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  1. - Top - End - #211
    Dwarf in the Playground
     
    X15lm204's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    I think an Avatar setting should use the VP/WP system for the following reasons:
    1. In the source materials, main characters (i. e. those with PC classes) almost never get seriously injured, with most injuries amounting to bruising, scratches, and very close calls.
    2. Characters who are injured recover very quickly from minor damage, needing only a few hours to be ready for anything. In the few situations where they are badly injured, they are usually unable to survive without close long-term and/or waterbending care.
    3. The HP system of D&D was designed with the knowledge that most players would have easy access to magical healing. IN the world of Avatar, this is much more rare, and the VP/WP system allows easier recovery without it.
    Yes, Avatar is a kids' show, and thus can't have blood and gore, but the almost untouchable nature of the main characters is an underlying part of the awesomeness of the show, which is the reason most - if not all - of us are here. Also, it just makes more sense than the HP system.
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  2. - Top - End - #212
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    Default Re: Water, Earth, Fire, and Air [class]

    Excellent! I am making a campaign setting based on the elements, and these are perfect for my campaign. Permission to use?
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  3. - Top - End - #213
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    Default Re: Water, Earth, Fire, and Air [class]

    Yes, Avatar is a kids' show, and thus can't have blood and gore, but the almost untouchable nature of the main characters is an underlying part of the awesomeness of the show, which is the reason most - if not all - of us are here. Also, it just makes more sense than the HP system.
    I don't think theres any reason to make this any more complicated, keeping a bender campaign simple is best, even if it veers off the shows course a bit.

    The more unusual rules you use, the less people will use it.

  4. - Top - End - #214
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    Default Re: Water, Earth, Fire, and Air [class]

    Hmm, I suppose, but the VP/WP system is not very complicated and is right in the SRD, and besides, it's not as if we're trying to sell a product.
    "Your sentence unfortunately happens to be the precise name of a long-forgotten deity with the portfolio 'destroying all life'." - Mewthario

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  5. - Top - End - #215
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    Default Re: Water, Earth, Fire, and Air [class]

    Katarl:

    I've tried to address some of your playtesting concerns in this new version of the Airbender. Let me know what you think.

    AIRBENDER Version II

    Abilities – A high Wisdom score is essential to an Airbender as it determines the save DC’s for many of his/her best forms and abilities as well as providing a needed AC boost. A high Dexterity is also important, as it affects many of an Airbender’s best skills and provides additional AC.
    Alignment – Any (though tending towards law and good)
    Hit Die – d6

    Class Skills – Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Jump, Hide, Knowledge (Religion), Knowledge (Arcana), Knowledge (History), Move Silently, Listen, Perform, Profession, Ride, Spot, Swim, Tumble
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier



    Class Features
    Weapon and Armor Proficiency – An Airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.

    Dodge – Airbenders are highly skilled at evading blows, often manipulating air currents to help them dodge attacks. When unarmored and unencumbered, an Airbender adds his/her Wisdom bonus (if any) to his/her AC. This bonus applies even against touch attacks or when the Airbender is flat-footed. He/she loses these bonuses when he/she is immobilized or helpless, when he/she wears any armor, when he/she carries a shield, or when he/she carries a medium or heavy load. Additionally, Airbenders gain a dodge bonus to Armor Class as shown on the above table.

    Air Blast – The first ability an Airbender learns is Air Blast. An Airbender attacks his/her foes with a blast of concentrated air at will, driving them backwards with the force of the air. An Air Blast is a ray with a range of 50 ft plus 5 ft/2 levels. It is a ranged touch attack that affects a single target. An Air Blast drives its target backwards in the direction of the Air Blast. An Airbender can hurl the target of the Air Blast (which can be any creature or object weighing no more than 25 lbs/level) up to 20 feet/level. Creatures and objects deal and take damage as described under the Violent Thrust version of Telekineses. The Airbender must succeed on a ranged attack roll in order to deal damage with a flung creature or object. The target of an Air Blast can avoid this effect by succeeding on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). Air Blast counts as a special attack for the purposes of feat selection. An Air Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using an Air Blast counts as an attack, and an Airbender can use a number of Air Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB). An Airbender cannot dual wield Air Blasts nor can he/she apply precision-based damage from any source to the damage dealt by his/her Air Blast.

