 1
You and the earth strike in perfect concert
Encounter* Elemental, Implement(first attack), Weapon(second attack)
Standard action        Melee weapon
Target: One or two creatures
First Attack: Strength vs Fortitude
Hit: 1d10 + Strength modifier damage
Second Attack: Strength vs AC   
Hit: 1[w] + strength modifier damage
***Note: So you sure you wanna walk by my Neutral Jing Character? I have double strike ready and I get my resilience damage to both hits ^_^

Level 1 Dailys

Unyeilding Earth        Earthbender Attack 1
You reach into the earth, and borrow a little of its endless resolve.
Daily * Elemental, Stance
Standard Action
Target: Self
Effect: Your speed is reduced by 1. Whenever your hit points are reduced by an enemie's attack (Note: not temp hit points) your resilience goes up by 1. Any time an Ally is bloodied your Resilience goes down by 1.
***Note: stances rock, I wanna see more stances.

Cascade of Earth        Earthbender Attack 1
Daily * Elemental, Weapon
Standard Action            Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[w] + Strength modifier damage and the target is knocked prone and immobilized (save ends both)
    Resilient Mind: Target takes a penelty to saves against this effect equal to your intelligence modifier.
    Miss: Half Damage and the target is knocked prone.

Razorsand Pit            Earthbender Attack 1
You drive your opponent into the dirt, Which drives itself painfully in as a series of tiny dealy spikes.
Daily* Elemental, Implement
Standard Action            Melee Weapon
Target: One creature
Hit: 2[w] + Strength modifier damage, and the target takes ongoing 5 damage (save ends)
    Miss: Ongoing damage only
    Special: The target may not attampt to save against this effect on a turn during which it has attacked.


Feats

Calming Breath
Prereq: Earthbender, Resilience feature
Benefit: You may spend a standard action to increase your Resilience by 1. If you do this while using neutral jing you gain 2 instead of 1.

Perfect Reactions
Prereq: Earthbender, Reactive Strike feature, Resilience feature
Benefit: If your resilience is greater than zero and your reactive strike is activated and you have your choice of which reactive strike power to use you may use both, first the Shifting Ground then the Earthen Shield, in return for which you reduce your Resilience by 1.
***Note, this requires that you be adjacent to the enemy, adjacent to the ally, have some Resilience, spend 1 resilience, and that that enemy attacks that ally. Such a hard one to pull off, but so nice if it does. Especially if it goes off while neutral jing is up, giving you two standard actions of your choice.




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2 years ago  ::  Jan 26, 2011 - 1:29PM #34
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451

Here it is, my update to the Waterbender. I'm trying to fix two problems here:
1. Flowing Strike is only activated by Melee attacks (and ranged attacks with a certain feat). Now it get's one more catagory depending on your style.
2. From what I've heard, the Torrential build is good, but a little underwhelming. Also, we have too many controllery things in this book. Now the Waterbender can be defendery, an oft ignored secondary role (in my opinion at least, I haven't crunched the numbers). Some powers will be changed to reflect this and I will be adding feats in. The biggest change will be in the style dependent Torrential bonuses.


Text that differs from what's in the book is underlined and in italics.


WATERBENDER
“Flow like the water itself: steady and calm like a  stream and fierce and torrential like the storm.” 
CLASS TRAITS
Role:
Leader. You use your bending powers to direct the chi inside your allies, healing wounds and  raising spirits. You can also push enemies around  and craft things out of ice to present advantageous  situation to allies. Depending on your choice of class  features and powers, you might lean toward  defender as a secondary role.
Source:
Elemental. The waterbenders gather their  power from the moon and its natural pull on the  oceans, directing the waters in the same way. 
Key Abilities:
Wisdom, Dexterity, Charisma. 
Armor Proficiencies:
Cloth, Leather, Hide. 
Weapon Proficiencies:
Simple melee, simple  ranged. 
Defense Bonus:
+1 Fortitude, +1 Will. 
Hit Points at 1st Level:
12 + Constitution score. 
Hit Points for each Level gained:
5. 
Healing Surges:
7 + Constitution Modifier. 
Trained Skills:
Choose four skills at 1st level.  Class Skills: Athletics (Str), Diplomacy (Cha),  Endurance (Con), Heal (Wis), History (Int), Insight  (Wis), Nature (Wis), Religion (Wis).
Build Options:
Torrential waterbender, Calming  waterbender.
Class Features: Healing Waters, Moon’s Blessing, Flowing Strike, Waterbending

Flowing Strike -- Waterbender Feature
You are as versatile as water itself, turning any  attack into an advantage for you and your allies.
At-Will ♦ Elemental, Implement 
Free Action  Range
10 
Trigger:
An enemy targets you with a melee  attack. 
Calming: The effect may be triggered by an  area attack.
Torrential: The effect may be triggered by a  close attack.

