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    Firbolg in the Playground
     
    AstralFire's Avatar

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    Default Avatar: Saga Edition - WE NEED PLAYTESTERS!

    Races
    When using these rules, do not use standard rules for humans gaining a bonus feat and an extra skill, and do not mix these rules with one another.

    Air Nomads

    Air Nomads as a whole are inquisitive, flighty, and eclectic; not every air nomad shares all of these traits, but most have at least one.
    Athletic Lifestyle: An Air Nomad may choose to reroll any Athletics skill check. They must take the second result, even if it worse than the first.
    Adaptive Learning: As nomads, the people of the wind often find themselves having to take on new skills and habits without warning. Once per day, an Air Nomad may practice for ten minutes and spend a spirit point to gain Skill Training for any skill, regardless of if it is on her class list or not. She may instead choose to get Skill Focus for a skill she is already trained in. This benefit lasts for the rest of the day.
    Spice of Life: At first level, an Air Nomad may select one of her skills from the entire skill list, regardless of whether or not it is on her class' skill list.

    Earthen
    Earthen, the people within the Earth Kingdom, as a whole tend to be hardy, patient, and stubborn; not every earthen shares all of these traits, but most have at least one.
    Conditional Bonus Feat: Earthen with Endurance as a trained skill automatically gain Improved Damage Threshold as a feat.
    Earth's Embrace: An Earthen is exceptionally stable, and thus gains a +5 bonus on opposed rolls to avoid falling prone. If no roll is normally allowed to oppose the knockdown effect, the Earthen is allowed to make an opposed unarmed attack roll with a +5 bonus against the originating attack, attempting to block the effect or stabilize themselves. On a success, the effect does not knock the Earthen prone.
    Stubborn: Earthen gain a +2 racial bonus to their Will Defense.

    Fire Nation
    People of the Fire Nation - 'Reds', as they are often called in slang by others - are intelligent, creative, and ambitious most often. Not every member of the Fire Nation shares all of these traits, but most have at least one.
    Military Education: Reds always add Armor Proficiency, Power Attack, Rapid Shot, Rapid Strike, Rhetorical Training, Sniper, Surgical Expertise, Weapon Finesse, Weapon Focus, Weapon Proficiency and Whirlwind Attack to their class bonus feat lists.
    Rise Like the Sun: Whenever a Red improves his place along the condition track or regains health, he gains a +2 morale bonus on attack rolls to his next successful attack. (Meaning that this bonus does not fade until after he makes a successful strike.)

    Foggy Swamp Tribe
    Swamp Tribesmen bear mixed traits of Earth and Water, combining Water's typical complacency with Earth's direct approach, resulting in a civilization that is slow to react but takes simple and direct measures when necessary. They favor water traits, however.
    Distilled Motion: When moving in a straight line, Swamp Tribesmen ignore penalties for traversing difficult terrain, or when charging, Swamp Tribesmen take no penalty to armor class.
    Focused Defense: A Swamp Tribesman with the Dodge feat gains a +3 bonus to his Fortitude Defense against the subject of his Dodge feat.
    Marsh Living: Whenever subjected to attack from a poison or disease, a Swamp Tribesman may substitute an Endurance check for their Fortitude Defense if their Endurance check is higher.

    Polar Water Tribe
    Polar Tribesmen tend to be reactive, nurturing, and slow (but not rigid) to change. Not every member of the Polar Tribes bears these traits, but most have at least one.
    Arctic Endurance: Polar Tribesmen gain a +5 bonus to Fortitude Defense against extreme cold.
    Defender: When fighting adjacent to an ally, Polar Tribesmen gain a +2 dodge bonus to Reflex Defense and grant a +2 dodge bonus to their ally. They cannot gain this bonus additional times for having more than one ally present, nor can multiple Polar Tribesmen grant one ally multiple instances of this bonus.
    Flowing Currents: A Polar Tribesman does not grant a bonus to attack rolls to opponents who flank him. When he is flanked, he gains a +2 bonus to his attack rolls, carrying momentum from one opponent right into the next.

    Sandpeople
    Sandpeople bear mixed traits of Air and Earth, combining Air's elusiveness with Earth's stubbornness, creating a civilization that is mistrustful of outsiders and with a tendency to avoid conflict, but strongly loyal and warm to those who have been accepted. They favor Earth traits, persevering through a difficult situation rather than seeking to change it, once backed into a corner.
    Conditional Bonus Feat: Sandpeople which have Deception or Stealth as a trained skill automatically gain the other skill as a trained skill.
    Desert Endurance: Sandpeople gain a +2 bonus to Fortitude Defense against extreme heat and cold.
    Sand Cloak: Sandpeople master stealth and evasion from a young age; when benefiting from partial concealment, they may instead treat it as total concealment if they give up their standard action on their turn.

    Sun Warriors
    The original civilization from which the Fire Nation arose. It bears the same traits as those of the Fire Nation, though they are less likely to be conflict-driven individuals. Some Fire Nation individuals may bear these abilities moreso than their native ones.
    Burning Spirit: A Sun Warrior may reroll any Attunement check. She must take the second result, even if it is worse than the previous. Sun Warriors may use the Sense Lifeforce function of Attunement untrained.
    Pyre: A Sun Warrior may use a Second Wind as a reaction, rather than as a swift action.
    Rise Like the Sun: Whenever a Sun Warrior improves her place along the condition track or regains health, she gains a +2 morale bonus on attack rolls to her next successful attack. (Meaning that this bonus does not fade until after he makes a successful strike.)

    Classes
    Heroic Classes

    All of the heroic classes return, except Jedi; there is no Bender core class. Benders are drawn from any of the four classes.

    When multiclassing into a second class, you may forfeit the usual feat and instead gain Skill Training in one of that class' skills.

    The Noble
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    Nobles begin play with Weapon Proficiency (Simple) and Skill Focus in one skill of their choice, or with the Martial Arts I and II feats and Skill Focus in one skill of their choice. This replaces their usual starting feat list.

    INFLUENCE TALENT TREE
    This talent tree's former talents are no longer available; those abilities have been folded into Rhetorical Techniques. The following new talents are available for selection by Nobles and Crime Lords:
    Beguiling Presence: You do not take a penalty for attempting deceptions in the course of combat.
    Requires training in Deception and Persuasion.

    Focused Presence: Your Imperious Presence technique can instead target a single character, penalizing them with a -5 to attack rolls to strike you. You may not have the standard Imperious Presence benefit active, even from another use of the technique, at the same time.
    Requires Imperious Presence.

    Rhetorical Stamina: Whenever you roll a natural 20 with a rhetorical technique, you may return one technique of your choice to your rhetoric suite for the encounter, including the technique you just used. Whenever you spend three swift actions in the same round or across consecutive rounds to center yourself, you may also return one rhetorical technique to your rhetoric suite.

    Weakened Heart: You gain a +2 bonus to all Rhetorical Techniques against an opponent who has been reduced to one-half or less of its hit points. This is a fear effect.
    NEW LINEAGE TALENT
    The following new talent belongs to the Lineage talent tree, which is available to members of the noble class. Any character which can normally gain access to talents from the Lineage talent tree may also select this talent.
    Extracurriculars: Thanks to your well-rounded education, all skills are considered class skills for you. You still must obtain training in these skills as usual.


    The Scoundrel
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    Scoundrels begin play with Weapon Proficiency (Simple) or with the Martial Arts I and II feats. Regardless of choice, they also gain Quick Draw and Point-Blank Shot as starting feats. This replaces their usual starting feat list.

    NEW FORTUNE TALENTS
    The following new talents belong to the Fortune talent tree, which is available to members of the Scoundrel class. Any other character which could normally choose a talent from that list may select from these talents as well.
    Between Genius and Stupidity: As a swift action, you may add your intelligence bonus to one defense of your choice this round. If you are successfully attacked on that defense anyway, you fall prone.
    Requires Fool's Luck.

    Calculated Risk: Once per round, you may roll an Intelligence check of DC 20 as a move action. If you succeed, you gain a temporary Force Point that must be used before the end of the encounter.
    Requires Fortune's Favor.

    Close One: Once per encounter, you can force an opponent to reroll an attack or skill check of your choice, as a reaction. They must take the worse result.
    Requires Knack, Lucky Shot.

    Fortune Teller: You can spend ten minutes with a deck of cards or a handful of dice to foretell the future. Make a Wisdom check. If you make DC 15, it can foresee the whether the outcomes within the next hour of a single action will be positive or negative. DC 25 increases the distance to one day, and DC 35 increases the distance to one week. You may only perform this ability after legitimately winning a game of chance, and no more than once a day.
    Requires Gambler.

    Knack: You may use this ability once an encounter. You cannot select this talent multiple times. This talent is otherwise unchanged.

    Lucky Shot: You may use this ability once an encounter. You cannot select this talent multiple times. This talent is otherwise unchanged.

    White Lie: When you use False Bravado, you may opt to target a single ally and no other creatures. This ally does not suffer from the negative effects of the talent as long as you two are able to communicate; however, if you two are removed from one another for any reason before the encounter ends, the morale bonus ends.
    Requires False Bravado.
    NEW MISFORTUNE TALENTS
    The following new talents belong to the Misfortune talent tree, which is available to members of the Scoundrel class. Any other character which could normally choose a talent from that list may select from these talents as well.
    Armed to the Teeth: When carrying two or more weapons, the first time in an encounter you attack with your second weapon, the opponent is considered flat-footed against your attack.

    Bandit: As a reaction upon being caught in the act when attempting a Pick Pocket, you can immediately attempt an unarmed attack or attack with an already drawn quick weapon. (If you have the Rain of Blades feat, you may draw your quick weapon as part of this reaction.) Compare the result to the target's Will Defense; if successful, you catch the target by surprise and are able to snatch the item anyway. The victim loses their move action on their next turn.
    Requires training in Stealth.

    String 'em Along: You can perform Puppet Master as a standard action. Additionally, your successful Moment of Weakness techniques can enrage a target at your option, forcing them to make at least one attack attempt against you the following round. If they are unable to attack you, they will attempt to move into position or otherwise adjust the situation so that they can. However, their anger gives them clarity; they gain an insight bonus on attacks against you equal to your Charisma modifier until the end of the encounter.


    The Scout
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    Scouts begin play with Weapon Proficiencies (Simple, Advanced) or with the Martial Arts I-III feats. Regardless of choice, they also gain Shake It Off as a starting feat. This replaces their usual starting feat list.

    Add Acrobatics to the Scout's class skill list.


    The Soldier
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    Soldiers begin play with Weapon Proficiencies (Simple, Advanced) and Armor Proficiency (Light), or with the Martial Arts I-III feats and the Dodge feat. This replaces their usual starting feat list.

    Add Survival to the Soldier's class skill list.

    Amend the following talents to the new text:
    Armored Defense: Armor (except shields) that you wear grant an armor bonus to defense rather than a dodge bonus to defense; armor bonuses to defense are not lost when you are flat-footed.

    Improved Armored Defense: Your maximum dexterity bonus to Reflex Defense is not limited by the type of armor you are wearing.
    Requires Second Skin, Armored Defense.


    Prestige Classes
    The following talents and changes are for the Prestige Classes available in the SWSE Core Rulebook. The Force Adept, Force Disciple, Jedi Knight, Jedi Master, Sith Apprentice, and Sith Lord classes are not available for selection in Avatar: Saga Edition games.

    The Avatar (New Class)
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    The Avatar is the spirit of the planet reincarnated in human form and master of all four elemental bending disciplines (Airbending, Waterbending, Earthbending and Firebending), whose task it is to keep balance among the four nations of the world. The Avatar is also a link between the human world and the Spirit World. Throughout the ages, countless incarnations of the Avatar have served to maintain harmony in the world.

    At any time there is only a single Avatar, who is the spirit of the world incarnated into human form. When the Avatar dies, the Avatar Spirit is reincarnated into a newborn, who becomes the next Avatar.

    This class represents an Avatar who has already gained competency with their initial element and has begun to move on to the others. It is intended for balanced play with other classes of the same level; in terms of the Game World, Avatars gain their additional power from having higher base stats and gaining levels more quickly. The avatar state itself is a racially-granted ability, and thus not modeled here.

    EXAMPLES OF AVATARS... IN AVATAR: Avatar Aang, Avatar Kuruk, Avatar Kyoshowmanyavatarscouldanavatarchuckifanavatarcoul dchuckavatars, Avatar Roku, Avatar Yangchen

    REQUIREMENTS: To qualify to become an Avatar, a character must fulfill the following criteria.
    Feats: Spiritual, Open-Minded
    Heroic Level: 5+
    Special: Must have GM approval to take this class.

    GAME RULE INFORMATION: Avatar have the following game statistics.
    Hit Points: At each level, Avatar gain 1d8 hit points + their Constitution modifier.
    Spirit Points: Avatar gain a number of Spirit Points equal to 7 + one-half their character level, rounded down, every time they gain a new level in this class.

