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World of the Avatar game (Closed - Roleplaying background scenes)
Hey there, fellow forum-ites! I've been working on developing an Avatar: the Last Airbender/Legend of Korra system for a while. Recently, I've begun a table-top game with my friends, both to run a game, but also test the system. So far, it's been working very well. However, the thing with system tests is that they need a lot of testing to work well. So, to that end (and because, well, I like running games), I wanted to see if there was anyone hereabouts that wanted to join a PbP Avatar game.
Now, as the above paragraph tells you, this is not just your standard game, it is also part of a system test. That does not mean, however, that it's not also an actual game. I still want to explore character backgrounds, tell a fun story, and kick some bad guy butt. The only things the "system-test" part is meant to say is that, 1) This is a mostly home-brewed system; and 2) Mechanics might be tweaked or changed as we discover problems with the system (this will not result in ret-cons; the Universe simply hadn't realized that the things the characters did back then were impossible until recently).
So, that brings us to the "Big 16," no?
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
The game system is based heavily on Pathfinder, but it has also been heavily modified. The most current version of the Avatar: the Roleplaying Game sourcebook (developed by yours truly, assisted by a good friend) is the main book we'll be using. Anything not yet entered into their is assumed to function like the Pathfinder Roleplaying Game unless noted by me. I hope to continuously update the book itself, to make things clearer, as time permits.
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
This particular game will be set just (as in, less than a day before) Fire Lord Sozin begins his assault on the Air Nomads. It is worth mentioning here that I will be making a couple small tweaks to canon, and I fully expect that through common player shenanigans you will be far guiltier of altering the timeline than I will. We'll just say that some mystical spirit magic sets everything right after the campaign ends.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'm not as experienced with PbP games, so I don't want too many characters, so I'm putting the limit at 5. If we hit that limit, I'll consider alternates, based on how much I like the characters presented.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Play-by-Post. Wow, that was easy!
5. What is the characters' starting status (i.e. experience level)?
We'll be starting at 6,000 XP, or the beginning of level 4.
6. How much gold or other starting funds will the characters begin with?
Your starting gold will be 2,000 gp, plus any moderately expensive (no more than 100 gp) that make sense for your character to have or has an important part to play in his or her backstory. An important thing to mention that isn't in the sourcebook as of yet is masterwork or better quality items. Masterwork adds a +1 to attack and damage for a weapon and +1 to Defense bonus and damage reduction for armor/shields, and higher levels (Without names yet) add additional bonuses.
Bonus
Cost (weapon)
Cost (armor)
+1
+300 gp
+150 gp
+2
+1,200 gp
+600 gp
+3
+2,700 gp
+1,350 gp
+4
+4,800 gp
+2,400 gp
+5
+7,500 gp
+3,750 gp
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Pick any class you want. I'd like to try out a sage or shaman, but don't feel pressured to pick one of those. Also, if you have any ideas for additional special abilities for some class, don't hestiate to suggest them! I would prefer you to not ask for homebrew classes, as part of the point is to test out the ones I've got. However, if you can come up with my missing base class, one that fits themeatically with the world as well as the culture of the Air Nomads and Water Tribes, then you can play that!
Prestige classes are fine; I've got a small number made up, but suggestions on others works, as well. You suggest it, I'll build it (with your imput).
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
As the war hasn't started yet, all four nationalities: Air Nomads, Earth Kingdom citizens, Fire Nationals, and Water Tribesmen are available. If you wish, you can play a member of the Foggy Swamp Tribe, Sun Warriors, or Sand Nomads. The latter three do not have stats yet, but I can make them. I would prefer if you were one of the main four nations, however.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Ability scores will be generated 3d6 drop lowest, +6. So if you rolled a 6, 4, and 1, you would take the 6 and the 4 (10) and add 6, for a total of 16. If your total modifiers added together are less than +8 (before any alterations from nationality, level, or the bonus +2), you can roll again. I'd suggest rolling like three sets, and then taking the first one that meets the requirements. Please note that every character in this system gets a free +2 to one ability score of their choice, in addition to their racial adjustments, and that you up 2 ability scores at every 4th level (this adjustment must be to 2 different abilities).
Hit points will be rolled. Please note that you add your Constitution score to your max HP at first level, instead of your modifier. If your Constitution score goes up, this continues to increase retroactively.
10. Does your game use alignment? What are your restrictions, if so?
The alignment system doesn't really work so well with the Avatar universe, so we'll be using the philosophies system described in Chapter 7 of the sourcebook.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Multiclass all you want!
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
We'll be using the GitP dice roller. Put all your active dice rolls in spoiler tags in the IC post where you make them. All rolls I call for should be in the OoC thread. I'll be makign some rolls for you, if your character wouldn't be aware of making them, but I'll try to keep that to a minimum.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Yes, there is a lot of homebrew, as should be obvious by now. Once again, here's the sourcebook we'll mostly be using. If you want, you can use some archetypes from other Pathfinder books, but I'll need to okay them, and many might need to be altered a bit to fit into some of the other new mechanics.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
That's a BIG "Yes!" I don't like to run for a piles of numbers and abilities. Your background can be as long or short, detailed or vague as you like, but the more I like it, and the more hooks it has for me to make your character an integral part of the story (beyond the character being simply a PC), the more likely I am to select that character to join us.
The one requirement is that all the selected characters must have ended up in Qui-Long, a small Earth Kingdom city near the southern coast, for the Avatar announcement festival that is going on there, and must either be past friends or acquaintances, or at least be able and willing to work together. Once I've selected which characters I want to go with, you'll have to work together, and it may require a little tweaking of your backgrounds or personalities (not too much, but maybe some) to make them fit together. I've had too many campaigns fall apart after the first few sessions because the characters created, while interesting, couldn't work together to let it happen again.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
I try to have a good mix of the above three, although puzzles might be a little less. Also, if you couldn't tell, I'm a big fan of characters as people, so that will likely lead to an exaggeration of RP.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
You are mostly restrictd in your rulebooks to the sourcebook, but you can draw from other thematically appropriate places if you really want to. Once again, I would prefer if you didn't, but am open to suggestions. Just don't be mad if I say, "no."
So, some general time-line type things. I'm looking to start in early-to-mid August, and will keep recruitment open until July 25. If I'm getting too many respondants with good characters, I may end it early, but I'll put a warning like that out at least 5 days in advance.
I've proably forgot something of importance to say here, so if you have any additional questions, ask away! You can also PM me, if you wish.