Effect:
The effect depends on whether the attack hits, or misses.  
Hit: You or one ally within range gains a +1 to all  defenses against the attacking creature until the  end of your next turn. Increase the bonus to +2 at  11th Level, and +3 at 21st Level.   
Miss:
Choose an ally within range or yourself, they  gain a damage bonus to their first attack against  the attacking creature equal to your Dexterity or  Charisma modifier until the end of your next turn. 
Special:
You may not affect the same creature  with this power more than once in the same  round. When you create your character, choose  Dexterity or Charisma as the ability score you  use when giving damage bonuses with this  power. These two choices remain throughout  your character’s life and do not change the  power’s other effects. 

CALMING WATERBENDER

There’s no need to be offensive with it. Being  calm and content, you bend the water with ease,  helping your allies and hindering your enemies.  Steady as the stream, complacent as the pond.  Make Wisdom your primary as it dictates your  powers. Make Charisma your secondary as you’ll  rely on it to remain calm in the heat of battle.  Make Dexterity your tertiary, to help you react  quickly to changes in the fight. This build  complements your role as leader. 

TORRENTIAL WATERBENDER

Despite your calm demeanor, you direct the water  in overtly fierce ways, creating dangerous tidal  waves and torrential conditions. You wade into the  ocean of battle, using powerful blasts of water to  protect your allies from harm. Make Wisdom your highest stat as it determines your general bending  prowess. Dexterity should be your second highest  stat as you need bursts of quickness to direct such  terrible power. Charisma should be your third stat to  help you coax and control the chi of your allies. Your secondary role is defender.


MOON'S BLESSING

Choose one style of waterbending.   

Torrential: You gain proficiency in light and heavy shields. In addition, when an enemy bloodies an ally, you may shift a number of squares equal to your  Dexterity modifier towards that ally. 
(Alternatively, this could give proficiency in better armor, what do you kids think?)
Calming:
You are trained in Heal. Whenever an enemy  bloodies an ally, that ally may shift a number of squares  equal to your Charisma modifier towards you.
(Because of this change, the suggested skills for Calming waterbenders would be Diplomacy, Religion, History,  Nature)

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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2 years ago  ::  Jan 26, 2011 - 5:18PM #35
Toy-soldier-29127
Date Joined: Jan 26, 2011
Posts: 1
i'm reading through the Avatar 4e sourcebook, i just wanted to list questions i have as they come up.

first being, The Airbender's Airscooter, have you already discussed that or not?

going through earthbenders at-wills, the Earthen shield and Shifting ground are listed at immediate reactions/interrupts respectfully, from how i interpret those abilities, they have no maximum range or limiting on them, essencially saying as a level 1 earthbender, i can make sure none of my allies ever get hit ever, am i interpreting that  right, or no?

Ground Plate Armor as a level one daily power is good, but i think that attack is more about the AC boost than anything else.
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2 years ago  ::  Jan 26, 2011 - 7:28PM #36
Natural20Username
Date Joined: Oct 24, 2009
Posts: 224
No. The above earthbender build posted here was not written by the developers. In the acutal soucebook, shifting ground is a reaction, which means it takes place after the attack on the ally is resolved. The Earthen shield power CAN prevent an attack, but only when a Constitution attack against the ranged attack's attack roll succeeds.

So, as a level one earthbender,  you can annoy melee enemies with a one square slide, and protect one ally from sniper fire approximately 50% of the time.

Oh, and I think the torrential defender looks cool, and that lines and paths are fine the way they are.

Also, when it says "Make Constitution attack against the ranged attack roll" in the sourcebook, there is a typo.
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2 years ago  ::  Jan 26, 2011 - 9:50PM #37
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Right now, I'm concerned with the earthbender, so the above is of interest to me...

To be honest, the Resilience mechanic seems a little clumsy to me. Its important for a few things in the class, but overall is underwhelming. I like the idea though, but I'm not sure how I would incorporate it.

The earthbender's class features, on a whole, are fine and dandy. I think I do want to readjust the Neutral Jing class feature. Let's see...

NEUTRAL JING
You are in tune with the flow of combat, knowing to hold your fist to land the perfect blow later on. During your turn, you may spend your standard action to acquire Neutral Jing, which enboldens your defensive capabilities. While you have Neutral Jing, you gain a bonus to attack and damage with earthen shields, shifting ground, and any power that is centered on a watched ally. This bonus is equal to your Strength modifier if you are a Shaper earthbender or your Wisdom modifier if you are a Quaking earthbender.

While I'm on a roll... here's how I'd figure the two earthbender features.

Earthen Shield                Earthbender Feature
When an enemy lets an arrow fly towards an ally, you repel the attack and launch your own against the offender.
At-Will * Elemenetal, Implement
Immediate Interrupt             Close
burst 5 (increases to 10 at 11th level and 15 at 20th)
Trigger: An enemy makes a ranged attack against a watched ally.
Effect: Make an attack roll against the target's ranged attack roll. If your attack roll is equal to or greater than the triggering attack, the target takes 1d6 + Constitution modifier damage and the attack is negated. The watched ally may shift 1 square after this is resolved.
21st Level: 2d6 + Constitution modifier damage.

Rebuking Offense               Earthbender Feature
An enemy goes in for the attack an enemy and you bring the earth against him, beating the attack back and landing choice blows.
At-Will * Elemental, Implement
Immediate Reaction         Close
burst 5 (increases to 10 at 11th level and 15 at 20th)
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 1 square.
21st Level:
2d10 + Constitution modifier damage and the target is pushed 2 squares.