    {table=head]Level|Base Attack Bonus|Class Features
    1st | +0 | Defense bonuses, talent, Open-Minded
    2nd | +1 | Avatar secret, Synergy
    3rd | +2 | Talent
    4th | +3 | Avatar secret
    5th | +3 | Talent
    6th | +4 | Avatar secret
    7th | +5 | Talent
    8th | +6 | Avatar secret
    9th | +6 | Talent
    10th | +7 | Avatar secret
    11th | +8 | Talent
    12th | +9 | Avatar secret
    13th | +9 | Talent
    14th | +10 | Avatar secret
    15th | +11 | Talent[/table]

    CLASS FEATURES: The following are features of the Avatar prestige class.
    Defense Bonuses: At 1st level, you gain a +3 class bonus to your Fortitude, Reflex, and Will Defense.
    Talents: At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from any Bending talent you qualify for.
    Open-Minded: At 1st level, the you gain the Open-Minded feat as a free bonus feat. If you already possessed the feat prior to this level, you may select any single feat of your choice instead. You must meet the feat's prerequisites as normal.
    Synergy: Beginning at 2nd level, when making an attack you can simultaneously combine the traits of any two elements which you are capable of bending. The variants of Earth and Water count as different elements for this purpose.

    At every even-numbered level (2nd, 4th, 6th, and so on), you must select a talent from the Avatar Secret tree.
    AVATAR SECRET TREE
    You must realize all the possibilities and philosophies of the world.
    The Avatar Element cycle is as follows:
    • Air complements Fire complements Earth complements Water complements Air.
    • Air opposes Earth. Fire opposes Water.
    • Air perfects Water perfects Earth perfects Fire perfects Air.

    Apotheosis: You can enter the Avatar State at will as a swift action once per encounter, and are in full control of the state as it occurs; you do not have to spend Destiny Points to move in or out of the form, but you must spend one Spirit Point every round that you remain in the state voluntarily. Mechanics for the Avatar State are detailed in the Avatar Template.
    Requires Realization, GM Approval - this is a very powerful talent.
    Complementary Element: You begin to learn your second element. You bend this element at a -2 penalty to your bender level, using any compatible forms which you know. You gain access to the benefits of the Spiritual feat for both your original element and the complementary one. However, your bending and melee attacks may only benefit from one element at a time. The sub-variants of Earth and Water count as different elements for this purpose.
    Energybending: As a full-round action, you can spend a spirit point to attempt to awaken or hush the spark of energy and mind which grants a creature its ability to bend. Your target must be within touch range, and either be willing, or unable to move or take any actions in order to make this attack. You place your hands upon their forehead and heart and reach for the energy deep inside of them. Make an opposed bender level check. If you succeed, you either remove the target's Spiritual feat or grant them eligibility to take the feat at their leisure as applicable. If you lose the opposed roll, the target has the option of instantly killing you or doing the same to you.
    Opposing Element: You begin to learn your third element. You bend this element at a -4 penalty to your bender level, using any compatible forms which you know. Your penalties for bending the earlier element in the cycle decrease by 2. You gain access to the benefits of the Spiritual feat for both your original element and the opposing one. However, your bending and melee attacks may only benefit from one element at a time. The sub-variants of Earth and Water count as different elements for this purpose.
    Perfected Element: You begin to learn your final element. You bend this element at a -2 penalty to your bender level, using any compatible forms which you know. Your penalties for bending both of the earlier elements in the cycle decrease by 2. If you do not possess Opposing Element, your forms fizzle or go wild (harming a random person within 6 squares) on rolls of Natural 1 or 20, respectively. You gain access to the benefits of the Spiritual feat for both your original element and the perfected one. However, your bending and melee attacks may only benefit from one element at a time. The sub-variants of Earth and Water count as different elements for this purpose.
    Power of the Avatar: You can spend a spirit point to increase your effective bender level by eight for the next bending related activity you complete (such as quieting an earthquake with the Storm God feat, or using a bending form).
    Requires Realization.
    Realization: You can now bend all elements, and no longer take any penalties for bending a different element than your primary element. Additionally, your bending and melee attacks can combine the traits of any four elements as you wish. The sub-variants of Earth and Water count as different elements for this purpose.
    Requires Complementary Element, Opposing Element, Perfected Element.
    Spirit Walker: As a full-round action, your spirit may enter and exit your body at will. While your spirit has left your body, your body is helpless, though clearly alive; you appear as though meditating, or in a coma. You can move in all directions at your land speed, though you are unable to bend or affect the material world. Only other spirits or creatures with the Spirit Talker feat can see or communicate with you in this state. In places where the fabric between the Spirit World and the Avatar World is weak, you can cross between the two as if you were moving through an open door.


    The Bounty Hunter
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    EXAMPLES OF BOUNTY HUNTERS IN AVATAR: The Rough Rhinos, Combustion Man, June


    The Crime Lord
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    EXAMPLES OF CRIME LORDS IN AVATAR: Azula, Grand Secretariat Long Feng

    The Inspire Fear series of talents do not stack effects with the Imperious Presence technique.

    Interesting note (not a change) - due to the easy entrance requirements, and the talent every level, Crime Lords make for effective 'bending masters' who focus more on diversity of technique than specialization.


    The Elite Trooper
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    Replace the feat requirements line with the following:
    Feats: Armor Proficiency (medium) or Martial Arts III, Improved Damage Threshold, Toughness

    EXAMPLES OF ELITE TROOPERS IN AVATAR: Fire Lord Ozai, The Boulder, The Kyoshi Warriors, Toph Bei Fong, Ty Lee

    NEW WEAPON MASTER TALENT
    The following new talent belongs to the Weapon Master talent tree, which is available to members of the Elite Trooper class.
    Threatening Weapon: While wielding a weapon you have Weapon Specialization in, opponents within reach using Unarmed Attacks always provoke attacks of opportunity from you, even if they have the Martial Arts I feat.


    The Gunslinger
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    Weapon Proficiency (pistols) is not a requirement to take this class any further. All references to pistols, guns and suchlike are replaced by references to thrown weapons. The class is referred to as the Trick Thrower.

    EXAMPLES OF TRICK THROWERS IN AVATAR: Mai

    NEW TRICK THROWER TALENT
    The following new talent belongs to the Trick Thrower talent tree, which is available to members of the Trick Thrower class.
    Ranged Pin: If you aim before making a thrown attack, you can attempt a grappling attack while within point-blank range of your ranged weapon. If you succeed on the attack and your opponent fails the opposed grapple check, they are automatically pinned until the start of your next turn. A pinned creature can't move or take any actions while pinned, and it loses its Dexterity Bonus (if any) to Reflex Defense.


    The Officer
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    EXAMPLES OF OFFICERS IN AVATAR: Chief Hakoda, Sokka, Suki


    The Sifu (New Class)
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    Martial arts are a way of bettering yourself through holistic body maintenance and advancement; there are many paths to achieving martial mastery, from brawling until you reach spontaneous enlightenment to the more traditional contemplation in the midst of a training regimen. Members of other classes can be (and often are) martial arts masters in their own ways, but the Sifu extends their mastery of self and martial skill into almost magical terms, continuing this into their mundane, daily experiences. For them, martial arts are not a way of defense or a method of attack, but a path of life. Many benders (but not all) take up this class, while others follow other pursuits.

    EXAMPLES OF SIFU IN AVATAR: General Jeong-Jeong, Guru Pathik, Katara, King Bumi, Master Pakku, Master Piandao, Ty Lee, Uncle Iroh, Zuko.

    REQUIREMENTS: To qualify to become a Sifu, a character must fulfill the following criteria.
    Heroic Level: 7+
    Skills: Athletics or Acrobatics trained; Attunement trained.

    GAME RULE INFORMATION: Sifu have the following game statistics.
    Hit Points: At each level, Sifu gain 1d6 hit points + their Constitution modifier.
    Spirit Points: Sifu gain a number of Spirit Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

    {table=head]Level|Base Attack Bonus|Class Features
    1st | +1 | Defense bonuses, talent
    2nd | +2 | Serenity (+2)
    3rd | +3 | Talent
    4th | +4 | Serenity (+4)
    5th | +5 | Talent
    6th | +6 | Serenity (+6)
    7th | +7 | Talent
    8th | +6 | Serenity (+8)
    9th | +9 | Talent
    10th | +10 | Serenity (+10)[/table]

    CLASS FEATURES: The following are features of the Sifu prestige class.
    Defense Bonuses: At 1st level, you gain a +3 class bonus to your Reflex, Fortitude, and Will Defense.
    Talents: At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Fortune talent tree (pg 46), the Weapon Specialist talent tree (pg 53) or the Internalist talent tree (presented below).

    INTERNALIST TALENT TREE
    You begin perfection of self and body.
    Diamond Soul: You gain a permanent +2 bonus to your Will and Fortitude Defenses.
    Purity of Body: You are immune to poison and disease.
    Qi Lockout: When you exceed a target's damage threshold with an unarmed attack, you can instead block them from performing any bender forms or using a spirit point for the next round. They still take damage from the attack.
    Serendipity: After entering Serenity, you may spend a move action to gain a bonus equal to half your Sifu level to attacks and defenses on every round that you could replace a roll with Serenity but do not.
    Stunning Fist: Your unarmed attacks can now deal stun damage, and gain the attendant benefits.
    Requires Martial Arts III.
    Suspend: As a full-round action, you can spend a Spirit point to pause one willing or helpless creature touched. The creature suspends life entirely, only faintly breathing and lost in the world of the dreaming. Only close inspection can reveal that they are, in fact, alive. While suspended, the creature regains hit points as though they were in an attuned trance. Though they are not aware of what is going on outside their body, they are aware that they are in a peaceful trance, and have an approximate idea of how much time has passed. One day after being placed in suspension, the creature immediately reawakens. A creature trained in attunement can end their suspension at any time.
    Wholeness of Body: When you use your Second Wind, you also move +2 steps along the condition track.
    Serenity: Once per encounter as a swift action, you may enter a state of serenity. You become immune to fear for the rest of the encounter. In addition, you may treat one d20 roll you make in the next minute (10 rounds) as if you had rolled a 10. This roll also gains an untyped bonus equal to your class level.
    Last edited by AstralFire; 2009-08-17 at 09:12 AM.


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  2. - Top - End - #2
    Firbolg in the Playground
     
    AstralFire's Avatar

    Join Date
    Oct 2007
    Gender
    Female

    Default Re: Avatar: Saga Edition

    Skills
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    Athletics
    This new skill subsumes Climb, Jump, and Swim. Any class which previously had one of these skills gains this skill instead.

    Attunement (Wis)
    This skill represents your ability to connect with and see the spirits of the true world - the world beyond this one.
    Enter Trance (trained only): As a full-round action, you can enter an attuned trance with a DC 10 Attunement check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in such a trance for 4 consecutive hours, you emerge from the trance fully rested (as though you'd rested for 8 hours.)
    See Spirits: You can communicate with and see a spirit normally. The DC for this ability is equal to the spirit's heroic level + 10; using this ability is a reaction.
    Sense Lifeforce (trained only): You reach out and touch the soul of a being within sight of you, finding out its true potential. As a move action, you can attempt to find out if the creature is a bender (or has the potential to be one) and which element they are most strongly tied to. Additionally, you get a feel for the target's approximate mix of yin and yang, as well as its effective bender level (all creatures, even if they cannot bend, have an effective bender level; it is equal to their heroic level plus their wisdom modifier). The DC is equal to the target's Will Defense.
    Retry: If you fail an Attunement check, you cannot make any further Attunement checks against the targeted creature for 24 hours.
    Special: You can take 10 on an Attunement check, or you can take 20 if you spend ten minutes observing the target without engaging in combat.
    Class Skill: Soldier, Scoundrel and Scout.

    Deception
    If you are engaged in combat, all deceptions are treated as one step harder to pass off. This does not apply to feints or diversions to hide.
    New usage:
    Hide Chi (Trained Only): Whenever someone using the Attunement skill targets you, you may roll your Deception skill as a reaction. If the value exceeds your Will Defense, use that value in place of your Will Defense to oppose the Attunement skill usage.

    Persuasion
    Succeeding on an Intimidate check moves the target -1 step along the condition track. This is a mind-affecting fear effect, and multiple conditions from Intimidation do not stack.

    All uses of Persuasion typically require at least 5 consecutive rounds of swift actions, (or 30 seconds) rather than one full-round action (6 seconds). In some cases, such as diplomatic negotiations, the GM may require much more time and multiple checks.

    Treat Injury
    All uses of this skill provoke attacks of opportunity.

    Use Computer
    For obvious reasons, this skill is not really applicable.


