4e Avatar Classes
4e Avatar Classes
OF
CONTENTS
Airbender.......................................1
Airbender Paragon Paths..........12
Earthbender................................17
Earthbender Paragon Paths......29
Firebender...................................35
Firebender Paragon Paths........46
Waterbender................................51
Waterbender Paragon Paths.....64
Miscellaneous Paragon Paths..70
Hybrid Classes...........................75
Epic Destinies.............................79
Feats............................................84
Equipment...................................95
AIRBENDER
Stay as a leaf on the wind, passing the wind currents around you.
CLASS TRAITS
Role: Controller. You bend the air itself, conjuring
powerful currents and tornadoes to pacify and disable your opponents.
Source: Elemental. It is said that airbenders first
learned their abilities from the sky bison who, dispite their size, take into the air easily.
Key Abilities: Wisdom, Intelligence, Dexterity.
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple
ranged.
Implement: Ki focuses, weapons with which
youre proficient
Defense Bonus: +1 Reflex, +1 Will.
Hit Points at 1st Level: 10 + Constitution score.
Hit Points for each Level gained: 4.
Healing Surges: 6 + Constitution Modifier.
Trained Skills: Religion (Int). Choose three more
skills at 1st level.
Class Skills: Athletics (Str), Acrobatics (Dex),
Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).
Build Options: Hurricane airbender, Zephyr airbender
Class Features: Evasive Currents, Monastic
Training, Quick Step, Airbending
Airbending is a style of bending that relies on the air
around them. You control currents and the winds,
controlling them to blow your enemies away.
Air is the element of freedom. Benders in this art are
often care-free and fun loving, not allowing things in
life to keep them down. Free and able to go where
they please -- thats an airbender, alright. Airbenders learn their art at mountain monastaries, leaving
them with little attachment to worldly possessions
and a strong desire to avoid violence. Many of them
are pacifists, opting to use their power to stop a fight,
rather than win it. Though that doesnt mean Airbending cant be deadly.
Your power lies all around you; take it firmly and take
to the skies.
CREATING
AN
AIRBENDER
HURRICANE
AIRBENDER
EVASIVE
FEATURES
CURRENTS
As an airbender, you are constantly projecting currents around your body, lifting you off into air and
away from your enemies. As a immediate reaction,
you may shift 1 square when an enemy misses you
wtih a melee attack. Additionally, if you move at least
two squares before the end of your turn, you gain a
MONASTIC
TRAINING
STEP
AIRBENDER
POWERS
AIRBENDER
A gentle breeze, the cool gust of wind: you embody this. You push your enemies away with a
calm demeanor, trying to end the fight in the most
peaceful way possible. Make Wisdom your highest stat, as that is your attack stat. Make Intelligence your secondary stat to emphasize your
calm tactics. Dexterity should be your tertiary stat
as it will allow you to react quickly and violently, if
necessary.
Suggested Feat: Guiding Winds
Suggested Skills: Religion, Nature, History,
Insight
Suggested At-Will Powers: Air Funnel, Ravenous Gust
Suggested Encounter Power: Sphere of Air
Suggested Daily Power: Tornado Projection
CLASS
AIRBENDER OVERVIEW
Characteristics: Airbenders are a spiritual
bunch, concerned with balance and freedom
of ones soul. They are easy going, carefree
and terribly optimistic. They place their spiritual
enlightment above everything else.
Religion: Above all other benders are the
airbenders and their link to religion and spirituality. They use their bending powers as a
gateway to iunlocking their soul to what lies
beyond this life.
Races: Deva make marevlous zephyr airbenders, for both their mental prowess and their
perspective of the universe. Elves make great
hurricane airbenders. Dwarves, halflings, and
githerzai also make great airbenders.
Airbending
Air Funnel
AT WILL
TECHNIQUES
Airbender Attack 1
With a hop and an extension of your arms, you
project a blast of harsh winds.
At-Will Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and you
push the target 1 square.
21st Level: 2d6 + Wisdom modifier damage.
Wind Path
Airbender Attack 1
Gesturing forward, a wall of air conjures.
At-Will Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target is slowed until the end of your next turn.
Targets adjacent to the target takes Wisdom
modifier damage.
21st Level: 2d8 + Wisdom modifier damage.
Jet of Air
Airbender Attack 1
Pulling back and pushing forward, you conjure
a rush of air.
At-Will Elemental, Implement
Standard Action Line 3.
Target: Creatures in line.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and you
push the target a number of squares equal to
your Dexterity modifier.
21st Level: 2d8 + Wisdom modifier damage.
Ravenous Gust
Airbender Attack 1
Bringing your hand down, a jet of air charges
towards the enemys chest.
At-Will Elemental, Implement
Standard Action Ranged 5.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and the
target is knocked prone.
21st Level: 2d6 + Wisdom modifier damage.
Wind Summon
Airbender Attack 1
Visualizing the winds attached to your fingers,
you manipulate it around some enemies.
At-Will Elemental, Implement
Standard Action Area burst 1 within 10.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: Wisdom modifier damage and the target
takes a -2 to their next attack roll.
21st Level: 1d6 + Wisdom modifier damage.
LEVEL
ENCOUNTER
TECHNIQUES
Crushing Winds
Airbender Attack 1
A cloud of crushing winds crashes down.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and the
target is knocked prone.
Forceful Push
Airbender Attack 1
With a quick swipe, you push away a foe.
Encounter Elemental, Implement
Standard Action Range 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is pushed 1 square and knocked prone.
Hurricane: Push the target a number of
squares equal to your Dexterity modifier.
Sphere of Air
Airbender Attack 1
Crafting a ball of compressed winds, you
smash it against a foe.
Encounter Elemental, Implement
Standard Action Range 5.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 2d6 + Wisdom modifier damage and enemies adjacent to the target takes damage equal
to 1d6 + Intelligence modifier.
Zephyr: The target is immobilized until the end
of your next turn.
LEVEL
DAILY
TECHNIQUES
Airbender Attack 1
Closing your eyes, a storm forms around you,
growing and building power.
Daily Elemental, Implement
Standard Action Close burst 2.
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is pushed 1 square.
Miss: Half damage and the target is pushed 1
square.
Flurry of Blows
Airbender Attack 1
You deliver a quick set of punches and kicks,
sending air waves towards enemies.
Daily Elemental, Implement
Standard Action Close burst 3.
Target: One, two, or three creatures.
Attack: Wisdom vs. Reflex.
Hit: 2d6 + Wisdom modifier damage.
Hurricane: You gain a bonus to attack and
damage equal to your Dexterity modifier.
Tornado Projection
Airbender Attack 1
You spin a tornado in your hands and lay it
down.
Daily Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d6 + Wisdom modifier damage and the
target takes a -2 to attack rolls (save ends).
Zephyr: Allies within burst gain a bonus to their
defenses equal to your Intelligence modifier
until the end of your next turn.
LEVEL
UTILITY
TECHNIQUES
Airball
Airbender Utility 2
Shaping a ball of air, you ride it around.
Encounter Elemental
Move Action
Personal.
Effect: Slide your speed + 2.
Air Lasso
Airbender Utility 2
Desperately, you pull an ally away from the fray.
Encounter Elemental
Move Action
Range 10.
Target: One ally.
Effect: Pull the target a number of squares
equal to your Intelligence modifier.
Leaping Burst
Airbender Utility 2
You pulse the wind underneath you, projecting
you up.
Encounter Elemental
Move Action
Personal.
Effect: Jump your speed.
LEVEL
ENCOUNTER
Fierce Vortex
TECHNIQUES
Airbender Attack 3
With a swipe of your hand, you craft a tornado
and launch it off.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: WIsdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is pushed 3 squares.
Hurricane: The target is slowed until the end of
your next turn.
Path of Winds
Airbender Attack 3
You will a path of air to snake down the battlefield.
Encounter Elemental, Implement
Standard Action Wall 3 within 10.
Target: Creatures within wall.
Attack: WIsdom vs. Fortitude.
Hit: 2d6 + Wisdom modifier damage and the
target takes a -2 to all attack rolls until the end
of your next turn.
Leaping Tackle
Airbender Attack 3
With a great leap, you plow into the ground in
front of an enemy, knocking them over.
Encounter Elemental, Implement
Standard Action Melee 1.
Target: One creature.
Attack: WIsdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is knocked prone.
Special: You may use this at the end of a
charge.
Zephyr: Slide your speed after the attack.
LEVEL
DAILY
TECHNIQUES
Airbender Attack 5
Surrounding yourself with a vortex of air, you
dart through the battle, smashing into your
enemies.
Daily Elemental, Implement
Standard Action Personal
Target: Each enemy adjacent during movement.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target is pushed 1 square and knocked prone.
Special: Shift your speed and perform the attack against each enemy you are adjacent to
during your movement. You may perform this
attack once per creature.
Gale Blast
Airbender Attack 5
With a great pushing motion you summon a
powerful wind from your open palm.
Daily Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast
Attack: Wisdom vs. Fortitude.
Hit: 3d6 + Wisdom modifier damage and the
target is slowed.
Hurricane: The target is instead slowed (save
ends).
Thundering Swipe
Airbender Attack 5
With a wave of your hand, you brush away a
horde.
Daily Elemental, Implement
Standard Action Wall 4 within 15.
Target: Creatures within wall
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is pushed 2 squares.
Zephyr: The target is pushed a number of
squares equal to your Intelligence modifier.
LEVEL
UTILITY
TECHNIQUES
Guiding Winds
Airbender Utility 6
As your ally is charged, you gently push him
away.
Encounter Elemental
Immediate Interrupt
Ranged 10.
Trigger: An enemy makes an attack against an
ally within range.
Effect: Shift the ally a number of squares equal
to your Intelligence modifier.
Gravity Walk
Airbender Utility 6
You push air down on yourself, keeping yourself grounded.
Encounter Elemental
Minor Action.
Personal.
Effect: Until the end of your next turn, you
may move vertically, as long you do so on solid
ground.
Monastery Studies
Airbender Utility 6
You recall a bit of knowledge from your studies
from oh-so-long ago.
Encounter Elemental
Minor Action
Personal.
Effect: You gain a +5 to the next Arcana, History, Religion, Streetwise, or Nature check you
make.
LEVEL
ENCOUNTER
Concussive Blast
TECHNIQUES
Airbender Attack 7
WIth a forceful push, your enemies swear
theyve been hit with the force of a hammer.
Encounter Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: WIsdom vs. Reflex.
Hit: 1d10 + Wisdom modifier damage and the
target is dazed until the end of your next turn.
Straight Currents
Airbender Attack 7
You project a line of pure aerodynamic force.
Encounter Elemental, Implement
Standard Action Path 3.
Target: Each creature in path.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage.
Hurricane: You may change the range of this
attack from Path 3 to Range 5. If you choose to
do this, this attack does 3d8 + Wisdom modifier
damage instead of just 2d8.
Whip of Air
Airbender Attack 7
Winding a thread of air, you crack it against a
foe.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is pushed 3 squares.
Zephyr: The target is knocked prone at the end
of the push.
LEVEL
DAILY
TECHNIQUES
Air Pelt
Airbender Attack 9
With a tightly compressed bullet of air, you
knock a foe senseless.
Daily Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d10 + Wisdom modifier damage and the
target is knocked prone and immobilized (save
ends).
Miss: Half damage and the target is knocked
prone and immobilized until the end of your
next turn.
Hurricane: The target grants combat advantage (save ends).
Mighty Lungs
Airbender Attack 9
Taking in a storm of breath, you blast foes up
and about.
Daily Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is slid 3 squares.
Zephyr: The target is knocked prone at the end
of the push.
Controlling Winds
Airbender Attack 9
A sudden storm around you foes wraps around
their legs and moves them.
Daily Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: You may use their move action for them
(save ends).
Miss: The target is knocked prone.
Zephyr: When you move an enemy, as a free
action, one ally within 5 squares may shift 1.
LEVEL
10
UTILITY
TECHNIQUES
Shielding Winds
Airbender Utility 10
You power the winds around you, shielding
yourself from those that would harm you.
Encounter Elemental
Minor Action
Personal.
Effect: You gain a +2 power bonus to all defenses until the end of your next turn.
Airbender Utility 10
Sometimes, youve just got to get away.
Encounter Elemental
Minor Action
Personal.
Effect: You shift two squares.
Windy Walkway
Airbender Utility 10
As your friend falls, you summon winds to carry
him to safety.
Daily Elemental
Immediate Reaction
Ranged 10.
Trigger: An ally falls.
Effect: The ally can treat otherwise empty
squares as solid ground until the end of their
next turn. They move horizontally or downward
as if there were steps. If the ally is still in the
air when the effect ends, they float safely to the
ground.
LEVEL
13
Aurora Wall
ENCOUNTER
TECHNIQUES
Airbender Attack 13
You guide your hand and a wall of air rises.
Encounter Elemental, Implement
Standard Action Wall 4 within 10 squares.
Target: Each creature within wall.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target is pushed 3 squares.
Leap Frog
Airbender Attack 13
A torrent of wind crushes an opponent and you
use it to jump.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: One creature within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage. The
target is knocked prone and you may jump your
speed.
Effect: For each creature knocked prone from
this attack, you may shift 1 square after you
jump.
Hurricane: You may jump your speed + your
Dexterity modifier.
Pathfinder
Airbender Attack 13
You carve your way through the fray.
Encounter Elemental, Implement
Standard Action Line 4
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and you
may shift your speed to a square adjacent to a
target hit by this power.
Zephyr: The range of this attack is instead
Path 4 instead of Line 4.
LEVEL
15
DAILY
TECHNIQUES
Air Funnel
Airbender Attack 15
Thinking fast, you whip your enemies projectile
around.
Daily Elemental, Implement
Standard Action Ranged 10
Trigger: An enemy misses you with a ranged
attack
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage.
Special: This attack retains the non-damage
effects of the attack that missed i.e. status effects, forced movement and the like.
Zephyr: You may target a creature other than
the triggering enemy. Additionally, you may shift
your speed before or after the attack.
Airbender Attack 15
With a spin and a push you hurl powerful and
yet precise winds at your opponent.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is lifted 3 squares into the air
and is prone and immobilized (save ends).
They take a -2 to saving throw against this effect.
Aftereffect: The target falls and takes 3d10
and is knocked prone.
Miss: 1d10 damage + Wisdom modifier damage and the target is knocked prone.
Pinpoint Cyclone
Airbender Attack 15
You bring a powerful, if small, cyclone into existence on your enemies.
Daily Elemental, Implement
Standard Action Wall 3 within 10 squares
Target: Each creature within wall.
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage and
the target is slid up to 2 squares and knocked
prone.
Hurricane: You may change this powers range
to Path 5.
Special: You may have the target end this
movement in a space occupied by a creature.
If you do, deal 1d8 to both creatures and push
the creature that was in this space 1 square.
LEVEL
16
UTILITY
TECHNIQUES
Wall Running
Airbender Utility 16
Using forceful winds you simulate the effects of
gravity, allowing for some very surprising movement.
At-Will Elemental
Move Action
Personal
Effect: You move your speed. You may move
over vertical surfaces as if they were horizontal
during this movement as long as you end your
movement on a flat surface.
Winds of Chance
Airbender Utility 16
By subtly changing wind currents you push
your enemies attack away from you and into an
enemy, throwing it off guard.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You are hit by an attack.
Effect: The attack misses. Choose a creature
within range of the attack you negated. That
creature grants combat advantage to the next
creature to attack it before the end of your next
turn.
LEVEL
17
ENCOUNTER
TECHNIQUES
Air Slice
Airbender Attack 17
You asail your opponents with air currents so
fast and so thin that they actually cut into their
flesh.
Encounter Elemental, Implement
Standard Action Line 5
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target takes 5 ongoing force damage (save
ends).
Vacuum Burst
Airbender Attack 17
You pull all of the air surrounding you closer,
creating a vacuum.
Encounter Elemental, Implement
Standard Action Close burst 3
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage. Make a
secondary attack.
Secondary Target: Each enemy within a close
burst 1.
Secondary Attack: Wisdom vs. Fortitude.
Secondary Hit: 1d10 + Wisdom modifier damage.
Zephyr: Any ally within the burst may shift 2
squares as a free action.
LEVEL
19
DAILY
TECHNIQUES
Hurricane Drop
Airbender Attack 19
You rocket into the air and then drop on top
of your opponents.
Daily Elemental, Implement
Standard Action Close burst 2
Special: Before making this attack, you may
teleport your speed.
Target: Creatures within burst
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier damage and the
target is knocked prone.
Miss: Half damage.
Hurricane: The target is pushed 2 squares.
Pressing Matters
Airbender Attack 19
You rocket into the air and then drop on top
of your opponents.
Daily Elemental, Implement, Force
Standard Action Area burst 2 within 10
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier force damage and
the target is knocked prone and immobilized
(save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage and the target is slowed
until the end of your next turn.
Zephyr: Allies within the burst may shift a number of squares equal to your Charisma modifier
before the attack is resolved.
Tornado Palm
Airbender Attack 19
With a touch you hurl an enemy away from you.
They wont be getting back up.
Daily Elemental, Implement, Force
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage and the
target is pushed 8 squares and dazed (save
ends).
Miss: Half damage and the target is pushed 4
squares.
LEVEL
22
UTILITY
TECHNIQUES
Airbounce
Airbender Utility 22
With the wind at your back, you can leap
across an entire battlefield.
Daily Elemental, Stance
Free Action
Ranged 10
Trigger: You or an ally makes a jump
Effect: The target gains a +5 bonus to the Athletics check to jump, is treated as having a running
start, does not have to jump in a straight line, and
can exceed their movement with the jump.
Gust of Wind
Airbender Utility 22
With a flick of the wrist, you blow your enemies
around the field.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends, whenever you
shift, you slide one enemy a number of squares
equal to the number of squares you shifted.
Updraft
Airbender Utility 22
You pick your enemies slightly off the ground,
forcing them to stop moving.
Daily Elemental, Zone
Minor Action
Close burst 3
Effect: All enemies in the burst are Immobilized
(save ends). In addition, whenever they are hit
by an attack while still immobilized, the creature that hit them may push them a number of
squares equal to your Dexterity modifier.
LEVEL
23
ENCOUNTER
TECHNIQUES
Storm Push
Airbender Attack 23
Airbending can create strong winds or precise
winds, but only a few talented Airbenders can
do both at the same time.
Encounter Elemental, Implement
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage and you
may slide the target 3 squares.
Hurricane: The target grants combat advantage to you and all of your allies until the end of
your next turn.
Windclone
Airbender Attack 23
As you charge at your opponent you create a
body double of directed air currents and hurl it
at your opponent.
Encounter Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Reflex
Hit: 3d8 + Wisdom modifier damage and the
target grants combat advantage (save ends).
Effect: While the target grants combat advantage, they take a -5 penalty to attack rolls
against you.
Zephyr Sweep
Airbender Attack 23
The battlefield is a mess, its time to wipe it
clean.
Encounter Elemental, Implement
Standard Action Area burst 5 within 10.
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and you
push the target 3 squares. The target is slowed
until the end of your next turn.
Zephyr: Slide creatures within the blast 3
squares instead of pushing them.
10
LEVEL
25
DAILY
TECHNIQUES
Grasping Winds
Airbender Attack 25
The winds you summon seem to grasp onto
your targets and pull them to you.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One, two or three creatures
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage and the target is
pulled 3 squares and grasped by a current (save ends).
Creatures grasped by a current take a -4 penalt to their
AC and Reflex and is pulled 2 squares per current
when they are hit by one of your attacks.
Zephyr: A creature with an air current grants
combat advantage to one ally. As a free action,
you may designate a different ally for the target
to grant combat advantage to.
Scything Sprint
Airbender Attack 25
As you run across the battlefield, you send out
razor thin ribbons of air towards your foes.
Daily Elemental, Implement
Standard Action Melee touch
Effect: Shift your speed +2, and make the following attack at any 3 points during this movement.
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage, and the
target is slowed (save ends).
Miss: Half damage and the target is slowed
until the end of your next turn.
Wind Tunnel
Airbender Attack 25
By moving winds around the battlefield you create
a temporary, but intense, mini-weather system.
Daily Elemental, Implement, Zone
Standard Action Path 6
Target: Creatures in path
Attack: Wisdom vs. Fortitude
Hit: 4d10 + Wisdom modifier damage.
Effect: You create a zone of forceful winds within
the area affected that lasts until the end of your next
turn. Any time a creature enters a square within the
zone, you may shift that creature 1 square. The zone
moves with you, you may rearrange it as a minor
action.
Hurricane: Whenever you shift a creature because of your zone, you may deal your Dexterity
modifier in damage to it.
Sustain minor. The zone persists until the end
of your next turn.
LEVEL
27
ENCOUNTER
TECHNIQUES
Blocking Winds
Airbender Attack 27
With a giant sweep of your arm, a wall of hurricane winds emerges.