OFFENSE Speed 30 ft.; Run with the Wind Melee +2 quarterstaff +12 (1d6+9) Melee +2 quarterstaff +12/+12 (1d6+9) Ranged air blast +7 touch (bull-rush) Special Attacks sneak attack +2d6 Combat Techniques (DC 14) Least—Parry Lesser—Dodge, Shrug it Off (4 rounds/day) Airbending DC 15, CMB +6 (+8 air blast); range 35 ft./70 ft./140 ft.
Airbender’s Leap (+9; base DC 20);
Air Shield (+9; base DC by volume);
Bands of Wind (+9; base DC by volume);
Featherdance (+9; base DC 15);
Flight (+9; base DC 25);
Gust (+9; base DC 15);
Run with the Wind (+9; base DC 20);
STATISTICS Str 10, Dex 16, Con 14, Int 20, Wis 15, Cha 13 Base Atk +4; Base Def +1; CMB +4; CMD 14 Feats Advanced Weapon Proficiency (quarterstaff), Offensive Combat Training, Ride the Wind, Skill Focus (Acrobatics), Weapon Focus (quarterstaff) Skills Acrobatics +17, Airbending +9, Concentration +11, Diplomacy +5, Escape Artist +10, Fly +12, Heal +10, Knowledge (bending) +14, Knowledge (geography, local, philosophy, spirit world) +10, Perception +9, Perform (dance) +8, Sense Motive +7, Sleight of Hand +10, Stealth +10 SQ expert acrobat, second chance
Description
It's not hard to recognize a connection to the Air Nomads in Rinzen's appearance. His hair is cut noticeably short, his clothes bring the Nomads to mind in anybody that has more than a passing knowledge of them (appearing orange or yellow, depending on amount or quality of light) and he fairly clearly lives out of his backpack.
Someone with a little more knowledge could spot things off from someone that just takes after the Air Nomads. His haircut is recognizable as how the Nomads shave their heads (allowing for growth over time), although a better look would show that it is near-freshly cut. His loose shirt and pants have not-quite-even stripes of orange and yellow (of very close shades) that fold over themselves, resulting in roughly two layers that pick up on even low amounts of wind. As he moves through crowds, he occassionally makes steps like those airbenders are taught.
Outside a crowd, and only seen in passing, Rinzen appears to just be a traveller. He carries a well-crafted staff, of a thicker make than those of the airbenders, in hand and a backpack with bedroll and fishing gear attached. His clothes pick up on even the slightest of air movements while his arms and legs show little obvious muscle, though some constant tension is visible.
Background
Rinzen was raised in the Northern Air Temple and picked up on the lessons, both physical and mental, with significant ease. He wasn't particularly good on the rare occassion that raw strength was needed, but when able to work around the problem, he excelled. Although adept at keeping in his own mind, actually meditating didn't come quite as quickly.
The main issue that Rinzen had with his airbending was that he often distracted himself. It came in handy when figuring out problems, but when trying to focus on the invisible, barely tangible element, it was too easy to let his mind wander away.
Eventually, Rinzen left to explore with a small group of Nomads his age. They split off to visit the different cultures, and Rinzen was one who started in the Earth Kingdom.
The next 12 years (not sure when the Nomads decide to stay or go, but I'd like to have him been gone longer than Aang's been alive) contained a large amount of travel across the majority of the world, with stops in the larger cities just long enough to restock on supplies and occassionally take in the local entertainment.
During his travels, Rinzen trained (mostly physically) and eventually discovered that his specialty of Airbending was in the minor boosts to his physical abilities. As long as it was close to his body, Rinzen could affect air significantly better than before.
Most recently, Rinzen has been heading south, passing once again through the Earth Kingdom and has stopped into Qui-Long for supplies, only to find out about the Annoucement Festival less than a week away. Rather than head out, he's decided to stay and celebrate, a bit curious if he knows the Avatar ('knowing' that the Avatar is a 16-year old Airbender).
Philosophies:
Freedom - In his travels, Rinzen has found a usefulness and a joy in being able to change locations as hardships arrive. Although he finds a life tied down to one place, doing the same thing every day to make little sense, he thinks that it is up to everyone to decide what makes their life worthwhile.
Travel - For Rinzen, Wanderlust may be an appropriate description of this philosophy as well. While the Air Nomads do, as their name suggests, travel, Rinzen takes it to an extreme, exploring the world to meet as wide a variety of people as he could and see the variety of locations. He doesn't actively think of it like this, but he finds it much easier (and considers it better) to take ideas places that have found the complete opposite in order to strengthen or destroy them.
Change - One cause of disagreement between Rinzen and the older monks was that his mind moved faster than even his body did. It was the movements of air around a physical form that inspired him, learning to take troubles as they come and not to get attached to a particular course of action.
Peace - Raised by the monks of the Northern Air Temple, Rinzen was taught the merits of their near-pacifism. His travels around the world have introduced him to a much more combat-ready world, but Rinzen feels that he is a representative of the Air Nomads and owes it to them to fight only when needed and only to the extent necessary to prevent further violence.
DEFENSE Defense 18, touch 13, flat-footed 15; (+2 def, +1 Dex, +5 armor; +2 shield); Block +6 hp 60 (4d10+34); Damage Threshold 20 Fort +8, Ref +5, Will +5 DR 4/armor; Reflexive Actions 6 ()
OFFENSE Speed 20 ft. (30 ft. without armor); Cling Melee mwk warhammer +10 (1d10+7/x2) Melee mwk butterfly sword +9 (1d6+7/+9) Melee mwk warhammer +8 (1d10+7/x2) and mwk butterfly sword +7 (1d6+7/+9) Ranged boulder +5 (varies) Special Attacks favored enemy (magical beast +2), hunter’s bond (companions) Combat Techniques (DC 14) Least—Block, Team Up Lesser—Blitz, Engage Earthbending DC 17, CMB +8; range 35 ft./70 ft./140 ft.