    Skill Stunts
    Skill stunts are a part of the system designed to open up a second tier of abilities which only a true specialist can master. They are not all exceptionally difficult in concept or execution; many are maneuvers which can be easily pulled off by anyone who's spent sufficient time learning them. Only someone with the Skill Focus feat in a skill can attempt one of these usages.

    Spoiler
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    Acrobatics
    Kinetic Grace: You can traverse a wall or even a liquid surface as long as you begin and end your turn on a solid, horizontal surface. The height you can achieve on a wall is limited only by this movement restriction. If you do not end your move on a solid, horizontal surface, you fall prone (or into the liquid), taking falling damage as appropriate, if any. If you run over a hazardous surface such as lava, you take normal exposure damage for that round. Treat the wall or liquid as a normal floor for the purpose of measuring your movement. Passing from floor to wall or water costs no movement; you can change surfaces freely. You provoke attacks of opportunity as normal for all movement.
    Skywalker: When Balancing across a surface, you can take a penalty of 5 to your skill check in order to move your full speed.

    Athletics
    Leap of the Clouds: You're always considered to have a running start on jumps, and do not need a pole vault to maximize your High Jumps.
    Rockhop: You can move a single square as a swift action. This movement provokes no attacks of opportunity.
    Speed Swimmer: By taking a -10 penalty on the check, you can swim your speed as a full-round action, or half your speed as a move action.
    Wall Jump: When leaping onto a wall, you can directly ascend the distance given in your Jump check, then climb half your speed up the wall as a move action. You can leap from wall to wall if two are within reach of each other. You must make the climb DC for a given wall for this stunt to function.

    Attunement
    Blindfight: As a full-round action, you can concentrate on a single creature who opposes you. For the rest of the encounter, you treat his concealment against you as less effective, halving your penalty to attack and skill rolls against that one target. (Round down.) If you select a new target, your benefits against the old one disappear.
    Sense Atman: You can sense sources of chi. As a standard action, you can become aware of the presence of any creatures within a range in meters equal to their effective bender level squared, though in a place teeming with animal or human life, creatures that are not extremely exceptional in strength can quickly become 'drowned out' in background noise. If you perform this ability as a full-round action instead, you can attempt to Sense Lifeforce against a single creature detected, rolling your Attunement skill against their Will Defense. If your skill roll exceeds their Will Defense by 10 or more, you also learn their approximate location (within 1 square).

    Deception
    Deception has no Focus only uses because of the Rhetorical Training system.

    Endurance
    Diehard: The first time in an encounter you would ordinarily be knocked down 1 step or more on the condition track, reduce your movement along the condition track by 1 step.

    Gather Information
    Busybody: You can take 20 on a Gather Information check by taking 6 hours to search. You cannot use this ability with Connections.
    Connections: You can use your Gather Information check in place of a Deception or Persuasion check to obtain or cheapen goods or a service. This usage of the skill takes 3 hours for most things; exceptionally valuable or risky services might require days.
    Owe You Nothin': You do not have to pay bribes when gathering information; opting to do so grants you an additional +2 bonus on your check.

    Initiative
    Initiative has no Focus only uses because it's always important.

    Knowledge
    Academic Research: If you spend an hour in study or contemplation after failing a knowledge check, you can attempt that check again. This may only be done once per day for a particular need for knowledge.
    Specialist: You may spend a spirit point to take 20 on a knowledge check as a free action.

    Mechanics
    - This skill is under review for the setting. -

    Perception
    Private Eye: You can search a 1-square area as a swift action.

    Persuasion
    Persuasion has no Focus only uses because of the Rhetorical Training system.

    Pilot
    - This skill is under review for the setting. -

    Ride
    Attack from Cover: You can attack while using your mount as cover, at a -5 penalty to your attack rolls.
    Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
    Pounce: As a reaction after you or your mount are attacked, you may immediately make an athletics check to dismount and leap forward in any direction you choose. If the attack was successful, you or your mount still take damage from the attack. You may also perform this ability as a swift action on your turn.

    Stealth
    Stealth has no Focus only uses because it's always important.

    Survival
    Intuit Direction: Wherever you are, you can determine the direction to a location with no tools.

    {table=head]DC | Familiarity with Location
    20 | Very familiar
    25 | Studied carefully
    30 | Seen casually
    35 | Description only[/table]

    As a full-round action, you know the direction to the desired location. This merely points you in the direction of the location; it doesn’t provide you with information on how to get there, nor does it take into account any obstacles in the path.

    Treat Injury
    Energize: As a standard action, you can administer energizing herbs to an adjacent target. If you succeed on a DC 25 Treat Injury check, the creature regains a number of hit points equal to its character level. Additionally, the creature gains a +1 bonus to its attack rolls for the rest of the encounter, though it moves one step down the condition track after the end of the encounter. A creature can only receive one successful energize an hour.
    Smellingsalts: As a standard action, you can attempt to shock an adjacent target back up to full action. If you succeed on a DC 25 Treat Injury check, you can temporarily move the target up 1 step on the condition track, even if it is due to a persistent condition; these persistent conditions return and still affect the character following the end of the encounter. A given creature can only benefit from this ability once per encounter.


    Feats
    Any feat or talent which allows you to select a weapon type such as 'advanced' or 'unarmed' allows for 'Bending' as a valid choice.

    The following feats return from the Star Wars Saga Edition core rulebook unchanged: Acrobatic Strike, Armor Proficiency (All), Bantha Rush, Careful Shot, Charging Fire, Cleave, Combat Reflexes, Coordinated Attack, Crush, Deadeye, Dodge, Double Attack, Dreadful Rage, Dual Weapon Mastery (All), Exotic Weapon Proficiency, Extra Rage, Extra Second Wind, Great Cleave, Improved Charge, Improved Defenses, Improved Disarm, Improved Damage Threshold, Melee Defense, Mighty Swing, Mobility, Pin, Point-Blank Shot, Power Attack, Powerful Charge, Precise Shot, Quick Draw, Rapid Shot, Rapid Strike, Running Attack, Shake It Off, Skill Focus, Skill Training, Sniper, Surgical Expertise, Throw, Toughness, Trip, Triple Attack, Triple Crit, Vehicular Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack.

    Active Defense
    If an opponent fails to strike you with an attack by 5 or more, you gain a +3 bonus to your attack rolls against that opponent until the end of your next round.
    Special: Waterbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Aqua Unity
    If you were previously more familiar with plants or pure waterbending, you are now equally capable with both types.
    Prerequisite: Spiritual (Water)
    Special: Waterbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Burn Them Down
    Once per encounter, select a single opponent within line of sight as a swift action. Every two consecutive rounds that you attempt attack rolls against this opponent, they drop one step along the condition track. If they gain even partial cover or concealment against you, or lose line of sight to you, this effect is interrupted. This cannot bring them below -4 steps on the condition track.
    Special: Firebenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Channel the River of Souls
    You regain one additional spirit point a week.
    Special: This feat is on the class bonus feat list for the Noble and Scoundrel classes.


    Closed Heart
    Words don't get you that easily. You gain +3 to your Will Defense against rhetorical techniques. You can take this feat more than once; its effects stack. Each time you take this feat, increase your Will Defense against rhetorical techniques by 3.
    Special: If you take this feat three times, you are immune to fear effects.

    Dancing Flames
    If you successfully strike your opponent from a charge, you gain partial concealment from that target until your next action.
    Prerequisites: Requires Acrobatics as a trained skill.
    Special: Firebenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Defensive Roll
    Once per encounter, when you would be reduced to 0 or fewer hit points by physical damage, you can roll with the damage, and take only half damage from the blow. You must be aware of the attack and able to react to it in order to execute your defensive roll.
    Special: Airbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Dropdown:
    When you use any reactive ability, you may immediately drop prone at the end of the action if you feel this will benefit you (prone targets are harder to hit with ranged attacks). Furthermore, you can rise from prone as a free action on your turn by making a DC 20 Acrobatics check.
    Prerequisites: Acrobatics as a trained skill.
    Special: Airbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Earth Unity
    You can bend metal in addition to earth of all kinds. Additionally, if you were previously more familiar with sand or solid rock, you are now equally capable with both types.
    Prerequisite: Spiritual (Earth)
    Special: Earthbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Far Shot
    You are better at shooting distant foes. Multiply the weapon's effective range by 50% to determine how far you can hit targets. You may take this feat up to 4 times; use the weapon's base range (not its modifier range) to determine the new range.
    Prerequisite: Point-Blank Shot.
    Special: This feat is on the class bonus feat list for the Scoundrel, Scout, and Soldier classes.

    Martial Arts I
    Your unarmed damage increases by 1 size (from 1d4 to 1d6), and you no longer provoke attacks of opportunity for making an unarmed strike. In addition, you gain a +1 accuracy bonus to your unarmed strikes and bending attacks.
    Special: This feat is on the class bonus feat list for all classes.

    Martial Arts II
    Your unarmed damage increases by 1 size (from 1d6 to 1d8). In addition, you gain a +2 accuracy bonus to your unarmed strikes and bending attacks. These bonuses do not stack with those granted by Martial Arts I.
    Prerequisite: Martial Arts I.
    Special: This feat is on the class bonus feat list for all classes.

    Martial Arts III
    Your unarmed damage increases by 1 size (from 1d8 to 2d6). In addition, you gain a +3 accuracy bonus to your unarmed strikes and bending attacks. These bonuses do not stack with those granted by Martial Arts I or II.
    Prerequisite: Martial Arts II.
    Special: This feat is on the class bonus feat list for all classes.

    Open-Minded
    You may choose your Bender talents from all non-universal disciplines, though you are not granted the ability to bend elements from those disciplines. Additionally, you may use your Wisdom modifier in the place of your Charisma modifier on your bender attack rolls.
    Prerequisite: Spiritual.

    Point-Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 6 squares.
    Special: This feat is on the class bonus feat list for the Scoundrel, Scout, and Soldier classes.

    Power Attack
    On your action, before making attack rolls for a round, you may choose to subtract a number from all attack rolls and add the same number to all damage rolls. The number subtracted may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. You may use this application of the feat with Balanced or Polearm weapons in one hand, Double weapons, and Bow Weapons. If you attack with a Balanced or Polearm weapon in two hands, a Heavy weapon, or a Leverage weapon, instead add twice the number subtracted from your attack rolls.
    Prerequisite: Strength 13+.
    Special: This feat is on the class bonus feat list for the Scout and Soldier classes.

    Rain of Blades
    You can draw additional weapons as part of your attack. Whenever you make an attack roll, immediately draw your next weapon. You must have at least one hand empty when using this feat, making it ideal for two weapon fighters who left one sheathed, or thrown weapon fighters.
    Prerequisites: Quick Draw.
    Special: This feat is on the class bonus feat list for the Noble and Scoundrel classes.

    Rhetorical Training
    You learn three new Rhetorical Techniques. You may take this feat multiple times, and you may select the same Form more than once in order to allow for multiple uses within the same encounter.
    Prerequisite: Deception or Persuasion as a Trained Skill
    Special: This feat is on the class bonus feat list for the Noble class, but may only be taken as a Noble bonus feat once.

    Rock Steady
    Each round in which you do not move more than 1 square grants you a bonus to grapple, disarm, trip, and sunder rolls equal to one-half your Heroic Level until the start of your next turn.
    Prerequisite: Athletics as a trained skill.
    Special: Earthbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Shield Slam
    When you take a full attack action, you may use your Light or Medium shield as your main hand weapon; shields have no accuracy bonus to their attack roll and deal no damage. However, targets which you successfully hit with your shield are rendered flat-footed until their next turn, leaving you free to hit them with your off-hand.
    Special: This feat is on the class bonus feat list for the Soldier class.

    Shield Wall
    When fighting defensively or taking the all-out defense action with your heavy shield, if you are hit by an area attack, you take half damage if the attack hit you. If the area attack misses you, you take no damage.
    Special: This feat is on the class bonus feat list for the Soldier class.

    Spiritual
    You gain the ability to bend forms, along with other benefits listed in the next post. You gain 1 bending talent for which you are eligible, and 2 bending forms of your choice when you first take this feat.
    Prerequisites: This feat can only be taken at first level, or with GM approval.

    Spiritual Training
    You learn four new Bender Forms. You may take this feat multiple times, and you may select the same Form more than once in order to allow for multiple uses within the same encounter. Every time you take this feat, you gain a stacking +1 miscellaneous bonus with your bending attacks, to a maximum of +3. You do not gain this benefit to attack rolls while wearing armor or using a shield.
    Prerequisite: Spiritual

    Storm God
    You can expend a spirit point to create or calm relevant local weather or climactic changes with ten minutes of bending time. This is a universal talent because it often requires multiple elements (such as from co-bending with another bender who has this talent, or if you are the Avatar) to create common weather effects.
    Spoiler
    Show
    Air: Hurricanes and tornados.
    Earth: Sandstorms, earthquakes.
    Fire: Arid days, heatwaves.
    Water: Rain, snow.
    Earth and Fire: Magma flows.
    Water and Air: Typhoons, Monsoons, Waterspouts.
    Fire and Air: Firestorms (cyclones that deal fire damage and expand in size until fuel is exhausted)
    Earth and Water: Tsunami.
    Air, Fire and Water: Thunderstorms.
    Air, Earth, and Fire: Volcanic eruptions.