    Deflect Bending – Early in their training, Airbenders learn to deflect the blasts from their opponents. During his/her turn, an Airbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Airbender. As an immediate action, the Airbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. An Airbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Airbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Airbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Airbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, deflected or swallowed up by a swirl of air.

    Air Grab – The Airbender alters the air currents around the desired object or creature, allowing him/her to manipulate it. As a standard action, the Airbender may propel the creature or object (weighing up to 50 lbs) up to 40 feet in any direction, though the effect ends if the distance between the Airbender and the target exceeds 100 feet +10 feet/level. A creature can negate the effects of Air Grab on itself or an object it possesses with a successful Will Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). The target can be manipulated as if by one hand, as long as the force required is within the weight limit. For the purpose of any physical ability checks necessary, the Air Grab’s ability scores are equal to the Airbender’s Wisdom score.

    Airbending Forms – Beginning at 1st level, and Airbender begins to study the art of controlling the air. He/she learns a single air bending form that he/she can use at will. As an Airbender gains levels, he/she learns more air bending forms, as shown on the above table. An Airbender can choose any air bending form from the list below for which he/she fulfills the prerequisites. At 1st level, he/she can learn any of the Lesser Forms. Beginning at 6th level, he/she can learn any of the Lesser or Moderate Forms. Beginning at 16th level, he/she can learn any of the Lesser, Moderate, or Greater Forms. Unless noted, using an Airbending Form is a standard action that provokes an attack of opportunity and can be disrupted by any effect that would disrupt casting a spell.

    Slow Fall – Beginning at 3rd level, an can slow his/her descent. When first using this ability, he/she takes damage as if the fall were 20 feet shorter than it actually is. The Airbender’s ability to slow his/her fall (that is, to reduce the effective distance of the fall) improves with his/her Airbender level until at 20th level he/she can slow his/her descent and fall up to 100 ft without harm. This ability only functions if the Airbender is conscious and capable of moving.

    Flight – Beginning at 4th level, an Airbender learns to manipulate the air currents around his/her glider, allowing him/her to fly. The Airbender’s flight speed and maneuverability are shown on the above table. An Airbender can fly for a number of rounds at a time equal to his/her Wisdom score. An Airbender must use a glider in order to fly.

    Evasion – As the Rogue ability.

    Multiclassing - Like a member of any other class, an Airbender may be a multiclass character, but multiclass Airbenders face a special restriction. An Airbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Airbender level, though he/she retains all his/her Airbender abilities.

    AIR BENDING FORMS

    Lesser Forms
    • On the Walls – The Airbender manipulates air currents to support him/her as he/she runs along steep surfaces. The Airbender can move normally on surfaces that usually require a climb check to negotiate. However, he/she must end his/her turn on a level surface.This form can be used as a swift action.
    • Burst of Speed – The Airbender creates small currents of air behind him/her as he/she runs and reduce air resistance, increasing his/her base land speed by 10 ft + 5 ft/5 levels. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. This effect lasts a number of minutes equal to the Airbender’s class level.
    • Levitate – As the spell, except that the Airbender can only levitate him/herself or willing creatures.
    • Dust Cloud – As the spell Fog Cloud. This form cannot be used when there is no loose soil, dust, or other fine particulate matter present.
    • Tornado, Lesser – By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a small tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 20 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex Save (DC + half the Airbender’s class level + the Airbender’s Wisdom modifier) or be entangled. Even if the creature passes the Reflex Save, he/she still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the Airbender concentrates to maintain it (a standard action), up to a maximum number of turns equal to the Airbender’s class level.
    • Air Shield, Lesser – An Airbender gains the ability to shape air currents into a swirling shield as a standard action that provokes an attack of opportunity. This shield can take the form of a sphere, a dome, or a disk, each with a radius of 10 feet. An Air Shield cannot penetrate solid objects, so using a spherical Air Shield on the ground (for example) is impossible. Once established, an Airbender can move his/her Air Shield 30 feet per round as a move action. An Air Shield has different properties that vary with the Airbender’s class level. An Airbender must concentrate to maintain an Air Shield. The Air Shield functions as Wind Wall with the exceptions noted above.
    • Airbender’s Leap – The Airbender creates a gust of wind beneath him/herself, allowing jumps that would otherwise be impossible. As a swift action, an Airbender can create air currents to help him/her jump, gaining a circumstance bonus to Jump checks equal to 10 + the Airbender’s class level. The height and distance of the Airbender’s jumps are no longer limited by the Airbender’s height.
    • Flowing Air Strike – The Airbender manipulates the air currents around his/her limbs, causing his/her strikes to come harder and more quickly. When engaged in melee combat with unarmed strikes or any weapons he/she is proficient with, the Airbender gains a +1 circumstance bonus to attack and damage rolls. An Airbender can maintain this form as a swift action each round, up to a maximum of 1 round/level.
    • Stillness – When using this form, an Airbender creates an area of calm with a radius of 10 ft. Within this radius, he/she is able to limit the transmission of sound through the air, allowing those within the radius to move more stealthily, gaining a circumstance bonus to Move Silently checks equal to half the Airbender’s class level (minimum 1). The Airbender must concentrate to maintain this ability.