Encounter Elemental, Implement
Standard Action Wall 5 within 10
Target: Each creature within wall.
Attack: Wisdom vs. Reflex.
Hit: 2d10 + Wisdom modifier damage and the
target is slid 3 squares.
Hurricane: Until the end of your next turn, the
wall blocks line of sight and effect for enemies.
Eye of the Storm
Airbender Attack 27
You stand in the calm center of your own whirlwind of destruction.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and one target is knocked prone and dazed until the end of your
next turn. All other targets are pushed 3 squares.
Sustain Standard: Repeat the attack, reducing
the burst by 1.
Zephyr: This attack begins as a close burst 3.
Gale Lash
Airbender Attack 27
You stand in the calm center of your own whirlwind of destruction.
Encounter Elemental, Implement
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Wisdom vs. Reflex.
Hit: 3d12 + Wisdom modifier damage and the
target is slowed (save ends).
LEVEL
29
DAILY
Hurricane Missile
TECHNIQUES
Airbender Attack 29
This attack is powerful, but its importance is
not in its strength as much as its precision.
Daily Elemental, Implement
Standard Action Ranged line of sight
Target: Each enemy within sight.
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage and the
target is slowed (save ends), and take a -2 penalty to saving throws to end this condition.
Miss: Half damage. The target is slowed (save
ends).
Effect: Increase the range of all of your Airbender At-Will attack powers by 5 until the end
of the encounter.
Airbender
Attack 29
You slowly build up a hurricane powerful
enough to level cities and civilizations.
Daily Elemental, Implement
Standard Action Close burst 4
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 6d6 + Wisdom modifier damage and the
target is slid 5 squares and takes ongoing 15
damage (save ends).
Miss: Half damage and the target is slid 5 squares
and takes ongoing 5 damage (save ends).
Effect: Until the end of the encounter, you may
slide the target 5 squares as a minor action on
your turn.
Hurricane: The target grants combat advantage until the end of the encounter.
Relentless Vaccum
Airbender Attack 29
You remove the air from your opponents throat,
not allowing them to breathe.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 5d6 + Wisdom modifier damage, and the
target is weakened (save ends), and takes a -5
penalty to saving throws against this power.
First Failed Save: The target is dazed and
weakened (Save ends both).
Second Failed Save: The target is stunned
and weakened (save ends both).
Third Failed Save: The target is unconscious
(save ends).
Miss: Half damage and the target is weakened
(save ends).
11
PARAGON
AERIAL
PATHS
ACROBAT
ACROBAT
PATH
FEATURES
Leaping Action (11th Level): When you
spend an action point, you may fly your speed as
a free action until the end of your next turn.
Leaps and Bounds (11th Level): You
gain a +3 bonus to Acrobatics checks and, once
per encounter, you may make an Acrobatics
check as a free action.
Forced Acrobatics (16th Level): When
you are slid, pushed or pulled you gain a +2 bonus to your speed until the end of your next turn.
AERIAL
ACROBAT
Flash Entrance
TECHNIQUES
12
Freefall Touch
AIR
TEMPLE
MONK
TEMPLE
MONK
PATH
FEATURES
Take Off Action (11th Level): When you
spend an action point you may shift 3 squares,
choose one target adjacent to you at either the
beginning or the end of this movement, they are
knocked prone.
Enlightenment (11th Level): You gain a
+3 class bonus to Acrobatics, Insight and Religion checks.
Monks Will (16th Level): Your mind is
as strong and wild as the wind itself. You gain a
+2 bonus to your will defense and resist psychic
equal to your Intelligence modifier + half your
level.
AIR
TEMPLE
MONK
TECHNIQUES
SOUNDBENDER
I can manipulate the sound of the night into a
bellowing monstrosity. I can make a dragons
flight into the slight swishing of a winged lemurs
wings!
Prerequisites: Airbender
You discovered through experimentation that you
can use your airbending abilities to change the
pitch, volume, or the very essence of sound itself.
You can use it to mute someones actions or exaggerate it into be extremely loud.
SOUNDBENDER
PATH
FEATURES
Perfect Pitch (11th Level): While you are
within 5 squares of an enemy that suffers from
the deafened or dazed effects, they take a -2
penalty to saving throws against that effect.
Deafening Action (11th Level): each
creature adjacent to you is deafened. You may
daze adjacent creatures instead of taking another
action.
Muffled Steps, Better Eats (16th Level):
You gain a +3 class bonus to Stealth and Perception. Allies within 5 squares of you also gain a +2
bonus to Stealth.
SOUNDBENDER
TECHNIQUES
Sonic Boom
Soundbender Attack 10
As you speed past, the sound barrier is shattered in your wake.
Encounter Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Creatures within burst.
Attack: Wisdom vs. Will.
Hit: 2d6 + Wisdom modifier damage and the
target is dazed until the end of your next turn.
Effect: The target is deafened (save ends).
Special: You may shift your speed before the
attack.
Sound Funnel
Soundbender Utility 12
You meditate for a moment and prepare to
launch an attack.
Encounter Elemental
Minor Action
Close burst 5
Target: Each ally within range.
Effect: The target gets a +5 power bonus to
Perception checks until the end of your next
turn.
Bellowing Burst
Soundbender Daily 20
You lower the pitch and amplify your voice.
Daily Elemental, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage and the
target is deafened and dazed (save ends both).
Miss: Half damage and the target is deafened
(save ends).
TYPHOONIST
Gentle winds make no impact on the land. The
ferocity of the storm can level kingdoms and instill
fear!
Prerequisites: Airbender
13
PATH
FEATURES
TYPHOONIST
TECHNIQUES
Fierce Winds (11th Level): Once per
round when you push, pull, or slide a creature as a
result of an Airbender or Typhoonist attack power,
you may knock them prone with a move action.
Strong Current Action (11th Level):
When you spend an action point to take an extra
action, you may push every creature within two
squares of you 1 square.
Reactive Movement (16th Level): When
you are pushed or slid, you may shift 3 square
after the movement is complete.
Distant Cyclone
Typhoonist Attack 10
You conjure a small tornado on an oncoming
group of enemies.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10
squares.
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage and the
target is slid 3 squares.
Tornado Platform
Typhoonist Utility 12
You conjure a small tornado to lift you up and
about.
Daily Elemental
Move Action
Personal
Effect: You have a fly speed equal to your land
speed (hover 2) until the end of your next turn.
Sustain Minor: The effect lasts until the end of
your next turn.
14
Foreboding Storms
Typhoonist Attack 20
Only a low rumble hints towards what youre
about to do.
Daily Elemental, Implement
Standard Action Area burst 3 within 10
squares.
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage and the
target is knocked prone and slid 3 squares.
Miss: Half damage and the target is knocked
prone.
Special: You may delay this attack and use it
as an immediate interrupt with a trigger of your
choice. If you do, you gain a +2 bonus to the
attack. If the trigger doesnt happen before the
end of your next turn, the power is wasted.
WINDSTAFF
GLIDER
GLIDER
PATH
FEATURES
Gliderstaff (11th Level): You are always
ready to fight the effects of gravity. Anytime you
would fall you may treat the fall as being 6
squares shorter.
Lemurs Leap (11th Level): When you
would shift, you instead fly the same distance.
In addition, once per encounter you may fly 2
squares as a minor action.
Ride the Winds (16th Level): You gain a
fly speed equal to your land speed.
WINDSTAFF
GLIDER
TECHNIQUES
Falcons Dive
Windstaff Glider
Utility 12
You pull the wind up underneath you and hover
for a moment.
Daily Elemental
Move Action
Personal
Effect: You may hover until the end of your
next turn.
Sustain Minor: The effect persists.
WINDRUNNER
The wind is always at my back.
Prerequisites: Airbender
You can fly, thats true, but you prefer to stay
on the ground and simply move at tremendous
speeds. No one can catch you, you are nearly
untouchable. Because of your speed you are
more comfortable fighting close up to enemies
than other Airbenders.
WINDRUNNER
PATH
FEATURES
WINDRUNNER
TECHNIQUES
Winding Current (11th Level): You dont
need to take the most effecient path in order to
count as charging. You must still move at least 2
squares before hand.
Winds Protection (11th Level): The attack penalty from running only lasts until the end
of the turn in which you ran.
Windwalker (11th Level): Increase your
base speed by 2.
Mercurial Slam
Windrunner Attack 10
You move with blinding speed and ram yourself
into an opponent.
Encounter Elemental, Implement
Standard Action Melee 1
Target: One creature.
Attack: Wisdom vs. AC
Hit: 3d10 + Wisdom modifier damage and the
target is dazed until the end of your next turn
and pushed 3 squares. You are dazed until the
end of your next turn and you are pushed 3 squares
directly away from the target.
Special: You may use this attack as part of a
charge.
Quick as Lightning
Windrunner Utility 12
You move faster than the eye can see.
Daily Elemental
Immediate Reaction
Personal
Trigger: You are hit by a melee attack.
Effect: You shift 4 squares.
Hurricane Kick
Windrunner Attack 20
You bring new meaning to the term flying kick.
Daily Elemental, Implement
Standard Action Close burst 2
Target: One creature in burst.
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage and the target
is pushed 3 squares, knocked prone and stunned.
Effect: Make the secondary attack.
Special: You may use this attack as part of a
charge.
Secondary Target: Creatures other
than the primary target in burst.
Attack: Wisdom vs. AC
Hit: Wisdom modifier damage and the
target is pushed 3 squares and knocked prone.
15
WINDSWORDSMAN
Surging Technique
PATH
FEATURES
WINDSWORDSMAN
TECHNIQUES
Windsword (11th Level): You gain the
use of a windsword. It can be summoned and dismissed as a free action. Otherwise, it is exactly
like a longsword. Additionally, when you make
a basic melee attack with the windsword, you
may use your Wisdom modifier instead of your
Strength modifier.
Swordsmans Action (11th Level): When
you spend an action point to take an extra action, you gain reach with your windsword until the
end of your next turn.
Guided by the Winds (16th Level): When
you hit a creature with your windsword, you may
push them one square.
Hail of Blades
Windswordsman Attack 10
You turn quickly, producing a small cyclone of
slashes and stabs.
Encounter Elemental, Weapon
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Wisdom vs. AC.
Hit: 1[W] + Wisdom modifier damage and the
target is knocked prone.
16
Windswordsman
Utility 12
You put that extra oomph in your abilities.
Encounter Elemental
Minor Action
Personal
Effect: Your windswords damage is increased
from 1d8 to 1d10 until the end of your next turn.
EARTHBENDER
Know when to strike. Patiently wait for an opening
in your enemies defense and attack them head on
with the ground beneath them.
CLASS TRAITS
Role: Defender. Using your amazing abilities, you
can mold and shape the earth around you to shield
and protect your allies.
Source: Elemental. The first earthbenders learned
their powers from creatures called badgermoles
tunnel through the ground by molding the stone
and earth around them.
Key Abilities: Constitution, Wisdom, Strength.
Armor Proficiencies: Cloth, Leather, Hide.
Weapon Proficiencies: Simple melee, simple
ranged, military melee.
Implement: Ki focuses, weapons with which
youre proficient.
Defense Bonus: +2 Fortitude.
Hit Points at 1st Level: 15 + Constitution.
Hit Points for each Level gained: 6.
Healing Surges: 8 + Constitution Modifier.
Skills: Insight (Wis). Choose two more skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con),
Dungeoneering (Wis), Insight (Wis), Nature (Wis).
Build Options: Shaping earthbender, quaking
bender.
Class Features: Watchful Ally, Earthbender Resilience, Neutral Jing, Earthbending
Earthbending is an ancient art form concerned with
molding and manipulating the earth itself. Earthbenders use their skills to shield themselves and their
allies. Like the element of earth itself, earthbenders
are almost universally proud, enduring, durable and,
above all, obstinate and stubborn.
The key to Earthbending is neutral jing, which involves
waiting and listening for the right moment to strike,
and when that moment comes, acting decisively.
Take a strong stance, focus inward, and shape the
earth to your will. Protect your allies against the dangers that seek to snuff you out. Most of all, stand your
ground, for neither you, nor the earth around you will
bend to anything other than your will.
17
CREATING
AN
EARTHBENDER
EARTHBENDER
You run the earth up and over your body, constructing a suit of armor, a deadly gauntlet, or otherwise some extension of your own body. Shaping earthbenders fortify their own defenses and
wade into the battle, becoming a literal mountain
in the frontline of battle. Make Constitution your
highest stat, as that is the primary stat for all
earthbenders. Make Strength your secondary
stat, as you need the physical strength to lift the
amount of earth completely covering your body.
Make Wisdom your third highest stat, as all earthbenders need a calm, resolute mind.
Suggested Feat: Distant Defender
Suggested Skills: Insight, Endurance, Dungeoneering
Suggested At-Will Powers: Grounded Fist, Fortifying Strike
Suggested Encounter Power: Winding Grasp
Suggested Daily Power: Ground Plate Armor
QUAKING
EARTHBENDER
You like to keep your distance, forcing your enemies to sink or swim sometimes literally. You
raise a hand and the earth crumbles at your signal. Keeping a strong, almost meditative stance,
the earth barbs up and pierces the hordes of
enemies. Youll protect your allies: youll just
have the earth itself do it for you. Constitution is
your most important stat. Wisdom allows you to
perceive and wait for the best time to strike your
foes, so make that your secondary. Strength is
your tertiary as youll occasionally have to wade
into battle.
Suggested Feat: Headstrong
Suggested Skills: Athletics, Insight, Nature.
Suggested At-Will Powers: Propelling Stone,
Shattering Rock
Suggested Encounter Power: Fissure Path
Suggested Daily Power: Seismic Wave
18
CLASS
WATCHFUL
FEATURES
ALLY
RESILIENCE
NEUTRAL
JING
You know when to hold your fist when the faintest hint of an opportunity arises. Once per round
when an enemy provokes an attack of opportunity from you, you may choose to forgo the attack.
If you choose to do this, you gain a power bonus
to attack and damage equal to your Wisdom or
Strength modifier against that enemy until the
end of your next turn.
EARTHBENDER POWERS
An earthbenders attacks are called techniques. They are moves and attacks you
learned in unity with the earth element.
Earthbending Earthbender Class Feature
Earthen Shield
Earthbender Feature
You give a mighty gesture, bringing up a shard
of earth to protect your ally against an oncoming arrow.
At-Will Elemental, Implement
Immediate Interrupt
Trigger: An enemy makes a ranged attack
against your watched ally.
Target: The enemys attack.
Effect: Make Constitution attack against the
ranged attack roll. If you meet it or beat it, the
ranged attack is negated.
Shifting Ground
Earthbender Feature
As an enemy bears its weapon against your
ally, you wave your hand, shifting the ground
from under him.
At-Will Elemental, Implement
Immediate Reaction
Trigger: An enemy makes a melee attack
against your watched ally.
Target: The triggering enemy.
Attack: Constitution vs. Fortitude.
Effect: Slide the target 1 square. This increases to 2 squares at 11th level and 3 squares at
21st level. The target grants combat advantage
to all of your allies until the end of its next turn.
LEVEL
AT WILL
TECHNIQUES
Earthbender Attack 1
Your attack hits hard, forcing even the most
resolute defender to stumble backward.
At-Will Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
the target is pushed one square
21st Level: 2d8 + Constitution modifier damage.
Fortifying Strike
Earthbender Attack 1
After you strike, the earths power lingers on
you for a while longer.
At-Will Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
you gain a number of temporary hitpoints equal
to your Strength modifier.
21st Level: 2[W] + Constitution modifier damage.
19
Grounded Fist
Earthbender Attack 1
Dirt snakes up your body and congregates to
your fist before you strike.
At-Will Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
you gain a +1 to AC until the end of your next
turn.
21st Level: 2[W] + Constitution modifier damage.
Propelling Stone
Earthbender Attack 1
You bring up a mound of earth and throw out a
punch or kick, launching it forward.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
a square adjacent to you is considered difficult
terrain until the end of your next turn.
21st Level: 2d8 + Constitution modifier damage.
Shattering Rock
Earthbender Attack 1
With a quick swipe, a rock flies out of the
ground and crashes into an enemy, shattering
against a friend of his.
At-Will Elemental, Implement
Standard Action Range 5
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
an enemy adjacent to the target takes damage
equal to your Wisdom modifier.
21st Level: 2d8 + Constitution modifier damage.
LEVEL
ENCOUNTER
Double Strike
TECHNIQUES
Earthbender Attack 1
You pull two boulders up and launch them forward.
Encounter Elemental, Implement
Standard Action Range 10
Target: One or two creatures.
Attack: Constitution vs. Reflex, two attacks.
Hit: 1d6 + Constitution modifier damage per
attack and two adjacent squares to you are difficult terrain until the end of your next turn.
20
Erupting Quake
Earthbender Attack 1
As your ally is surrounded, the earth retaliates
against your enemies.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10.
Requirement: You must have a watched ally.
Target: Enemies within burst.
Attack: Constitution vs. Fortitude.
Hit: 1d6 + Constitution modifier damage and
the target is pushed one square.
Quaking: One of your watched allies gains a
+3 power bonus to all defenses until the end of
your next turn.
Special:This attack is centered on your
watched ally, they are not affected by it.
Winding Grasp
Earthbender Attack 1
Your rocky hand takes a hold of your foe and
you withdraw your hand, but the earth keeps its
hold.
Encounter Elemental, Weapon
Standard Action Melee weapon
Requirement: You must have one hand free.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is immobilized until the end of your
next turn.
Shaping: The target takes a penalty against
first saving throw against this effect equal to
your Strength modifier.
LEVEL
DAILY
Cascade of Earth
TECHNIQUES
Earthbender Attack 1
Earth gathers at your elbow as you plant it into
the back of a foes head. As he falls, the earth
catches him for you.
Daily Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is knocked prone and immobilized
(save ends both).
Shaping: The target takes a penalty to save
against this effect equal to your Strength modifier.
Miss: Half damage and the target is knocked
prone.
Earth Thorns
Earthbender Attack 1
Stomping into a strong stance, the earth responds to your energy, impaling your enemies.
Daily Elemental, Implement
Standard Action Close burst 1
Target: Enemies within burst.
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution modifier damage and
the target is knocked prone and dazed until the
end of your next turn.
Quaking: The area affected is difficult terrain
until the end of the encounter.
Miss: Half damage and the target is pushed 1
square.
LEVEL
UTILITY
TECHNIQUES
Earthbender Utility 2
Lifting your palm and channeling your thoughts,
the earth obeys.
At-Will Elemental
Move Action
Range 5
Effect: The ground is elevated 5 feet until the
end of your next turn.
Earth Wave
Earthbender Utility 2
The earth mounds up underneath you, carrying
you where you need to be.
Daily Elemental
Move Action
Personal
Effect: Slide your speed. The squares you
leave in this manner are difficult terrain until the
end of your next turn.
Earths Whisper
Earthbender Utility 2
Due to your tight ties to the earth itself, you feel
the sensitive reverberations given off by other
creatures.
Encounter Elemental, Stance
Move Action
Personal
Effect: You gain tremorsense 1 (you can detect
invisible or otherwise unseen creatures that are
adjacent to you) until the end of your next turn.
Sustain Minor: The effect persists until the end
of your next turn.
LEVEL
ENCOUNTER
TECHNIQUES
Earthen Kick
Earthbender Attack 3
You lift your foot off the ground with the earth
hugging against it before hitting your enemy.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is pushed 3 squares.
Shaping: The target is pushed 3 + Strength
modifier squares.
Piston Earth
Earthbender Attack 3
Upon command, the earth tosses your enemies
with a quick lift of a pillar.
Encounter Elemental, Implement
Standard Action Line 3
Target: Enemies within line.
Attack: Constitution vs. Reflex.
Hit: 1d6 + Constitution modifier damage and
the target is raised 10 feet into the air. They
take falling damage if applicable.
Rattling Rocks
Earthbender Attack 3
You deliver a strike so quick it stuns your foes.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d8 + Constitution modifier damage and
the target takes a -2 to all attack rolls until the
end of your next turn.
Quaking: The target takes a penalty to attack
rolls equal to 2 + your Wisdom modifier.
21
LEVEL
DAILY
TECHNIQUES
Earthbender Attack 5
The earth consumes your allies problem and
delivers them to you.
Daily Elemental, Implement
Standard Action Area burst 1 within 10
Requirement: You must have a watched ally.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
the target is teleported to a square adjacent to
you if possible.
Miss: The target is pushed 2 squares.
Special: This attack is centered on your
watched ally and does not affect them.
Quicksand Burst
Earthbender Attack 5
Planting a hand into the ground, a distance
away turns into quicksand.
Daily Elemental, Implement
Standard Action Area burst 1 within 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution modifier damage and
the target is slowed and takes 5 ongoing damage (save ends).
Quaking: The target is immobilized instead of
slowed.