    The exact mechanical effects of weather are up to the DM and vary with level; however, a single bender should never be able to affect an area larger than a number of square meters equal to their bending level squared.
    Prerequisites: Heroic Level 12.
    Special: This feat can be taken as a bonus feat by any bender, even if it is not normally on their class bonus feat list.

    Strength of the Spirits
    When you spend a Spirit Point to adjust the result of an attack roll, skill check, or ability check, you add +2 to the final d6 result.
    Special: This feat is on the class bonus feat list for the Noble and Scoundrel classes.

    Twinkletoes
    You are exceptionally light on your feet. You have total concealment against creatures using tremorsense to detect you, as well as any creature trying to detect you purely by the sound of your movements.
    Special: Airbenders may select this as a bonus feat, even if it is not normally on their class bonus feat list.

    Weapon Finesse
    With quick weapons, or unarmed attacks, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
    Special: This feat is on the class bonus feat list for the Noble and Scoundrel classes.
    Last edited by AstralFire; 2009-08-15 at 04:42 PM.


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    Bending Introduction

    In order to bend, you must possess the following special feat.
    Spiritual
    You have opened your mind to the possibilities inherent in the philosophy of a martial art. When you take this feat, select one of the elements below and gain the corresponding benefits.
    {table=head]Element|Benefit
    Air | Your melee attacks shove the target 1 square in any horizontal direction, provided the space is empty. This movement does not provoke an attack of opportunity, and you may move with the target. You may choose not to move an enemy, or not to move with them, at any time. Your airbending forms deal stun damage instead of lethal damage at your option.
    Earth (Rock) | The first time in a round that you initiate an earthbending form or make a melee attack, your damage threshold increases by 5 until the start of your next turn. You bend sand at a -2 penalty to your bender level.
    Earth (Sand) | The first time in a round that you initiate an earthbending form or make a melee attack, your reflex defense increases by 2 until the start of your next turn. You bend rock at a -2 penalty to your bender level.
    Fire | Your damaging firebending forms and melee attacks deal fire damage rather than physical damage, and bypass damage reduction and hardness. Anytime your firebending or melee attacks beat a target's defense by 5 or more, they catch on fire.
    Water | Your waterbending forms and melee attacks ignore partial cover and partial concealment. Once a round when you initiate a waterbending form, you are treated as spending one swift action towards improving your condition along the condition track. You bend plants at a -2 penalty to your bender level.
    Water (Plants) | Your waterbending forms and melee attacks grant you partial concealment for the next round. You bend water at a -2 penalty to your bender level.[/table]

    Additionally, as a move action you can perform relatively basic actions with your element. The element to be moved must be within 12 squares of you, but does not have to be in line of sight; in fact, this can be used to try and 'dowse' for the location of a nearby element. Applicable actions include moving a small quantity up to six squares in any direction, extinguishing or lighting a small unattended fire, changing phases of water in room temperature, or creating a sculpture (quality dependent upon level).

    Finally, whenever you gain a new talent, you have the option of selecting a Bending talent (either universal, or of the appropriate element) instead. You gain one universal Bending talent free at the level that you take this feat.

    Bending Forms
    Forms require precise, coordinated motion. If you do not at least have two hands free, or if you are grappling, prone, or otherwise hindered in a significant way, you cannot bend any forms; however, you can still bend your element in minor ways (as mentioned in the Spiritual feat). Whenever a bending form calls for an attack roll, add your charisma modifier to your base attack bonus to determine your bonus to the d20 roll. Bending attacks are a special kind of attack, and 'Bending Attack' is a valid choice for feats such as 'Weapon Focus' or 'Triple Crit'.

    Whenever you make a critical hit with a bending form, you may return one form of your choice to your Bending suite for the encounter, including the form you just used. You may not regain more than one form from the same attack, regardless of the number of targets hit. Whenever you spend three swift actions in the same round or across consecutive rounds to center yourself, you may also return one Bending Form to your Bending suite.

    Using a form with a bending time of more than a swift action provokes an attack of opportunity from creatures in melee range. If you take damage while bending such a form, the form is lost - it counts against your forms per encounter as though you had expended it, but it does not activate properly.

    Bender Level
    A number of effects are dependent upon your effective Bender Level, which is equal to your heroic level plus your Wisdom modifier, in addition to a few talents and special abilities which can improve this value further.

    Concentration Durations
    If you take damage in excess of your damage threshold while maintaining a Form, the Form is immediately lost.

    Cooperative Bending
    In certain circumstances, multiple benders can work together to accomplish larger and more powerful feats of bending.
    Organization and Action: In any cooperative bending attempt, one bender (usually the highest-level bender, but any bender can be selected) acts as the primary bender for the attempt. All benders involved must know the form being attempted.

    Up to five benders can assist in the cooperative bending attempt. In order to participate in a cooperative bending attempt, all secondary benders must be within 6 squares of the primary bender and must use consecutive full-round actions to assist the primary bender until the form's bending time has been completed. The activation time increases by a factor of twenty (rounded up to the nearest full round), using the form's natural activation time before talents. Swift actions take approximately 1 second by this measure, increasing to 20 seconds, or 4 rounds. Move actions are 2 seconds increased to 40 seconds, or 7 rounds. Standard actions are 3 seconds increased to 60, or a minute. Full-round actions are 6 seconds increased to 120, or two minutes.

    Forms with a duration of concentration require all involved benders to make full-round actions every round. If even one ceases concentrating (such as by taking damage in excess of his or her damage threshold), the form immediately ends.

    Benefit: Each secondary bender adds one-quarter of his or her bender level to the primary bender's effective bender level. If this would increase the effective bender level to an amount above what the form lists, follow the form's progression; most follow a simple mathematical formula.

    Benders of multiple disciplines can bend cooperatively together, but only if the substance to be manipulated contains bendable material for all participants. For example, a waterbender and an earthbender can work together to bend mud (containing both water and earth).

    Contested Bending
    If you attempt to take control of a mass of an element already under another bender's control, you must make a bending attack against the target's will defense. Success means you wrest the mass away from their control, though nothing guarantees that they won't do it right back from you.

    Benders of multiple disciplines can contest against each other, but only if the substance to be manipulated contains bendable material for both participants. For example, a firebender and an airbender can vie against each other to take control of a firestorm.

    Note that without the Spiritual Training feat, you do not have access to any Bending Forms.
    Last edited by AstralFire; 2009-08-11 at 01:58 PM.


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    Forms List
    Armor (Earth, Water)
    Action: Move.
    Target: Self.
    Effect: For the duration of the encounter, you create armor of ice, rock, rubble or water that pads you and defends against outside attacks. It grants you a +2 bonus to your Fortitude and Reflex defenses, but your maximum speed is limited to 4 squares while wearing it. Due to the nature of how the armor works, it stacks with the benefit from any normal armor you wear, and does not replace your heroic level benefit to Reflex defense.

    Barrier (All Elements)
    Action: Full-round.
    Target: One space within 12 squares.
    Duration: Concentration (standard action to maintain).
    Effect: You create a wall with a total length in squares equal to your effective bender level. This wall has a height of 1 square and is comprised of the element used, and has effects that vary with them.
    Fire: Creatures can pass through the barrier upon making a successful strength check opposed by your attack roll. (This strength check increases or decreases by 5 for every size category larger or smaller than medium that the creature is.) Even if they do, they take damage equal to half your heroic level.
    Ice, Rock: The barrier is rigid; they must deal damage equal to 10 + your heroic level to collapse a 1 square segment of the barrier, which reconstitutes itself within one round.
    Air, Water: This barrier is a three-dimensional shape, such as a sphere or dome, with a height equal to half your bender level. Creatures can pass through the barrier upon making a successful strength check opposed by your attack roll+5. (This strength check increases or decreases by 5 for every size category larger or smaller than medium that the creature is.) You can attempt to drown or suffocate someone imprisoned inside, in which case normal drowning rules apply.

    Blitz (Air, Fire)
    Action: Full-round
    Target: 6 square line originating from your square.
    Effect: You make an ultrafast, focused attack against the Reflex Defense of all creatures within range. The attack's motion is highly telegraphed, so you take a -5 penalty to your attack roll with this move. Failure against a target allows them to jump out of the way; a success, however, is always a critical hit. Critical hits with this attack deal damage equal to twice your Bender Level; if you possess Triple Crit (Bending Attacks), this ability instead deals damage equal to three times your Bender Level.

    Cold Fire (Fire)
    Action: Standard.
    Target: One target in line of sight and within 6 squares of you.
    Effect: Make a bending attack against the target's Reflex Defense to successfully use this power. Failure deals half damage and no secondary effects; success deals 2d8 electrical damage and the target moves -1 step along the condition track.
    Level 4: 3d8 damage.
    Level 8: 4d8 damage.
    Level 12: 5d8 damage.
    Level 16: 6d8 damage.
    Level 20: 7d8 damage.
    Level 24: 8d8 damage.
    Level 28: 9d8 damage.

    Cyclone (Air)
    Action: Full-round.
    Target: One square within 6 squares.
    Duration: Concentration (standard action to maintain).
    Effect: You create a cyclone of Large size, two squares high and one square wide. This cyclone moves as directed on your turn in a straight line up to any position within range. Whenever it comes into contact with a target, you make a bending attack against their Reflex Defense; failure means the cyclone keeps moving past them to the end of your range. Success flings the target in a direction of your choice a number of squares equal to half your bender level, minimum 2. This deals damage as if they had fallen that distance (or 1d6 damage for every four bender levels you possess, minimum 1d6) knocking them prone. This damage can be reduced by a successful acrobatics check - if it is negated, they are not knocked prone.

    Elemental Spray (All Elements)
    A shower of sparks, a puff of dust, something to distract and confuse your opponent more than damage them.
    Action: Swift.
    Target: One creature within 12 squares and in your line of sight.
    Effect: Make a bending attack against the target's Reflex defense. If you succeed, they take damage equal to one-half your bender level.
    Special: If you bend this ability as a standard action and make a successful attack, the target is considered flat-footed for the next round as you obstruct their senses. All creatures gain total concealment against the target as well.

    Explosive Wave (Earth, Fire)
    Action: Reaction
    Target: One creature you have just missed with an unarmed or earth/firebending attack which targets Reflex Defense.
    Effect: As your swing goes wild, you hurl more of your element into the attack and make it explode with volatile force, striking the opponent unawares in a sensitive spot. Make an attack against the creature's Fortitude Defense. If successful, you deal no damage, but the target is made flat-footed and prone until their next turn.

    Golem (Earth, Water)
    Action: Full-round.
    Duration: Concentration (standard action to maintain).
    Effects: Creates a bender golem out of your element in a square within 12 squares of you. This golem has half your health, a base attack bonus equal to your bender level, and deals 1d8 plus ½ your bender level on a melee attack. It has no special abilities, and can move up to your speed; if attacked, it shares your defenses, although it is immune to abilities which target its Will Defense as well as all mind-affecting effects. The golem acts on your turn when you take the standard action to maintain it; it can make attacks of opportunity, but it draws from your supply of attacks of opportunity. You can increases or decrease its size - for each size larger than medium, it takes a -1 penalty to reflex defense and attack and gains a +4 bonus to Fortitude Defense. For each size smaller, reverse the benefits.

    Gust (Air)
    Action: Swift.
    Targets: One Small or smaller object or character within 12 squares and also line of sight.
    Effects: Make a bending attack roll against the target's Fortitude Defense. If successful, you push it up to 1 square in any direction and deal damage equal to one-half your heroic level.
    Level 4: Affect targets up to Medium size.
    Level 8: Push the target up to 2 squares in any direction.
    Level 12: Affect targets up to Large size.
    Level 16: Push the target up to 3 squares in any direction.
    Level 20: Affect targets up to Huge size.
    Level 24: Push the target up to 4 squares in any direction.
    Level 28: Affect targets up to Gargantuan size.
    Special: Spending a Spirit Point to activate this power causes a success to knock the target prone in addition to its usual effect, and on a failure it still moves the target (though it deals no damage).

    Heatwave (Fire)
    You concentrate heat around a creature's head, inducing nausea and sickness.
    Action: Standard
    Target: One creature within 6 squares.
    Effect: Make a bender attack against the target's Fortitude Defense. If successful, they move -1 step down the condition track.
    Special: You can spend a Spirit Point when you use this power to make this a persistent condition. Multiple persistent conditions from Heatwave do not stack.