    Moderate Forms
    • Air Scooter – The Airbender forms a whirling ball of air and rides this ball as it speeds along the ground, attaining great speed and maneuverability. When using the Air Scooter form, an Airbender gains several benefits. First, his/her base speed increases to 60 ft. Second, he/she can ride the Air Scooter on any surface that would normally require a climb check, though he/she must end his/her turn on a level surface. Third, he/she ignores any movement penalties due to sand, snow or similar difficult terrain, but cannot be used to transport the Airbender over water, lava, or any other surface that could not support the Airbender’s weight. While using an Air Scooter, an Airbender must move at least 30 feet each round and cannot perform any other air bending forms. An Airbender can maintain his/her Air Scooter for a number of rounds equal to his/her class level.
    • Air Scythe – Forming the air into a thin blade of compressed air molecules, the Airbender can deal substantial damage to creatures and objects. An Air Scythe is a ranged touch attack (50 ft plus 5 ft/2 levels) that deals 1d6/2 levels of slashing damage. In addition, an Air Scythe is ideal for attacking objects, ignoring the first 10 points of the object’s hardness.
    • Deep Breath – By exhaling a high-pressure stream of air, the Airbender is able to move at great speeds, knocking down all in his/her path. The Airbender gains a circumstance bonus to bullrush and overrun attempts equal to half his/her class level (minimum 1). If the Airbender successfully bullrushes an opponent into a solid obstacle (wall, cliff face, large rock, etc), the opponent takes damage as if he had fallen the distance of the bullrush. This damage cannot be negated by Tumbling, Slow Fall, or any other ability.
    • Tornado – As Lesser Tornado, except that creatures within the radius who fail their Reflex Save are stunned for the duration of the effect.
    • Air Step – Creating small cushions of air beneath his/her feat, the Airbender can move over surfaces that would normally not support his/her weight, including water, lava, thin ice, and similar surfaces. This does not allow the Airbender to fly or levitate. This effect lasts a number of rounds equal to the Airbender’s class level.
    • Wind Gust – An Airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects in a line with his/her Air Blast. The length of this line is equal to the length of the Airbender’s Air Blast ray. Using this form of Air Blast counts as expending all of the Airbender’s Air Blasts for the round.
    • Air Shield – This form functions as Lesser Air Shield. However, it is much more powerful, deflecting all ranged attacks with the exception of massive projectiles (boulders, siege weapon projectiles, etc). It also deflects all melee attacks that originate outside the Air Shield and Medium and smaller creatures must succeed on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier) to pass through the Air Shield.
    • Body of Air Thrust - The bender creates an outline of themselves from compressed air and sends it towards a target within 50 ft. The target takes 5d4 bludgeoning damage and is knocked back as if hit by an air blast and may take additional damage if applicable.