Miss: Half damage and the target is slowed
until the end of your next turn.
22
LEVEL
UTILITY
TECHNIQUES
Columns of Earth
Earthbender Utility 6
A large plate of earth blocks the way between
you and them.
Daily Elemental
Move Action
Wall 5 within 10
Effect: You create a wall in unoccupied
squares that blocks movement and line of sight.
This lasts until the end of your next turn.
Sustain move: The wall persists until the end
of your next turn.
Divided Attention
Earthbender Utility 6
Your friends are in trouble and you make sure
they get out alive.
Encounter Elemental
Minor Action
Personal
Effect: Until the end of your next turn, all allies
within 5 squares of you are considered to be
your watched ally.
Smooth Sailing
Earthbender Utility 6
As obstructive terrain hinders your ally, you
glide them across.
Encounter Elemental
Immediate Interrupt
Range 10
Trigger: An ally moves into difficult terrain.
Effect: That ally ignores the effects of difficult
terrain until the end of its movement.
LEVEL
ENCOUNTER
Dirt Headbutt
TECHNIQUES
Earthbender Attack 7
You mold a helmet of earth around your head
and launch forward, connecting yours with
theirs.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
the target is dazed until the end of your next
turn.
Shaping: You gain a bonus to AC equal to your
Strength modifier until the end of your next turn.
Fissure Path
Earthbender Attack 7
You raise both of your hands and the earth
shatters under your determination.
Encounter Elemental, Implement
Standard Action Line 3
Target: Creatures within line.
Attack: Constitution vs. Reflex.
Hit: 1d10 + Constitution modifier damage and
the target is knocked prone.
Quaking: You may push the target a number of
squares equal to your Wisdom modifier.
Spear of the Earth
Earthbender Attack 7
Stomping your foot, the earth responds with a
mighty crash.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 2d6 + Constitution modifier damage and
the target is immobilized until the end of your
next turn.
LEVEL
Earthfall
DAILY
TECHNIQUES
Earthbender Attack 9
You raise and control a destructive storm of
earth and rocks.
Daily Elemental, Implement
Standard Action Wall 5 within 10
Target: Enemies within wall.
Attack: Constitution vs. Fortitude.
Hit: 2d10 + Constition modifier damage and the
target is blinded until the end of your next turn.
Sustain Standard: Manifest the wall in another
location within range, you may rearrange it, and
make the following attack.
Secondary Target: Enemies within wall.
Attack: Constitution vs. Fortitide.
Hit: 1d10 + Constitution modifier damage and the target is blinded until the end of
your next turn.
Erupting Smash
Earthbender Attack 9
As your weapon strikes downward, the earth
strikes upward.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
creatures adjacent to the target take 1[W] +
Constitution modifier damage.
Miss: Half damage and each adjacent creature
takes Constitution modifier damage.
Shaping: The target takes a -2 to all defenses
until the end of your next turn.
Seismic Wave
Earthbender Attack 9
You bring a mighty fist down and the earth
ripples like water.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Constitution vs. Fortitude.
Hit: 2d6 + Constitution modifier damage and
the burst affected is difficult terrain until the end
of the encounter.
Miss: Half damage and the area affect is difficult terrain until the end of your next turn.
Quaking: The target is knocked prone on a hit.
LEVEL
10
UTILITY
TECHNIQUES
Earths Protection
Earthbender Utility 10
After you fail to protect, your subconscious wills
it to happen.
Daily Elemental
Free Action
Range 5
Trigger: You use earthen shield or shifting
ground and fail.
Effect: One of your Watched allies gains resist
10 until the end of your next turn.
In Tune
Earthbender Utility 10
If you listen closely, you can hear most anything.
Encounter Elemental
Move Action
Personal
Effect: Until the end of your next turn, gain a
+5 bonus to Perception checks and ignore any
penalties to your Perception skill.
23
Earthbender Utility 10
You lift your hands and the earth replicates the
movement.
Encounter Elemental
Move Action
Close burst 2
Effect: The areas ground is elevated 10 feet
until the end of your next turn.
LEVEL
13
ENCOUNTER
TECHNIQUES
Avalanche Charge
Earthbender Attack 13
You encase yourself in a solid stone armor and
then charge forward.
Encounter Elemental, Implement
Standard Action Melee touch
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d8 + Constitution modifier damage and
the target is pushed 3 squares. Afterward you
must slide to a square adjacent to the target.
Shaping: The target is also dazed until the end
of your next turn.
Sand to Stone
Earthbender Attack 13
You mar your enemies in quicksand and then
harden it into stone.
Encounter Elemental, Weapon
Standard Action Close blast 1
Target: Each enemy within burst.
Attack: Constitution vs. Reflex
Hit: The target is restrained until the end of
your next turn.
Quaking: You may choose one target you hit to
be restrained (save ends).
Terra Blast
Earthbender Attack 13
With a quick step you launch a series of sharpened stones at a threatening target.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution and the target is dazed
until the end of your next turn.
Special: Whenever you could use either shifting ground or earthen shield, you may instead
use this attack as an immediate interrupt. This
attack targets either the triggering enemy or the
enemy that made the triggering attack.
24
LEVEL
15
DAILY
TECHNIQUES
Earthen Uppercut
Earthbender Attack 15
With a rising punch you rocket an opponent into
the air.
Daily Elemental, Weapon
Standard Action Melee weapon or ranged 5
Target: One creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
the target is pushed 2 squares.
Effect: The area that was occupied by the target counts as difficult terrain until the end of the
encounter.
Shaping: The area that was occupied by the
target and each adjacent square counts as difficult terrain until the end of the encounter.
Rockslide
Earthbender Attack 15
As you charge your opponent, you build up far
more momentum than expected.
Daily Elemental, Weapon
Standard Action Melee weapon.
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and
you push the target 2 squares. You may charge
as a free action following this attack.
Special: You may use this attack instead of a
melee basic attack during a charge.
Rock Crush
Earthbender Attack 15
You drop a boulder on your opponent, breaking
up their formation and keeping them apart.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier damage and
creatures adjacent to the target are pushed 3
squares.
Quaking: Creatures adjacent to the target take
your Wisdom modifier in damage.
LEVEL
16
UTILITY
TECHNIQUES
Earthen Upheaval
Earthbender Utility 16
You rip the ground up, causing jagged rocks
and pits to impede movement.
Encounter Elemental
Minor Action
Close burst 5
Effect: Each square in the burst becomes difficult terrain until the end of your next turn.
Shaping: You may center this attack on your
watched ally.
Indomitable Stone Earthbender Utility 16
You become as hard to move as rock, and
even harder to break.
Daily Elemental
Minor Action
Personal
Effect: Until the end of the encounter you gain
resist damage 5 and may not be forced to
move. This effect ends immediately if you
move more than 1 square in a round.
Stone Tent
Earthbender Utility 16
You create a crude earthen hut around yourself,
granting you a moments respite from combat.
Daily Elemental
Standard Action Personal
Effect: You are completely surrounded by a
tent made of stone, crystal or some other earthen material. While within the hut you cannot be
subject to any attacks. Any attack that would
target or effect you instead effects your hut.
The hut had resist damage 10 and hit points
equal to 5 + your Consitution modifier. It shares
your defenses. If your hut is reduced to 0 hit
points or if you leave the hut, the effect ends.
While in the hut, any power you use automatically targets you and cannot
target any other creature.
LEVEL
17
ENCOUNTER
Dancing Jing
TECHNIQUES
Earthbender Attack 17
You exert a technique that demonstrates positive and negative jing all in one blow.
Encounter Elemental, Implement
Standard Action Close blast 3
Target: Each enemy within blast.
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage and
the target is pushed three squares. If your
watched ally is in the blast they may shift their
speed to a square adjacent to you.
Follow Through
Earthbender Attack 17
With a strong stance and strong arc, you shatter the ground ahead of you.
Encounter Elemental, Implement
Standard Action Path 5
Target: Each enemy within path.
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier damage and
the target is immobilized until the end of your
next turn.
Quaking: The target is also knocked prone.
Lingering Debris
Earthbender Attack 17
With a solid fist, you crash into your enemy.
The rock smashes and the pieces linger around
you.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
you gain a +3 bonus to AC and Reflex until the
end of your next turn.
Shaping: The bonus to AC and Reflex is equal
to 3 + your Strength modifier.
LEVEL
19
DAILY
TECHNIQUES
Crushing Blow
Earthbender Attack 19
You sink into the earth as an enemy approaches one of your friends.
Daily Elemental, Weapon
Immediate Interrupt
Melee weapon
Trigger: An enemy triggers your shifting
grounds power.
Effect: You teleport to a square adjacent to the
target and make the following attack in place of
the shifting grounds power.
Target: The triggering creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
you push the target 5 squares. They are immobilized (save ends) at the end of the push.
Shaping: The watched ally previously threatened by the target gains a bonus to all defenses equal to your Strength modifier until the end
of your next turn.
25
Stone Prison
Earthbender Attack 19
You stomp and instantly create a stone prison
around your target. Then you crush them.
Daily Elemental, Weapon
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: The target is restrained and takes ongoing
10 damage (save ends both).
Miss: The target is immobilized and takes ongoing 5 damage (save ends both.)
Terraquake
Earthbender Attack 19
You lift a strong hand and clench it into a fist,
crushing the earth underneath your enemies.
Daily Elemental, Implement
Standard Action Area burst 2 within 10
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 4d10 + Constitution modifier damage and
the target is slowed.
Quaking: Each ally within the burst is considered
a watched ally until the end of your next turn.
LEVEL
22
UTILITY
TECHNIQUES
Earthen Plate
Earthbender Utility 22
You put that extra oomph in your earthbending.
Encounter Elemental
Free Action
Personal
Trigger: You use either your earthen shield or
shifting ground power.
Effect: After the attack is resolved, you make a
wall 5, starting in a square adjacent to the ally.
This wall is two square high, blocks line of sight
and lasts until the end of your next turn.
Glorious Smash
Earthbender Utility 22
You put down an enemy and shatter the ground
around him.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You knock an enemy prone.
Effect: The triggering enemy is dazed (save
ends). Additionally, the creatures square and
every adjacent square is difficult terrain to your
enemies until the end of the encounter.
26
Pitfall
Earthbender Utility 22
The ground changes beneath you, creating a
pits with thin and extremely fragile lids.
Daily Elemental
Standard Action Close burst 5
Effect: You create obscured pit traps around
the battlefield. Choose three spaces within the
burst, these are now pit traps. The traps look
the same as the ground around them, but enemies that step on them are subject to a Constitution +2 vs. Reflex attack. If the attack hits,
they fall into the trap, take 1d10 damage and
fall prone. It requires a move action to escape
from the pit trap.
LEVEL
23
Moving Wall
ENCOUNTER
TECHNIQUES
Earthbender Attack 23
You take a strong stance and the earth itself
rises up to protect you.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Creatures in burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage and
the target is pushed 3 squares.
Effect: After the attack is resolved, repeat this
attack as a close burst 1, now centered on one
current Watched Ally.
Rippling Ground
Earthbender Attack 23
By punching the earth beneath you, you create
a shockwave that can appear nearly anywhere
on the battlefield.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier damage and
the target is knocked prone.
Special: You may determine the origin of
this attack as if you shared a space with your
watched ally.
Quaking: This attack deals an extra d10 of
damage.
Stone Blade
Earthbender Attack 23
It takes effort to hurl a boulder at an opponent,
it takes refinement to sharpen it first.
Encounter Elemental, Weapon
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier and the target
has vulnerable 5 (save ends).
Shaping: Vulnerable 5 + Strength modifier.
LEVEL
25
DAILY
TECHNIQUES
With a single motion you erect a powerful defense and crush an enemy.
Daily Elemental, Implement
Standard Action Close burst 1
Target: One creature within burst.
Special: You may center this attack on your
watched ally.
Attack: Constitution vs. Reflex.
Hit: 4d10 + Constitution modifier damage and
the target is pushed 1 square and knocked
prone and you pull a wall of continuous squares
made of stone out of the ground. At least
one square of the wall must be in the square
the target vacated. The wall may be up to 5
squares long and 2 squares high. The wall lasts
until the end of your next turn.
Miss: No damage but the target is pushed and
knocked prone and the wall appears.
Sustain minor: The wall persists until the end
of your next turn.
Shaping: Half damage on a miss.
Boulder Slam
Earthbender Attack 25
Because sometimes all you need is a really big
rock.
Daily Elemental, Implement
Standard Action Area burst 2 within 10.
Target: Each enemy in burst
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier damage, and
the target is knocked prone and is marked by
you (save ends)
Miss: The target is knocked prone.
Spire Burst
Earthbender Attack 25
A wave of pointed spires burst from the ground
around you, impaling enemies who attack you.
Daily Elemental, Implement
Standard Action Area burst 2 within 10.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 3d8 + Constitution modifier damage and
the target is pushed 2 squares and immobilized
until the end of your next turn.
Miss: Half damage and the target is pushed 2
squares.
Special: You may center this attack on your
watched ally.
Quaking: Until the end of your next turn, the
area affected is difficult terrain.
LEVEL
27
ENCOUNTER
TECHNIQUES
Crag Hammer
Earthbender Attack 27
You slam your curled fists into the ground causing a huge plane of earth to fire upwards and
then fall on your target.
Encounter Elemental, Implement
Standard Action Wall 3 within 5.
Target: Each enemy within wall.
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier damage.
Effect: The earthen plate you dropped on your
opponent becomes a wall. A wall 3 squares
long and two squares tall appears in the area
effected by this attack. It blocks line of sight
and effect. The wall lasts until the end of your
next turn.
Sustain Minor: The wall lasts until the end of
your next turn.
Earthen Shrapnel
Earthbender Attack 27
You quickly condense some large rocks, then
release them from the pressure, sending bits of
rock across the battlefield.
Encounter Elemental, Implement
Standard Action Close blast 5
Target: Each enemy within blast.
Attack: Constitution vs. Fortitude
Hit: 3d6 + Constitution modifier damage, and
ongoing 5 damage and -2 to all AC and
Fortitude (save ends).
Quaking: The ongoing 5 damage and penalty
to AC and Fortitude have separate saves.
27
Surging Fist
Earthbender Attack 27
You collect a fistful of dirt before it forms around
your hand. A mighty slug will come from this
one.
Encounter Elemental, Implement
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
the target is knocked prone. Until the end of
the encounter, whenever you hit a creature you
may push them 1 square.
Shaping: Whenever you push an enemy due
to this power, you gain a +1 to your next attack
against the target you pushed.
LEVEL
29
DAILY
TECHNIQUES
Earthbender Attack 29
You curl the earth around your opponent,
slowly sapping the life out of him.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC.
Hit: 6[W] + Constitution modifier damage and
you gain a +2 bonus to all defenses against the
targets attacks until the end of the encounter.
Miss: Half damage and you gain a +2 bonus
to all defenses against the targets attacks until
the end of your next turn.
Shaping: While you have a defense bonus due
to this power against the target, you may add
an extra 2d10 damage whenever you hit the
target.
Sundered Plates
Earthbender Attack 29
You only require your strong form and will to control the very plates that hold the earth together.
Daily Elemental, Implement
Standard Action Close burst 3
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 5d12 + Constitution modifier damage and
the target is prone and takes 20 ongoing damage (save ends).
Miss: Half damage and the target is prone.
They take 10 ongoing damage (save ends).
Effect: The area affected is difficult terrain for
enemies until the end of the encounter.
Quaking: Each ally within the burst is considered
a watched ally until the end of the encounter.
28
Tetonic Cutter
Earthbender Attack 29
You harness the energy that makes continents
move and mountains form.
Daily Elemental, Implement
Standard Action Path 6
Target: Enemies in path
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier damage and
the target is immobilized (save ends).
Effect: The area affected by this attack splits
into a deep pit. Anytime a creature stands
in a space with a deep pit, they fall in and
are trapped (save ends). While a creature is
trapped, they cannot use move actions and
take a -2 penalty to attack rolls. The pit lasts
until the end of encounter. Until the end of the
encounter, when you shift, the space you vacate becomes a deep pit. You may dismiss a pit
as a move action.
PARAGON
DAI
PATHS
LI
... A glove made of stone flies out of the shadows and asphyixates you.
Prerequisites: Earthbender, Trained in Acrobatics or Athletics
You are a member of an elite group of Earthbenders, trained to move silently and kill with efficiency. The Dai Li are employed as secret police and
bodyguards by royalty across the land. If you are
forced to enter combat openly you are a master
of quickly incapacitating your opponent.
DAI
LI
PATH
FEATURES
Hand of the Dai Li (11th Level): You are
trained to use the Hand of the Dai Li, an earthbending technique where you wear gloves made
of stone. These gloves take up the Arm Slot, they
provide a +3 proficiency bonus to Grab attacks
and allow you to make grab attacks as Ranged
10 attacks. They may be enchanted as normal.
Movement of the Dai Li (11th Level):
You are trained in Stealth. You gain a +2 bonus
to Athletics, Acrobatics and Stealth checks made
while climbing.
Grasp of the Dai Li (16th Level): You
may sustain a grab as a free action. You are considered to have two extra hands for the purposes
of making grab attempts. Creatures take a -2
penalty to Escape attempts vs. your grabs.
DAI
LI
TECHNIQUES
Dai Li Attack 10
Your Hand of the Dai Li flies forward, takes purchase and begins to crush the throat of a foe.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 3d8 + Constitution modifier damage.
Special: If you target a foe that is grabbed by
you, this attack automatically hits.
Move Unnoticed
Dai Li Utility 12
You are trained to use your earthen surroundings to sneak up on your foes.
At-Will Elemental
Move Action
Personal
Effect: You may move up to your speed
through a surface made of solid earth as long
as you end your movement in an empty space.
Dai Li Attack 20
You move quickly and efficiently to an opponent
and knock them unconcious.
Daily Elemental, Implement
Standard Action Melee touch
Target: One surprised creature.
Attack: Constituation +2 vs. Reflex
Hit: The target is unconcious (save ends) and
grabbed.
EARTHGLIDER
The earth carries me effortlessly and I carry it
the same way.
Prerequisites: Earthbender
The earth is not as solid and cold as others
believe it to be. You know that the earth is made
up of very small particles. By concentrating on
the pieces that make up the whole, you can bend
even the most resolute earth in a fluid motion.
Concentrating on that tiny of a level enables you
to bend the earth as fluidly as any other bender
could with their respective elements.
EARTHGLIDER
PATH
FEATURES
Throttle Down (11th Level): If an effect
forces you to be slid, pulled, or pushed, you can
reduce the distance by 1 square.
Rippling Action (11th Level): When you
spend an action point, the ground even helps
your allies reposition themselves.When you
spend an action point to take another action, allies within 10 squares of you may shift 2 squares
as a free action.
Not to Touch the Earth (16th Level):
When you run, the spaces you run through are
considered difficult terrain to your enemies until
the end of your next turn.
29
EARTHGLIDER
TECHNIQUES
Earthglider Utility 12
Falling down isnt much of a problem. The earth
picks you back up and you find another place
to be.
Encounter Elemental
Immediate Reaction
Personal
Trigger: You fall prone.
Effect: You stand up immediately and slide
your speed + 2.
Earthglider Daily 20
Stomping your foot makes the ground jump,
almost in fright.
Daily Elemental, Implement
Standard Action Close burst 5
Target: Each enemy in burst.
Attack: Constitution vs. Reflex.
Hit: 2d10 + Constitution modifier damage and
the target is knocked prone.
Effect: The area affected is difficult terrain for
your enemies.
Sustain Minor: The area affected continues to
be difficult terrain.
METALBENDER
Refining the earth wont save you from my
power.
Prerequisites: Earthbender
Typically, earthbenders cannot bend earth and
ore that have been refined. Metals, such as iron
and steel, do not react to the will of the earthbender. Its unnatural, thus doesnt have the same
reverberations and feel of natural earth. Though,
occasionally, strong willed earthbenders become
30
PATH
FEATURES
METALBENDER
TECHNIQUES
Polarized Allies (11th Level): When an
enemy attacks your watched ally with a power
with the Weapon keyword, the watched ally has a
+3 power bonus to AC instead of the normal +2.
Metalbending Action (11th Level): When
you spend an action point to take an extra
action, your enemies weapons and armors
shudder under your focus. Each enemy within 2
squares of you either take a penalty to damage
equal to half your level until the end of your next
turn or a penalty equal to your Wisdom modifier
to AC.
Further Faults (16th Level): When an enemy adjacent to either you or your watched ally
misses with a power with the Weapon keyword,
they take a penalty to damage rolls equal to your
Wisdom modifier until the end of your next turn.
Devastating Grip
Metalbender Attack 10
You curl your focus over your enemys weapon
and it crumbles.
Encounter Elemental, Implement
Standard Action Range 5
Target: One creature.
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier damage and
the target takes a -1 to attack rolls (save ends).