    Mist (Water)
    Action: Full-round.
    Target: 12 square circle centered on you.
    Effect: You agitate the water droplets trapped in the air around you and condense more from the surrounding area, bringing a squat but heavy cloud on the ground right around you. All creatures within the area have total concealment against one another if using sight to locate; when moving into or adjacent to a square with difficult terrain, they must make a DC (10+Bender Level) Acrobatics check or end up prone. The mist lasts until the end of the encounter. Area attacks clear a path through the mist all the way from the point of origin to the target square.

    Move Element (All)
    Action: Standard.
    Duration: Concentration (standard action to maintain; cannot be maintained if you deal damage).
    Target: A mass of your element within 12 squares and within line of sight.
    Effect: You can move a mass of your element (size as determined below) to another spot within 6 squares. If this mass is currently being controlled by another bender, you must make a bender attack against their Will Defense to wrest control successfully. You can gently place, hurl, or drop this mass at another target in range if your attack exceeds the second target's reflex defense. Targets take damage as determined by your level - this is independent of the size. You cannot effectively attack with an amount greater than Large, except with the Mass Move talent.
    Level 0: 2d6 damage, Small Size
    Level 4: 3d6 damage, Medium Size
    Level 8: 4d6 damage, Large Size
    Level 12: 6d6 damage, Huge Size
    Level 16: 8d6 damage, Gargantuan Size
    Level 20: 10d6 damage, Colossal Size
    Level 24: 12d6 damage, Colossal+ Size
    Level 28: 14d6 damage, Colossal++ Size

    Alternately, you may do this damage to the mass itself, if it is part of a structure that is difficult to move; this damage may be part of changing the density or phase of the substance. If you are a firebender, you may instead create a flame of up to this size - moving a flame effectively extinguishes it from its original location, provided that you can control a flame of that size.

    Puppet (Water)
    Action: Full-round.
    Target: One living creature within 6 squares.
    Duration: Concentration (full-round action to maintain).
    Effect: Roll a single bending attack against the target's Fortitude and Will Defenses. Failure against either results in no effect; success renders the target a puppet. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends. You must make another attack roll against both defenses every round. If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Charisma bonus, and its bonus on damage rolls is equal to your Charisma bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its Reflex Defense equal to your Charisma bonus. Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions can do so.
    Special: When this power ends, you may spend a spirit point to make an attack against the target's Fortitude Defense as a reaction. Success drops the target one step along the condition track.

    Quake (Earth)
    Action: Swift.
    Target: 3x3 radius, with the center within 12 squares of you.
    Effect: The ground there becomes difficult terrain. Make a bending attack against the reflex defense of creatures within the area; those that fail are knocked prone.

    Revitalize (Water)
    Action: Standard.
    Target: One creature touched besides yourself.
    Effect: You improve the creature +2 steps on the condition track, though you are unable to remove any persistent conditions in this manner.

    Refraction (Air, Fire)
    Action: Standard.
    Target: One square within 12 squares of you and within line of sight.
    Effect: You create a superheated bubble of air in that square, refracting and generating large amounts of light. Make a bender attack against the will defense of all creatures who can see the bubble. Those who fail (or voluntarily choose to look at the bubble) are distracted, granting all creatures a diversion to hide. The bubble immediately explodes in blinding light (harmlessly) - but if this attack also defeats a creature's reflex defense, all creatures are granted partial concealment against them for the next round, as they are dazzled.

    Rush (Air, Fire)
    Action: Free.
    Target: Personal.
    Effect: Energy surges through you and out your feet, making you light as a feather and granting you additional speed and strength for one round. (All bonuses to 'jump' checks refer to athletics checks to make a jump.)
    Level 4: +5 bonus to Jump, +2 bonus to speed.
    Level 8: +10 bonus to Jump, +3 bonus to speed.
    Level 12: +15 bonus to Jump, +4 bonus to speed.
    Level 16: +20 bonus to Jump, +5 bonus to speed.
    Level 20: +25 bonus to Jump, +6 bonus to speed.
    Level 24: +35 bonus to Jump, +8 bonus to speed.
    Level 28: +50 bonus to Jump, +10 bonus to speed.
    Special: You can spend a Spirit Point when you use this ability to make mid-air jumps in any direction.

    Thunderclap (Air)
    Action: Standard
    Target: See text
    Effect: Select a 6 square line originating from your space, or a 3 square cone originating from your space, then make a Bending attack against the Fortitude Defense of all creatures within the area. If successful, a creature within the area of attack is deafened for the next round, preventing them from hearing anything. This imposes a -10 penalty on their perception checks to oppose stealth, and also induces vertigo; until an affected target takes 3 swift actions within consecutive rounds to clear their head, they move at half speed and cannot charge. Any effect which would raise a creature along the condition track also removes the vertigo.

    Transit (Earth, Water)
    Action: Swift
    Target: Self
    Effect: Move up to your speed through or on top of your element. When burrowing through ice or earth, where you entered and exited the ground becomes quickly apparent under any examination, but the holes fill themselves in after you leave to make direct following difficult.

    Tremorsense (Earth)
    Action: Full-round.
    Target: Personal
    Effect: Until the end of the encounter, you gain blindsense out to a number of squares equal to half your bender level, as long as you remain in contact with the ground.
    Last edited by AstralFire; 2010-02-02 at 08:44 AM.


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    Bending Talents
    Universal
    Devastating Form: As a reaction when you successfully strike with a form, you may spend a spirit point to increase all damage caused by the form by 50%.
    Requires Heroic Level 13.

    Deflect Attack: When not wearing armor, as a reaction you may boost your Reflex Defense by 5 against an attack. Multiple deflections in a round reduce the bonus to reflex defense by 2 each time. You must be aware of the attack and not flat-footed in order to use this talent.

    Elemental Reach: Pick one form that you possess. Double your effective range with this ability. You may take this talent multiple times, selecting a new form each time.

    Elemental Strike: As long as you have access to your element, your melee attacks gain +5 squares of reach which they cannot use to threaten a square, representing your ability to shoot, blast, or create tendrils with these elements.

    Greater Bending Focus: You gain a +2 bonus on your bending attack rolls. This bonus does not stack with Weapon Focus (Bending).
    Requires Weapon Focus (Bending), Heroic Level 5.

    Heavenly Strike: When you use your Boulderfist or Falcon Punch, you may choose to use a Spirit Point. If you do so, you provoke no attack of opportunity for a missed attack. Additionally, if the damage done exceeds the target's damage threshold, you move the target an additional step down the condition track and knock the target prone. This ability does not stack with Stunning Strike, nor can it ever be stun damage.
    Requires Boulderfist or Falcon Punch; Heroic Level 13.

    Intensity: You may add your Charisma modifier in addition to your Wisdom modifier when determining your Bender Level.

    Lasting Form: When you bend a form with a duration of concentration, you may spend a spirit point to maintain it for a number of rounds equal to your Charisma modifier (minimum 1) with a swift action rather than a standard action, or a standard action rather than a full-round action.
    Requires Heroic Level 13.

    Move Mass: You can spend a spirit point when you make a Move Element attack to turn it into a mass attack. Mass attacks deal 2d6 less damage in a 1 square area around the target in addition to the primary target. The primary target only takes half damage on a successful defense (rather than taking no damage), and all affected creatures are thrown 3 squares in a random horizontal direction (that provokes no attacks of opportunity).
    Requires Move Element.

    Spiritual Harmony: The first spirit point you spend in an encounter is automatically repaid to you at the end of the encounter.
    Requires Heroic Level 9.

    Swift Form: When bending a form with an action of full-round or shorter, you may spend a spirit point to activate the form as though it were two steps smaller. A full-round form becomes a move action, a standard action becomes a swift action, a move action becomes a free action, and a swift action can be used as a reaction.
    Requires Heroic Level 13.

    Twin Form: When you bend a form - before you know the results - you may spend a spirit point to create a second, identical usage of the form on another eligible target.
    Requires Heroic Level 13.

    Air
    Cyclone Master: Your cyclones can vary in size between tiny (such as an air scooter) and huge, and do not necessarily have to deal damage to a target; instead, they can carry a willing target. You can now bend a Cyclone as a standard action. Additionally, if you spend a full-round action to bend the attack, you may roll the attack roll twice and take the better of the two results.
    Requires Cyclone.

    Evasive Deflection: As part of a Deflect Attack reaction, you may increase the Reflex Defense bonus by an additional +4 by expending one of your airbending forms for the encounter.
    Requires Deflect Attack.

    Repulse: As a standard action that does not provoke an attack of opportunity, you can give up one of your Move Element uses for the encounter and instead explode in a burst of high winds. All creatures within 6 squares of you are pushed 3 squares away from you, in the most direct route possible.

    Shadow of the Wind: Whenever you move at least 2 squares in a round, you gain partial concealment against all opponents not in melee range of you. An Earthbender using this ability provokes no attacks of opportunity for their movement provided that they make no attacks on their turn this round. (Attacks of opportunity and attacks from reactions are fine.)
    Requires Heroic Level 7.

    Yielding Reed: If damaged while bending a form (such as from an Attack of Opportunity or a readied action), the form fails to activate only if you take damage in excess of your damage threshold. If a form fails to activate due to damage, it is not considered to be expended.
    Requires Endurance as a trained skill.

    Earth
    Boulderfist: You initiate a form and wait to let its power go until the time is right. Once per round as a swift action before making a melee attack, you can declare your intent to use this talent. In order to do so, you must expend one usage of Move Element from your bending suite. If your attack hits, you can add your Move Element damage to your melee attack. If it does not hit, you provoke an attack of opportunity from the target.
    Requires Elemental Strike, Move Element.

    Earth Talker: You can bend Tremorsense as a swift action, or spend a Spirit Point to bend it as a reaction. Its range increases to 1 square per bender level.
    Requires Tremorsense.

    Grasp of the Earth: You can spend a Spirit Point as a swift action to allow yourself to threaten with Elemental Strike's reach for the duration of the encounter, striking through the ground with stalagmites. (Other elements may use tentacles, for example, to utilize this talent.) You are not able to use Bending Forms while Grasp of the Earth remains active.
    Requires Elemental Strike.

    Guard: In any round where you do not move more than your speed, a creature within melee range of you and in line of sight moving into or out of a square you threaten always provokes an attack of opportunity from you. If your attack of opportunity hits, they immediately cease movement. Airbenders using this technique can immediately attempt to trip the creature in addition to the attack. The target may not make a reactive attempt against you if you fail.
    Requires Heroic Level 9.

    Solid Rock: You can spend a spirit point as a swift action to gain Damage Reduction equal to ½Bender Level for the duration of the encounter. If you ever leave contact with the ground for any reason, or move more than your speed in a round, this effect ends.
    Requires Quake.

    Fire
    Coronal Flare: As a full-round action, you can make an area attack with your unarmed strike, hitting every opponent within reach. This attack uses the area attack rules. This ability qualifies as the feat 'Whirlwind Attack'. Waterbenders using this ability push all affected targets back 1 square.
    Requires Elemental Strike.

    Falcon Punch: You initiate a form and wait to let its power go until the time is right. Once per round as a swift action before making a melee attack, you can declare your intent to use this talent. In order to do so, you must expend one usage of Move Element from your bending suite. If your attack hits, you can add your Move Element damage to your melee attack. If it does not hit, you provoke an attack of opportunity from the target.
    Requires Elemental Strike, Move Element.

    Ignite: Whenever your firebending attacks miss, as a reaction you may instead set the targeted space on fire. (This works even if the material is not normally flammable, such as stone, though it does not work on water or ice.) Every time someone ends their turn in this space, it deals damage as though they were set on fire. You may voluntarily choose to miss with an attack in order to ignite an area.

    Lightning Mind: If you spend a Spirit Point when you bend Cold Fire, a successful attack knocks the target prone and they are considered flatfooted until they are back on their feet. Additionally, when you spend a full-round action to bend the attack, you may roll the attack roll twice and take the better of the two results; you do not have to spend a spirit point to gain the second benefit.
    Requires Cold Fire, Heroic Level 9.

    Phoenix: Once per encounter, you can spend a spirit point as a swift action to recover all steps on the condition track, excepting persistent conditions. A firebender with this talent is always considered to have sufficient heat to perform firebending.

    Water
    Frost Shock: When you make a waterbending attack or melee strike, you can deal cold damage instead of physical damage, bypassing damage reduction and hardness. Anytime your waterbending or melee attacks deal damage, you frost the target, reducing their speed by half for the next round.

    Healing Waters: You can perform first aid and surgery without any herbs or implements as long as you have access to water. You can perform surgery to restore hit points with only a minute of work.
    Requires Spiritual (Water).