Cling (+8; base DC 15/20);
Excavation (+8; base DC by volume);
Move the Earth (+8; base DC by volume);
Stone Spike (+8; base DC 20);
Tectonics (+8; base DC 15);
STATISTICS Str 18, Dex 13, Con 18, Int 12, Wis 18, Cha 10 Base Atk +4; Base Def +2; CMB +8; CMD 17 Feats Bend the Elements, Endurance, Soul of Stone, Two-Weapon Fighting, Weapon Focus (warhammer) Skills Acrobatics –2, Athletics +8, Craft +8, Earthbending +8, Escape Artist –2, Heal +5, Knowledge (geography, nature) +8, Perception +11, Ride –2, Stealth –2, Survival +11 (+13 tracking) SQ favored terrain (mountain +2), wild empathy +8
POSSESSIONS
Adventurer’s gear, mwk (+2) breastblate, mwk butterfly sword, mwk heavy crossbow, mwk heavy steel shield, mwk warhammer, crossbow bolts
Background and Description
Spoiler
Brown-haired, green-eyed, tall and swarthy, Jan is a typical Earth Kingdom warrior, though more heavily armed than most of the military benders of the nation. He wears green-and-tan robes with a matching breastplate, and carries a shield with the crest of Ba-Sing-Se upon it, a crossbow, a butterfly sword, and a warhammer. Unusually, the hammer's head is finely fashioned and made entirely of stone.
Jan is a brash but determined sort, boisterous but friendly and gregarious. In battle, this translates to energetic, powerful fighting focused entirely on defending his allies.
Philosophies
Artistry, Community, Substance
Jan, like most Earth Kingdom citizens, has a gift for architecture and pottery and a passing interest in poetry. In calm times, he can be found sculpting vases and jars out of solid stone using his burgeoning bending talents for practice.
He is fiercely loyal to the Earth Kingdom and its allies. Anyone he finds worthy of being a friend finds a steadfast companion and protector in him, and that he's reliable enough to never waver in any task and always ensure he does his utmost to get the job done.
Background
Jan Seonglan is a young warrior in Ba-Sing-Se's guard, and a talented one at that, in no small part thanks to his recently developed Earthbending skill. As part of a mission to develop his bending he has taken a leave of absence from the guard to explore the world, get in touch with it, and find a sage to instruct him further in the ways of Earthbending. His wanderings have brought him to the city of Qui-Long in time for the Avatar Annunciation Festival.
Growing up in the western air temple, Tenza never really fit in with the other girls. Too energetic and competitive. She was never great at airbending either – she didn’t have the patience, and it just seemed too boring. So when one of the elders took her to one side, and told her that she planned to teach her something a little more… vigorous, Tenza jumped at the chance. Learning to fight was far more fun and instantly satisfying, and helped her to appreciate the importance of calmness and patience (at least for short amounts of time).
And so, when she reached the age of 16, she was given the traditional choice to either stay in the temple, or go out travelling into the world. The choice was obvious – who would want to stay cooped up in a musty old temple for the rest of their life, when they could be out exploring the world? Before she left, her mentor Tokita gave her the parting give of an airbender’s staff – now Tenza’s most prized possession. Taking her few possessions, as well as a few weeks’ worth of food, she began wandering the world, visiting anywhere she heard of that particularly piqued her interest, or offered an opportunity to improve her skills. During this time, she took to travelling with merchants, or other fellow travellers, often acting as a guard and guide to earn some money. Now she finds herself in the city of Qui-Long in time for the Avatar festival. She’d heard of a master of martial arts visiting for the festival, and she hoped to pick up a few skills from him. That, and the festival itself sounded pretty fun.
Description
Tenza is a tomboyish and energetic girl, happiest when free to roam the world to her heart’s content. She loves to travel – new places, new people, new experiences – what’s not to love? She can be too competitive and a bit of a show-off when it comes to her martial arts, and somewhat sensitive about her lack of airbending skills, she’s generally a fun person to be around. If there’s one thing that she can’t stand, it’s being restricted, or seeing the same done to others.
Tenza has made many friends on her travels (possible reason for knowing other PCs before hand). Unfortunately for her, she tends to keep moving, and never really sees them again. Some people she has travelled with may be grateful towards her for helping defend against bandits et.c.
Tenza may well have made a few enemies while travelling - towards the higher end of society, she tends to be sceptical towards authority, and among her peers her pride in her skills can annoy.
DEFENSE Defense 18, touch 14, flat-footed 14; (+2 def, +2 Dex, +4 armor); Parry +5 (weapon), +6 (fire) hp 59 (4d10+25); Damage Threshold 17 Fort +7, Ref +3, Will +7 DR 4/armor; Reflexive Actions 6 ()
OFFENSE Speed 30 ft. Melee Mwk (+2) broadsword +11 (1d6+8/+9) Melee (RA) Mwk (+2) broadsword +13 (1d6+8/+9) Ranged fire blast +6 touch (1d6+6) Combat Techniques (DC 14) Least—Reckless Assault Lesser—Blitz, Parry Firebending DC 17, CMB +8; range 35 ft./70 ft./140 ft.
Breath of Fire (+14; base DC 25);
Combustion (+14; base DC 25);
Fire Blast (+14; base DC 20);
Flame Blade (+14; base DC 15);
Jet (+14; base DC 30/50);
Pyrotechnics (+14; base DC by volume);
Thermodynamics +14; base DC 15/35);
STATISTICS Str 18, Dex 14, Con 16, Int 16, Wis 19, Cha 12 Base Atk +4; Base Def +2; CMB +8; CMD 18 Feats Airbending Study, Bend the Elements (1, 1*), Burning Heart, Weapon Focus (broadsword), Weapon Surge (broadsword) Skills Athletics +11, Acrobatics +5, Concentration +8, Craft (???) +5, Disable Device +5, Firebending +14, Handle Animal +4, Knowledge (arch/eng, nobility) +7, Profession (soldier) +8, Ride +3, Sense Motive +7, Survival +5 SQ armor training 1
Kuai Guangzhi (快光知) was a rather typical Fire Nation soldier. He grew up in the city, and attended school until he was old enough to join the military. His parents already had more than enough children to take over the family trade, and Kuai really had talents other than his firebending, which he excelled at, but not to the level that would get him noticed by the higher-ups. Still, being a firebender gave him certain perks and privileges that non-benders could never attain, such as special training, better food, etc.. He was trained to use a weapon as a complement to his bending, as a simple precaution. It was during this time that he met Aiza. They seemed to come from similar circumstances, those being one which were exceedingly ordinary. He admired her to a degree, as she made something out of her ordinary circumstances, becoming exceedingly strong and mastering a difficult weapon. It was upon meeting her that resolved to truly focus on his firebending, and make it something more. He trained harder than he ever had, and quickly became one of the best firebenders in the training class.