For every failed save, this increases to -2, -3,
etc. to a maximum of -5.
Armors Vicegrip
Metalbender Daily 20
As they surround you, their armor suddenly
tightens and stops them in their tracks.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Constitution vs. Reflex.
Hit: 2d6 + Constitution modifier damage
and the target is immobilized (save ends).
Special: The close burst can be centered on
a watchful ally within 10 squares.
PROFESSIONAL
EARTHBENDER
Earthbending Gimmick (11th Level): At
the end of each extended rest you must choose if
your earthbending persona is going to be a Face
(A Good Guy) or a Heel (A Bad Guy). This choice
just determines how your features and powers
work, and doesnt have to have anything to do
with your personality outside of the ring. When
you take this paragon path you must choose if
your Earthbending persona is a Face (A Good
Guy) or a Heel (A Bad Guy). This just determines
the way your powers work and doesnt have to
have anything to do with your personality outside
of the ring.
If you are a Heel, you gained a +3 bonus to Intimidate checks and gain a +2 bonus to hit surprised
foes. If you are a Face you gain a +3 bonus to
Diplomacy checks and you gain a +2 bonus to hit
enemies adjacent to your watched ally (as long
as that is not yourself).
Spectator Action (11th Level):
Heat (Heel): You fight dirty and play off the fear
of your enemies. When you spend an action point
to make an extra attack that attack gains the Rattling keyword.
Pop (Face): You fight well with your teammates.
When you spend an action point to make an extra attack you may instead have you and one of
your allies make a melee basic attack against the
same target.
Ring Out (16th Level):
Cheap Shot (Heel): When you move an enemy,
you always manage to get in a cheapshot. If you
push, pull or slide an enemy at least 2 squares,
you deal additional damage equal to your
Strength modifier.
Tag Team (Face): You are good at team attacks.
If you push, pull or slide an enemy to space
adjacent to your watched ally (as long as that is
not yourself), that ally gains combat advantage
against this enemy until the end of your next turn.
PROFESSIONAL EARTHBENDER
TECHNIQUES
31
Ring Match
Professional Earthbender
Utility 12
You are used to fighting in an arena, so why
not?
Daily Elemental, Zone
Move Action Area burst 3 within 10 squares.
Effect: You create a wrestling ring in which to
fight that lasts until the end of the encounter.
The zone is elevated 5 feet.
Heel: You fill your arena with traps and pitfalls.
Enemies in the zone grant you combat advantage.
Face: You use your talent for teamwork to turn
the fight in your favor. You and your watched
ally gain a +2 bonus to your AC and Reflex
defenses while you are both in the ring.
SANDBENDER
The true power of earthbending is in the tiniest
particles of dirt, Im just honest about it.
Prerequisites: Earthbender
You have practiced your earthbending techniques
to focus on the tinest particles of dirt. When it is
grouped together it can hit as hard as any boulder, but separate it can bypass any defense.
A sandstorm is the ultimate sign of team work,
billions of tiny particles working together to topple
even the greatest foes.
SANDBENDER
32
PATH
FEATURES
Sandbending (11th Level): You use
sand and loose soil when you earthbend, you
can still bend packed earth and rocks as normal.
Once per day you may add the following effect
to one of your Encounter or Daily powers before
expending it. Effect: The target is blinded (save
ends)
Sandbending Action (11th level): When
you spend an action point, one watched ally has
total concealment until the end of your next turn.
Desert Mastery (16th Level): You ignore
the effects of difficult terrain caused by sand,
loose soil or mud, in addition, while in such an
environment you gain a +1 bonus to all defenses.
SANDBENDER
TECHNIQUES
Sandbender Attack 10
You can pull the ol sand in the eyes trick with
suprising efficacy.
Encounter Elemental, Implement
Immediate Interrupt
Close burst 1
Trigger: You or your watched ally is hit by an
attack.
Target: The creature that triggered this power.
Attack: Constitution vs. Reflex
Hit: The attack fails. The target is blinded until
the end of your next turn.
Special: This power is centered on whoever
was attacked by the triggering creature.
Sand Skiff
Sandbender Utility 12
By bending the earth you can skate across its
surface like boat on water.
Encounter Elemental
Move Action
Personal
Effect: You slide your speed + 2.
Sandstorm
Sandbender Attack 20
The earth gives you cover while it cuts into your
opponents skin.
Daily Elemental, Implement, Zone
Standard Action Close burst 3
Effect: You create a zone of obscuring sand
that lasts until the end of your next turn.
Allies gain concealment while in the zone. Enemies that start their turn in the zone
take damage equal to your Strength modifier.
Sustain Minor: The zone persists.
SEISMIC
ADEPT
ADEPT
PATH
FEATURES
Seismic Vision (11th Level): You gain
tremorsense 5.
Seismic Sense (11th Level): You gain a
+5 to perception checks to detect movement in
contact with the ground.
Seismic Action (11th Level): When you
use an action point to take an extra action, enemies you can see with your tremorsense are
knocked prone.
Seismic Superiority (16th Level): Enemies that you can see with your tremorsense
cannot gain combat advantage against you or
your watched ally.
SEISMIC
ADEPT
TECHNIQUES
Roundabout Shockwave
Seismic Adept
Attack 10
You cause a ripple in the earth to appear behind an enemy, pulling them closer to you.
Encounter Elemental, Implement
Standard Action Area burst 1 with 10 squares.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier damage and
the target is pulled up to 5 squares.
Special: You gain a +2 to this attack if you can
sense the target with tremorsense.
Earthquake
BADGERMOLE
Grounding Criticals (11th Level): When
you score a critical on a creature, they are immobilized until the end of your next turn.
Burrowing Action (11th Level): When
you spend an action point to take an extra action,
you may burrow at your speed + 2 as a free action.
Take the Dive (16th Level): When you
use your move action to shift, you instead teleport
1 square.
33
STUDENT OF
TECHNIQUES
THE
BADGERMOLE
Utility 12
Your ally sinks into the ground and emerges
right next to you.
Daily Elemental
Move Action
Close burst 5.
Target: One watched ally within range.
Effect: The ally teleports to a space adjacent to
you.
Dangerous Emergeance
Student of the
Badgermole Attack 20
You burrow into the ground then come up,
showering your enemies with rocks and debris
from below.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Constitution modifier damage and
the target is dazed (save ends).
Miss: Half damage.
Special: You may burrow your speed without
provoking any opportunity attacks before using
this attack.
34
FIREBENDER
Learn to control the flame, lest it consume you.
CLASS TRAITS
Role: Striker. Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. You wield it
as a weapon.
Source: Elemental. Firebenders draw their power
from the sun and other cosmic entities with ancient
techniques learned from the oldest dragons.
Key Abilities: Dexterity, Charisma, Constitution.
Armor Proficiencies: Cloth, Leather, Hide, Chainmail.
Weapon Proficiencies: Simple melee, simple
ranged, military melee.
Implement: Ki Focuses, weapons that you are
proficient with.
Defense Bonus: +2 Reflex.
Hit Points at 1st Level: 13 + Constitution score.
Hit Points for each Level gained: 5.
Healing Surges: 7 + Constitution Modifier.
Trained Skills: From the class skills list below,
choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Bluff
(Cha), History (Int), Intimidate (Cha), Perception
(Wis), Stealth (Dex), Streetwise (Cha).
Build Options: Harmonious firebender, raging
firebender.
Class Features: Source of Strength, Overwhelming Flame, Firebending
35
CREATING
FIREBENDER
FIREBENDER
FIREBENDER
CLASS
SOURCE
FEATURES
OF
STRENGTH
36
FLAMES
FIREBENDER
POWERS
Firebending
LEVEL
AT WILL
TECHNIQUES
Advancing Flame
Firebender Attack 1
With a sudden burst of quick shots of fire, you
force your opponent back.
At-Will Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
you push the target 1 square. You may shift into
the square it previously occupied.
21st Level: 2[W] + Dexterity modifier damage.
Breath of the Dragon Firebender Attack 1
With a mighty breath, you expel flames from
your mouth.
At-Will Elemental, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Dexterity vs. Reflex.
Hit: 1d6 + Dexterity modifier fire damage.
21st Level: 2d6 + Dexterity modifier damage.
Bursting Slash
Firebender Attack 1
You connect your weapon to your target and
flames splash on his friend.
At-Will Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
a enemy adjacent to the target takes Dexterity
modifier damage.
21st Level: 2[W] + Dexterity modifier damage.
Piece of Fire
Firebender Attack 1
You punch forward and deal out a burst of fire.
At-Will Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 1d10 + Dexterity modifier fire damage.
21st Level: 2d10 + Dexterity modifier damage.
Special: You may use this as a basic ranged
attack.
Pyrokick
Firebender Attack 1
Kicking downwards, a line of fire releases from
your body and scourges your enemies.
At-Will Elemental, Fire, Implement
Standard Action Line 4
Target: Each creature in line.
Attack: Dexterity vs. Reflex.
Hit: 1d6 + Dexterity modifier fire damage.
21st Level: 2d6 + Dexterity modifier damage.
LEVEL
ENCOUNTER
TECHNIQUES
Flame Wheel
Firebender Attack 1
With a circular gesture, you construct a wheel
of fire and send it off.
Encounter Elemental, Fire, Implement
Standard Action Wall 3 within 5.
Target: Each creature within wall.
Attack: Dexterity vs. Reflex.
Hit: 1d8 + Dexterity modifier fire damage.
Harmonious: You may repeat this attack on
your next turn.
Heeldrop Burst
Firebender Attack 1
You jump into the air and slam a heel into the
ground, exploding in flames.
Encounter Elemental, Fire, Weapon
Standard Action Close burst 1
Target: One or two creatures in burst.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
the target is knocked prone.
Special: You may slide 3 squares before this
attack.
Swinging Chain
Firebender Attack 1
You manifest a long string of fire and swing it
around yourself, disrupting the enemies formations.
Encounter Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each enemy in burst.
Attack: Dexterity vs. Fortitude.
Hit: 1d6 + Dexterity modifier fire damage and
the target is pushed 1 square.
Raging: The target is pushed a number of
squares equal to your Charisma modifier.
37
LEVEL
DAILY
TECHNIQUES
Enveloping Flares
Firebender Attack 1
You stomp your foot and flames swallow your
foe.
Daily Elemental, Fire, Implement
Standard Action Range 10
Target: One or two creatures.
Attack: Dexterity vs. Reflex.
Hit: 3d6 + Dexterity modifier fire damage and
the target takes 5 ongoing fire damage (save
ends).
Miss: Half damage and the target takes 2 ongoing fire damage (save ends).
Raging: On a miss, you may deal 3d6 + Dexterity modifier fire damage instead of half damage with ongoing 2 damage.
Flaming Palms
Firebender Attack 1
Your hands become enveloped in intense fire
and you strike your opponents chest with both
palms simultaneously.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage and
the target is knocked prone.
Miss: Half damage and the target is pushed 1
square.
FIREBENDER OVERVIEW
Characteristics: Firebenders can be as
everchanging and erratic as the element they
control. Some are rash, some philosophical,
some destructive, some respectful.
Religion: As with other benders, deties dont
have much sway over the firebenders. They
are respectful of spirits and cosmic beings
(as they gain their power from them), especially the sun. Logically, it would make
the best sense for a firebender to adhere to
Pelor.
Races: Savage races make great firebenders, such as bullywugs and gnolls. Though
civilized races, such as half-elves and dragonborne, also make great firebenders.
38
Wildfire Dance
Firebender Attack 1
With a few hand waves and a stance, the area
around you flares.
Daily Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each creature in burst.
Attack: Dexterity vs. Reflex.
Hit: 2d10 + Dexterity modifier fire damage.
Effect: Until the end of your next turn, if the
target ends their turn adjacent to you, they take
2d6 fire damage.
Special: If a creature starts their turn adjacent
to you, they take 1d10 fire damage.
Harmonious: The target is immobilized until
the end of your next turn.
LEVEL
UTILITY
TECHNIQUES
Firebender Utility 2
You seek harmony in all things, including yourself.
Daily Elemental
Move Action
Personal
Effect: Make a saving throw against each effect on you with a bonus equal to your Constitution modifier.
Firebender Utility 2
Your flames turn bright blue as you focus your
power.
Encounter Elemental
Minor Action
Personal
Effect: Until the end of your next turn, you add
a +2 to both attack and damage rolls.
Speed of Light
Firebender Utility 2
You move like the fire itself, leaping and hopping towards your target like a series of sparks.
Encounter Elemental
Move Action
Personal
Effect: You shift your speed + 3.
LEVEL
ENCOUNTER
Combustion Burst
TECHNIQUES
Firebender Attack 3
Closing your eyes, you picture your enemies
exploding. And they do.
Encounter Elemental, Fire, Implement
Standard Action Area burst 1 within 5
Target: Each creature in burst.
Attack: Dexterity vs. Reflex.
Hit: 2d6 + Dexterity modifier fire damage.
Harmonious: Allies within this burst gain your
Constitution modifier to Reflex for this attack.
Spitfireball
Firebender Attack 3
You rear your head back and spit a parcel of
fire.
Encounter Elemental, Fire, Implement
Standard Action Range 5
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 2d8 + Dexterity modifier fire damage. If the
target leaves its current square, it takes 2d8
damage.
Straightpunch
Firebender Attack 3
You step through the fray and plant a fist into
their chest, sending them back in a burst of fire.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage and
you push the target 1 square.
Raging: You may slide them a number of
squares equal to your Charisma modifier.
Effect: Before the attack, you may slide your speed.
LEVEL
DAILY
TECHNIQUES
Flaming Blade
Firebender Attack 5
Brandishing your weapon, you light it with flame
and slash forward.
Daily Elemental, Fire, Weapon
Standard Action Path 3
Target: Each creature within path.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage and
the target is immobilized until the end of your
next turn.
Raging: You gain threatening reach until the
end of your next turn.
Miss: Half damage.
Firebender Attack 5
Increasing your body heat, you become a mini
sun.
Daily Elemental, Fire, Implement
Standard Action Close burst 2
Target: One, two, three, four, or five creatures.
Attack: Dexterity vs. Fortitude.
Hit: 2d6 + Dexterity modifier fire damage and the
target takes 5 ongoing fire damage (save ends).
Harmonious: You may add your Constitution
modifier to the ongoing damage.
Miss: The target has vulnerable 5 fire damage
until the end of your next turn.
Wandering Dragon
Firebender Attack 5
You craft a dragon out of fire and send it flowing across the battlefield.
Daily Elemental, Fire, Implement
Standard Action Wall 3 within 10
Target: Each creature within wall.
Attack: Dexterity vs. Reflex.
Hit: 2d8 + Dexterity modifier fire damage and is
dazed until the end of your next turn.
Miss: The target is immobilized until the end of
your next turn.
LEVEL
UTILITY
TECHNIQUES
Concentrated Rage
Firebender Utility 6
Your emotions are in control, your power is
limitless!
Daily Elemental
Move Action
Personal
Effect: Consider your Source of Strength to be
maximized for the next attack you use.
Daggers of Flame
Firebender Utility 6
You shroud your weapon in great flames.
Daily Elemental, Fire,
Move Action
Personal
Effect: You deal an extra 3 fire damage on melee attacks until the end of the encounter.
Lifting Boost
Firebender Utility 6
With a blast of fire, you launch into the air.
Encounter Elemental
Move Action
Personal
Effect: You make an Athletics check to jump
with a +10 bonus.
LEVEL
ENCOUNTER
TECHNIQUES
Dragons Kata
Firebender Attack 7
You wheel around in a kick then a swift and
powerful punch.
Encounter Elemental, Fire, Weapon
Standard Action Close burst 1
Target: One or two creatures.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage.
Make a secondary attack.
Secondary Target: One creature.
Secondary Attack: Dexterity vs. Fortitude.
Hit: 1[W] + Dexterity modifier fire damage and the target falls prone.
Raging: You gain a power bonus to the secondary attack equal to your Charisma modifier.
39
Flaming Hurricane
Firebender Attack 7
You use the momentum of your movement to
land a kick.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Special: You may shift half your speed and
perform the following attack against two targets.
Raging: You may perform this attack on a
number of targets equal to 2 + your Charisma
modifier.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage.
Sniping Flame
Firebender Attack 7
You throw a punch with your fingers outstretched creating a flaming missile.
Encounter Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex, two attacks.
Hit: 1d10 + Dexterity modifier fire damage. The
target takes ongoing 5 fire damage (save ends)
if both attacks hit.
Harmonious: You gain a +2 to attack rolls for
this attack.
LEVEL
DAILY
Razing Path
TECHNIQUES
Firebender Attack 9
You bring your hands up and a path of fire
erupts before you.
Daily Elemental, Fire, Implement
Standard Action Path 5
Target: Each creature within path.
Attack: Dexterity vs. Fortitude.
Hit: 2d8 + Dexterity modifier fire damage and
the target takes ongoing 10 fire damage (save
ends both).
Miss: The target takes ongoing 10 fire damage
(save ends).
40
Shifting Manuevers
Firebender Attack 9
You run forward, making swift and powerful attacks as you go.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage and
10 ongoing fire damage (save ends).
Special: You may shift half your speed before
or after the attack.
Effect: You may use the following attack
against the target.
Attack: Dexterity vs. AC, two attacks.
Hit: 1[W] + Dexterity modifier damage.
Raging: Each time you hit the target with this
power, you may increase your current Source
of Strength by one.
Wrapping Flames
Firebender Attack 9
You unleash and tighten a rope of fire around
your foe.
Daily Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Fortitude.
Hit: 3d8 + Dexterity modifier fire damage and
the target is immobilized (save ends).
Special: Every failed save causes 1d10 damage.
Harmonious: Until the end of your next turn,
the target takes a penalty to saving throws
against this effect equal to your Constitution
modifier. This effect can be sustained as a
move action.
LEVEL
10
UTILITY
Inner Warmth
TECHNIQUES
Firebender Utility 10
Wrestling with an opponent, you calmly touch
his metal armor and heat it up, cooking him for
a moment.
Encounter Elemental
Move Action
Personal
Special: You must be grabbed to use this
power.
Effect: You escape and the target who was
grabbing you takes 5 ongoing fire damage
(save ends).
Thirsty Charge
Firebender Utility 10
Your rage notwithstanding, you dart around
combatants to reach your enemy.
Daily Elemental
Minor Action
Personal
Effect: You may slide 2 + your Dexterity modifier.
Special: If you end this slide adjacent to an
enemy, you may add 1 point to your Source of
Strength.
Transfer Blessing
Firebender Utility 10
With a deep breath, you temporary share your
energy with a friend.
Encounter Elemental
Minor Action
Range 5
Target: One ally.
Effect: The target gains resist 5 + your Constitution modifier fire until the end of your next turn.
LEVEL
13
ENCOUNTER
TECHNIQUES
Practiced Kata
Firebender Attack 13
You once thought that learning katas and forms
only served to please your master. Not anymore.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier fire damage. Shift
3 squares and make the secondary attack.
Secondary Target: One creature.
Secondary Attack: Dexterity vs. AC
Secondary Hit: 2[W] + Dexterity modifier fire
damage and the target is knocked prone.
Scattered Flames
Firebender Attack 13
You hold a ball of fire in your cupped hand and
gently blow on it, scorching your foes.
Encounter Elemental, Fire, Implement
Standard Action
Close burst 3
Target: One, two, or three creatures.
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier fire damage.
Harmonious: The target also takes your Constitution modifier damage.
Searing Bolt
Firebender Attack 13
Your fire is so hot that it obscures the vision of
your enemies, creating heat mirages around you.
Encounter Elemental, Fire, Implement
Move Action
Close blast 3
Target: Each creature within blast.
Attack: Dexterity vs. Fortitude.
Hit: 1d6 + Dexterity modifier damage and 5
ongoing fire damage (save ends).
Raging: You gain concealment until the end of
your next turn.
LEVEL
15
DAILY
TECHNIQUES
Firebender Attack 15
Each strike you land empowers you more and
more.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC, two attacks.
Hit: 2[W] + Dexterity modifier fire damage.
Each time you hit the target, you may add 3
points to your Source of Strength. This cannot
go over your maximum amount of damage you
can deal with your Source of Strength.
Raging: Until the end of your next turn, you
have no maximum Source of Strength. When
this effect ends, if your Source of Strength was
above its normal maximum, it defaults to the
maximum.
Flame Tunnel Burst Firebender Attack 15
You shoot a stream of flame around your opponent and once theyre surrounded you hit them
with an explosive fireball, giving them nowhere
to run to.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity +2 vs. Reflex
Hit: 4d8 + Dexterity modifier fire damage and
the target is immobilized (save ends).
Miss: Half damage.
41
Swallowing Flame
Firebender Attack 15
You surround your foe with fire, burning them
for an extended period of time.
Daily Elemental, Fire, Weapon
Standard Action Close burst 2
Target: Each creature within burst.