    Greater Forms
    • Air Scythe, Greater – As Air Scythe, but it ignores all hardness and deals an additional 2d6 damage.
    • Tornado, Greater – As Lesser Tornado, except that creatures within the radius who fail their Reflex Save are held for the duration of the effect. Additionally, the tornados radius increases to 10 feet.
    • Air Burst – An Airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects within a 10 foot radius of him/herself with his/her Air Blast. Using this form of Air Blast counts as expending all of the Airbender’s Air Blasts for the round.
    • Air Shield, Greater – As Air Shield, except that it deflects massive projectiles and all forms of bending, regardless of element. Also, any Large or smaller creatures must succeed on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier) to pass through the Air Shield.
    • Reap the Whirlwind – The Airbender creates a flat blade of compressed air which he/she wields in combat as he/she would a normal weapon (the Airbender is considered proficient with this weapon). This weapon deals 1d6/2 levels of slashing damage. Additionally, the Airbender can apply any precision damage to strikes with this weapon. Once summoned (a standard action that provokes an attack of opportunity) an Airbender can maintain this weapon for a number of rounds equal to his/her class level.
    • Updraft - The airbender manipulates the air around an enemy, forcing a violent burst of air directly beneath him. The target must make a Reflex save (DC = 10 + 1/2 class level + Wis Modifier) or be hurled upward 10 feet/level of the airbender. The target then plummets to the ground, taking proper falling damage.
      For each size above medium, cut the height the opponent is thrown by half. (1/2 for large, 1/4 for huge, etc.)
    • Ensnaring Wind – An Airbender using this form creates an area around a single foe where strong winds impede movement and combat. The Airbender can target any creature size Large or smaller with this ability. The targeted creature’s combat abilities are hindered, and it takes a penalty to attack and damage rolls equal to -1 per 3 Airbender levels. The target can attempt to avoid this penalty with a Fortitude Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). An Airbender must concentrate in order to maintain this ability (up to 1 round/level).
    • Storm Winds - Using this form, an Airbender can create a wall of air that rushes away from him/her. He/she may affect every creature or object within a 60 ft cone with his/her Air Blast. Using this form is a standard action that provokes an attack of opportunity.
    What do you think? Does it address your concerns?

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  6. - Top - End - #216
    Dwarf in the Playground
     
    katarl's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    Looks much better, but we'll have to playtest it to be sure.

  7. - Top - End - #217
    Bugbear in the Playground
     
    Mephibosheth's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    If it's not too much trouble, could we get some more information about your playtesting campaign? What's the party like? What ECL? Is your Airbender going to rebuild his/her character with this version 2.0? What's the campaign plotline? What sort of opponents is the party facing, primarily? Details, man. Details!

    If it's not too much...

    Mephibosheth
    Last edited by Mephibosheth; 2006-12-21 at 03:10 PM.
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  8. - Top - End - #218
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    Renloth's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    Any word on a possible Pbp game?

    I thought it was floating around a few pages back.
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  9. - Top - End - #219
    Ettin in the Playground
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    Default Re: Water, Earth, Fire, and Air [class]

    Hm. Just thought of something. Should the same ability stat be the primary skill for all of the classes? I know theres exceptions and whatnot but it seems like certain elements require less wisdom (Firebenders and Airbenders) then the others. Maybe its just me but Firebending seems more like a Charisma kind of casting stat for them.
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  10. - Top - End - #220
    Barbarian in the Playground
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    Default Re: Water, Earth, Fire, and Air [class]

    I say that it goes by the following

    Air Benders=Dexterity
    Water Benders=Wisdom
    Earth Benders=Constitution
    Fire Benders=Charisma

  11. - Top - End - #221
    Bugbear in the Playground
     
    Mephibosheth's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    I don't think that physical ability scores should be associated with anything resembling spellcasting. I feel like that would make them too powerful. Also, I think that bending is as much mental as it is physical, and shouldn't be governed by a physical ability score. I haven't made up my mind on whether charisma and intelligence should be added into the mix in some cases, but if we do, I think it should go:

    Air: Wisdom
    Water: Intelligence
    Earth: Wisdom
    Fire: Charisma

    However, the show portrays all the bending disciplines in a way that makes wisdom seem like the most appropriate ability score. I guess I'm open to arguments on either side.

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  12. - Top - End - #222
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    Default Re: Water, Earth, Fire, and Air [class]

    I agree that the show seems to support the Wisdom idea for all the disciplines.

    Water should definitely not be Intelligence, at any rate.
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  13. - Top - End - #223
    Barbarian in the Playground
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    Default Re: Water, Earth, Fire, and Air [class]

    Bending is as much a physical exercise as it is a spiritual one.

    1) Air Benders rely more on agility and evasion (dex)
    2) Earth Benders rely more on taking a blow (con)
    3) Water Benders rely on wisdom and perception (wis)
    4) Fire Benders rely on emotions and will (cha)

  14. - Top - End - #224
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    Yuki Akuma's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    But Consitution has nothing to do with actually physically moving. It's purely reactive.