Despite his skill, he was never given the easy guard jobs or honor posts that other firebenders were assigned. He was simply too plain. He was not fearsome, nor did he ever look the part of the intimidating guard. Instead he was ordered to participate in raids and small skirmishes. He served faithfully and loyally, but began to notice a disturbing trend. Kuai had always considered himself to be a fierce warrior, bloodthirsty when he needed to be, but the men being promoted were more than that. They were savage and cruel, considering the other nations barbaric and backwards. Things came to a head during a riot in a small city. It was a poor harvest, and the farmers could not afford to give so much food to the military as was demanded. Rather than work with the farmers to determine and equitable distribution, the garrison commander ordered the populace brutally suppressed. Rather than just put on a show of force, the firebenders were ordered to burn the right hand of every man, woman, and child involved, not enough so that they could never work, but so that they would have to live with it all the rest of their days, and the pain and scars would remind them of the consequences of defiance. To his eternal shame, Kuai followed his orders that day. Come morning, he put in his request for discharge. It took a few months, but Kuai was released with full honors. He wrote to his Aiza, inviting her to seek him out when she decided to leave the army.
Still horrified by what he had done, Kuai sought out the airbenders. A peaceful people like that could surely teach him to find peace in himself, right? He climbed to the Northern Air Temple, and studied the ways of the monks. He came to realize that, while he could never be truly forgiven for his heinous acts, he could find peace with them. He became in tune with his spiritual side here. He realized that bending was not just a useful tool, but an expression of something greater. It was tapping into the forces of nature, and acting in harmony with them. He resolved to learn from the other benders, and to study the natural world.
Though the water tribe was closer, and in fact the next step on the traditional cycle, Kuai did not feel ready to learn from them yet. They were too far removed from his own experience of how to bend, plus they live in some awful places. Having heard rumors of a rather open-minded earthbending teacher in Qui-Long, he set out across the Earth Kingdom, arriving in the city only a week ago.
Description
Kuai is short and slight, not at all the image of a fearsome elite firebender. His features are plain and unremarkable. He has the gold eyes, black hair, and pale skin common to the Fire Nation. He keeps his hair short, and prefers his clothes to be non-restrictive. He keeps his broadsword, a curved single-edged blade with a red tassel, slung behind his back at hip level.
Kuai strives to be even-tempered and methodical, but in battle, hints of a bloodthirsty warrior show through. He is stoic, and not given to frivolity. Pragmatic, plain-spoken, and queit, he does not say much. Above all, he is zealous and dedicated. Once he has given his word, it will not be broken, and if he dedicates himself to a cause, he will see it through to the end.
Barbarian* 2/Fighter 2 Init +3; Senses Perception +9 Philosophies Community, Substance, War Chi Points 2 ()
DEFENSE Defense 16, touch 13, flat-footed 13; (+2 def, +1 Dex, +3 armor); Parry +3 (weapon) +5 (fire) hp 52 (2d12+2d10+15); Damage Threshold 15 Fort +5, Ref +2, Will +6 DR 2/armor; Defensive Abilities uncanny dodge; Reflexive Actions 3 ()
OFFENSE Speed 30 ft. Melee kwan dao +9 (1d10+7/x2) Ranged fire blast +5 touch (1d6+4) Special Attacks burning rage (8 rounds/day), emotion powers (force of emotion), shattering strike Combat Techniques (DC 14) Least—Blitz Lesser—Adapt, Parry Firebending DC 16, CMB +7; range 35 ft./70 ft./140 ft.
Breath of Fire (base DC 25);
Combustion (base DC 25);
Fire Blast (base DC 20);
Flame Blade (base DC 15);
Thermodynamics (base DC 15/35);
STATISTICS Str 14, Dex 13, Con 12, Int 16, Wis 17, Cha 15 Base Atk +4; Base Def +2; CMB +6; CMD 15 Feats Airbending Study, Bend the Elements, Burning Heart, Weapon Focus (kwan dao), Weapon Surge (kwan dao) Skills Athletics +8, Acrobatics +6, Craft (weaponsmithing) +9, Firebending +13, Handle Animal +6, Intimidate +7, Knowledge (bending, nature) +7, Perception +9, Profession (blacksmith) +7, Ride +5, Survival +8
POSSESSIONS
Adventurer’s gear, mwk studded leather, mwk kwan dao
Background and Description
Spoiler
Hideki was once a very rich boy. His family had been close to the Fire Nation Royal family for generations. Still, he wasn't really much of a firebender growing up. He learned his forms like any other young firebender; in fact, he could replicate virtually any form just ny seeing it once. The problem was that the fire he produced was too weak to be viable for anything other than starting a campfire. He was taken to teachers and doctors of all kinds, and none could find anything out of the ordinary with him.
At age 8, his parents, ashamed of his weakness, pulled him out of formal firebending training, and he took up the the Kuan Dao. Again, learning forms was his specialty, and in two years, he had learned everything his master had to offer him, forged his own weapon, and sat around waiting to join the army.
When he was eleven, a group of air nomads came visiting the Fire Nation, and passed through his part of town. Never having left the Fire Nation, he begged his parents to be allowed to travel with them. They let him go- partly, he assumed, because they thought him worthless.
He spent four years as a spiritual brother of the Air Nomads. His firebending power seemed to grow, almost daily even, as he participated in this vibrant community, full of friendship and laughter and fun and family. In studying Airbending forms and Air nomad culture, in meditation, and even in falling in love. He realized then what he was missing: A reason to fight.
Her name was Rieji. They were practically joined at the hip; she was as interested in his culture as much as he was in hers. He taught her dances and songs of the Fire Nation, and having her around was just as like having a bit of home with him. They had planned to return to the Fire Nation and be married once he turned sixteen.
Then, tragedy struck. The group was mugged by a group of bandits. The airbenders, outnumbered and not fighting to kill, were no match at all. When he saw his beloved dead on the ground, something in Hideki snapped.
When he finally came to his senses, he was clutching his spear, and a large area of the ground was burned black, along with the bodies around him. He was the only survivor. The Air Nomad bodies were intact, and as gave them the burial they deserved, he held onto the sash that Rieji wore. A final memoir of the life he grew to love.
For three years, he never left the wandering lifestyle, never staying in one place too long, and always traveling alone.
Description
A man of extremes. When he's happy, his smile lights up the room. When he's sad, he drags everyone down. And when he's angry... he's guaranteed to be the most frightening thing in the area, unless the Avatar is around. And in the Avatar State. An Angry Avatar State.