Attack: Dexterity vs. Fortitude.
Hit: 2d10 + Dexterity modifier damage.
Sustain Standard: Repeat the attack, taking off
a die of damage for each turn sustained.
Harmonious: This attack starts at 3d6 + Dexterity modifier damage.
LEVEL
16
UTILITY
TECHNIQUES
Hot Foot
Firebender Utility 16
You learned this prank as a child, now you use
it to distract your enemy.
Encounter Elemental, Fire
Minor Action
Melee touch
Effect: The target grants combat advantage to
you (save ends).
Solar Flare
Firebender Utility 16
You create a burst of fire so bright that it blinds
your enemies.
Encounter Elemental, Fire
Minor Action
Close burst 1
Effect: Enemies in the burst are blinded until
the end of your next turn.
42
LEVEL
17
ENCOUNTER
TECHNIQUES
Burning Sidehook
Firebender Attack 17
Wreathing your fist in flame, you slam it against
the side of your opponents face.
Encounter Elemental, Fire, Weapon
Immediate Interrupt
Melee weapon
Trigger: You are attacked.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier fire damage, and
you slide the target one square and knock it
prone.
Erupting Fires
Firebender Attack 17
With a stomp you cause red hot fire to burst
from the ground below your opponent.
Encounter Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage and
the target takes ongoing 5 fire damage (save
ends).
Raging: Push the target a number of squares
equal to your Dexterity modifier.
Proximity Blast
Firebender Attack 17
You explode with white hot fury, burning yourself and enemies that are close to you.
Encounter Elemental, Fire, Implement
Standard Action Close burst 1
Target: Creatures within burst
Attack: Dexterity vs. Reflex
Effect: You take damage equal to your current
Source of Strength damage.
Hit: 3d8 + Dexterity modifier damage plus your
current Source of Strength damage, this is in
addition to the Source of Strength damage you
deal with every attack.
Harmonious: You take damage equal to half
your current Source of Strength damage.
LEVEL
19
DAILY
TECHNIQUES
Blast Furnace
Firebender Attack 19
You burn as hot as you possibly can, but the
fire is to hot to control, and you must spend a
time cooling it down or be burned as well.
Daily Elemental, Fire, Implement
Standard Action Close blast 3
Target: Creatures within blast
Attack: Dexterity vs. Reflex
Hit: 6d10 + Dexterity modifier fire damage.
Miss: Half damage.
Effect: You take 6d10 damage at the end of
your next turn. If you spend a standard action,
reduce this damage by 3d10. If you spend a
move action, reduce this damage by 2d10. If
you spend a minor action, reduce this damage
by 1d10.
Dragons Bite
Firebender Attack 19
There are few attacks more devastating than
the bite of a dragon. This is perhaps the closest
a firebender can come to that.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier fire damage.
Effect: Your next attack is considered a critical
on a roll of 19-20.
Raging: This attack is considered a critical attack on a roll of 19-20.
LEVEL
22
UTILITY
TECHNIQUES
Firewater
Firebender Utility 22
In a pinch, your firebending can be used to
create a boiling hot concoction that will get you
back on your feet.
Encounter Elemental
Minor Action
Personal
Effect: You gain temporary hit points equal to
you 10 + your Dexterity modifier. As long as
you have these temporary hit points, you gain a
+2 to saving throws.
Flame Shield
Firebender Utility 22
One of the more advanced firebending techniques, it involves letting flames burn mere
inches from your body, to singe your opponents, but leave you unharmed.
Daily Elemental, Fire
Minor Action
Personal
Effect: Until the end of the encounter creatures
that moves adjacent to you or starts its turn adjacent to you, takes fire damage equal to your
Charisma modifier.
Mirage
Firebender Utility 22
By heating the air around you, you make it hard
to tell precisely where you are.
Daily Elemental
Minor Action
Personal
Effect: You gain concealment until the end of
your next turn. You have total concealment for
the purposes of opportunity attacks that you
provoke moving out of a square adjacent to an
enemy.
Sustain Move: The effect persists.
LEVEL
23
ENCOUNTER
TECHNIQUES
Full Stomach
Firebender Attack 23
No amount of Lemon Ginger Tea will quell this
heartburn.
Encounter Elemental, Fire, Implement
Standard Action Close blast 5
Target: Each creature within blast.
Attack: Dexterity vs. Fortitude.
Hit: 4d6 + Dexterity modifier fire damage and
the target is slid one square.
Harmonious: Allies within the blast are exempt
from this attack.
43
Path of Flames
Firebender Attack 23
Wreathing your fist in flame, you slam it against
the side of your opponents face.
Encounter Elemental, Fire, Implement
Standard Action Line 5
Target: Each creature within line.
Attack: Dexterity vs. Reflex.
Hit: 2d6 + Dexterity modifier fire damage and
the target takes ongoing 10 damage (save
ends).
Splashing Fire
Firebender Attack 23
As you bring your weapon down, the residue of
fire splashes around him.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage.
Each adjacent creature to the target, excluding you, take a number of fire damage equal to
your current Source of Strength damage.
Raging: Each creature adjacent to the target,
excluding you, take your Source of Strength fire
damage.
LEVEL
25
DAILY
Burning Weapon
TECHNIQUES
Firebender Attack 25
Your weapon is coated with fire as you strike,
even after the fire disapates your weapon remains heated.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier fire damage.
Effect: Until the end of the encounter, attacks
against the target you make with the weapon
keyword deal an additional 1[W] fire damage.
Raging: The target takes ongoing damage
equal to your Constitution modifier.
44
Flameseed
Firebender Attack 25
You dont plant one seed to grow a plant, and you
dont use one speck of fire to destroy your foe.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex (4 attacks)
Hit: If one attack hits; 2d10 + Dexterity modifier
fire damage. For every additional attack that
hits, deal 1d10 extra fire damage.
Harmonious: When you miss with one of these
attacks, you gain a +2 to the next attack roll.
Pyre Flame Touch
Firebender Attack 25
Your hands are coated in flame, with a touch
you immolate your opponent.
Daily Elemental, Fire, Implement
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier fire damage and
the target takes ongoing 20 fire damage (save
ends)
Aftereffect: The target takes ongoing 10 fire
damage (save ends)
LEVEL
27
ENCOUNTER
Flames Pass
TECHNIQUES
Firebender Attack 27
With a well-delivered kick, you fling an enemy
back into a group of his friends.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier damage and
the target is slid 5 squares. Any creature that
is adjacent to it at the end of the movement
takes damage equal to your current Source of
Strength damage.
Raging: You may shift your speed and make
a basic melee attack against the target as a
free action. You may not add your Source of
Strength to this attack. If you hit with the secondary attack, enemies adjacent to the target
take damage equal to your Source of Strength.
Inferno Strike
Firebender Attack 27
With a flip and series of consecutive kicks you
create a fire around your opponent that erupts
upward, burning them to a crisp.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d8 + Dexterity modifier fire damage and
the target is vulerable 10 fire (save ends).
Harmonious: Each ally within 5 squares gains
temporary hit points equal to your current
Source of Strength.
Rise in Flame
Firebender Attack 27
Wreathed in fire, you stand up and your enemy
falls.
Encounter Elemental, Fire, Weapon
Free Action Melee weapon
Trigger: You stand up from prone, use your
second wind, or are reduced to 0 hit points.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Strength modifier fire damage, and
the target is knocked prone and stunned until
the end of your next turn.
Effect: You gain temporary hit points equal to
your current Source of Strength.
LEVEL
29
DAILY
Fire Tempest
TECHNIQUES
Firebender Attack 29
You release all your rage on a single opponent,
incinerating them.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6d10 + Dexterity modifier damage and
the target is trapped in your fire tempest (save
ends). As long as they are trapped in your fire
tempest, you may deal 1d10 damage to them
by spending a minor action.
Miss: Half damage.
True Flame
Firebender Attack 29
You fire a blast of fire as pure as the breath
of the first dragons and bursting with all of the
colors of the rainbow.
Daily Elemental, Fire, Implement
Standard Action Close blast 3
Target: Each creature within blast.
Attack: Dexterity +2 vs. Reflex
Hit: 6d10 + Dexterity modifier fire damage. This
attack ignores any resistances or immunities.
Miss: 6d10 + Dexterity modifier fire damage.
45
PARAGON
BLUE
FIRE
PATHS
ADEPT
FIRE
ADEPT
PATH
FEATURES
Blue Flames (11th Level): When you firebend your fire is so hot that its blue. When you
miss with a Firebender or Blue Flame Adept Daily
attack power that doesnt have a miss effect you
deal damage equal to half of your current extra
damage from the Source of Strength class feature.
Precision Action (11th Level): When
you spend an action point to take make an extra
attack action that attack deals an additional 1d10
force damage.
Blue Blaze (16th Level): Your firebending
is so precise its scary. When you make a Firbending attack that affects multiple squares, you
may use a minor action to select any number of
those squares to remain unnaffected.
BLUE
FIRE
Azure Inferno
ADEPT
TECHNIQUES
46
Flame Jets
DRAGON
OF
THE
WEST
THE
WEST
PATH
Breath of the Dragon (11th Level): When
you use firebending based on the works of dragons, it is particularly effective. You gain a +2 class
bonus to damage when using Firebending attacks with an area of close blast.
Stance of the Dragon (11th Level): Your
stance helps channel the power of your attacks.
If you havent moved since your last turn, attacks
with an area of close blast deal an additional 1d6
damage.
WEST
Dragon of the
West Utility 12
You always keep a cup of tea handy, even in
the middle of battle.
Daily Elemental
Standard Action Personal
Effect: You gain temporary hit points equal to
your Constitution modifier. The first time you
use a firebending attack with an area of close
blast before then end of your next turn you may
make a saving throw.
Dragon of the
West Attack 20
Breath is the center of your power and when
you are pushed to your last breath you make
sure to take your enemy with you.
Daily Elemental, Implement
Immediate Interrupt
Close blast 5
Trigger: You are reduced to 0 hit points by an
attack.
Attack: Dexterity +2 vs. Reflex
Target: Creatures within in blast.
Hit: 6d6 + Dexterity modifier damage and ongoing 10 fire damage (save ends).
Miss: 2d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends).make a saving
throw.
FIRE
BERZERKER
BERZERKER
PATH
FEATURES
Blazing Charge (11th Level): When you
charge you deal Constitution modifier fire damage to any creatures that make opportunity attacks against you during your charge.
Raging Action (11th Level): When you
spend an action point to make an extra attack
action, you may double the extra damage from
your source of strength for that attack. If you do,
return your extra damage to 0 after the attack is
resolved.
Rage of the Dragon (16th Level): When
you are first bloodied, increase the extra damage
from your source of strength by 4. 2 and you cant
go over your maximum Source of Strength damage.
FIRE
BERZERKER
TECHNIQUES
Meteor Jumpkick
47
Fast Rage
Nova Rage
FIREDANCER
FIREDANCER
TECHNIQUES
Fire Masamune
Firedancer Attack 10
You draw out long whips of flame and swing
them around yourself.
Encounter Elemental, Implement, Fire
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Dexterity vs. Reflex.
Hit: 2d10 + Dexterity modifier damage.
Enveloping Flames
Firedancer Utility 12
Finding yourself trapped, you seemingly disappear in a burst of fire.
Daily Elemental
Move Action
Personal
Target: Creatures in burst
Effect: Every creature adjacent to you grants
combat advantage until the end of your next
turn. You teleport 3 squares.
LIGHTNINGBENDER
FIREDANCER
PATH
FEATURES
Synchronized Firebending (11th Level):
When you use your move action to shift, you gain
a +2 to damage to all Firebender and Firedancer
attack powers until the end of your turn.
Captivating Action (11th Level): When
you spend an action point to take another action, you may shift your speed. At the end of the
movement, you may deal your Source of Strength
damage to all creatures that are adjacent to you.
Jump Up and About (16th Level): When
stand up, cease being immobilized, or save from
being immobilized, you may shift half your speed
as a free action.
48
Prerequisites: Firebender
Some call Lightning The Cold Fire because to
bend it, you must wipe all emotions from your
mind. It takes great skill and precision to seperate the Yin and Yan of your chi, but when you do,
tremendous power is released when they reunite.
.
LIGHTNINGBENDER
PATH
FEATURES
Fight Fire with Lightning (11th Level):
Reduce the Lightning resistance of any creature
you attack by 10. This increases to 15 at epic tier.
Cold Fire Action (11th Level): Whenever
you spend an action point to make an attack that
has only 1 target, you may have that attack deal
TECHNIQUES
Pinpoint Lightning
Lightningbender
Attack 10
Sometimes it is best to focus all of your
strength on on spot.
Encounter Elemental, Implement, Lightning
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex
Hit: 2d12 + Dexterity modifier lightning damage
and the target is stunned until the end of your
next turn.
Attack 20
You fire two bolts of lightning in rapid succsession.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature
Hit: 2d10 + Dexterity modifier damage and the
target is stunned until the end of your next turn.
Effect: Make a secondary attack against the
target.
Secondary Attack: Dexterity vs. Reflex
Secondary Hit: 2d10 + Dexterity modifier
damage.
MASTER
OF
THE
AGNI
KAI
THE
AGNI
KAI
PATH
Agni Kai (11th Level): As a free action
you may designate one opponent as your foe in
an Agni Kai. You may only change this once the
opponent is dead, unconcious, has given up or or
the encounter has ended. . When your foe in an
Agni Kai shifts, you may shift 1 square as a free
action.
Honorable Defense (11th Level): If you
fight unarmored or wearing Cloth armor Firebender and Master of the Agni Kai attacks deal additional damage equal to your Constitution modifier.
Finishing Blast (16th Level): When you
attack a prone enemy you deal additional damage equal to your Constitution modifier.
MASTER OF THE
TECHNIQUES
AGNI
KAI
49
Honor Bound
Last Blast
SUN
WARRIOR
WARRIOR
PATH
FEATURES
Dragons Movement (11th Level): None
of your movement is wasted, you gain a +2 bonus
to defenses against opportunity attacks.
Flames of the Dragon (11th Level): Your
relationship with fire is completely reciprocal. You
50
WARRIOR
TECHNIQUES
Perfect Flame
Harmonious Spirit
WATERBENDER
Flow like the water itself: steady and calm like a
stream and fierce and torrential like the storm.
CLASS TRAITS
Role: Leader. You use your bending powers to direct the chi inside your allies, healing wounds and
raising spirits. You can also push enemies around
and craft things out of ice to present advantageous
situation to allies.
Source: Elemental. The waterbenders gather their
power from the moon and its natural pull on the
oceans, directing the waters in the same way.
Key Abilities: Wisdom, Dexterity, Charisma.
Armor Proficiencies: Cloth, Leather, Hide.
Weapon Proficiencies: Simple melee, simple
ranged.
Defense Bonus: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 12 + Constitution score.
Hit Points for each Level gained: 5.
Healing Surges: 7 + Constitution Modifier.
Trained Skills: Choose four skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha),
Endurance (Con), Heal (Wis), History (Int), Insight
(Wis), Nature (Wis).
Build Options: Torrential waterbender, calming
waterbender.
Class Features:Healing Waters, Moons Blessing, Flowing Strike, Waterbending
Waterbending is a calm and fluid style of bending.
Whereas other benders are quick, strong, and fast,
Waterbenders are smooth and steady, much like
the water itself.
Waterbenders gain their powers from the moon,
whose planetary orbit directs and the tides and
waves of the ocean. Binding their will with such
cosmic entities, they direct and pull the water.
They also concern themselves with the inner chi of
the body, healing wounds miraclously. They move
and concen trate the chi down paths within the
body, using water as a base for that power.
As a waterbender, you are concerned for the lives
of those around you. You can wade fearlessly into
51
CREATING
WATERBENDER
Waterbenders can use their powers in many different ways, but can be generalized in two ways.
CALMING
WATERBENDER
HEALING
FEATURES
WATERS
MOON S
BLESSING
STRIKE
Your bending style is based on redirecting outside forces, whether your enemies hit you or miss
you, you can use it to your advantage. You gain
the flowing strike power.
WATERBENDER
52
CLASS
WATERBENDER OVERVIEW
Characteristics: Waterbenders are a calm
people, often thinking before they act. Whenever they have an ideal, they are passionate
about and often go out of their way to solve
problems related to it.
Religion: The first waterbenders replicated
the push and pull of the ocean caused by the
moon. Waterbenders respect these natural
forces above all else, the push and pull are
the yin yang that waterbenders use to understand the world.
Races: Because of their adherence to the
moon, shifters (especially razorclaw) make
stupendous waterbenders. Other races, such
as halflings, deva, and elves, also make
great waterbenders.
WATERBENDER
POWERS
Healing Waters
Waterbender Feature
The waters surrounding your hands glows
silver as you heal your ally.
Encounter (Special) Elemental, Healing
Minor Action
Melee touch.
(close burst 5 at 11th level, 10 at 21st level)
Target: You or one ally in range.
Effect: The target can spend a healing surge
and regain additional hit points equal to your
Wisdom modifier. The target may also make a
saving throw.
Level 6: 1d6 + Wisdom modifier additional hit points.
Level 11: 2d6 + Wisdom modifier additional hit points.
Level 16: 3d6 + Wisdom modifier additional hit points.
Level 21: 4d6 + Wisdom modifier additional hit points.
Level 26: 5d6 + Wisdom modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level,
you can use this power three times per encounter, but only once per round.
Flowing Strike
Waterbender Feature
You are as versatile as water itself, turning any
attack into an advantage for you and your allies.
At-Will Elemental, Implement
Free Action
Range 10
Trigger: An enemy targets you with a melee
attack.
Effect: The effect depends on whether the attack hits, or misses.
Hit: You or one ally within range gains a +1 to all
defenses against the attacking creature until the
end of your next turn. Increase the bonus to +2 at
11th Level, and +3 at 21st Level.
Miss: Choose an ally within range or yourself, they
gain a damage bonus to their first attack against
the attacking creature equal to your Dexterity or
Charisma modifier until the end of your next turn.
Special: You may not affect the same creature
with this power more than once in the same
round. When you create your character, choose
Dexterity or Charisma as the ability score you
use when giving damage bonuses with this
power. These two choices remain throughout
your characters life and do not change the
powers other effects.
LEVEL
AT WILL
TECHNIQUES
Bursting Geysers
Waterbender Attack 1
Lifting your arms, the ground cracks as water
explodes.
At-Will Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 1d6 + Wisdom modifier damage.
Allies: Allies within the line get a +3 to their
next damage roll.
21st Level: 2d6 + Wisdom modifier damage.
Shielding Ice
Waterbender Attack 1
After blasting an enemy, you use the residue of
the water to protect an ally.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d4 + Wisdom modifier cold damage and
an adjacent ally to the target gains a number of
temporary hit points equal to your Wisdom
modifier + one half your level.
21st Level: 4d4 + Wisdom modifier damage.
53
Water Bullet
Waterbender Attack 1
You smash an enemy with a cascade of water.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d4 + Wisdom modifier damage and until
the end of your next turn, if the enemy moves
his full speed, he falls prone at the end of it.
21st Level: 4d4 + Wisdom modifier damage.
Waving Uppercut
Wave of Water
Waterbender Attack 1
You raise your hands and a bolt of water lifts
up, connecting to the targets chin.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and one
ally of your choice does not provoke an attacks
of opportunity from moving from the target until
the end of their next turn.
21st Level: 2d8 + Wisdom modifier damage.
Water Whip
Waterbender Attack 1
With a crack, a stream of water lurches up and
knocks your opponent.
At-Will Elemental, Implement
Standard Action Line 2
Target: Each creature in line.
Attack: Wisdom vs. Reflex.
Enemies: 1d8 + Wisdom modifier damage.
Allies: Allies in line gain a +3 bonus to their
next attack.
21st Level: 2d8 + Wisdom modifier damage
and allies gain a +4 bonus to their next attack.
LEVEL
ENCOUNTER
Freezing Ray
TECHNIQUES
Waterbender Attack 1
You slide the water across the ground and it
connects with your target, freezing him. Nearby
allies are coated in a protective layer of ice.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 1d8 + Wisdom modifier damage and the
target is immobilized until the end of your next turn.
Allies: Allies in line gain Temporary hit points
equal to 5 + your Wisdom modifier.
Calming: The temporary hit points are equal to
10 + Wisdom modifier.
54
Surging water into your whip, you crack it upside a foes head.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and an
ally adjacent to the target may make a basic
melee attack against the target.
Waterbender Attack 1
Pushing and pulling the water into a rhythm,
you crash a wave into your enemies.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d8 + Wisdom modifier damage and
the target grants combat advantage until the
end of your next turn
Allies: Allies in line gain a +2 bonus to all defenses until they are hit by an attack.
Torrential: The target is pushed a number of
squares equal to your Dexterity modifier.