    Redirect: If you successfully deflect any physical damage attack, you can choose to use a spirit point to turn it back against the opponent, making an attack roll as though you were the originator of the attack. Firebenders can also redirect fire and electrical damage in this manner. When you ready the redirect, you might have a specific attack in mind that you wish to redirect. You will redirect this attack, regardless of its roll; however, you are considered flat-footed until your next turn against all other attacks. You can ready a standard action to use this ability, in which case it does not cost a spirit point.
    Requires Deflect Attack, Athletics as a trained skill.

    Waveform: Whenever you fight defensively, your deflect attack takes no penalty to reflex defense for subsequent uses that round.
    Requires Deflect Attack.

    Yielding Reed: If damaged while bending a form (such as from an Attack of Opportunity or a readied action), the form fails to activate only if you take damage in excess of your damage threshold. If a form fails to activate due to damage, it is not considered to be expended.
    Requires Endurance as a trained skill.
    Last edited by AstralFire; 2009-08-15 at 09:51 AM.


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    Default Re: Avatar: Saga Edition

    Rhetorical Techniques
    The rhetorical techniques system provides new, combat-level options for any character wishing to specialize in words rather than weapons or bending. Similar to the system for bending forms, the rhetorical techniques system allows characters to perform incredible feats or make use of advanced tactics in order to gain the upper hand in an encounter.

    A rhetorical technique is a special action that allows a character to do something beyond the bounds of the Deception and Persuasion skills.

    All that is required for a rhetorical technique to succeed is that the target is able to understand your communication; thus, this can be used when line of sight is not maintained. All rhetorical techniques are mind-affecting effects.

    Using a technique with an action greater than swift provokes an attack of opportunity from creatures in melee range. If you take damage while using such a technique, the technique is lost - it counts against your rhetoric suite this encounter as though you had expended it, but it does not activate properly.

    Technique List
    Command [Persuasion]
    Action: Full-round
    Make a Persuasion check against a single target at a -10 penalty. If the result equals or exceeds the target's Will Defense, you may decide their actions on the next turn in their stead. The target still controls their reactions, however, and will not commit self-harm, or expose themselves to harm; you can attempt a Deception check as normal as part of this action to try to convince them that something is harmless; if you are engaged in combat, all deceptions are treated as one step harder to pass off. If you exceed their Will Defense by an additional 10, you completely control the target's reactions and actions for the next round, no exception.

    False Bravado [Deception]
    Action: Standard
    Make a Deception check against all targets of your choice that can currently hear and understand you. If the result equals or exceeds the target's Will Defense, they gain a morale bonus to their attack rolls equal to your Charisma modifier, and feel energized and confident; however, the first time they would move -1 step or more along the condition track, they drop an additional -1 step, and the morale bonus disappears.

    Fear [Persuasion]
    Action: Standard
    Make a Persuasion check against a single target. If the result equals or exceeds the target's Will Defense, the target must spend at least one move action next round moving in the most direct path away from you that does not lead to another, obvious threat. If you strike them before they can make another action after the round they flee, you may recast this ability as a swift action; this can be kept up indefinitely. This is a fear effect.

    Imperious Presence [Both]
    Action: Swift
    Make a Persuasion or Deception check against all living creatures capable of understanding you who can hear or see you. If the result equals or exceeds their Will Defense, they take a -2 penalty to all attack rolls against you for the duration of the encounter. This effect does not stack multiple times, nor with the Inspire Fear series of talents. Additionally, all spaces within 3 squares of you are considered difficult terrain to those who you successfully affected. This is a fear effect.
    Special: If you perform this ability as a standard action, you can extend this benefit to all adjacent allies. This benefit fades if they ever end a turn not adjacent to you.

    Moment of Weakness [Persuasion]
    Action: Standard
    Make a Persuasion check against a single target, taunting them to intimidate them, or perhaps coaxing them to join you. If the result equals or exceeds the target's Will Defense, they take a -5 penalty to all of their saves against the next attack to strike them this round.

    Puppet Master [Deception]
    Action: Full-round
    Make a Deception check against a single target, telling them that something that is not true is in fact real. (Use the usual deception modifiers, as found on Page 65 of the Core Rulebook; if you are engaged in combat, all deceptions are treated as one step harder to pass off.) This does not have to be directly stated; if the target does not trust you, you can parse this as an intentional 'slip up' in a statement you expect them disbelieve, twisting them about. If the result equals or exceeds their Will Defense, you can dictate one action or reaction of the target that they make before the end of the encounter, as long as it is logically related to your lie. (For example, if you deceive the target into believing that you do not have reinforcements, you might convince him to drop his shield and go for an all-out assault.) Multiple Puppet Master usages stack and can be 'saved', to a maximum of five. As a free action, you may convert a usage into a feint.

    Spirit Crusher [Deception]
    Action: Standard
    Make a Deception check against a single target. If the result equals or exceeds their Will Defense, you've successfully misled and warped their mind to present a different outcome than the reality they've understood, undermining their resolve. The target moves -1 step along the condition track, and any morale bonuses they currently possess transfer to you until the end of your next turn, then disappear. This is a fear effect.
    Last edited by AstralFire; 2009-08-01 at 06:58 PM.


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    Default Re: Avatar: Saga Edition

    Equipment

    Weaponry
    Melee Weapons
    {table=head]Weapon | Adv. Dmg | Adv. Acc | Simple Dmg | Simple Acc
    Balanced | 2d6 | +3 | 1d8 | +2
    Double | 1d10 | +2 | 1d6 | +1
    Heavy | 3d6 | +2 | 2d6 | +1
    Polearm | 2d8 | +1 | 1d10 | +0
    Quick | 1d10 | +3 | 1d4 | +3[/table]

    All weapons grant an inherent bonus to accuracy now, and all weapons can be thrown at a target within 6 squares. You cannot use most melee weapons to make thrown attacks of opportunity.

    Balanced weapons can be used in one hand or two, gaining the attendant benefits, and you can make bending forms with them, though your forms do not benefit from their accuracy bonus. Advanced balanced weapons include the Jian (such as Sokka's space sword) and the Handaxe. Simple balanced weapons include the baton.

    Double weapons can be used to attack both adjacent enemies and enemies one square away from you, granting you +1 reach, and you can make bending forms with them, though your forms do not benefit from their accuracy bonus. Double weapons represent a single weapon with two ends or two weapons meant to be used as twins, not merely two weapons that are used together. Though you must use two hands with a double weapon, they function as two individual weapons for most purposes, including damage. You cannot disarm a proficient user of a double weapon; long weapons are too heavy, while twin weapons are wielded too deftly. Advanced double weapons include the Double Dao Swords; simple double weapons include the Bo Staff. If you are disarmed of one end of a double weapon, the remaining end typically functions as a quick weapon.

    Heavy weapons must be used in two hands. Advanced heavy weapons include the Hammer and the Waraxe. Simple heavy weapons include the Club and the Jitte.

    Polearm weapons can be used in one hand or two, gaining the attendant benefits. They can be used to attack both adjacent enemies and enemies one square away from you, granting you +1 reach. Advanced polearms include the Naginata, the Halberd, and the Lochaber Axe. Simple polearms include the Spear.

    Quick weapons can be used with weapon finesse or in a grapple, and critical hit on rolls of 19 or 20. Critical hits on rolls of 19 are not automatic strikes; you must beat the target's reflex defense. Advanced quick weapons include the Butterfly Sword and the Khukri; simple quick weapons include the Dagger and the Kama. When throwing a quick weapon, you may apply the Weapon Finesse feat, should you possess it.

    Ranged Weapons
    {table=head]Weapon | Adv. Dmg | Adv. Acc | Simple Dmg | Simple Acc
    Bows | 3d6 | +2 | 2d6 | +1
    Crossbows | 3d6 | +2 | 2d6 | +1
    Leverage | 3d6 | +2 | 2d6 | +1
    Restraining | - | +2 | - | +0[/table]
    Ranged weapons have a maximum range, and do not take range penalties within that distance.

    Bow weapons must be used two-handed, and add the user's strength bonus to damage. Simple bow weapons include the slingshot. They have a maximum range of 20 squares.

    Crossbow weapons can be used one-handed, and do not add any sources of damage. They have a maximum range of 40 squares. You must use a move action to reload the crossbow after each shot. Crossbows can make ranged attacks of opportunity at adjacent targets.

    Leverage weapons are used one-handed, but the other hand must be free in order to properly balance; you cannot use anything in the other hand this round. Leverage weapons add double the user's strength bonus to damage and can be used with the Power Attack feat. They have a maximum range of 16 squares. You must use a move action to reload a leverage weapon after each shot. Advanced leverage weapons include the atlatl and spear-thrower. Simple leverage weapons include the sling.

    Restraining weapons are used one-handed and deal no damage. They allow you to initiate grabs and grapples against characters at range; characters that are grabbed or grappled can attempt to escape (requiring a DC 15 Acrobatics check for Simple, or DC 15+½ Heroic Level for Advanced) or break out of it (DC 20 Strength check for Simple, DC 20+½ Heroic Level for Advanced) as a move action. You can use the Pin and Trip feats with these weapons, but you cannot use the Crush or Throw feats. They have a maximum range of 10 squares. Advanced restraining weapons include the bolo; simple restraining weapons include the net.

    Exotic Weapons
    To use an exotic weapon, you must only have the corresponding Exotic Weapon Proficiency feat. The 'advanced' or 'simple' descriptions in their text only describe the weapon's basic pattern for special qualities, damage and accuracy, and not a prerequisite to use the weapon.

    Boomerangs are a type of advanced leverage ranged weapon. Boomerangs automatically return to a proficient wielder's hand immediately before their next turn in most circumstances, dramatically reducing the amount of ammunition that a strong ranged attacker must use - as a result, unlike most leverage weapons, the boomerang does not need to be loaded between shots. You must always aim before using a boomerang, but boomerangs can be aimed as a single swift action.

    Hook Swords are an unusual advanced double weapon that grant a proficient user the Trip and Throw feats as long as these attacks are made with the swords. You cannot make the Pin or Crush attacks with a Hook Sword.

    Meteoric Hammers are modeled after the simple polearm weapon, being a dangerous set of heavy spiked orbs connected by a long, thick chain. They must always be used in two hands. If you are proficient with this weapon and possess the Power Attack feat, you only subtract half the usual value from your attack roll and take the remainder as a penalty to your Reflex Defense, representing the overwhelming momentum needed to master the weapon. When a meteoric hammer overcomes a target's damage threshold, they are knocked prone.

    Pistols are a rare and unreliable type of weapon developed by machinists. They function as an advanced crossbow, except that it ignores any bonuses to damage threshold from armor and any dodge and dexterity bonuses to Reflex Defense. Just as the standard crossbow, they must be reloaded as a move action. On a roll of natural 1 or following a critical hit, the weapon jams and must be cleared (a full-round action.)

    Armor
    The shield is a new type of armor that grants a dodge bonus to Reflex Defense, stacking with your heroic level bonus to Reflex Defense or your armor bonus to Reflex Defense, as appropriate. There is a shield for each type of armor; when wielding a shield, you take its armor check penalty in addition to that of your armor.
    {table=head]Armor (Check Penalty) | Reflex | Dmg Thres. | Max Dex | Speed
    Light Armor (-2) | | | |
    Buckler (Shield) | +1 | +0 | - | 100%
    Hide | +1 | +2 | Unlimited | 100%
    Lamellar | +4 | +0 | +4 | 100%
    Mail | +2 | +2 | +2 | 100%
    Medium Armor (-2) | | | |
    Full Shield | +2 | +0 | - | 100%
    Breastplate | +4 | +1 | Unlimited | 100%
    Scale | +4 | +2 | +2 | 75%
    Heavy Armor (-5) | | | |
    Tower Shield | +3 | +0 | - | 100%
    Full-Plate | +6 | +4 | +1 | 50%
    [/table]
    Last edited by AstralFire; 2009-08-15 at 04:13 PM.


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    Environmental Rules
    On Fire
    When you're on fire from a natural source, such as a torch, the fire makes an attack against your reflex defense at the end of every round. Success deals 1d6 fire damage. Failure means the fire is extinguished. A typical fire has a +5 bonus on the attack roll; unusual fires may have higher and deal more damage on a successful attack. Fires caused by a bending form use the originator's total bending attack bonus instead, and the fire deals additional damage equal to the originator's Wisdom modifier. When a creature moves one step up the condition track by any means, it automatically extinguishes the flames.

    TEMPLATE: The Avatar
    The Avatar is the spirit of the planet reincarnated in human form and master of all four elemental bending disciplines (Airbending, Waterbending, Earthbending and Firebending), whose task it is to keep balance among the four nations of the world. The Avatar is also a link between the human world and the Spirit World. Throughout the ages, countless incarnations of the Avatar have served to maintain harmony in the world.

    At any time there is only a single Avatar, who is the spirit of the world incarnated into human form. When the Avatar dies, the Avatar Spirit is reincarnated into a newborn, who becomes the next Avatar.