    I agree that bending is physical as well as mental. I disagree that this should be modelled by using physical ability scores as primary casting ability scores.

    And definitely not Dexterity. No way.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Mephibosheth's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    I agree with Yuki. I think that, while bending and martial arts are linked, the ability to bend is a mental/spiritual one that manifest itself through physical movements. The two are closely linked, but (at least in D&D terms) bending should be governed by a mental ability, not a physical one.

    As to using multiple mental abilities, I'm not really attached to any specific form. I could see arguments either way for almost all bending disciplines. I think the show indicates wisdom pretty strongly for all the disciplines, but I could definitely see charisma for firebending. Maybe intelligence and airbending? I don't know.

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    Default Re: Water, Earth, Fire, and Air [class]

    I was wondering, has anyone yet cooked up the infor on an actual "avatar" class?

    Because if nobody has yet, I could try making an Avatar PrC
    Last edited by Enlong; 2006-12-21 at 08:23 PM.

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    Default Re: Water, Earth, Fire, and Air [class]

    Some people mentioned working on it, but the consensus (at least, as far as I can tell) is that the Avatar shouldn't be playable. The powers of the Avatar are just too unbalancing to fit into a party without completely under-representing the Avatar's in-show abilities. Plus I for one have no idea how you would adjudicate some of the Avatar's abilities (the avatar state, the ability to pass into the spirit world, etc).

    So, if you want to give it a shot, go ahead. We're not going to turn down any submissions outright.

    Also, how 'bout a new Airbending form (inspired by Aang's coal-flinging move in Imprisoned)?

    Launching Vortex (Lesser) - Weaving air currents into a narrow tunnel of swirling air, the Airbender can launch a number of crossbow bolts, sling stones, shurikin, arrows, or objects of similar size and weight equal to his/her class level a maximum distance equal to the distance of his/her Air Blast. Projectiles so launched deal 1d8 damage. Any special properties of objects launched (including Masterwork quality) do not apply to attack rolls (though properties adding damage do apply).

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    Last edited by Mephibosheth; 2006-12-21 at 10:02 PM.
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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Mephibosheth View Post
    Some people mentioned working on it, but the consensus (at least, as far as I can tell) is that the Avatar shouldn't be playable. The powers of the Avatar are just too unbalancing to fit into a party without completely under-representing the Avatar's in-show abilities. Plus I for one have no idea how you would adjudicate some of the Avatar's abilities (the avatar state, the ability to pass into the spirit world, etc).

    So, if you want to give it a shot, go ahead. We're not going to turn down any submissions outright.

    Mephibosheth
    Actually, now that you mention it, I actually had some ideas on how to represent the Avatar State and the Spirit World. *ahem*

    Spirit Link
    The Avatar is the link between the physical and spiritual realms, that is, the various planes, and has the ability to travel to the so-called "spirit world" as a sort of emmisarry. Once per day, the Avatar may plane-shift his spirit to the Etheral plane. This requires two full rounds of meditation, and if attempted in battle, provokes an attack of opprotunity. THe avatar's body remains in the plane he was in when he changed planes, maintaining only the bodily funtions as if asleep or in a coma. The avatar's spirit becomes entirely etheral, invisible and intangible to all those on the Material plane, and from there, can converse with all manner of etheral beings. He also retains all powers he would normally have within his own body. However, unless the Avatar knows how to return, he requres the aid of a being that does know in order to return to his body.


