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Mindflayer
2008-07-22, 07:51 PM
So I've been working on the waterbender for 4E although its not done, (the others will come soon) and I would like to post it for the playground's opinion so without further ado:

Waterbender
Role: Controller, waterbenders use water to blast with huge waves or hinder foes by encase them in ice.
Power Source: Bending, through force of will, and natural ability waterbenders can manipulate water and ice.
Key Abilities: Wisdom, Dexterity, Contstitution
Armor Proficiencies: Cloth
Weapon Proficiencies: Any simple weapon
Defense Bonuses: +2 Reflex
Hit points at first level: 12+constitution score
Hit points gained per level: 5
Healing Surges per Day: 6+constitution modifier

Trained Skills: All waterbenders are trained in acrobatics in addition choose three skills from the following list: athletics, bluff, diplomacy, heal, insight, nature, perception, stealth and thievery.

Waterbender class features:

Waterbend:
At 1st level all waterbenders have the at-will power Waterbend as described below.

Waterbend Waterbender class feature
“It was like nothing I had ever seen, she just moved and the water moved with her.”
At-will – cold
Standard action ranged 8
Target: one creature within range (see below)
Attack: Wisdom vs. Reflex (see below)
You can use one of the following applications of this power
Water Blast: deal 1d4+was mod. damage to the target. This attack counts as a basic attack.
Deflect attack: You may deflect an attack made by an enemy bender. To do this you must target an enemy’s power with the bending power source. Then you and the enemy using the power make opposed wisdom check with a modifier equal to your level. If you succeed then the attack is negated.
Manipulate: You may manipulate water into any shape you choose but intricate detail isn’t possible so forming the shape of a specific person is not possible. Additionally you may move any source of water to a location you choose the water can travel up to 10 squares/round.
Melt/Freeze: You may melt or freeze a source of water. Transformation takes a standard action to complete. Used on a creature with the cold subtype you deal 1d6 points of damage.

Icy Step
At 1st level whenever you walk on an icy surface you don’t need to make an acrobatics check and gain +2 squares movement.

Child of the full moon:
At night you gain a +1 to attack and damage rolls, and when underneath a full moon you gain a +3 to attack and damage rolls.

Waterbender Powers
Unless stated otherwise all waterbender powers require 1 square of water to perfom but water can be withdrawn from a power after use unless otherwise stated.

Level 1
Water whip Waterbender 1
You stream the water and whip an opponent with it
At-will - Cold
Standard Action ranged 10
Target one creature within range
Attack Wisdom vs. Reflex
Deal 1d6 points of damage in addition the target is dazed for one round.

Steady Stance Waterbender 1
Shaping the water around your feet and freezing it you are unmovable
At-will – cold
Standard Action ranged 3
Target one ally
The target cannot be knocked prone this ability lasts until the end of the encounter or until dismissed.

Claws of Ice Waterbender 1
“her hands were as sharp as claws”
At-will – cold
Standard action – cold, stance
Target yourself
You encase you limbs in water and freeze it forming shard weapons. Your unarmed strike now deals 1d8 points of damage this lasts until the end of the encounter or until dismissed.

Wave of water Waterbender 1
“she shot water at all of us at once, it was amazing”
At-will- cold
Standard action Close blast 3
Target all creatures in blast
Attack Wisdom vs. Fortitude
The target is knocked prone. To perform this power you need 3 squares of water.

Level 2

Fog Cloud Waterbender 2
“ Suddenly we were surrounded by fog, that’s when we lost”
At-will – cold, zone
Standard action Burst 8
Target all creatures in burst
All creatures 2 squares apart or more have concealment. To perform this power you need 2 squares of water. This power lasts a number of minutes equal to your level or until dismissed water cannot be withdrawn from this power.

Tentacle waterbender 2
You form a tentacle of water as if it were another limb
At-will – cold, stance
Standard action ranged 5
You form a tentacle of pure water. This tentacle can perform a slam attack dealing 1d6 points of damage, grab an opponent (using your statistics), or manipulate any object you could this lasts a number of rounds equal to your level or until dismissed.

Water Spout Waterbender 2
“ There was a huge column of water underneath this waterbender and then it started rising, and her with it”
At-will – cold
Standard action
Target yourself
You start moving upward at a rate of 3 squares per turn up to a maximum number of square equal to your level multiplied by 2. You may voluntarily stop at any distance. To perform this power you need a number of square of water equal to the distance you travel. This ability lasts until the end of the encounter or until dismissed.

Level 3

Ice shards Waterbender 3
You send spears of pure ice at your opponents
At-will – cold
Standard action ranged 10
Target one enemy/ 2 levels
Attack Wisdom vs. Ac.
You send a shard of ice at your opponent. The shard deals 1d6 points of damage. Additionally you may target one extra opponent every 2 levels.

Water walk Waterbender 3
“It was magnificent she just walked on as me and you are walking on ground”
At-will- Stance
Standard Action
Target yourself
You may walk on water at your current speed for the duration of the encounter or until dismissed no water is needed for this power.

Liquid Armor Waterbender 3
You surround yourself in water blocking attacks
At-will – stance
Standard action
Target Yourself
You surround yourself in water to block attacks. The armor gives you a +4 bonus to reflex and Armor class. This ability lasts a number of rounds equal to twice your level or until dissmissed.

Level 5

Draw water Waterbender 5
“I can’t explain it, she just waved her hands and water appeared”
At-will - Cold
Standard Action
You can draw water from the air or plants. A standard action yields 3 squares of water. If used on a plant creature this deals 1d10 points of damage this power doesn’t require water.

Figment of Water Waterbender 5
“I can’t explain it, out of nowhere I saw my sister but the thing is, she’s dead.”
At-will
Standard action ranged 5
Target 1 enemy/ 3levels
Attack Wisdom vs. Will
The target is Helpless and dominated (save ends or until dismissed) water cannot be withdrawn form this power.

Healing water Waterbender 5
“My wounds healed instantly as she touched me”
At-will – Healing, cold
Standard action
Target one ally
The target is healed as if he had spent 2 healing surges.
Sustain minor: The ally regains hit points as if it had spent a healing surge every turn after. This may be repeated for 1 turn/ 3 levels.

Level 6

Swirling water Waterbender 6
“the water swirled around her and then it was all over”
At-will – cold
Standard action ranged 9
Target one enemy/level
Attack Wisdom vs. Fort
You create an orb of water around yourself and shoot steams of water at your opponents each stream initiates a grab on an opponent using your statistics. This power requires 1 square of water per target.

Cold-fire Spikes Waterbender 6
“your wounds are the wounds of your allies”
At-will – Cold, acid
Standard Action burst 10
Target everyone in burst
Attack Wisdom vs. Reflex
You create spike in the are that deal 3d6 points of damage to everyone that fails their saving throw. Additionally any creature that fails their saving throw is slowed. This seed requires 7 squares of water.

Wall of Water Waterbender 6
You form an impassable wall of water
At-will – cold
Standard action wall 20
You create a wall of water that is extremely hard to pass. Everyone trying to go through the wall is slowed, blinded, dazed, deafened, and dazed.

So oblviously it doesn't follow quite the same mechanics. At 1st level you gain 2 at-will powers and every level you would gain another power you gain another at-will power. Also you don't replace a power you keep them all.