FLOWING ATTACKS
Waterbender Attacks with the Flowing keyword are called Flowing Attacks,
because they can change from Offensive to
Defensive in nature depending on the flow of
the battle. Flowing Attacks can be
used as on the fly utilities, normal attacks or
half and half.
When you use a Flowing Attack against
a hostile creature, use the Attack entry to
determine if you hit, as normal. If you do, the
target takes the damage and other conditions
detailed in the Enemies entry.
If you target a friendly creature with a Flowing Attack, ignore the Attack entry, the ally
gains the positive conditions detailed in the
Allies entry. You may designate two enemy
targets for a Flowing Attack, two ally targets
or one of each. You may also choose to
reduce the area of a Flowing power by 1 and
effect yourself as per the allies entry.
LEVEL
DAILY
TECHNIQUES
Arctic Blast
Waterbender Attack 1
The ground underneath an enemy freezes and
he trips over himself trying to get away.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target is slid 1 square and immobilized (save
ends).
Torrential: The target is slid a number of
squares equal to your Dexterity modifier.
Icy Tracks
Waterbender Attack 1
You move water over the ground under your
foes and then suddenly freeze it.
Daily Elemental, Implement
Standard Action Path 3
Target: Each enemy within the line.
Attack: Wisdom vs. Reflex.
Hit: 1d12 + Wisdom modifier cold damage and
the target is knocked prone and grants combat
advantage.
Miss: The target takes a -2 penalty to AC and
Reflex until the end of your next turn.
Chi Funnel
Waterbender Attack 1
Pulling the water of life from an enemy, you
direct it instead to an ally.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage. The first
time an ally hits the target before the end of
your next turn, that ally can spend a healing
surge.
Calming: The ally regains an additional number
of hit points equal to your Charisma modifier.
LEVEL
UTILITY
Protective Wall
TECHNIQUES
Waterbender Utility 2
You slide the water across the ground and it
connects with your target, freezing him.
Encounter Elemental
Immediate Reaction
Range 10
Trigger: An ally is flanked.
Target: One enemy flanking an ally.
Effect: The target is pushed 3 squares and
slowed.
Soothing Mists
Waterbender Utility 2
You manipulate the water in the air to soothe
and conceal your friends.
Encounter Elemental
Standard Action Area burst 1 within 10
Target: Each ally within burst.
Effect: The target regains hit points equal to
your Charisma modifier and has total concealment until the end of your next turn.
Waterwalk
Waterbender Utility 2
Before they take their first step, you solidify the
water beneath them.
Encounter Elemental
Immediate Interrupt
Range 10
Trigger: You or an ally step into water.
Target: You or one ally.
Effect: The target considers water to be a solid
surface until the end of your next turn.
Sustain Minor: The effect persists.
LEVEL
ENCOUNTER
TECHNIQUES
Cascade of Water
Waterbender Attack 3
You bring down a waterfall of force down on a
group of enemies.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 2d6 + Wisdom modifier damage and
the target is knocked prone.
Allies: Allies in line are who are restrained,
prone, immobilized or slowed automatically
save against all such conditions and may shift
their speed.
Push of the Tides
Waterbender Attack 3
You push water away from you on all sides
disrupting your foes and protecting yourself
simultaneously.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each enemy within the burst.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target takes a -2 to a defense of your choice
(save ends).
Torrential: You may slide the target up to 3
squares.
55
Moons Push
Waterbender Attack 3
A jet of water propels your allys weapon deeper into foes.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within the line.
Attack: Wisdom vs. Reflex.
Enemies: The target takes a damage penalty
equal to 2 + Dexterity modifier to all attacks
until the end of your next turn.
Allies: Allies in line gain a damage bonus of 2
+ your Dexterity modifier to all attacks until the
end of your next turn.
Calming: The additional damage and damage
penalty are both equal to 5 + your Charisma
modifier.
LEVEL
DAILY
TECHNIQUES
Waterbender Attack 5
Seeing a friend go down, you carve a path
through the battlefield to him.
Daily Elemental, Implement
Immediate Reaction
Area burst 2 within 10
Trigger: An ally is reduced to 0 hit points by an
attack.
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage.
Effect: The target is knocked prone.
Torrential: The target is pushed 3 squares
then knocked prone.
Special: The burst is centered on the ally that
triggered this power.
Trapping Water
Waterbender Attack 5
The projectile of water is what forces him down;
the quickly forming ice is what keeps him there.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is dazed (save ends).
Effect: The target is knocked prone (save
ends).
Calming: The target makes attacks at a -4
penalty while prone or dazed due to this power.
56
UTILITY
TECHNIQUES
Cooling Vapors
Waterbender Utility 6
You surround an ally with a cooling mist to protect the from the harmful effects of heat.
Encounter Elemental
Move Action
Range 5
Target: You or one ally.
Effect: Until the end of the encounter, the target gains resist fire equal to your Charisma or
Dexterity modifier.
Icy Patch
Waterbender Utility 6
You drench an area in water and then freeze it,
making moving harder for your foes.
Daily Elemental, Zone
Minor Action
Area burst 3 within 10
Effect: The burst creates a zone of icy ground
that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and any
time an enemy would be pushed, pulled, or slid
through the zone you may add 2 squares to the
distance. While in the zone, any enemy takes a
-5 penalty to Acrobatics checks.
Sustain minor: The zone persists.
Waterbender Utility 6
As your friend falls, you catch him in a cradle
of water that carries him away and rejuvenates
him.
Daily Elemental
Immediate Reaction
Range 10
Trigger: An ally is reduced to 0 hit points by an
attack.
Target: The ally that triggered this attack.
Effect: The target is slid two squares and may
make a saving throw (including a death saving
throw) with a +2 bonus as a free action.
Calming: Your ally may spend a healing surge
as a free action instead of rolling a death saving throw.
LEVEL
ENCOUNTER
TECHNIQUES
Waterbender Attack 7
You embrace the dual nature of the sea, protecting and healing your allies and crushing
your foes.
Encounter Elemental, Implement, Healing,
Flowing
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Enemies: 2d8 + Wisdom modifier damage and
the target is weakened until the end of your
next turn.
Allies: Allies in line may spend a healing surge.
They regain additional hit points equal to your
Charisma modifier.
Calming: Allies in line may also make a saving
throw.
Waterbender Attack 7
You push enemies to the side and break up
their ranks.
Encounter Elemental, Implement
Standard Action Range 10
Target: One or two adjacent creatures.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and you
slide one of both targets 2 squares. They must
end their movement farther away from each
other than they started.
Torrential: The targets are also knocked
prone.
Steamshot
Waterbender Attack 7
You heat a jet of water and guide it straight
towards the eyes of your target.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d10 + Wisdom modifier damage
and the target is blinded until the end of your
next turn.
Allies: Allies within line gain a +2 bonus to their
next attack before the end of your next turn.
LEVEL
DAILY
TECHNIQUES
Hail of Icicles
Waterbender Attack 9
You hurl water at your opponent then freeze it
in mid-air, pinning them.
Encounter Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Enemies within the burst.
Attack: Wisdom + 2 vs. AC.
Hit: 3d6 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
Octopus Form
Waterbender Attack 9
You create eight arms to protect you and your
allies from all sides.
Encounter Elemental, Implement, Stance
Standard Action Personal
Effect: You and any adjacent allies gain +2 to
AC and Reflex and you may make the following
attack once per round as an opportunity attack
or a standard action attack.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and the
target is knocked prone.
Torrential: You push the target 2 squares then
knock them prone.
57
Water Spout
Waterbender Attack 9
You summon a column of water that envelops
your foes.
Encounter Elemental, Implement, Healing
Standard Action Line 3
Target: One, two, or three enemies.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is immobilized until the end of your next
turn.
Effect: The first ally to hit your target before the
end of your next turn may spend a healing surge.
Calming: Allies gain additional hitpoints equal
to your Charisma modifier from healing surges
gained from this attack.
LEVEL
10
UTILITY
TECHNIQUES
Cleansing Mists
Waterbender Utility 10
Your water washes away the lingering affects
of an attack.
Encounter Elemental
Minor Action
Range 5
Target: A creature within range is taking
ongoing damage.
Effect: Reduce all ongoing damage affecting
the target to 0 until the end of your next turn.
The target may make a saving throw as a free
action against one source of ongoing damage with a +2 bonus.
Cradle Wave
Waterbender Utility 10
When your friend slips and falls, youre there to
help him back up.
Encounter Elemental
Immediate Interrupt
Range 5
Trigger: An ally within range falls or falls prone,
becomes immobilized, restrained, stunned or
dazed.
Target: One ally.
Effect: The effect ends. The ally may also shift
1 square as a free action.
58
Healing Current
Waterbender Utility 10
You convert your healing waters to a mist and
send it to refresh your allies.
Daily Elemental, Healing
Move Action Close blast 3
Target: Each ally within blast.
Effect: Each ally in blast may spend a healing
surge. Until the end of the encounter whenever
you use your Flowing Strike class feature on
an ally affected by this attack, they regain 5 hit
points.
Calming: The target heals additional hit points
equal to your Charisma modifier.
Torrential: Increase the area to blast 5.
LEVEL
13
ENCOUNTER
TECHNIQUES
Encasing Frost
Waterbender Attack 13
You curl the ice around their legs. The ice is so
tough that only the force of another blow could
break it.
Encounter Elemental, Implement, Cold
Standard Action Range 5
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
They have a -2 penalty to saving throws
against this effect. Immediately end the immobilized condition if the target is hit by a melee
attack.
Softened Blows
Waterbender Attack 13
You place a soft mist of water around an enemy
that soothes any ally he dares to try and attack.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 2d8 + Wisdom modifier damage.
Until the end of your next turn, the target takes
a damage penalty equal to 5 + your Charisma
modifier.
Allies: Allies in line gain 5 + Charisma modifier
temporary hit points.
Calming: The damage penalty and temporary
hit points are both equal to 5 + your Wisdom
modifier.
Wetstone
Waterbender Attack 13
A torrent of water washes over your foes, cutting them up. The water swerves around your
allies weapons, sharpening them.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creatures within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d10 + Wisdom modifier damage.
Until the end of your next turn, the target takes
a damage penalty equal to 5 + your Dexterity
modifier.
Allies: Allies in line gain a bonus to damage
equal to 5 + your Dexterity modifier.
Torrential: The damage penalty is equal to 5 +
your Wisdom modifier.
LEVEL
15
DAILY
TECHNIQUES
Chi Exchange
Waterbender Attack 15
You pull the water out of your foe, and with it
their life force, leaving them cold and your allies
empowered.
Daily Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage, and
ongoing 10 damage (save ends). While
this powers ongoing damage is in effect, you
and your allies regain hit points equal to 5 +
your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage.
Calming: You and your allies regain hitpoints
equal to 5 + your Charisma modifier.
Ice Crush
Waterbender Attack 15
You encase an opponent in brittle ice. Once
they wrestle free the ice shatters into dozens of
brittle, razorsharp shards.
Daily Elemental, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
Aftereffect: The target takes 2d4 + Wisdom
modifier cold damage.
Slick Surface
Waterbender Attack 15
You coat the field with a great wave of water,
turning it into a sheet of ice thats friendly to
your friends, but not to your enemies.
Daily Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage. Until the
end of the encounter, the area effected is considered difficult terrain for your enemies. Additionally, when an ally within the area shifts, they
may shift an additional two squares.
Torrential: Allies may instead shift an additional number of squares equal to your Dexterity
modifier.
LEVEL
16
UTILITY
TECHNIQUES
Oceans Kiss
Waterbender Utility 16
You pull water together, infuse it with healing
magic and then blow it towards your allies.
Encounter Elemental, Healing
Minor Action
Range 5
Target: One ally.
Effect: The target regains hit points as if they
had spent a healing surge.
Calming: A secondary target is affected
Secondary Area: Burst 5 centered on the
target.
Secondary Target: Other allies in burst.
Secondary Effect: The ally gains temporary hit
points equal to your Charisma modifier.
59
LEVEL
17
Cold Feet
ENCOUNTER
TECHNIQUES
Waterbender Attack 17
Dont worry, youre just nervous.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude
Enemies: 2d10 + Wisdom modifier cold damage, and the target is immobilized and grants
combat advantage until the end of your next turn.
Allies: The next time allies in line would grant
combat advantage this encounter they instead gain
a +2 to all defenses until the end of their next turn.
Ice Hammer
Waterbender Attack 17
You hurl a watery blast at your opponent and,
just prior to hitting them, you freeze it solid.
Encounter Elemental, Implement, Cold
Standard Action Range 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage and the
target is pushed 3 squares and dazed.
Torrential: The target is stunned until the end
of your next turn.
Waterfall Strike
Waterbender Attack 17
By targeting the enemy with a surging current
of falling water you prevent them from lifting
their weapon.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude
Enemies: 1d10 + Wisdom modifier damage
and the target is immobilized and unable to
make attacks until the end of your next turn.
Allies: Allies in line may make a basic attack
with a +2 bonus as a free action.
60
LEVEL
19
DAILY
TECHNIQUES
Foe Freeze
Waterbender Attack 19
With a spin and a clench of your fist the water inside your enemy freezes. Their life force
drains into a nearby ally.
Daily Elemental, Implement, Cold
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 4d8 + Wisdom modifier cold damage, and
the target takes ongoing 10 cold damage (save
ends), one ally within 5 gains regeneration 10
until the target saves.
Miss: Half damage and the target takes ongoing 5 cold damage (save ends). One ally within
5 gains regeneration 5 until the target saves.
Flash Boil
Waterbender Attack 19
With a motion you coat an enemy with water
and then bring the water to boil, brutally scalding them in the process.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage and the
target is stunned until the end of your next turn.
Miss: Target is stunned until the end of your
next turn.
Tempest Blast
Waterbender Attack 19
Waterbending is about reflection, the reflection
of attacks and emotions. But sometimes, its
also about releasing emotions... violently.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage and allies
adjacent to you or the target may spend a healing surge.
Miss: Half damage and one ally within 5 may
spend a healing surge.
LEVEL
22
UTILITY
TECHNIQUES
Smooth Current
Waterbender Utility 22
With a smoothness of motion borrowed from
the sea and a strength of stance borrowed from
the moon, you control the battlefield.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends, you and all allies
within 5 squares may shift 1 square before, and
2 squares after, all standard action attacks. In
addition, whenever an ally makes an attack that
includes a push, pull, or slide on a hit, they gain
a +2 power bonus to attack rolls.
Water Apotheosis
Waterbender Utility 22
You coat yourself and your allies with a thin
layer of water that allows all of you to breathe
underwater.
At-Will Elemental, Stance
Minor Action
Personal
Effect: You, and any allies within 10 squares of
you, may breathe underwater and gain a +10
power bonus to Athletics checks made to swim.
Rain Storm
Waterbender Utility 22
By pulling water together tightly you create rainclouds. When you release your focus, a small
weather system forms on the battlefield.
Encounter Elemental, Stance
Standard Action Personal
Effect: You create a zone of rain in burst 5 within 10 that lasts until the end of the encounter,
the water disrupts your enemies and heals your
allies. Choose 3 spaces within the burst, those
spaces now have heavy rain. You may change
the location of the heavy rain to anywhere else
in the burst as a minor action. Enemies within
the rain suffer a -2 penalty to attacks. Enemies
in areas of heavy rain suffer a -4 penalty to attacks. Allies within the rain gain Regeneration 2,
allies in areas of heavy rain gain Regeneration
4.
LEVEL
23
ENCOUNTER
TECHNIQUES
Deadly Mist
Waterbender Attack 23
A mist surrounds your target and then, with incredible speed, the individual drops begin to fly
around tearing them apart and dashing harmlessly on your allies.
Encounter Elemental, Implement, Cold
Standard Action Close blast 5
Target: Each enemy within blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage.
Effect: Allies within the blast may spend a
healing surge. If they do not, they gain temporary hitpoints equal to your Wisdom modifier.
Calming: Allies within the blast may spend a
healing surge and gain temporary hit points
equal to Wisdom modifier.
Watering Ram
Waterbender Attack 23
As you run you pull water along with you and
then strike a line of enemies with tremendous
force.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 3d8 + Wisdom modifier damage and
the target is immobilized (save ends).
Allies: Allies in line deal additional damage
to immobilized targets equal to your Dexterity
modifier until the end of your encounter.
Effect: Choose one; target within 5 is immobilized until the end of your next turn or one ally
within 5 deals additional damage to immobilized targets equal to your Dexterity modifier
until the end of your next turn.
Torrential: Allies may shift 3 squares before or
after this attack.
61
Icicle Barrage
Waterbender Attack 23
Water flies over your enemy and then freezes
into a deadly sharp rain of icicles.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line
Attack: Wisdom vs. Reflex
Enemies: 2d8 + Wisdom modifier cold damage
and if the target moves before the end of your next
turn, it take damage equal to your Wisdom modifier.
Allies: Allies in line gain a +4 to attacks made
against enemies that begin their turns in the
same spot where they were at the end of their
previous turn.
LEVEL
25
DAILY
TECHNIQUES
Chi Spike
Waterbender Attack 25
You form a spike of ice that drains your opponents chi into your allies.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 4d8 damage + Wisdom modifier damage,
whenever an ally hits the target, they regain 5
hit points, and gain a +2 to Fortitude and Will
until the end of their next turn (save ends all).
Miss: Half damage and when an ally hits the
target, they regain 5 hit points (save ends).
Crashing Waves
Waterbender Attack 25
With a clap you bring two titanic waves together, smashing your targets from either side.
Daily Elemental, Implement
Standard Action Line 5
Target: Creatures within line.
Attack: Wisdom vs. Fortitude.
Hit: 3d10 + Wisdom modifier damage and the
target is stunned (save ends). The first ally to
hit the target before the end of your next turn
may spend a healing surge.
Miss: Half damage and the target is stunned
until the end of your next turn. The first ally to
hit the target before the end of your next turn
may spend a healing surge.
Calming: When an ally spends a healing surge
after hitting the target, they regain additional hit
points equal to 8 + your Charisma modifier.
62
LEVEL
27
ENCOUNTER
TECHNIQUES
Exposing Mist
Waterbender Attack 27
Your stinging mist opens your target up to attacks by nearby allies.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Will.
Hit: 2d6 + Wisdom modifier damage. Choose
an ally adjacent to the target. Until the end of
the encounter, attack rolls of 19-20 made by
that ally against the target are considered critical hits.
Calming: When a critical hit is scored, you may
add an additional 2d6 damage as a minor action.
Icicle Fusillade
Waterbender Attack 27
You spear your enemies to the ground, impaling two of them with a single spear of ice so
they share the same fate.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 3d8 + Wisdom modifier cold damage
and the target is immobilized (save ends.) If the
target is adjacent to another creature immobilized by this attack neither creature can move
until they both save.
Allies: Allies in the line are covered in blades
of ice. Until the end of the encounter when they
are hit by a melee attack, the attacker takes 15
cold damage.
LEVEL
Drench
29
DAILY
TECHNIQUES
Waterbender Attack 29
You soak your target with water. The water
burns its skin line acid, but when it splashes on
your allies it heals them.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier damage, and until
the end of the encounter whenever an ally hits
the target they regain hit points equal to your
Charisma modifier.
Miss: Half damage.
Calming: Allies who regain hit points due to
this attack also gain a +2 bonus to their next
attack.
Oceans Crash
Waterbender Attack 29
At the start of a fight you flood the battlefield,
letting your allies move in and slamming into
your opponents.
Daily Elemental, Implement, Cold
Immediate Interrupt
Close burst 5
Trigger: You roll initiative
Target: Each ally in burst.
Effect: Slide the target a number of squares
equal to your Dexterity or Charisma modifier. At
the end of their movement, you may make the
following secondary attack using your ally as
the origin square.
Secondary Target: One creature within melee reach of your ally
Secondary Attack: Wisdom +2 vs. Reflex.
Secondary Hit: 3d8 + Wisdom modifier
damage and the target grants combat advantage to one ally until the end of your next turn.
63
PARAGON
PATHS
BLOODBENDER
I have power over water, the same water that is
flowing through your veins right now.
Prerequisites: Waterbender
You have refined your waterbending technique so
effectively that you can move the very
blood that flows through your enemies bodies.
You harm your foes bodies from the inside
out or cause them to move to your will like an
automaton.
BLOODBENDER
PATH
FEATURES
Bloodied Superiority (11th Level): Your
power over blood lets you gain advantage against
wounded foes. When an enemy is first bloodied in an encounter you gain combat advantage
against them until the end of your next turn.
Bloodbending Action (11th Level):
When you spend an action point to take an extra
action you may force a bloodied creature within
10 squares to make a melee basic attack as a
free action.
Blood Control (16th Level): When you
are first bloodied you may immediately spend
a healing surge as a free action.