OFFENSE Speed 30 ft. Melee airbender’s staff +4 (1d4+2) Melee airbender’s staff +2/+2 (1d4+1) Ranged air blast +4 touch (bull rush) Special Attacks bardic performance (13 rounds/day), fascinate, inspire Combat Techniques (DC 12) Least—Assess the Battlefield, Dodge, Rally Airbending DC 19, CMB +7 (+9 air blast); range 40 ft./80 ft./160 ft.
Airbender’s Leap (+15; base DC 20);
Air Shield (+15; base DC by volume);
Featherdance (+15; base DC 15);
Flight (+15; base DC 25);
Gust (+15; base DC 15);
STATISTICS Str 13, Dex 14, Con 12, Int 16, Wis 20, Cha 16 Base Atk +2; Base Def +1; CMB +3; CMD 14 Feats Bend the Elements, Earthbending Study, Firebending Study, Ride the Wind, Skill Focus (Airbending) Skills Acrobatics +8, Airbending +15, Athletics +5, Concentration +14, Disguise +7, Escape Artist +6, Fly +6, Knowledge (bending) +14, Knowledge (arch/eng) +12, Knowledge (history, nobility) +9, Knowledge (local, nature) +10, Knowledge (other) +5, Perception +12, Perform (bending, oratory) +10, Stealth +6 SQ bardic knowledge, versatile performance (oratory)
Mai is from one of the floating villages of the Water Tribe; motley collections of boats, rafts and strange and unique constructions that roam across the oceans of the world, making landfall only for infrequent trading sessions.
Most raised in the villages are restless souls, reluctant to spend time in a single place, driven to constant movement. Mai's no exception to this, and is the model of a Floating Villager; gregarious, restless and intrepid. If anything, these traits are more pronounced in her than they are in other Villagers.
The villages have a ritual; a rite of passage to adulthood, known as the Rite of Change. At sixteen, every villager must depart the village of their birth and set out on their own. They may not return until they have located a single thing their village does not possess; this may take the form of goods, treasures, knowledge or even a person. For most, this is how they meet their life-partners, and that is what they return with. A very rare handful never return at all, instead embracing their new found freedom to travel all the lands and waters of the world. Mai is one of the latter, and in the eight years since her journey began has not returned to the village of her birth
In the time she's travelled, she's roamed between the Air Temples, the Fire Nation, the Earth Kingdom and both the Northern and Southern Water Tribes, learning from those who make such places their own. It was in the Southern Water Tribe, a year after her Rite began that she found her travelling companion, Tao the otheer-penguin, whom she rescued from tiger-seals as a lost chick, separated from the huddles of his kind. In the years that followed, there are few places Mai and Tao haven't seen.
Description
Have you ever heard of the tidal surges, that go up rivers when the tide comes in? They're just big walls of water that go sweeping up the river. Sometimes a few people might try to surf one, but they can go on for miles in the right river.
I know this is going to sound crazy, but I saw this one girl take a boat up one once. I was walking along the shore, minding my own business, when I saw the boat - and the wave. At first, I thought the boat was in trouble, because the wave was huge. But as it got nearer, I could see that the boat was riding on the wave, and the girl in the boat was stood up and making the thing bigger. She was some kind of water bender, obviously, but she was stood right up at the front of her boat just building and building this wave as she headed for the river mouth.
I was getting really worried, thought she was going to smash the boat up and get in real trouble given how much water was behind her - that wave must have been ten feet high, and it was really long. But no, she just shot straight up the river, followed by this huge wall of water. And I swear she was laughing her head off, like she was loving every second.
Course, then I realised how much trouble I was going to be in when the rest of that wave she was riding hit the beach. Except that it didn't. She pulled all that water in to the river behind her, which was pretty nice of her. I mean, I don't much like getting crushed and drowned by giant waves. But when I looked closer at the river, I realised something else - she wasn't tearing everything up. She was controlling that water really well, wasn't letting it scythe the banks clear of everything living, and was keeping it close behind her so it didn't get out of control. It was like she wanted the fun of the ride, but to avoid hurting anyone. It was pretty weird.
She was something special, that girl. I mean, she was wearing water tribe clothes but not like anything I'd seen before. Not the heavy fur-lined stuff of the tribes at the poles, and it glittered like there was something shiny in it, too. She was in her twenties, I think, but I didn't get a good enough look to say for sure - looked pretty Water Tribe in her features, too - you know, dark hair, dark eyes and so on. Her boat was certainly their make, not much more than a rowboat with a mast and sail.
Oh, yeah, and I'll swear she had an otter penguin with her in that boat, and that the damn penguin was laughing too.
Aiza Kitena was born to a farm family, and that meant kids. She had 5 brothers, and 3 sisters. Pretty typical, and also not all that bad. Their parents made them all feel loved, and times were rather good. The family had workers that they could pay, plenty of livestock, good friends, and a supportive government.
As she grew, one thing became clear: Aiza was strong. Not just stronger than her sisters, not just stronger than her brothers, but stronger than anyone her family had ever seen. She could easily lift all the members of her family, and some of their animals. Being a woman does not provide many outlets for strength. In fact, her outlet became fighting. Early in her life, a sword master who lived up the road declared her, barring further necessity or desire, to be his apprentice. Though she was naturally strong, he taught her how to use her muscles with finesse, and how to strengthen her mind as well.
And, when she was growing to the point of being able to, she began to master actual swordplay, and more complex works. Her swordmaster had a wife, and his wife taught her the disciplines of the mind. More specifically, she had tea with young Aiza, while discussing the nature of the world. The swordmaster's wife was a patient teacher, and could deal with Aiza's stubbornness the way most could not. Aiza was taught open mindedness, to see the other side of debates, and above all, the importance of Balance. Balance played a role in everything, after all. From her swordstrokes, to the beauty of nature, to the world, everything depended upon the subtle balance of good and bad, yin and yang, push and pull.
In time, Aiza became increasingly focused on a single type of weapon: The double bladed sword. It became an obsession with her, because her master knew little of it, to use it as much as possible and develop new techniques with it. She passed the age where she would have shown signs of being a firebender, even a late-blooming one, and so her parents were a bit disappointed. But they were more proud, to call Aiza their daughter, for she could do more with her twin-sword than her brothers or sisters could ever do with fire.
And then came her 16th birthday. She was given a new sword, crafted by a master traveling blacksmith. She was also going to enlist in the army, now that she was old enough to do so. The only place where swordsmanship was ever useful, but also a place of rigor and even more vigorous training. She got through basic, and made a few friends while she did. One of them was named Kuai. They sort of separated once she hit the Special Forces (no other place in the army gonna let you use your own weapon, especially a weird one), but letters kept her in contact with her family and with Kuai. She was excited to be part of the Fire Nation army, as her sense of patriotism grew more.