    Each nation has a method of recognizing the new Avatar. Among the Air Nomads, this involved presenting all infants with a selection of toys to play with, and watching for a child that selected four specific toys that had belonged to past Avatars, called the Four Avatar Relics. Traditionally, the child is told of their identity as the Avatar on their sixteenth birthday (although the current Avatar, Aang, was told much earlier than this because of Fire Nation aggression).

    Avatars also possess the unique ability to use Energybending, though very few Avatars learned this technique, and even fewer have used it. Avatar Aang used it to remove Phoenix King Ozai's Firebending during "Sozin's Comet, Part 4: Avatar Aang".

    Once the Avatar Masters the Four Elements, namely Air, Water, Earth and Fire, and also Masters the Avatar State he or she is commonly noted to be a 'Fully Realized Avatar'.
    http://avatar.wikia.com/wiki/Avatar

    Creating an Avatar
    Avatar is an inherited template that can be added to any living creature with an Intelligence of 8+, a Wisdom of 14+, and a Charisma of 8+, hereafter referred to as the base creature. It uses all the base creature’s statistics and special abilities except as noted here.

    Avatar State:
    Whenever the Avatar is in a position of great emotional or physical distress, she may involuntarily use a Destiny Point as a one-round action to enter the Avatar State. (If you are not using Destiny Points, the GM decides when the Avatar State may be entered.) This action completes immediately before the Avatar's next turn, and during the transition, the Avatar is flat-footed. Upon initiating this action, the Avatar begins glowing and affecting the local area with obvious manifestations of power, creating a fear aura. All creatures who can see the Avatar which are not immune to fear or mind-affecting abilities are unable to take any hostile actions against the Avatar or her allies. A creature may spend a Destiny Point as a reaction to shake off this fear effect.

    Upon her next turn, the Avatar fully enters the Avatar State. In this form, her effective bender level, defenses, and attack bonus increase by ten. She is able to bend all elements, and as long as she has a sufficient quantity of these elements, she may apply the benefits of all subclasses of the Spiritual feat to every bending form she utilizes and all her melee attacks.

    While in the Avatar state, the Avatar knows all forms which are not specific to a single element, and may use them at will, without ever completely expending her Bending Form Suite. Any forms which she has personally learned that are applicable to a single element remain in her knowledge and are likewise immediately returned to her Bending Form Suite immediately after she uses one.

    The Avatar's body is controlled by the conglomeration of her previous lives in this state, who tend to act swiftly and mercilessly if they deem it necessary to protect the Avatar - though they will try to keep her personal desires in mind. If the Avatar wishes to override them, she must spend another Destiny Point to end the state early. If the Avatar chooses to end the Avatar State early, she does not take the usual penalty for the ability ending.

    The Avatar State lasts for the duration of the encounter. After the encounter ends, the Avatar moves -3 steps on the condition track immediately, as a persistent condition that cannot be removed except through 8 hours of rest.

    If the Avatar is killed after initiating the Avatar State, even if it has not finished activation, then the Avatar Cycle is broken.
    Destiny Points: The Avatar gains two Destiny Points a level, rather than one, provided you are using this mechanic.

    Many Lives: The previous fragments of your soul watch over you from the depths of your heart, providing you with insight and advice. These fragments cannot be summoned directly, but appear when they are needed, though you may be able to request their insight. Typically their stays are brief, but as the Avatar's strength grows, so too do her connections to her past lives, allowing them to remain longer. Should the Avatar find her way to the Spirit World somehow, her past lives can manifest themselves fully. Generally, the incarnation of the Avatar directly preceding the current Avatar will have the strongest bond to the present form, due to being more recently tied to the current events of the world.

    Spirit in Flesh: The Avatar always qualifies for the Spiritual and Open-Minded feats.

    Challenge Level: Same as base creature +7.
    Last edited by AstralFire; 2009-08-07 at 06:23 PM.


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    Running commentary changelog:

    7/26/09, 12:27 AM EST
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    Use the Force as a skill has its own issues, which is why I'm not using a modeling of it in my adaptation here. But I like the cleanness of the powers and their easy integration into other stuff. Right now my design goal is to make it so that using a mixture of the smaller attacks - martial hits and 'bending blasts' - is a suitable way to go rather than defaulting to overspecialization into forms or melee. It's -very- tricky since the name of the game is specialization, but I think I'm hitting on something here. Ideally all three will be roughly equal.

    What I'm doing at the moment is trying to make their basic melee attack do double duty as ranged and melee, so the bending powers are reserved for an amazing show of AoE damage, penetrating damage, or acrobatics. You have to put in such a heavy feat and talent investment to use them regularly that you're limiting the number of really cool out of combat things you can do with Saga - this is aided by the fact that most bender powers are inherently martial.

    So what I'm saying is, hopefully when I'm done, Prince Zuko and Azula will have roughly the same chance of winning at equal levels against one another. However, Azula would be able to keep punching out wins one after another, while Zuko would run out of neat parlor tricks, but would have a bevy of non-combat benefits to pick up his slack, while also being better once both have run out of gas on their special tricks (to aid in this, I may change the definition of encounter to an hour, as a nice balance between per day and per fight). And ideally at the same level, Ty Lee and Sokka would do just as well against them, but examining the melee system's feat and talent trees is gonna be a lot of work in and of itself, so that's later on my list.


    7/26/09, 5:51 PM EST
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    Alright, I believe most of the abilities on the show are now represented (though they may need retweaking) via talents and bender forms. Next up is work on the classes and martial talents.

    The ideal actions for orthodox benders as I'm seeing it should be such:
    Air - Attack all the way or move all the way. Run until you're in a battlefield ideal for your fighting.
    Earth - Stand in one place, attack hard. Opportunistically strike, but never get out of the thick of battle.
    Fire - Attack -and- move every round. Deny the opponent ground and give chase when they run.
    Water - Defend, slowly moving to suit the battle. Attack right after the opponent does.

    My earlier work with dman focused on pushing waterbenders to attack via AoOs primarily, which I feel should be allowed, but does not fit with the professed waterbender philosophy, hence why Waterbending now has Active Defense (formerly earthbending), while Earthbending grabbed Grasp of the Earth (formerly waterbending as 'Tentacles'.)

    Each bending tree has one talent which is at its best in the hands of a bender of the opposing philosophy. I did not put such caveat boosts in for benders of complementary philosophies, because they already seem to do so - for example, Earth and Water sync up well for AoO builds (aforementioned talents + Guard), while Water and Air are natural fits for someone who never wants to be hit ever (waveform+evasive defenses). Air and Fire are obvious partners for a mobility combatant (Shadow of the Wind, Firestorm and Dancing Flames), while Fire and Earth seem to work well for a frontline striker (Phoenix, Coronal Flare, Guard, Solid Rock).


    7/27/09, 2:43 PM
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    Alright... converting a number of the less bender and more martialy elemental talents into feats.

    Class work and prestige class work is going up there. The Sifu prestige class is a hybrid between Jedi Knight and Jedi Master, since I don't believe in adding a second prestige class that's a more advanced version of a previous one.

    Going with a 'no bender class' policy, as well as a 'no bender prestige class' - as bending is an outgrowth of martial arts, the two are intricately tied.

    Bending longer than a swift action now provokes an attack of opportunity, giving a reason for the battlefield to constantly switch its size, and added feats for those people who want to bend large amounts at melee range. This substantially weakens Puppet, so I improved Puppet somewhat to compensate, as well as to trim the forest of talents slightly.


    7/27/09, 7:36 PM EST
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    Is there a particular reason my big projects never seem to attract much attention? Do I smell or something?

    Running commentary changelog created.

    Anyway, the Avatar class' framework is now up. The Avatar State itself should be a fairly easy model because, well, I don't have to worry about even trying to make it balanced. It's a plot power. It breaks the 7th level minimum for PrCs, in part because it's not actually that powerful as they go.

    Regional differences implemented into the Spiritual feat. Considered making Sun Warriors different from Fire Nation there, but they differ in philosophy of attack, not what they actually bend - and that would have left air lonely as the odd man out, anyway. Air's often kind of neglected since Aang was one of a kind, so we didn't get to see variant abilities so much.


    7/28/09, 10:37 PM
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    New talent for Elite Troopers is up.
    Minor tweaks to the Avatar class are up.
    Changed the talent trees available to the Sifu.
    Avatar Template is up.
    Spiritual (Air) underwent a buff.
    Weapons are beginning work. I borrowed the idea of accuracies from 4E; this is partially to balance out that I have to account for shields, which Saga did not. Martial Arts feats got a boost so they can keep pace, and ate the Bending Focus feats. The Boomerang is not statted yet; Boomerang, Hook Swords, Meteor Hammers need statting as exotic weapons, and considering putting in a gun exotic weapon considering the level of tech present in the show around the firebenders. Mai's Stilettos I'm seeing as crossbows that have been tinkered with; part of my purpose in tackling weapons now is so that I can do the equivalent of the Tech Specialist feat.

    I will also be doing 'races' - well, I guess it is actually races rather than species for once - with the various nations. Different languages are almost certainly getting tossed out. However, unique to Avatar of any system I have ever seen - I hope to actually be using different currencies. This will have to come after I have rechecked all of the relevant feats in SWSE.

    And as a last note:
    Zuko continues to be the biggest challenge for modeling anything in this system. He is a complete hybrid. Melee and bending equally, uses weapons and unarmed with fairly equal proficiency, frontliner who also is very good at stealth. He is making me work to give mechanical reasons for having such an unusual mix of fighting styles - but I think I'm working something out.


    7/29/09, 9:58 PM
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    Alright, so far not much work done today, considering a number of options available to me. There are two new talents available for Scoundrels at the moment, though.

    In order to make the Spiritual Training feat less erratic in its usefulness, it now grants a flat value of 3 forms. In order to keep Wisdom relevant to bending, Wisdom now grants you a boost to your effective bender level equal to your Wisdom modifier. The Bending Specialization talents are removed - they're very hard to fit into most builds anyway, and I don't want someone breaking something by just dumping everything into maxing out a bender level.

    So Wisdom determines the strength of your bending, and Charisma determines the effectiveness of your projection power with bending.

    In order to keep Will saves useful in a game with no Jedi, I am looking at mimicing the Bending Form model with a Social Trick model, with abilities like 'Terrorize', 'Seduce' (Get your head out of the gutter!), etc. I have a long-standing interest in trying to make social combat interesting mechanically in d20, and this may be a way to do it; but this is going to need some more thought. I wouldn't be surprised to see an 'Emotional Threshold.' I would like to get this working soon, as I feel it is a much more balanced solution than just handing out Energybending willy-nilly and breaking the feel of the show for the sake of a balanced gameworld.

    I'm thinking that for basic things, the skills will be relevant, rather than just ripping three more skills out. But if you want to demonstrate and perform combat and morale effects of social combat within the context of rounds, you'd need social tricks. If you just want to diplomacy a trade agreement, roll your Persuasion check; if you want to make someone doubt if anything they've ever known was real and have it have a combat effect? Tricks.

    I think it won't use hit points; emotional damage below the threshold isn't sufficient to bring someone down within a matter of rounds which is the important part being tracked here.


    8/01/09, 9:12 PM
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    There, there's the first draft of the Rhetoric System, along with a heck of a lot of new noble and scoundrel talents and some text clean-up in weapons. We have our first three exotic weapons; I'm trying to focus them on giving utility benefits, moreso than being better than a specific weapon they're based off of.


    8/02/09, 9:41 AM
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    Armor and Shields up with two shield feats (Shield Wall and Shield Slam). Shields are modeled as dodge bonuses to more accurately convey the active nature of their usage. Armor has half the ACP it does in Star Wars Saga for similar reasons. Soldiers lost Armor Proficiency (medium) because this system is not relying on pricing as a major restriction, so if someone wants to start out with the beefy Ceremonial Plate, they're going to have to spend both starting feats on it.


    8/02/09, 2:10 PM
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    Playing around with the armor section. Changed the second bonus of an armor to Damage Threshold rather than Fortitude, because let's be honest - how the hell does a suit of armor protect you against a disease?

    Considering simply allowing heroic level to stack with armor without further talents if you have proficiency, as I've made it more difficult to get up to heavy and all armors are not as strong as they used to be.

    Light armor imposes -2 ACP just as medium does now. There's a reason the characters don't go about in armor all the time. Sokka's the only one with training in one anyway, of the main cast.


    8/02/09, 5:34 PM
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    Spirit Talker feat removed; instead, a new skill is added, Attunement. It's a martial arts fantasy staple skill, even though it does not appear in Avatar (Guru Patchik maybe?). Also has a corresponding new feat, Sense Atman. Deception picked up an additional usage to combat this new skill. Additional new feat added, Channel the River of Souls; it will make a little more sense when I formally insert the spirit point regeneration system.

    Lots of retweaking done to armor so that it isn't as overwhelming at first level.