BLOODBENDER
Bloodbend
TECHNIQUES
Bloodbender Attack 10
You tug at the insides of your foe, preventing
them from moving and ripping their insides
apart.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d8 + Wisdom modifier damage. The
target is immobilized until the end of your next
turn.
Special: If the target is bloodied, they are instead stunned until the end of your next turn.
64
Bloodmoon
Bloodbender Utility 12
Your body is so in tune with the phases of the
moon that you can simulate its effects with your
own blood.
Daily Elemental
Minor Action
Personal
Effect: You take 1d8 damage. Until the end of
your next turn your Bloodbender and Waterbender attack powers get a +2 power bonus to
attack and damage.
Sustain Move: The bonus persists.
Sustain Minor: You take the damage again
and the bonus persists.
Puppetmaster
Bloodbender Attack 20
You push and pull the water in the body of your
enemy, allowing you to control their movements.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is dominated until the end of your next
turn.
Sustain Standard: Make the attack again.
FOLLOWER
SPIRIT
OF
THE
MOON
Harvest Moon
Blue Moon
Tidal Blast
FOLLOWER
SPIRIT
OF
THE
SEA
You know what you and mountains have in common? The ocean can destroy you both!
Prerequisites: Waterbender, Torrential Path
The ocean is the most powerful force in the
world. It works slowly, but given enough time it
can destroy continents and you have learned how
to attune with it. Your waterbending is powered
by the phases of the moon, like all Waterbenders, but you have such a kinship with the ocean
that your style is almost completely alien to your
peers.
FOLLOWER OF THE MOON
SPIRIT PATH FEATURES
Relentless Waves (11th Level): Your
power grows like the power of the wave, ushering in the next as it leaves. When you use an
Encounter attack power, your gain a +2 bonus to
the next attack you make. When you use a Daily
attack power, you gain a +3 bonus and you deal
an addition 1d8 damage with the next attack you
make.
Indomitable Action (11th Level): When
you spend an action point to take another action
you can instead stop being Immobilized, Stunned
and Slowed if any apply.
Cascading Attack (16th Level): Anytime
you push an enemy more than 1 square you deal
extra damage to them equal to your Charisma
modifier.
65
Cascade
Vortex
ICEBENDER
Water may not frighten you, but ice has two
things water doesnt, heft and a pointy end.
Prerequisites: Waterbender
Water is just a transitional state, youve mastered the
ability to move water around and then freeze it solid
into weapons, barricades and complicated traps. You
can disrupt the field by making the ground slick and
you can hold your enemies in blocks of ice.
66
ICEBENDER
PATH
FEATURES
ICEBENDER
TECHNIQUES
Persistent Cold (11th Level): If an enemy is
immobilized by a waterbender or icebender attack with
the Cold keyword, that enemy remains immobilized for
one turn longer than they otherwise would have.
Freezing Action (11th Level): When you
spend an action point to take an extra action, you
may deal Charisma or Dexterity modifier cold
damage to enemies in Close Burst 1.
Absolute Zero (16th Level): Add your
Charisma or Dexterity modifier to damage with
any waterbender or icebender attack powers with
the Cold keyword.
Freezing Blast
Icebender Attack 10
You coat your enemies in water and freeze
them into place.
Encounter Elemental, Implement, Cold
Standard Action Close blast 3
Target: Enemies within blast.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn.
Ice Armor
Icebender Utility 12
Your bending creates thick plates of icy armor
to protect you or an ally.
Daily Elemental, Cold
Standard Action Range 10
Target: An ally within range or you.
Effect: The target gains a +2 to AC and resist
fire equal to half your level until the end of the
encounter. Attacks the targets make with the
Cold keyword deal an additional 5 damage until
the end of the encounter.
Icy Charge
Icebender Attack 20
Using your powers over ice to propel yourself
along the slick ground you charge into combat
freezing enemies feet as you go.
Daily Elemental, Implement, Cold
Standard Action Melee touch
Special: You may slide your speed and make
this attack against up to three targets that you are
adjacent to at some point during this movement.
Target: One, two, or three creatures.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is immobilized (save ends).
Miss: The target is immobilized until the end of
your next turn.
PLANTBENDER
Plant Guardian
PATH
FEATURES
Plantbending (11th Level): You may
substitute non-hostile plant matter for water for
any of your Waterbender attacks as long as there
are sufficient amounts of it. Once per day you
may add the following effect to a waterbender or
plantbender attack power prior to using it: Effect:
The target is restrained (save ends).
Plant Proxy (11th Level): You may treat
any plant within 20 squares of you, as the origin
square for waterbender or plantbender attack
powers.
Foggy Swamp Style (16th Level): While
in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC
PLANTBENDER
Vineblade
TECHNIQUES
Plantbender Attack 10
You surround one of your arms with vines and
thorns letting you slash enemies close to you
and impale enemies far away.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each creature in burst.
Attack: Wisdom vs. AC.
Hit: 2d6 + Wisdom modifier damageand the target is immobilized until the end of your next turn.
Make a secondary attack.
Secondary Target: One creature within 10.
Secondary Attack: Wisdom vs. AC
Hit: 1d6 + Wisdom modifier damage and the
target is restrained until the end of your next
turn.
Plantbender Utility 12
You pull plants from nearby together and create
a totem to help your allies.
Daily Elemental, Conjuration, Healing
Standard Action Range 10
Effect: You conjure a plant gaurdian into 1
square within range. Allies who start their turn
adjacent to it regain 5 hit points and gain a +2
bonus to their Fortitude defense. The guardian
persists until the end of the encounter or until
it is destroyed. It has 1 hit point and your defenses.
Plant Body
Plantbender Attack 20
You pull local plants to you creating a huge
body that protects you from attacks.
Daily Elemental, Implement
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage.
Effect: You are surrounded by plants and
vines, giving you a protection. Your size changes to Large, you gain threatening reach and
you gain regeneration 5 until the end of the
encounter.
PUPIL
OF
CHI
OF
CHI
PATH
FEATURES
Calm Stance, Calm Mind (11th Level):
At the end of your turn if you did not deal any
damage you gain a +1 bonus to all defenses and
your flowing strike class feature is enhanced until
the end of your next turn. While flowing strike is
enhanced all attacks against you are considered
67
OF
CHI
TECHNIQUES
Vicious Sap
Soullink
68
SWEATBENDER
Water is power and Im full of it, it just takes time
to get it out.
Prerequisites: Waterbender
You were stranded somewhere without water,
you felt powerless without it. But you found a way
around all of that. You have learned to bend the
sweat your body naturally exudes in the heat of
combat. Now as you tire your power only increases.
SWEATBENDER
PATH
FEATURES
SWEATBENDER
TECHNIQUES
Power of Weariness (11th Level): As you
become more exhausted, your power only grows.
When you use your second wind choose an ally.
That ally gains a +2 bonus to all defenses until
the end of your next turn. Increase this bonus by
+1 for each of the following statuses that currently apply to you: bloodied, weakened, dazed,
stunned or slowed.
Strenuous Action (11th Level): When
you spend an action point, you or one ally gains a
+2 bonus to their next attack. Increase this bonus
by +1 for each of the following statuses that currently apply to you: bloodied, weakened, dazed,
stunned or slowed.
Tactical Exhaustion (16th Level): When
you could spend a healing surge, you may instead choose to lose that healing surge. If you do
an ally within 10 squares of you gains hit points
as if they had spent a healing surge.
Steamroom
Sweatbender Attack 20
You raise the temperture of the water around
a foe causing a benificial, if a tad icky, circumstance for your allies.
Daily Elemental, Implement, Zone
Standard Action Close blast 3
Target: Each enemy in blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is blinded (save ends).
Effect: The blast creates a zone of burning
vapor that lasts until the end of the encounter.
Any enemy that enters the zone is blinded until
the end of your next turn.
69
PARAGON
MISCELLANEOUS
PATHS
PATHS
PARAGON
BLUE
SPIRIT
SPIRIT
PATH
FEATURES
BLUE
SPIRIT
POWERS
Two Sword Style (11th Level): You may
treat Scimitars as if they had the Off-Hand property.
Stealthy Kill (11th Level): If you are hidden when you make an attack, and that leaves
the target helpless, restrained or kills the target,
you remain hidden as if you hadnt acted.
Incapacitating Action (16th Level):
When you spend an action point to make an extra
attack while you are hidden you may choose to
deal no damage. If you do, the target is knocked
unconcious (save ends).
Tie Em Up
Stealth Infiltration
70
CHI
BLOCKER
BLOCKER
PATH
FEATURES
Pressure Point Critical (11th Level):
When you score a critical hit you may block the
targets chi (save ends). If you do your attack is
no longer considered a critical hit. Creatures with
blocked chi cannot take any actions except for
standard movement and melee and ranged basic
attacks.
Acrobatic Movement (11th Level): You
move around the battlefield very unpredictably.
When you succeed on an Acrobatics check to
perform an Acrobatic Stunt you gain a +2 bonus
to your next attack roll.
Chi Blocking Action (16th Level): When
you spend an action point to make an extra melee attack action, if the attack hits, the targets Chi
is blocked until the end of your next turn.
CHI
BLOCKER
POWERS
JIAN
SWORDSMAN
SWORDSMAN
PATH
FEATURES
The Way of the Sword (11th Level): You
are proficient with the Jian. During an extended
rest, you can modify a longsword in your possesion into a Jian. The Jian is a specialized type of
Longsword with the High Crit property. Otherwise
it is the same as a Longsword.
Stroke of the Brush (11th Level): You
move your sword with the same subtle movements you use with writing calligraphy. You may
71
SWORDSMAN
POWERS
Jian Master
72
OLD
MASTER
MASTER
PATH
FEATURES
OLD
MASTER
POWERS
White Lotus Contacts (11th Level): You
gain a +3 bonus to Streetwise checks and a +2
bonus to all other Knowledge skill checks.
Great Mastery (11th Level): Choose one
At-Will attack power, you gain a +1 bonus to attacks made with that power.
Elder Member (16th Level): Your life
experience has taught you that you can work
with anybody, no matter how different they are
from you. When you roll initiative at the beginning
of an encounter, choose one ally. That ally may
choose to use your Initiative roll instead of their
own. If they do, you still act first.
The Old Masters of the White Lotus are a diverse group, but they are all the best there is at
what they do.
Encounter Special
Standard Action Special
Special: This power is considered to have the
same keywords, range, attack and hit as the atwill power you use with it.
Target: Special
Effect: Use a melee or ranged at-will attack
power that you know. Make a secondary attack.
Secondary Attack: Use a melee or ranged
at-will attack that you know.
Secret Technique
TIGER
HOOK
SWORDSMAN
TIGER HOOK
FEATURES
SWORDSMAN
TIGER
SWORDSMAN
PATH
Tiger Hook Mastery (11th Level): You
gain proficiency in the Tiger Hooks. When you
wield Tiger Hooks, they gain the Defensive property.
Linking Swords (11th Level): Tiger
Hooks can be used as a single weapon by linking the end of the blades together and swinging
the swords like nunchaku. As a Minor Action you
may convert your Tiger Hooks into a single weapon, until the end of your next turn they gain the
Reach property.
Tripping Action (16th Level): When you
spend an action point to take an extra action, one
enemy adjacent to you is knocked prone.
HOOK
POWERS
Disarming Slash
73
Tiger Hook
Swordsman Attack 20
Using your Tiger Hooks you peform a complicated kata that exploits every unique aspect of
the swords.
Daily Martial, Weapon, Stance
Standard Action Melee weapon
Special: You must be wielding Tiger Hooks.
Target: One, two or three creatures
Attack: Strength or Dexterity vs. Reflex, up to
three attacks
Hit: 1[W] + Strength or Dexterity modifer. Each
attack has a different additional effect. No one
creature may be the target of the same effect
more than once.
Disarming Strike: If the target is holding a
weapon, that weapon is dropped and thrown up
to 5 squares.
Tripping Attack: The target is knocked prone.
Cutting Blow: 2[W] damage.
74
HYBRID
HYBRID
CLASSES
AIRBENDER
HYBRID
CLASS
FEATURES
HYBRID
TALENT
OPTIONS
TRAINING
This class feature functions exactly like the airbender class feature.
QUICK
STEP
This class feature functions exactly like the airbender class feature.
Role: Controller.
Power Source: Elemental.
Key Ability: Wisdom.
Secondary Abilities: Intelligence, Dexterity.
Armor Profciencies: Cloth.
Weapon Profciencies: Simple melee, simple
ranged.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Will or Reflex.
Hit Points at 1st Level: 5
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Trained Skills: Athletics (Str), Acrobatics (Dex),
Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).
Class Features: Evasive Currents (hybrid), Airbending.
EVASIVE
CURRENTS
(HYBRID)
75
HYBRID
EARTHBENDER
HYBRID
CLASS
FEATURES
Role: Defender.
Power Source: Elemental.
Key Ability: Constitution.
Secondary Abilities: Strength, Wisdom.
76
ALLY
(HYBRID)
HYBRID
TALENT
OPTIONS
RESILIENCE
This class feature functions exactly like the earthbender class feature.
NEUTRAL
JING
This class feature functions exactly like the earthbender class feature.
HYBRID
FIREBENDER
HYBRID
CLASS
HYBRID
TALENT
OPTIONS
FLAMES
This class feature functions exactly like the firebender class feature.
FEATURES
Role: Striker.
Power Source: Elemental.
Key Ability: Dexterity.
Secondary Abilities: Constitution, Charisma.
Armor Profciencies: Cloth, Leather, Hide,
Chainmail.
Weapon Profciencies: Simple melee, simple
ranged, military melee.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Reflex.
Hit Points at 1st Level: 6.5
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Trained Skills: Acrobatics (Dex), Arcana (Int),
Bluff (Cha), History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha).
Class Features: Source of Strength (hybrid),
Firebending
SOURCE
OF
STRENGTH
(HYBRID)
77
HYBRID
WATERBENDER
HYBRID
CLASS
FEATURES
Role: Leader.
Power Source: Elemental.
Key Ability: Wisdom.
Secondary Abilities: Dexterity, Charisma.
WATERS
(HYBRID)
HYBRID
TALENT
OPTIONS
MOON S
BLESSING
This class feature functions exactly like the waterbender class feature.
78
FLOWING
STRIKE
This class feature functions exactly like the waterbender class feature.
EPIC
AIRBENDER
DESTINIES
SIFU
AS
TEACHER
SIFU POWER
Evasive Bounds Airbender Sifu Utility 26
As they take aim, you seem to fly away.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You are targeted by an attack.
Effect: The attack fails and you may fly twice
your speed.. Any condition that would prevent
you from moving immediately ends. Before or
after the movement is resolved any ally within 5
squares of you may make a saving throw with a
+5 bonus.
GRAND
LOTUS
79
80
LOTUS
POWER
Great Secret
Grand Lotus Utility 26
Even the highest ranked members of the Order
dont know about your final secret. It was told to
you by the previous Grand Lotus, and to her by
the Grand Lotus before her.
Daily Elemental, Healing
Immediate Interrupt
Close burst 10
Trigger: You, or an ally, are reduced to 0 or
fewer hit points.
Effect: The target regains hit points up to their
bloodied value. Until the end of the encounter,
if the target has not yet acted in a round they
gain a +2 to all defenses. This stacks with your
Grand Lotus Tactics feature.
THE
MOON
SPIRIT
The legends say the moon was the first Waterbender. Our ancestors saw how it pushed and
pulled the tides and learned how to do it themselves.
Prerequisite: 21st level, Waterbender
When you were born, you were special, instead
of crying when you were born you were born
asleep. But something was also terribly wrong,
and not even the greatest healers could help you.
Maybe you were sick, or cursed or malformed,
whatever the problem your parents turned to the
great spirit Tui, the Moon Spirit, to help you. Tui
agreed, for she saw in you a great destiny.
Ever since she healed you, you have carried
with you a piece of the Tuis life force, and it has
marked you. Perhaps you have white hair, or unusually colored eyes, perhaps you have a moon
shaped birthmark or your skin seems to sparkle
when the moon is full. Whatever the case, you
may or may not have been aware of the cause
until now, when the world calls on you to fulfill the
destiny Tui saw in you as an infant.
But this destiny isnt just the end to your story.
Tui is, after all, the source of power for all Waterbenders everywhere. You took to Waterbending
naturally after you were revived and ever since
then your power has only grown.
IMMORTALITY?
You will someday join Tui and become the new
Moon Spirit. How this will happen is not clear, nor
is it clear whether this is a great burden or a great
honor.
The Spirit Oasis: There will come a time when
the piece of Tuis life force that you carry within
yourself will have to be returned. Perhaps Tuis
life will be in danger, and only you can heal her.
Or maybe you will simply be elected her successor, to gift the power of Waterbending to the
world until you find yourself a successor.
The only thing you do know, and this is something you have known in your heart your whole
life, is that this moment where your destiny is
fulfilled will happen somewhere called the Spirit
Oasis. Youve looked in libraries and asked sages
and the words Spirit Oasis do seem to pop up
where you go, but the true nature of the Spirit
Oasis, its pupose and its true location remain a
mystery. There is some group that might know
more, but the only lead you have on them is a
lowly Pai Sho tile with a flower on it.
THE MOON SPIRIT FEATURES
The Moon Spirit has the following features.
Gift of the Moon Spirit (21st Level): Your contact with Tui has given you great Waterbending
prowess. Your Waterbending Class Feature has a
range of 20 and can be used on up to 50 gallons
of water at a time.
Great Wisdom (21st Level): Your brief contact
MOON
SPIRIT POWER
Moons Wrath
The Moon Spirit Utility 26
Though you are a kind and gentle soul, sometimes you are forced to show your power.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends you gain a +2
power bonus to Waterbender attack powers
and once per round you may push, pull or slide
one target your Charisma or Dexterity modifier
squares as a free action.
PHOENIX
KING
81
82
KING
POWER
Phoenix Rebirth
Phoenix King Utility 26
You think Im done fighting! You will learn respect, and suffering with your teacher!
Daily Elemental, Healing
Immediate Interrupt
Personal
Trigger: You are reduced to 0 hit points or
fewer.
Effect: You regain hit-points equal to your
Maximum Source of Strength. Your current
Source of Strength increases to maximum.
Until the end of the encounter, or you are no
longer bloodied, when you deal fire damage to
an opponent of yours or a higher level, you regain hit points equal to your maximum Source
of Strength.
PLANETBENDER
planet.
Shaping the Planet: Perhaps youll use the
power to crush every evil creature on the planet,
or maybe you feel like creating your own country
to rule over. Maybe its time to reset the clock and
return the planet to the way it was before life began, or just before the civilized races conquered
it.
However you choose to express your power you
cant just go about doing it, sure you have the
power to move mountains, but without proper
control and solid understanding you might destroy everything, sinking all of the land beneath
the waves. What exactly it is you need to accomplish your goals depends on what you intend to
change. Maybe you need to walk the expanse
of the civilized world in order to properly visualize your bending. Maybe you simply need to find
enough stone to shape your new world. Whatever
it is, you have more ground behind you in your
journey than ahead of you. Though what is ahead
might turn out to be the rockiest ground of all.
PLANETBENDER
POWER
Control the Battlefield Planetbender Utility 26
When most people say Control the Battlefield
they mean some tactical nonsense. You have
always been more literally minded.
Daily Elemental
Immediate Interrupt
Close burst 10
Trigger: You roll initiative.
Effect: Select any number of squares within
the burst. Those squares can either be made
into difficult terrain, normal terrain, raised 5 feet
or lowered 5 feet until the end of your next turn.
Sustain Free: The effect persists.
PLANETBENDER FEATURES
All Planetbenders have the following features.
Mountainbending (21st Level): Your power is
limitless in scope, but for now you can only safely
move so much earth without throwing the whole
planet off balance. Increase the range of your
Earthbending Class Feature to 20 and multiply
the quantity of earth you can bend by 10.
Mountains Toughness (21st Level): Your connection to the earth beneath you makes you
frighteningly tough. Your Constitution score
increase by 2.
Continentbending (24th Level): Choose an
Earthbender At-Will Attack power, if it has a range
of Melee Weapon, change that to Close burst 1. If
it has a range of Ranged 5 or 10, change that to
Area burst 1 within 5 or 10 respectively.
Planetbending (30th Level): Any Earthbender
or Earthbender Paragon Path powers that have
either Area or Close in the Range entry increase
their area by 2.
83
FEATS
HEROIC
AIRS
TIER
SWEEPING
FEATS
HAND
Prerequisites: Airbender
Benefit: When you move at least 2 squares
you gain +2 bonus to your Reflex defense until
the end of your next turn.
BATTLE
HARDENED
Prerequisites: Earthbender
Benefit: Unless you are surprised, when you
roll initiative you gain 5 temporary hit points.
BLUE
FIRE
Prerequisites: Firebender
Benefit: As long as you remain composed your
fire burns blue. While you are not bloodied during
an encounter, your Firebender attacks deal an
additional 2 damage.