Soon, things heated up. She was sent on several field training missions, that involved actual fighting, with various rebel groups. Rebellion was just stupid. Most of them wanted to stop the comet, but who'd want to, and even if they did, how would one stop a comet? Their logic was flawed, so don't bother listening, really. Just round them up, stop whatever dam it is they're trying to blow up from blowing up, and then head back to base. Simple stuff, really. But something troubled Aiza. Rumors went around as they always did, but Aiza was a sharp girl. There actually were more war machines and arms and armor coming out of the factories these days. A year later, her abilities were put on display, in roving recruitment centers, to entice youngsters to join the army. She still thought it was a great idea, seeing how she turned out, but she couldn't understand why. The only big event coming was the advent of the comet, which every firebender was talking about incessently. But why would the fire nation increase troops to get ready for an event which sole effect is to make them stronger?
And then, two months before, she knew why. Oh, Spirits, she knew why. From that day forward, they were watched like hawks would watch their prey. The propaganda was tuned up to ridiculous levels, destroying her sense of patriotism further. Everyone was suspected of being weak if they expressed dissatisfaction, traitors if they spoke out against the plan. Other went along wholeheartedly, the army encouraging the more bloodthirsty and brutal troops. She couldn't stand it anymore.
Two weeks before the day, when battleships were being assigned and units attributed to various parts of the world, she saw her chance. Taking little more than some carefully selected non-fire nation wilderness ranger armor and her sword, she stole 200 gold pieces out of an officer's...office. And then she swam. Jumped off her troop boat and swam over 8 hours to reach a shore. Using her money, her skills, and occasionally her blade, she made it out of the Fire Nation, escaping the men they sent after her. Concealing all signs that she was anything other than a woman carrying an odd blade for a renowned crafstman, she made landfall in the Earth Kingdom just a day before the fire nation was set to strike, too late to warn anyone or do anything.
She is on edge, now. No one cares about a Fire Nation deserter in the Earth kingdom, but if the fire nation has their way, there won't be an Earth Kingdom, and the anti-deserter agents can hound her to the ends of the world. She is trying to find her friend Kuai, to explain the situation to him. He would have no idea of the Fire Nation plans in effect, and from what she remembers, he wouldn't want them to go through any more than she did.
Description
Balance is the biggest philosophy. The war will rip the world off its balance, plunging it into who knows what. How can she let this happen?
Community used to mean something to her, the drive and comfort of patriotism, but that feels hollow and dead now. She couldn't even speak to her family about deserting, because she did not know whether or not they would call the Agents.
Re: World of the Avatar game [Homebrew, PF-based system]
Definitely sounds like fun - I've looked over the book but I'm sure I've missed some stuff.
Personally, I'm leaning towards an Air Nomad and/or Rogue, although a sage of some sort looks interesting as well.
Just looking at possibilities, would the Acrobat or Sniper archetype for a rogue be acceptable? As a thought, would the Sniper increase bending sneak attack range (or be a choice between weapon and bending) and possibly reduce range penalty?
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Serby
Definitely sounds like fun - I've looked over the book but I'm sure I've missed some stuff.
Personally, I'm leaning towards an Air Nomad and/or Rogue, although a sage of some sort looks interesting as well.
Just looking at possibilities, would the Acrobat or Sniper archetype for a rogue be acceptable? As a thought, would the Sniper increase bending sneak attack range (or be a choice between weapon and bending) and possibly reduce range penalty?
For now, stat rolls:
Spoiler
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
Both of those archetypes look perfectly fine, and both of the sniper's abilities would apply to bending normally.
EDIT: Oh, I should probably mention this now: my IRL group had a discussion a couple weeks ago about the bending mechanics, and we've deveoped a rewrite. Most of the basics remain the same: all of the techniques are the same, are learned in the same manner (plus one additional one). The main difference is that techniques now have a basic effect that is smaller than the normal effect listed, and doesn't increase with your check result that can be used at will, and a more powerful version of the "normal" result written in the book that is usuable once per day per time you've learned the technique.
This both cuts down on a bunch of bookkeeping stuff, such as knowing how many uses you have of each time you've learned the technique, calculating DCs for each of those uses, and a couple of other things, while keeping the per day limit meaningful at all levels (before, the limit was extreme at low levels and almost pointless at higher levels). I've got the entire thing figured out in my head, but I need to get it down on 1s and 0s. I'll have what I've got so far (to include airbending, earthbending, and firebending) up in an hour or so, and a new version of the sourcebook with all the changes included up by this Saturday.
I guess the moral of this story is to not read to closely into the bending mechanics just yet; the new and improved stuff is coming very soon!
The new version of the sourcebook is in the first post, with the mentioned system in place.
Re: World of the Avatar game [Homebrew, PF-based system]
I'm making an Air Nomad Sage named Kazua; his (weird) crunch is complete, and am writing his ( fun ) backstory. Looks like he would go straight in to Monk at the first chance ( level 6 ).
Re: World of the Avatar game [Homebrew, PF-based system]
Should be interesting - I was working on an Air Nomad (not using as synonymous with Airbender despite all having the Ride the Wind feat) Rogue with a level of Sage when I saw your comment. Looking for a name, Rinzen seems to actually fit (according to the site that I found).
Have some backstory worked up, although some depends on how much airbending he can actually do.
One question on it, though - do the requirements for Combat Techniques only apply to taking the Least level or to improving it at any point? Specifically, would an Air Nomad have to take the Dodge feat to upgrade the Dodge combat technique granted by their Defensive Training?
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Oh My God
I'm making an Air Nomad Sage named Kazua; his (weird) crunch is complete, and am writing his ( fun ) backstory. Looks like he would go straight into Monk at the first chance ( level 6 ).
Neat. Also, what do you mean by weird crunch? Is there something that you don't understand? Let me know so that I can answer any questions you might have; if reading the book didn't explain it properly, I need to re-write that section so that it does.
Also, if you could either post or PM me Kazua's character sheet, I'd appreciate the chance to review it.
Quote:
Originally Posted by Serby
Should be interesting - I was working on an Air Nomad (not using as synonymous with Airbender despite all having the Ride the Wind feat) Rogue with a level of Sage when I saw your comment. Looking for a name, Rinzen seems to actually fit (according to the site that I found).
Have some backstory worked up, although some depends on how much airbending he can actually do.