I definitely want to go through and change some of these Encounter and Daily powers into the "centered on watched ally" type powers. That's something I feel we didn't utilize enough.

Thoughts? Comments? Jeers? Ideas?
Homebrew classes:  Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better.
The Shadow power source done right.
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2 years ago  ::  Jan 27, 2011 - 5:13PM #38
UsagiYojimbo
Date Joined: Jan 10, 2008
Posts: 451

Ekio, that is, in a word, poifect. I think with that addition the Earthbender will start to feel like a real, proper defender.


As long as we are updating the Earthbender, can I say that I think it's Earthbender Resiliance needs to be cooler? I definitely think it's a great ability, I mean, very powerful. But I don't like it when the only thing seperating two builds is which stat you use to modify something. I think the Shaper should definitely keep it the way it is, to help her survive while wading into battle, the Quaker though, I think they ought to get something that interfaces with the new Neutral Jing ability. But first, Neutral Jing needs a bit of a rewrite:


NEUTRAL JING: You are in tune with the flow of combat, knowing to hold your fist to land the perfect blow later on. During your turn, you may spend your standard action to acquire Neutral Jing, which enboldens your defensive capabilities and lasts until the end of your next turn. While you have Neutral Jing, you gain a bonus to attack and damage with earthen shields, shifting ground, and any power that is centered on a watched ally. This bonus is equal to your Strength modifier if you are a Shaper earthbender or your Wisdom modifier if you are a Quaking earthbender.


Quaking: When you use a standard action to acquire Neutral Jing, it lasts for a number of additional rounds equal to your Strength modifer (e.g. with a Strength modifer of +1 the bonus would last until the end of the turn following the turn where it would have ended normally).


I think this is a pretty powerful ability, the Quaker will be, overall, a better long distance defender, especially if they sink an extra point in their Tertiary stat and roll with a 14 in Strength. For 1 Standard action, they could get a +2 or +3 on any defensive attack for 3 turns. But remember Earthbenders have pretty low AC's for Defenders (Hide Armor is their most powerful armor choice).  The Shaper will stand out from the Quaker for having an AC that is, likely, 2 to 3 points higher.


I thought of this in class today, I want to replace my two least favorite Waterbender attacks (Water Bullet and Waving Uppercut) with souped up versions:


Icicle Trap--Waterbender Attack 1
You block an enemy's retreat with razor sharp icicles.
At-Will ♦ Elemental, Cold, Implement
Standard Action                  Range 10 
Target: One creature. 
Attack: Wisdom vs. Fortitude. 
Hit: 1d6 + Wisdom modifier cold damage and until  the end of your next turn, if the enemy moves away from you or an ally who they were adjacent to when this attack hit, they take Wisdom modifer cold damage.  
21st Level: 2d6 + Wisdom modifier damage.


This fills two holes, firstly it's a second choice for the new Torrential build, secondly it's a cold At-Will for the ice based Waterbender. Sheilding Ice is not a Cold attack, and I would rather keep it that way. I reduced the damage slightly since Water Bullet swung for 2d4, which was really it's only good side. Move your full speed seemed like a good idea, but in practice it's hard to justify any intelligent creature not just moving 1 less than their full speed after the first instance. This is more consistently good, still offers motivation not to move and just generally seems cool.

Waving Uppercut--Waterbender Attack 1
You raise your hands and a bolt of water lifts  up, connecting to the target’s chin.
At-Will ♦ Elemental, Implement
Standard Action                  Range
10 
Target:
One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and one ally you choose does not provoke attacks  of opportunity from the target until  the end of their next turn. 
21st Level: 2d8 + Wisdom modifier damage.


Waving uppercut feels like... it's so lame. One ally gets to move their full speed away from a target without take and AOO... yay? Again, though it seemed good in production, in the field it was underwhelming. I had a Waterbender who chose this and Water Whip, and after a while she just relied entirely on Water Whip because, well, it's just not good how we wrote it.


There you go.


-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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2 years ago  ::  Jan 27, 2011 - 7:59PM #39
Natural20Username
Date Joined: Oct 24, 2009
Posts: 224
A standard action is a high price to pay for attack/damage bonuses, but it is mitigated by the quaker's class feature. It all seems very nicely put together. I just hope you have something of equal value to dish out to the shaping earthbender. I think that given the revision to Neutral Jing, some related utility powers would be nice, maybe a daily utility to let you use Neutral Jing in the same action as second wind, and an encounter utility to let you combine it with total defence?
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2 years ago  ::  Jan 27, 2011 - 8:05PM #40
Siberys
Date Joined: Dec 20, 2004
Posts: 726
I'm still confused about lines. What happens when they are not used in a cardinal direction?
astralArchivist.com - 4e D&D house rules, homebrew, and story hours - now featuring ENWorld's Zeitgeist adventure path!

Will Thibault is a winged, feathered serpent rarely found anywhere except in warm, jungle-like regions or flying through the ether. Due to his intelligence and powers he is regarded with awe by the inhabitants of his homelands and is considered to be divine.
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