BLUE
FIRE
HARMONY
FIRE
RAGE
CALM
BLESSING
TIDES
84
WAVES
DEFENDER
Prerequisites: Earthbender
Benefit: Increase the distance your watched
ally can be from you by 2.
EARTHS GRASPING HAND
Prerequisites: Earthbender, Strength 15
Benefit: When you would be pushed, pulled or
slid you may reduce the distance moved by 1.
FIRE
NATION
SOLDIER
TRAINING
STRIKE
Prerequisites: Airbender
Benefit: When you use a Daily Airbender attack
FOCUS
ON
THE
BATTLE
TORRENT
GUIDING
CHI
BACKLASH
Prerequisites: Earthbender
Benefit: When you move to a space adjacent
to an enemy you gain a +1 bonus to a defense of
MOUNTAIN
BREEZE
UNLEASHED
START
THE
BLAST
OPPONENT
SUPERIOR
BENDING
OF
THE
AIR
NOMADS
85
WATERS
EXTENSION
PARAGON
BURNING
TIER
FEATS
SOUL
GRACE
MASTERY
WAVE
86
NEGATIVE
OCEANS
JING
PROTECTION
OF
STRENGTH
FLAMES
HEALING
JING
SUPERIOR
EVASIVE
EPIC
EARTHS
TIER
FEATS
GAPING
MULTICLASS
MAW
GREAT
SHIELD
BURST
LINGERING
CHI
DRAGONS
HIDE
BREEZE
DABBLER
[MULTICLASS
AIRENDER]
Prerequisite: Wis 13
Benefit: You gain training in one skill from the
airbenders class skill list.
Choose a 1st-level airbender at-will power. You
can use that power once per encounter. In addition, you can use a ki focus as an implement
when using a airbender power or a airbender
paragon path power.
AIRBENDER
PUPIL
[MULTICLASS
SCORCH
AIRBENDING
FEATS
AIRBENDER]
Prerequisite: Wis 13
Benefit: You gain training in one skill from the
airbenders class skill list.
In addition, twice per encounter, when an enemy misses you with an attack, you may shift 1
square. You can use a ki focus as an implement
when using a airbender power or a airbender
paragon path power.
EARTHBENDING
[MULTICLASS
DABBLER
AIRENDER]
Prerequisite: Con 13
Benefit: You gain training in the Insight skill.
Choose a 1st-level earthbender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a earthbender power or a earthbender paragon path power.
EARTHBENDING
[MULTICLASS
INITIATE
EARTHBENDER]
Prerequisite: Con 13
Benefit: You gain training in the Insight skill.
In addition, once per encounter, you may make
an ally within 5 squares a watched ally. You may
using the shifting grounds and earthen shard
powers to protect them. You can use a ki focus as
an implement when using a earthbender power
or a earthbender paragon path power.
87
FIREBENDING
DABBLER
[MULTICLASS
AIRENDER]
Prerequisite: Dex 13
Benefit: You gain training in one skil from the
firebenders class skill list.
Choose a 1st-level firebender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a firebender power or a firebender
paragon path power.
MOONS
ACOLYTE
[MULTICLASS
WATERENDER]
Prerequisite: Wis 13
Benefit: You gain training in the Heal skill.
Once per day, you can use the waterbenders
healing waters class feature. In addition, you
can use a ki focus as an implement when using
a waterbender power or a waterbender paragon
path power.
STUDENT
OF
[MULTICLASS
THE
FLAME
FIREBENDER]
Prerequisite: Dex 13
Benefit: You gain training in one skil from the
firebenders class skill list.
In addition, twice per encounter, you may deal 5
extra fire damage when you damage a creature.
You can use a ki focus as an implement when
using a firebender power or a firebender paragon
path power.
WATERBENDING
[MULTICLASS
DABBLER
WATERENDER]
Prerequisite: Wis 13
Benefit: You gain training in the Heal skill.
Choose a 1st-level waterbender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a waterbender power or a waterbender paragon path power.
KYOSHI
WARRIOR
The Kyoshi Warriors are an elite sect of fighters who have created a fighting style based on
one of the past lives of the current Avatar, an
Earthbending woman named Kyoshi. They fight
with ceremonial armored dresses, red, white and
88
INDUCTION
KYOSHI
WARRIOR]
KYOSHI
WARRIOR
[MULTICLASS
Kyoshi Strike
WARRIOR
EXPERT
Intimidating Visage
KYOSHI
WARRIOR
SPECIALIST
SOUTHERN
WOLF
SOUTHERN
[MULTICLASS
WOLF]
SOUTHERN
WOLF
COMING
OF
AGE
Boomerang Strike
Your warrior training in the coldest climates prepares you to fight the elements.
Daily Elemental
Minor Action
Personal
Effect: Until the end of the encounter you gain
resist cold equal to half your level.
SOUTHERN
WOLF
SPECIALIST
89
Wolf Pounce
WHITE
LOTUS
THE
ORDER
[MULTICLASS
WHITE
LOTUS]
LOTUS
NOVICE
90
LOTUS
EXPERT
LOTUS
SPECIALIST
PLAYING
THE
AVATAR
Typically the Avatar is informed of their
destiny on the day of their sixteenth birthday.
Then begins a long journey to meet with teachers
of each bending style and thus master all of the
styles of bending.
Besides being a master of all four bending styles (usually refered to as a Fully Realized
Avatar), the Avatar has many abilities to aid them
in their quest to protect the world. The Avatar has
an innated talent for their first bending art, much
superior to the other young benders their age.
In their repertoire of abilities is a self
defense mechanism known as the Avatar State.
When their life is threatened, they transcend to
a higher state of consciousness and become a
being of pure power. Their eyes glow a bright
blue and their original personality is all but gone,
replaced by a serious and often vengeful one. In
this form, an Avatars power is twofold. However,
with this great power comes a great drawback.
If the Avatar is ever killed while in their Avatar
State, the cycle is forever broken and never again
will the Avatar become reincarnated.
Play the Avatar if you want...
to be a character with a great responsibility to
the world.
to eventually master every style of bending.
91
PHYSICAL
QUALITIES
PLAYING
THE
AVAVAR
FEATS
Being the Avatar means having the Avatars Destiny feat. A number of these feats are power-swap
feats. If you use retraining to replace a powerswap feat with another feat, you lose any power
gained from the power-swap feat and regain a
power of the same level from your primary class.
The Avatars Destiny feat and other Avatar feats
are part of a new classification of feat known as
bloodline feats. All bloodline feats are noted as
92
DESTINY
BLOODLINE]
[AVATAR
HEROIC
AVATARS
TIER
FEATS
RESOLVE
THE
FIRST
STYLE
AVATAR
CANNOT
DIE
TIER
FEATS
PARAGON
LEARNING
THE
SECOND
STYLE
THE
CHAKRAS
EPIC
TIER
LEARNING
THE
FEATS
FINAL
STYLE
PERFECTION
FULLY REALIZED
AVATAR
Prerequisite: 21st level, Avatars Destiny feat,
Learning the Final Style feat
Your training is done and your destiny is now
coming together. You are a fully realized Avatar
and the only thing that rivals your power, is your
responsibility. A fully realized Avatar commands
all four elements, blending them into the
perfect style. You use the powers of air, earth,
fire, and water as smoothly as a master of any
one element.
Your fate is now sealed however.
The mere act of becoming a master of all four
elements signifies that they are on their way to
conquering some looming evil, righting an overwhelming wrong, and restoring the balance to
the world. An Avatar that has traveled this far has
acquired the tools and learned the discipline to
face the any enemy that threatens the world and
its balance.
Each time the Avatar cycle turns and brings a
new face into the fold, the fates align to bring
about a worthy challenger to the Avatar. Soon
enough, as a fully realized Avatar, your foe will
make themself known and challenge you. How-
93
ever, youll have the power of a thousand benders locked within your style, prepared to protect
the world from any threat.
PRESERVING THE CYCLE
As the Avatar you will achieve immortality of a
sort. However your death is relied on to continue
the cycle of reincarnation that assures the world
will always have an Avatar. One element must not
have a monopoly over an eternal Avatar; it goes
against their creed and their purpose in the world.
Though you must eventually die, it is said that the
Avatars spirit itself travels from element to element, reincarnating into another person as soon
as the Avatar dies. In that sense you have always
been immortal. The Avatar, in spirit, is always
alive and forever reborn. Avatars have passed on
in many different ways; some have died of old
age others have perished in a terrible battle. Your
fate may already be known to you, but no matter
what it is, unless you are to be killed while in the
Avatar State, your life will continue for generations.
FULLY REALIZED AVATAR
FEATURES
All fully realized Avatars have the following features.
Avatars Resource (21st level): A fully realized
Avatar may declare, after rolling an attack roll,
that an attack is a critical hit three times per day.
Fury of the Avatar State (24th level): Once per
day, when you fall to 0 hp or fewer, you may use
the The Avatar State daily power as a free action
even if you have already expended it. The power
lasts until the end of the encounter. Additionally,
every creature within a close burst 3 is pushed
back 3 squares and stunned until the end of your
next turn.
Elemental Aptitude (26th level): Choose an
at-will from every elemental class other than your
own. You gain that at-will.
Avatars Grace (30th level): Your Elemental Encounter powers that normally require a Standard
Action to use require a Move Action. Additionally,
when using an elemental power, you can score a
critical on a roll of 18-20.
94
EQUIPMENT
MILITARY MELEE WEAPONS
Chainmail (Heavy)
Armor
Bonus
Minimum
Check
Enhancement Bonus
-1
Speed
Price
Weight
-1
40g
40 lbs.
Special
See description.
TYPES
Fire Nation Uniform: Your armor displaces
heat very effectively. You gain resist fire 5. In addition,
when making an Endurance against a heat based effect, roll twice and choose either result.
One-Handed
Weapon
Prof
Damage
Range
Price
Weight
Group
Properties
Defensive
Offhand
Glider Staff
Special
+2
1d8
Tiger Hook
+3
1d8
Sword
35g
1 lb
50g
2 lb
Staff
Light blade,
Polearm
Off-Hand,
Special
Water Tribe
Boomerang
+2
1d6
10/20
5g
5 lbs
Light blade
Light thrown
Tiger Hook Sword: The tiger hook sword is
WEAPON TYPES
a blade with a curved end, effective for disarming
and grabbing opponents. It is often dual wielded and
Kyoshi War Fan: This is a carefully crafted
masters of the Tiger Hook Sword develop special
war fan, used by an ancient order of all female wartechniques possible only with such a weapon.
riors. This carefully crafted metal fan is equipped with
When using a grab attack while wielding a tiger hook
a sharp, bladed edge. It can be opened and
sword, you gain a +2 bonus to the attack roll.
closed easily, making it ideal to trap an opponents
Water Tribe Boomerang: Specially made by
weapon with.
tribes in the arctic areas in the world, it is made of
Glider Staff: The Glider staff is a slightly
a metal that is highly resistant to the biting sting of the
lighter Quarterstaff that can, when struck on the
cold. Most of its edges, with the exception of thehanground or spun in a very specific way, produce a set
dle, are thinned to a sharp edge. It always returns to a
of gliding wings on either side and a stabilizing tail.
proficient thrower.
While wielding a Glider Staff you gain a +5 bonus to
Athletics checks made for the purposes of jumping.
95
ARMOR
Wolf Armor
Level 4+
This protective armor is designed to keep you
warm while giving you maximum mobility.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Armor: Hide, Chainmail
Enhancement: AC
Property: You gain Resist cold 5.
Lvl 14+: Resist cold 10.
Lvl 24+: Resist cold 15.
Power (Daily): Standard action. Make a melee
basic attack against the target. If you hit the
target is knocked prone and takes a penalty to
all defenses equal to this armors enhancement
bonus until they are no longer prone or until the
end of your next turn, whichever comes first.
WEAPONS
Acrobats Staff
Level 4+
This staff is made with a supple wood, providing the perfect tool for jumping.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Quarterstaff
Enhancement: Attack rolls and damage rolls.
Power (Encounter): Free action. When you
make an Athletics check to jump and have this
equipped, you may jump an extra square.
Level 15+
This long black sword was crafted from a hunk
of fallen space rock, it is especially effective
against powers different than your own.
Lvl 15 +3 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Weapon: Longsword, Jian
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: Anytime you take typed damage of
a variety you cannot deal or resist, your next
attack against the target that hit you deals extra
damage equal to this weapons enhancement
bonus until the end of your next turn.
96
Burning Sai
Level 17+
This dark red dagger has two retractable claws
that can be extended with a flick of the wrist.
Lvl 17 +4 65,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Dagger
Enhancement: Attack rolls and damage rolls.
Critical: 1d10 per plus.
Property: This dagger can be converted into a
Sai as a free action. In Sai form it has the Defensive property and a proficiency bonus of +2.
Power (At-Will): Free action. Use this power
when you hit with a Coup de Grace. You deal
additional damage equal to your Dexterity
modifier.
Ember Knives
Level 15+
These knives are tinted red in the center, they
are perfectly weighted for throwing.
Lvl 15 +3 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Weapon: Dagger
Enhancement: Attack rolls and damage rolls.
Critical: 1d6 per plus.
Property: These knives always come in sets
of four. You are considered to have the Quick
Draw feat as long as you are drawing an Ember knife. They have a range of 10/20. You gain
a +4 bonus to attacks made with these knives
against targets granting combat advantage,
instead of the normal +2.
Power (Daily): Standard action, Make up to
four ranged basic attacks. You must use an
Ember Knife for each such attack. If the targets
of all attacks made as a result of this power
are surprised, this power takes a minor action
instead.
Level 1+
This scimitar, favored by the Southern and
Northern Water tribes, is built from the bone of
a Whale-Dolphin.
Lvl 1 +1
360 gp
Lvl 16 +4 45,000 gp
Lvl 6 +2
1,800 gp
Lvl 21 +5 225,000 gp
Lvl 11 +3
9,000 gp
Lvl 26 +6 1,125,000 gp
Weapon: Scimitar
Enhancement: Attack rolls and Damage rolls.
Critical: +1d6 Cold per per plus.
Power (Daily): Minor action, Burst 5, affected
creatures with resist fire or fire immunity gain
vulnerable 5 Cold until the end of your next
turn.
Lvl 15: Vulnerable 10 Cold
Lvl 25: Vulnerable 15 Cold
Special: Waterbenders may use this weapon
as an implement even if they are not proficient
with Scimitars.
KI
FOCUSES
Aangs Staff
Level 10+
This gliderstaff is a token of the Great Air Nomad Avatar Aang. It lifts your spirits just to hold
it.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus or you gain a bonus to
your speed equal to this items enhancement
bonus until the end of the encounter.
Property: You cannot be slowed.
Power (Daily): Minor Action, you move a number of squares equal to this items enhancement
bonus. Allies within 5 squares of you at either
the beginning or end of this movement, may
make a saving throw.
Level 3+
This fist sized molar was purportedly taken
from an Air Bison. It is said to make Airbending
easier.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus
Power (Daily Elemental): Free action, Use
this power when you miss all of the targets of
an Airbender or Airbender Paragon Path attack
power, you may shift your speed.
Level 4+
You use the tools of your earthbending ancestors, focusing your strength and agility to burrow into the ground and surprise your enemies.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Power (Encounter): Move action. You may
burrow 2 + your Wisdom modifier. The square
you leave becomes difficult until the end of your
next turn. You do not provoke opportunity attacks with this movement.
Coin of Ba Sing Se
Level 20+
A large stone coin necklace purportedly pulled
from the great wall of Ba Sing Se.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus.
Property: You gain a +2 bonus to shifting
ground and earthen shield attack rolls.
Power (Encounter Elemental): Minor action, Close burst 5, allies within the blast are
considered to be your watched ally. This lasts
for one round per plus.
97
Level 3+
This battered drum thrums like thunder as you
focus your powers and call forth the storm.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus
Power (At-Will Thunder): Free action. Trigger: You make an attack using this ki focus.
The attack deals thunder damage instead of
any other damage type.
Level 1+
You study the imagines of bending techniques
in this scroll vigoursly, gaining a mastery of the
damage your chosen element can inflict.
Lvl 1 +1
360 gp
Lvl 16 +4 45,000 gp
Lvl 6 +2
1,800 gp
Lvl 21 +5 225,000 gp
Lvl 11 +3
9,000 gp
Lvl 26 +6 1,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: Choose one elemental at-will you
know. When you hit with that attack using this
ki focus, you gain a +2 bonus to damage. After
an extended rest, you may choose a new at-will
for this ki focus to benefit.
Level 3+
These masks are worn during the Fire Days
celebrations, held within the Fire Nation. However, this particular mask holds great power.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Property: As a free action when you use a
firebender Path power, you may change it to
a Line power with an increased range of 2
squares.
98
Firebending Coal
Level 4+
As you hold this coal in your hands, you feel
the source of your power rise to the surface.
The coal burns red hot and your powers explode.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Power (Encounter): Free action. Trigger: You
hit an enemy with a firebender or firebender
paragon path power. Deal your maximum
Source of Strength damage for that attack.
Level 20+
This bead once belonged to the great Monk
Gyatso. It still contains modicum of the great
power he once wielded.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus.
Property: When your Evasive Currents Class
Feature would activate, you gain a +2 bonus to
Will as well.
Power (Daily Elemental): Free action, Use
this power when you would hit with an Airbender Close burst 1 attack. You gain a +1 bonus to
your speed for every two creatures hit by this
attack. This bonus lasts for one round per plus.
Jennomite Ring
Level 10+
This bright green is made from Jennomite, or
creeping crystal. Only your Earthbending prowess keeps it form encasing you.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus or the target is immobilized (save ends).
Property: Unless you have the Earthbending
Class Feature, you are slowed. Each round you
must make saving throw or you are immobilized
(save ends), First Failed Saving Throw: The
target is stunned (save ends). While wearing
a Jennomite Ring, you gain a bonus to saving
throws against being immobilized equal to this
items enhancement bonus.
Power (Daily): Free action, use this power
when you hit with a melee weapon Earthbender
Attack power, the target is immobilized (save
ends).
Level 9+
It looks exactly like the wolf skin helm the last
waterbender Avatar, Kuruk, wore. His life was
dedicated to defeating Koh, the Face Stealer.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d6 per plus.
Power (Encounter): Free action, when you
use a waterbender power. You may mark one
target until the end of your next turn.
Moon Crystal
Level 20+
This vial of water is said to briefly replicate the
effects of the Full Moon on Waterbenders.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus.
Property: Any time you would push, pull or
slide a target with a Waterbender power, you
can choose to deal 1d6 damage to the target or
heal the target 1d6 hit points as a minor action.
Power (Daily Elemental): Standard action,
Close burst 5, you may slide any target in the
area up to one square per plus.
North Pole Waters
Level 3+
Knowing that a source of healing is safely at
your side grants you the courage to fight with a
clear head and makes your enemies wish they
had your advantage.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: When using your healing waters
class feature, you may add you Charisma or
Dexterity modifier as a bonus to the saving
throw you grant.
Rokus Pin
Level 9+
This wooden pin is said to have belonged to the
great Fire Nation Avatar Roku, it carries a spark
of his power.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d10 per plus or the target takes
ongoing 10 fire (save ends).
Property: Increase your Maximum Source of
Strength Damage by one per plus.
Power (Daily Fire): Standard action, Use
a Firebender At-Will attack power. If you hit,
targets take ongoing 10 Fire damage.
99
Sandbenders Wrappings
Level 10+
Typically worn by sandbenders to protect them
from the heat, this garb holds tremendous power.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus.
Power (Daily): Free action, when you hit a
creature with an earthbender power. That creature is blinded (save ends).
Level 20+
They say its a piece of the actual comet, complete with its legendary Firebending boosting
abilities.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 Fire per plus.
Property: Firebender and Firebender Paragon
Path powers deal 2 extra damage.
Power (Daily Elemental): Standard action,
maximize your Source of Strength Damage.
Level 9+
This veil imparts a bit of the essence of the
benevolent spirit the Painted Lady.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d6 per plus or one ally within 5 may
spend a healing surge.
Property: Waterbender and Waterbender
Paragon Path powers with the Healing keyword
restore additional 5 hit points.
Lvl 19: 10 extra hit points.
Lvl 29: 15 extra hit points.
Power (Daily Healing): Standard Action, this
power targets one ally who is suffering from a
disease. Remove the disease.
100
HAND
SLOT
ITEMS
Level 9+
This wrist mounted dart launcher is for moments when you need a quick attack, that is, a
quicker attack.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Item Slot: Hand
Power (Encounter): Minor action, make a
ranged attack. Dexterity +4 vs. Reflex, on a hit
you deal 1d6 + Dexterity modifier damage.
Lvl 19: Dexterity +6 vs. Reflex, 2d6 + Dexterity
modifier.
Lvl 29: Dexterity +8 vs. Reflex, 3d6 + Dexterity
modifier.