One question on it, though - do the requirements for Combat Techniques only apply to taking the Least level or to improving it at any point? Specifically, would an Air Nomad have to take the Dodge feat to upgrade the Dodge combat technique granted by their Defensive Training?
How much airbending Rinzen can do is entirely dependant on how much of your build you focus towards it. If you put nothing towards it, he'll be able to use some minor abilities, blowing people a couple feet and moving small objects, kind of like someone with mage hand at will. If you decide to max out his ranks in Airbending, he'll be stronger at those abilities, but he won't really get any additional versatility. Or, if you decide to dump every feat and class feature you get into bending, he'll be a master airbender. It depends entirely on your choices how good he is.
As for the Combat Techniques, if you have least mastery, you can always advance it. See? This is something I need to elaborate on, which I will do in the next version of the book. Thanks for catching that!
And two Air Nomads, huh? Even with that little amount of information, a grander plot is beginning to percolate in my mind...
Re: World of the Avatar game [Homebrew, PF-based system]
I am interested in playing a firebender for this. I think a sage would be fun, playing it as a young martial artist (not the class) growing into your stereotypical kung-fu master.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by cgrela
I am interested in playing a firebender for this. I think a sage would be fun, playing it as a young martial artist (not the class) growing into your stereotypical kung-fu master.
Welcome aboard, then! As a Shao-lin practictioner myself, this concept makes me happy ! I'm already imagining him as a young Jeong-Jeong.
So, because I like making charts, here's one of our current character info, both for my reference as well as yours. Obviously, none of this is set in stone yet, it's all tentative.
Player
Character Name
Character Race
Character Class
Bender?
Concept
Ability Set
Oh My God
Kazua
Air Nomad
Sage
Yes
Skilled airbender/monk in training
17, 17, 16, 16, 13, 12
Serby
Rinzen
Air Nomad
Rogue/Sage
Yes
Genius acrobat/novice bender
17, 16, 13, 13, 13, 12
Namillus
Jan
Earth Kingdom
Ranger
Yes
Exotic weapon-style master
17, 17, 16, 13, 12, 12
Mekboy
???
Air Nomad
Martial Artist
Yes
Young showoff
16, 16, 16, 15, 14, 13
cgrela
Kuai
Fire Nation
Sage*
Yes
Budding martial arts master
???
Herpestidae
???
Fire Nation
Barbarian
Yes
Prince Zuko
17, 15, 14, 14, 13, 12
Malmagor Andrigal
???
???
???
???
???
17, 16, 16, 14, 13, 11
Wow, Air Nomads everywhere! You guys will be running circles around the enemy! And all benders, as far as the eye can see. Makes sense, of course; bending is what makes the setting fun and interesting.
So we have our maximum five players, but that doesn't mean that all five of you are guarenteed to be in! (Duhn duhn DUHNNNN!) If someone else comes along and has a more inspired character concept than you, I might be drawn to them instead, fickle as I am. Not a threat, just generating some friendly competition to come up with interesting characters.
EDIT: D'oh, Dai Li'd by Herpestidae! Okay, he's been added to the table, and now we're one over! Pressure!
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Absol197
How much airbending Rinzen can do is entirely dependant on how much of your build you focus towards it. If you put nothing towards it, he'll be able to use some minor abilities, blowing people a couple feet and moving small objects, kind of like someone with mage hand at will. If you decide to max out his ranks in Airbending, he'll be stronger at those abilities, but he won't really get any additional versatility. Or, if you decide to dump every feat and class feature you get into bending, he'll be a master airbender. It depends entirely on your choices how good he is.
Oh - I just meant that I was trying to decide whether to go for airbending techniques or a non-airbending ability. He's not great, but he's very flexible.
Looking through... should just need to roll HP for three rogue levels, mechanic-wise, then possibly minor adjustments.
Spoiler
(3d8)[15]
Another possibly odd question that I'm not spotting an answer for - can I take multiple (non-attack of opportunity) reflexive actions in response to the same trigger?
For example, if attacked, could I spend two reflexive actions to Dodge and Parry (if I have both techniques) or do I need to choose one?
Typo note - the skill summary table has Heal listed as an Int-based skill, while the description has it as a Wis-based.
Re: World of the Avatar game [Homebrew, PF-based system]
I'm trying to decide to decide what class would best for Kuai (that is his name). I see him as a dexterous combatant, focused on bending, and eager to learn about the other forms, both their spiritual applications as well as the physical forms (pick up some tai-chi lessons from a waterbender, etc.). A Desert Wind focused swordsage from 3.5 would be the most similar.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Serby
Oh - I just meant that I was trying to decide whether to go for airbending techniques or a non-airbending ability. He's not great, but he's very flexible.
Looking through... should just need to roll HP for three rogue levels, mechanic-wise, then possibly minor adjustments.
Spoiler
[roll0]
Another possibly odd question that I'm not spotting an answer for - can I take multiple (non-attack of opportunity) reflexive actions in response to the same trigger?
For example, if attacked, could I spend two reflexive actions to Dodge and Parry (if I have both techniques) or do I need to choose one?
No, only one reflexive action per provoking action. I think it's in there, let me check...huh, I'm not finding it. I remember reading through that section last night, and I remember reading it. Oh well, I'll add that in, as it's rather an important thing to mention.
Quote:
Originally Posted by Serby
Typo note - the skill summary table has Heal listed as an Int-based skill, while the description has it as a Wis-based.
You are right, oops . I'll change that; for the record, it's an Int-based skill now. Thanks, and I'd love to see what you've come up with so far!
Re: World of the Avatar game [Homebrew, PF-based system]
So, my character, Jan, is a young bender and warrior, focused around defensive combat using a warhammer and a butterfly sword, plus various other pieces of equipment.
Would it be too outlandish for his warhammer's head to be made of stone so that he can bend his own weapon? That seems like the sort of trick Earth Kingdom weapon-users would pull.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by cgrela
I'm trying to decide to decide what class would best for Kuai-li (that is his name). I see him as a dexterous combatant, focused on bending, and eager to learn about the other forms, both their spiritual applications as well as the physical forms (pick up some tai-chi lessons from a waterbender, etc.). A Desert Wind focused swordsage from 3.5 would be the most similar.
Let's see if I can help with that...Sage obviously is the best to represent spiritual development. A Multiclass sage/fighter could work with him delving into both aspects of his bending. Obviously you're going to want one or more of the bending study feats. I'll see if I can come up with any more classes/combinations that could work towards that concept.