    Avatar State
    The Avatar is not simply a person who is able to master all the types of Bending, he is the incarnation of the very soul of the world, and is the latest in a long line of reincarnated Bending masters. The Avatar state is name given to the state that the avatar can access in times of great need. It causes all of the thousands of previous incarnations of the Avatar, as well as the Soul of the World, to inhabit and control the Avatar's body at once. As a result, the Avatar's abilities increase athousandfold. The avatar state can only be accessed by an Avatar during a time of extreme emotional turmoil or extreme danger (the avatar state is, first and foremost, a defensive mechanism). While in the Avatar State, the Avatar gains access to all Bending Forms, and any abilities given by the four base Bending classes. The results of all attack and damage rolls made in the Avatar State are doubled, after applying any other bonuses, and his STR and CON are pushed up by 15 points. When in the Avatar State, the Avatar is lit up by pure cosmic energy. This is seen as an incadecent glow emenating from the Avatar's eyes and mouth, and in some cases, other areas, such as the arrow tattoos given to a primary Airbender. The display is sufficient to immediately ruin any attempt to Hide, and grants a +10 circumstance bonus to the Spot checks of anyone who simply hasn't noticed the Avatar's presence. The Avatar also speaks with a very powerful voice, combining the sound of all the former avatar's voices. The combined impressiveness of the Avatar State grants the Avatar a +12 circumstance bonus to any and all Intimidate Checks. There are two problems with the Avatar STate. First and foremost is that an Avatar without the proper spiritual training cannot control the Avatar State, and becomes immediately swept up by rage, grief, and other emotions. When in the Avatar State, an untrained is subsequently controlled by the DM, and not his player, untill the Avatar State subsides, usually by way of exhaustion, fulfillment of the destruction/revenge/other goal the Avatar sought to accomplish within the State, or by a strong urging by somone close to him. The other, more serious drawback is the downside to concentrating all of the Avatar's souls and essence into the body at once. While in the AVatar State, all that the Avatar is, thgough every reincarnation, and the entire Sould of the World, is within one body. If the AVatar is killed in the Avatar state, the cycle of reincarnation is broken, and the Avar ceases to exist. If that happens, then the Avatar's life cannot be restored by ANY means, and there is no possibility of another Avatar being born. An Avatar who has undergone spiritual training and unlocked his Chakras may invoke the Avatar State as the result of two full-round actions that provokes attacks of opprotunity. Also, an avatar with mastery over the Avatar State does not lose his Intelligence and his player retains control.






    ((how do those sound? Did I do good? The Avatar State took a WHOLE lot of thinking, expecially the "goes out of control" part))
    Last edited by Enlong; 2006-12-21 at 10:13 PM.

  19. - Top - End - #229
    Barbarian in the Playground
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    Default Re: Water, Earth, Fire, and Air [class]

    note that normally it takes years to master the 4 elements so an Avatar in the game would probably be weaker than Aang

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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Ing View Post
    note that normally it takes years to master the 4 elements so an Avatar in the game would probably be weaker than Aang
    Yeah. I was thinking that an Avatar doesn't get the Bending skills with levels, rather, he gets them with lessons from other Benders, like, one or two forms per lesson. ANyway, an Avatar could also be premade by the DM with most of the elements mastered.

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    Default Re: Water, Earth, Fire, and Air [class]

    If it's not too much trouble, could we get some more information about your playtesting campaign? What's the party like? What ECL? Is your Airbender going to rebuild his/her character with this version 2.0? What's the campaign plotline? What sort of opponents is the party facing, primarily? Details, man. Details!
    The party so far consists of one male earthbender (me), one female waterbender,a male airbender and I think one person wants to be a fighter type. We're setting the campaign 80 years before aang is released from the ice, so airbenders do still exist and the Fire Nation is still pounding away at the earth nation. We're starting level 1, and because of that, the plot is much more general dnd, save this, research that, defeat him, etc., since lvl 1 characters can't make much difference in the setting, though i imagine the dm will change that as we go. We haven't begun yet, we're still drawing up characters (so, the airbender guy will use the 2.0 rules), and we play (this group at least) infrequently, so we probably won't start until the new year, with all the christmas stuff.

    We're using all of the bender classes, but not the PrCs, being the avatar isn't allowed, its normal ability generation, not using the feats listed, but we are using warlock-esque items and scrolls to teach bending forms and increase power, as well as a more complicated masterwork system.

  22. - Top - End - #232
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    Enlong's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by katarl View Post
    The party so far consists of one male earthbender (me), one female waterbender,a male airbender and I think one person wants to be a fighter type. We're setting the campaign 80 years before aang is released from the ice, so airbenders do still exist and the Fire Nation is still pounding away at the earth nation. We're starting level 1, and because of that, the plot is much more general dnd, save this, research that, defeat him, etc., since lvl 1 characters can't make much difference in the setting, though i imagine the dm will change that as we go. We haven't begun yet, we're still drawing up characters (so, the airbender guy will use the 2.0 rules), and we play (this group at least) infrequently, so we probably won't start until the new year, with all the christmas stuff.