    8/02/09, 7:45 PM
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    Pistol added (you have zeppelins and tanks - I don't think it's unreasonable as an exotic), new talent added to Sifu, Sifu given different entrance requirements. Attunement given a new usage. Extra feats or skills added to all classes to compensate for things lost or feats less useful in this environment.

    Looking at using the Yin-Yang system as part of this game's 'alignment', though it will have no mechanical benefit aside from being able to read someone's yin-yang composition with Attunement. Passive is not going to equal good at all.

    Water is max Yin (passivity), Fire is max Yang (aggressiveness). Earth is passive-aggressive - baiting you, making the conditions favorable. Air is aggressive-passive - running until such a time as conditions are favorable. As there is Yin in Yang and Yang in Yin, none of these are absolutes, and Bumi's particular style of waiting actually runs similar to Air's in some ways, for example.


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    Last edited by AstralFire; 2009-08-03 at 01:07 PM.


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    Default Re: Avatar: Saga Edition

    Interesting. I didn't expect someone to use Star Wars as a base for an Avatar setting. I've been working on and off a setting based on Mutants and Masterminds. You wouldn't feel like I was stepping on your toes if I posted it in the near (by near I mean far far far) future, would you?

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    Default Re: Avatar: Saga Edition

    I would welcome it; this is an outgrowth of the work the brilliant gameologist community and I did last year with the GitP community project for Avatar to begin with; it'd be a little hypocritical of me to go "RAR MY PONY." I'm afraid I'm not very familiar with Mutants and Masterminds, though. Just can't seem to pick up the book to get into it.

    While I've been proud of the work we did there, I've always felt that the take I worked on - I did the groundwork for the augment mechanics in the 'Last d20 Supplement' variant - was mechanically sound, but far too clunky for play. This is my attempt to rectify that using a familiar system that I think works a little better.
    Last edited by AstralFire; 2009-07-25 at 09:53 PM.


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    Default Re: Avatar: Saga Edition

    MnM handles the ridiculous physics breaking powers of Avatar better than standard d20 but the class base system is familiar to more people. I never played a previous version of Star Wars but I do like how powers are handled in a cleaner fashion than the standard spell-like/supernatural ability. I liken the Use Force check to being concentration where the harder you focus the more powerful your attacks get something like psions but not quite so obtuse.

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    Default Re: Avatar: Saga Edition

    Is there a particular reason my big projects never seem to attract much attention? Do I smell or something?

    Running commentary changelog created.

    Anyway, the Avatar class' framework is now up. The Avatar State itself should be a fairly easy model because, well, I don't have to worry about even trying to make it balanced. It's a plot power. It breaks the 7th level minimum for PrCs, in part because it's not actually that powerful as they go.

    Regional differences implemented into the Spiritual feat. Considered making Sun Warriors different from Fire Nation there, but they differ in philosophy of attack, not what they actually bend - and that would have left air lonely as the odd man out, anyway. Air's often kind of neglected since Aang was one of a kind, so we didn't get to see variant abilities so much.
    Last edited by AstralFire; 2009-07-27 at 07:13 PM.


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    Default Re: Avatar: Saga Edition

    Quote Originally Posted by AstralFire View Post
    Is there a particular reason my big projects never seem to attract much attention? Do I smell or something?
    Just a lot to go through. Haven't had too much time to look through it all.

    15 level prestige class? That's different.
    Last edited by Lert, A.; 2009-07-27 at 11:52 PM.

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    Default Re: Avatar: Saga Edition

    Quote Originally Posted by Lert, A. View Post
    Just a lot to go through. Haven't had too much time to look through it all.

    15 level prestige class? That's different.
    There are a handful of them in D&D, and if you want to grab everything that it means to be an Avatar and remain balanced, you have to have a slow progression. I just didn't see any reason an Avatar shouldn't be -able- to grab all of the iconic Avatar abilities if they got all the way to 20th level - and my assumption is that Avatars get to 20th level and just about no one else does, usually.

    And thank you for the response. I'm narcissistic and vain. I appreciate it. :D
    Last edited by AstralFire; 2009-07-27 at 11:57 PM.


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    Default Re: Avatar: Saga Edition

    My biggest drawback is that I am just getting into Avatar, so I'm not so sure about the canonical accuracy. Balance-wise it looks good.

    Only sticking-point I see right now is that the Soldier class is getting to be better than the other classes.

    Noble: -1 Feat, gets access to new talent
    Scoundrel: -1 Feat, 2 fewer talent trees
    Scout : -2 +1 = -1 Feat, fewer skills
    Soldier: -2 +3 = +1 Feat, no other drawbacks

    Things will likely change as your conversion progresses, but for now the Soldier wins out at 1st level.

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    Default Re: Avatar: Saga Edition

    Scoundrel needs a definite buff and I'll be looking into that more. At the moment, the Scoundrel class doesn't have a strong definition since I'm throwing stuff at the system around simulating the main cast, who are Scouts, Soldiers and Nobles. I'm tossing around some ideas like making it more into a Thug. I've pinned Mai as a Scoundrel, but I'm not sure anyone else fits. Possibly Toph, as the other three don't. If you have some ideas, I'll gladly take 'em. Jet probably has a few.

    The thing with Soldier that's tricky is I'm trying to make sure it's desirable as a level 1 class rather than dipping something else for a lot of skills and hopping over at only 1 BAB lost. There is the Hit Point difference, though.

    EDIT: Possibly will be reintroducing Sleight of Hand as a skill to make up for Use Computer.
    Last edited by AstralFire; 2009-07-28 at 10:58 PM.


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    Default Re: Avatar: Saga Edition

    Quote Originally Posted by AstralFire View Post
    Is there a particular reason my big projects never seem to attract much attention? Do I smell or something?
    • Unless you're Fax, no one has much time to review anyone's homebrews but their own.
    • Mine always fall into the same category. If you need new deodorant, I do too.
    • Avatar's getting more popular, but a lot of people still don't know anything about it. I'm a fan of it, but I haven't seen it repeatedly enough to have memorized all the abilities an RPG system should include.
    • I, for one, know very little about the Saga system.
    You can call me Draz.
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    ... yes, I need to be tested for ADHD.

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    Default Re: Avatar: Saga Edition

    Saga is D&D 3.5 with the power scaling from 3 to 8 stretched out and made the rate of power increase from 1 to 20 (level 20 Saga characters themselves are meant to be roughly equal to... I'd say level 12-13 in D&D), skills that work like 4E, and a combat system that is a bit more lethal and allows for an emphasis on 'burst' damage for our blasty types, with spells and charts that are mostly simplified. Almost the entire game is based around feat shrubs - small chains of feats that complement one another, giving you a lot more freedom and modularity to make builds than 3E did.

    Why yes, I do like the system, why do you ask? :D

    I seriously recommend taking a look, even if you don't enjoy Star Wars. I think it's a much better base for the low and medium magic d20 spinoffs than anything else so far.
    Last edited by AstralFire; 2009-07-29 at 12:03 AM.


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    Default Re: Avatar: Saga Edition

    Quote Originally Posted by AstralFire View Post
    I seriously recommend taking a look, even if you don't enjoy Star Wars. I think it's a much better base for the low and medium magic d20 spinoffs than anything else so far.
    Heh. I do like Star Wars, and I know it's a decent system. It's just that whole money thing. I don't have $25 to spend on a system that I'll probably never actually play. I'm totally game to kife good mechanics out of the system for my own homebrew, though.

    Saga is D&D 3.5 with the power scaling from 3 to 8 stretched out and made the rate of power increase from 1 to 20 (level 20 Saga characters themselves are meant to be roughly equal to... I'd say level 12-13 in D&D),
    Huh, this I did not know.

    skills that work like 4E,
    Yeah, I knew that. Ewww.

    and a combat system that is a bit more lethal and allows for an emphasis on 'burst' damage for our blasty types, with spells and charts that are mostly simplified.
    Right, the combat system has that whole HP + Condition Track + Damage Threshold schtick. Which I've heard makes Fortitude Saves much too important compared to the other two.

    I've also heard some Saga players express that the magic (er, "Force") system is "functional, but not my favorite part of the system." Is that a widely held opinion?

    Almost the entire game is based around feat shrubs - small chains of feats that complement one another, giving you a lot more freedom and modularity to make builds than 3E did.
    Right. This is the part that, despite my having studied Saga when I could, I don't know nearly well enough to be able to judge the balance of your Avatar homebrew.
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    Default Re: Avatar: Saga Edition

    Fort saves are a little too important (but only a little and it's easily rectified by throwing on some more important stuff on Reflex and Will) and right now I'm worried Will is going to be too marginal in this conversion, to the point that I'm actively grooming the thought of making Energybending just another type of bender, albeit a very rare one. There's precious little I can justify to myself as a Will effect on the bender front.

    The Force Power system is very good. The Force Power scaling is kinda bad; it works on the skill system, which I think is great for modeling NPCs and players who are competent at their job at 1st level, but was not intended to be scaling directly against the defenses. The end result is that a force-power focused Jedi starts out incredibly OP at low levels and evens out. I nip this in the bud here and I have easy to implement houserules in SWSE (link in sig) that do the same there.

    The only big issue with the Force Power system is that getting forms is a terrible pain if you're on low point buy and trying to make a gish Jedi. I suspect that was an intentional limitation for the above OP issues. I'm currently examining removing the Wis part of the equation for grabbing Force Powers/Bender forms; the issue is looking at where I can make it relevant elsewhere. I'm trying to juggle what amount of point buy this game should assume is default.
    Last edited by AstralFire; 2009-07-29 at 12:46 AM.


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    Default Re: Avatar: Saga Edition

    I'm liking this personally. The way the weapons work is very well done, and the current issue seems to be the will defense underuse more than anything else. The golem ability does not seem to cover its defenses, and cold fire is mentioned, but never actually shown.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
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    Default Re: Avatar: Saga Edition

    'Cold Fire' is another word for lightning. Iroh mentions this briefly in Bitter Work, the episode where he teaches Zuko to deflect it.

    Note that the power does electrical damage.

    (Yeah, I think the weapons system is looking really snazzy, too.)

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    Default Re: Avatar: Saga Edition

    Took a few days off to think and do other stuff. Tomorrow will bring the first work on the Social Tricks system; mostly I've been trying to determine the scope of what it should encompass.

    Also, thank you for pointing out the issue with the golem, Knaight. I'll fix it to read that it shares the bender's defenses and is immune to attacks that target Will Defense. Glad you like the weapon system, I realized I was overdoing it at first when I spent two hours and I had roughly four different kinds of swords and two other weapons statted. Avoiding overdetail can be difficult...


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    Default Re: Avatar: Saga Edition

    The spirit world creatures would have various magical abilities that could force Will saves. Avatar can commune with them, other adventurers might have to actually fight them.

    There are also some monsters that could force Will saves. Perhaps the huge sea-snakes and the platypus-bears and such would force Will saves or get combat penalties for several rounds, with differing DCs depending on the monster.

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    Default Re: Avatar: Saga Edition

    This is also true, thank you for pointing that out - that will help me feel like I can take a little stress off of this psychological system, though I think it can turn out well. One of the expected abilities is something to cause enemies to run in fear from you, which may not do any HP damage, but...


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    Default Re: Avatar the Last Airbender: Saga Edition

    To-Do:
    • Monster stats for Badgermoles, Dragons, Sky Bisons, and... yeah, a lot of animals. But the difficult encounters first, including the spirit beasts.
    • Playtesting. I want to get optimizers in there making their best against characters from the show, who should be able to put up good fights at the least.
    • D&D 3.5 to Saga Edition translation kit, for people without Saga
    • More playtesting, monsters too.
    • Implement Yin-Yang alignment system.
    • PDF formatting.
    Last edited by AstralFire; 2009-08-04 at 10:07 AM.


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    Default Re: Avatar the Last Airbender: Saga Edition

    Suggestion:

    Give swamp-dwellers and sand-dwellers extra Constitution, as it's difficult to survive there.
    Air nomads should probably get either dexterity or wisdom.

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    Default Re: Avatar the Last Airbender: Saga Edition

    I was actually thinking along the lines of Conditional Bonus Feats rather than sheer stat bonuses, though I certainly agree that those two need something to represent the difficulty of living in the conditions they do. Aside from the always broken Humans (Humans are too good), I really enjoy how Saga does racial balancing. I like to describe the ability score differences as 'tendencies by choice' moreso than 'tendencies by genetics.'
    Last edited by AstralFire; 2009-08-02 at 11:59 PM.


    a steampunk fantasy ♦ the novelthe album

  30. - Top - End - #30
    Firbolg in the Playground
     
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    Default Re: Avatar the Last Airbender: Saga Edition

    First draft of racial rules up for Air Nomads, Earthen, Fire Nation, Foggy Swamp Water Tribe, Polar Water Tribes, and Sun Warriors.


    a steampunk fantasy ♦ the novelthe album

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