EDIT: Namillus, of course the head of his hammer can be made out of stone! In the comic The Promise, there's a young earthbender girl who does exactly that, only her weapon is a spiked ball and chain, with the core of the ball being made of stone. The weapon would have to be of at least masterwork (+1) quality, however, for the weapon to be balanced properly with a different material as the head. You just need to be careful when bending the hammer, lest you rip the hilt off accidentally! (This would not actually happen often, it's just funny to think about).
EDIT 2: Actually, now that I think about it, with the right combination of feats, you could use your bending strength (Wisdom) as your modifier to attack and damage rolls with your hammer, instead of Strength. I'm thinking Weapon Focus and Weapon Surge, and maybe one other related to bending in order to pull that off, but I'd say that's reasonable. Not something I'd put into the rulebook itself, but a fun variant for that character concept.
Re: World of the Avatar game [Homebrew, PF-based system]
Well, my stats are high enough that I don't need that so much, although more Dex and Con would be nice. My gut, though, says the next feat would be Metalbending, to allow that to apply to pretty much any weapon instead of those made specifically of earth. A similar thing for Airbenders and bows like Zen Archery would be cool, as well.
Anyway, here's Jan Seonglan. Working on his background. I took the average of his hit dice for his extra HP.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Namillus
Well, my stats are high enough that I don't need that so much, although more Dex and Con would be nice. My gut, though, says the next feat would be Metalbending, to allow that to apply to pretty much any weapon instead of those made specifically of earth. A similar thing for Airbenders and bows like Zen Archery would be cool, as well.
Anyway, here's Jan Seonglan. Working on his background. I took the average of his hit dice for his extra HP.
Okay, a couple of things I noticed: First, Initiative now adds +1/2 your character level, so you'd have a bit more of that (+2 more, actually). Second, Two-Weapon Fighting now allows you to add your full Strength modifier to your off-hand attack. I didn't do the calculations to see if you did that, but there it is. I know I haven't gotten that into the book yet, so you wouldn't have known without me telling you. Lastly, bending imposes an armor check penalty. The ACP from your armor is reduced by 1 for it being masterwork (it never is reduced by more than 1), so it would be only -3.
Otherwise, looks good! I can't wait to learn more about him!
EDIT: Oh, and I'm not quite sure how you're getting your CMD. I've got 10 (base) +2 (BDB) +4 (Str) +1 (Dex) = 17, with an additional +2 against bull-rushes, trips, and the like. Is there something else I'm missing? Also, it there any place to add additional notes on that character sheet program? If so, could you add his Damage Threshold, please? And just making sure that you noted his favored class bonuses (+1 to either hp or skill points for every level of ranger). You noted his favored class, so I figure you did, but just checking.
EDIT 2: Also, it helps if I scroll all the way down. On Combat Techniques, you should have a lot more. You gain 1 as a 1st-level character, and another at BAB +1. Then, at BAB +3 and every third thereafter, you either learn one and advance one, or advance two. Additionally, as a ranger, whenever you gain a combat style feat, you also advance one combat technique from a list dependant on what style you chose. So, by my calculations, you should have 5 levels of them, with at least two known (which you have). If the book wasn't making that clear, tell me so I can re-write that section.
EDIT 3: Okay, one last thing, and I'm sorry about this: as I mentioned a little above, I've recently worked up a slight re-do of bending. This is also not mentioned in the book, but now you gain a free bending technique learned for every 2 ranks in your bending skill, so you get 2 additional bending techniques known.
Re: World of the Avatar game [Homebrew, PF-based system]
I think I'll go for a Firebender Barbarian. Specifically, I want to see if you can replace the standard Barbarian Rage with the Burning Fury from The Homebrew Salamander Totem..
My main idea is that he has anger issues. There's more to him, but that's a big thing.
So here's a sheet from a previous game that I'm in the process of reworking.
__________________
I keep quoting your posts. But they might not mean what I think they do...
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Herpestidae
I think I'll go for a Firebender Barbarian. Specifically, I want to see if you can replace the standard Barbarian Rage with the Burning Fury from The Homebrew Salamander Totem..
My main idea is that he has anger issues. There's more to him, but that's a big thing.
So here's a sheet from a previous game that I'm in the process of reworking.
We can definitely see what we can do. I'm not sure if it can be exactly like that version, but we'll see. Give me a little while to look through everything and come up with some ideas.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Absol197
EDIT: Oh, and I'm not quite sure how you're getting your CMD. I've got 10 (base) +2 (BDB) +4 (Str) +1 (Dex) = 17, with an additional +2 against bull-rushes, trips, and the like. Is there something else I'm missing? Also, it there any place to add additional notes on that character sheet program? If so, could you add his Damage Threshold, please? And just making sure that you noted his favored class bonuses (+1 to either hp or skill points for every level of ranger). You noted his favored class, so I figure you did, but just checking.
The sheet template I'm using auto-calculates stuff and uses the standard assumptions for doing so; so CMD is based off BAB for it, that's probably what's throwing it off. The book doesn't say how CMD is calculated, so I assumed it was per Pathfinder standard.
Would it be accurate to say there are inspirations from Star Wars SAGA for much of this? I recognise the Bending Technique mechanics as similar to Force Powers, which is pretty cool.
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Absol197
We can definitely see what we can do. I'm not sure if it can be exactly like that version, but we'll see. Give me a little while to look through everything and come up with some ideas.
I just want the Burning Fury Replacement. I don't really care about anything else.
__________________
I keep quoting your posts. But they might not mean what I think they do...
Re: World of the Avatar game [Homebrew, PF-based system]
Quote:
Originally Posted by Namillus
The sheet template I'm using auto-calculates stuff and uses the standard assumptions for doing so; so CMD is based off BAB for it, that's probably what's throwing it off. The book doesn't say how CMD is calculated, so I assumed it was per Pathfinder standard.
Would it be accurate to say there are inspirations from Star Wars SAGA for much of this? I recognise the Bending Technique mechanics as similar to Force Powers, which is pretty cool.
Darn you, auto-calculations! Also, this time I know that it says that CMB uses BAB and CMD uses BDB...on the character sheet in the back. I have so much copy-pasting to do! So, yes, that's how it works. Sorry again.
And yes, I took a lot of inspiration from SAGA Edition, with both the Condition Track (I expanded it) to the bending techniques being based off of force powers. I'm glad you noticed .
EDIT: At Herpestidae, that's fine then! If you're willing to give up the +1 Condition bonus while raging, you can light yourself on fire when you rage.