    We're using all of the bender classes, but not the PrCs, being the avatar isn't allowed, its normal ability generation, not using the feats listed, but we are using warlock-esque items and scrolls to teach bending forms and increase power, as well as a more complicated masterwork system.
    Actually, the Fire Nation's first act when Sozin's Comet arrived was their genocide against the Airbenders, so Airbenders should still be extinct.

  23. - Top - End - #233
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    Default Re: Water, Earth, Fire, and Air [class]

    Unless Aang dies in the finale, we can't be sure whether the Air Nomads would stay extinct or not.
    Last edited by Yuki Akuma; 2006-12-22 at 09:53 AM.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

  24. - Top - End - #234
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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Yuki_Akuma View Post
    Unless Aang dies in the finale, we can't be sure whether the Air Nomads would stay extinct or not.
    Well, in his campaign, there shouldn't be any airbenders. The Air Nomads have been Genocided my the Fire Nation, and Aang isn't due to be released by Katara for 80 years.

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    Default Re: Water, Earth, Fire, and Air [class]

    Actually, the Fire Nation's first act when Sozin's Comet arrived was their genocide against the Airbenders, so Airbenders should still be extinct.
    Yes, but airbenders are evasive, says it right there in the fluff. The idea was that not all airbenders were caught by firebenders, since they're so much faster than them, but they eventually were killed or whatever happened to them by aangs time.

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    Default Re: Water, Earth, Fire, and Air [class]

    I know it isn't canon, but in the TCG there are a couple of Airbender characters who survived the genocidal first attack by the Fire Nation...
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

  27. - Top - End - #237
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    Enlong's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    Well, the TCG may yet become canon, and there was that one.. something the Betrayer?

    Also, what do you guys think of my ideas for the Spirit World and Avatar State?

  28. - Top - End - #238
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    GnomeWizardGuy

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    Default Re: Water, Earth, Fire, and Air [class]

    As i see it the following things are must haves to correctly recreate the Avatar world:

    Earthbenders (Base Class)
    Dai Li (PrC)
    Sandbenders (PrC)
    Metalbenders (PrC) [some have argued metal bending is just a high level earthbending form, but if you think about it, the Avatars are about the highest level earthbenders possible, capable of moving an entire section of land for quite a distance, but they never discovered metalbending, the offical Avatar site says that Toph is the only one who has discovered it. I'd assume the only possible way to discover it is having Toph's blindsense to see the impurities, or possibly being taught it by Toph herself [or assuming it way in the future] by someone who was taught by one of her students. This makes it a PrC, not a Earthbending form. Either way this is likely to have to be Epic Level only.]
    Waterbenders (Base Class)
    Plantbenders (PrC)
    Healing Benders (PrC) [it is shown in the series that some waterbenders are trained only to use waterbending for healing, I would assume that if this is the case, they have gained special knowledge with this normal waterbenders have not.]
    Firebenders (Base Class)
    Lavabenders (PrC)
    Airbenders (Base Class)

    As for the Avatar, it's not really a PrC, it's more like a [birth] feat, allowing them to multiclass freely with any bender class. They gain their power due to the fact that they are A. highly flexible, and B. If you look at the series, an Avatar after completing training is prolly the equivalant of a level 40-50 or higher character, normally not really possible, but in this special case possible. Thus I'd say the Avatar should not be made playable at all, if it DOES show up in the campaign in needs to be an NPC, and used carefully.
    Last edited by Katasi; 2006-12-23 at 08:26 PM.
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  29. - Top - End - #239
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    AssassinGuy

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    Default Re: Water, Earth, Fire, and Air [class]

    I don't remember Ang ever dealing direct lethal damage with his airbending.

    And with that i introduce myself to this thread.

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    GnomeWizardGuy

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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Yuki_Akuma View Post
    ..I'm a little stumped here. I can't work out a good 'element' for Fire + Air.

    Water + Air is mist/clouds. Fire + Earth is magma/lava. Water + Earth is mud/silt. But... Fire + Air?

    (I'll work on harsh roleplaying requirements after I've got the crunch sorted out. I don't want anyone beating me to the punch!)
    Check out runescape runes on wikipedia, there is one for every possible combo over elements.
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