Avatar: The Last Airbender, Elemental Classes for Dungeons and Dragons 4th Edition is a set of custom classes designed for the 4th edition rule set of Dungeons and Dragons. Made for use with the core books Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, available from Wizards of the Coast. Avatar: The Last Airbender and all related characters and concepts are owned wholly by Nickolodieon and Viacom. No copyright infringement intended. This is just a very comprehensize fan work. Written by CJ Lewis (ekiatoui@gmail.com), Devin Green, and Thomas Dahlhauser. Cover by Alycia Barboza

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 you’re 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, Bending 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 snag them down. Free and able to go where they please -- that’s an airbender, alright. Airbenders also have an innate avoidance to violence. The lot of them are often pacifists, opting to use their powers to stop a fight, rather than win it. Your power lies all around you; take it firmly and take to the skies.

CREATING

AN

AIRBENDER

MONASTIC

Airbenders choose one of two paths when it comes to their fighting style.

HURRICANE

Like a furious storm, you cast rampaging bursts of air about the battlefield. Your power is frightening, appearing as a storm. You don’t jive well with other airbenders, as your style is often seen as being uselessly and overtly violent. Wisdom is your primary attack stat, followed by Dexterity. Intelligence should be your third highest stat so you can delve a bit into the zephyr build of the airbender. Suggested Feat: Suggested Skills: Religion, Athletics, Acrobatics, Perception Suggested At-Will Powers: Jet of Air, Wind Path Suggested Encounter Power: Forceful Push Suggested Daily Power: Flurry of Blows
ZEPH YR

AIRBENDER

Choose one style of airbending from below. Zephyr: Once per round when you make a burst or blast attack, you may shift one ally within that burst or blast 1 square before the attack. Hurricane: Once per round, you may add your Dexterity modifier damage to one creature you hit.
QUICK

TRAINING

You’ve learned to run alongside the wind itself. Your base speed increases by 1. Additionally, to perform a running jump, you only need to move 1 square.

STEP

AIRBENDER

An airbender’s powers are called techniques. They are powers learned at a monastery or

POWERS

some other spiritual establishment.

A gentle breeze, the cool gust of wind: you embody this. You push your enemies away in 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 for your calming powers rely on it. Dexterity should be a tetiary stat in case you want to take some Hurricane powers. Suggested Feat: 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

AIRBENDER

CLASS
EVASIVE

FEATURES
CURRENT S

As an airbender, you are constantly projecting currents around your body, lifting you off the 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 bonus of +2 to AC until the end of your next turn.

AIRBENDER OVERVIEW Characteristics: Airbenders are a spiritual bunch, concerned with balance and freedom of one’s soul. They are easy going and carefree. They’re terribly opitmistic. 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 mentality towards the universe. Elves make great hurricane airbenders. Dwarves, halflings, and githerzai also make great airbenders.

At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a square foot of your element from any location within range to any other location within range. earth can be warmed or cool. Hit: 1d8 + Wisdom modifier damage and you push the target a number of squares equal to your Dexterity modifier. Attack: Wisdom vs. Target: Each creature in blast. or hinder another creature’s action. air can be chilled or warmed) ♦ Mold up to a square foot of your element within range into any shape until the end of your next turn. Attack: Wisdom vs. At-Will ♦ Elemental. Attack: Wisdom vs. Implement Standard Action Area burst 1 within 10. Ravenous Gust Airbender Attack 1 Bringing your hand down. Attack: Wisdom vs. 21st Level: 1d6 + Wisdom modifier damage. 21st Level: 2d8 + Wisdom modifier damage. Target: Creatures in line. forcing it to move.) ♦ Change the temperature of your element from one extreme to another (water can either freeze or boil. Target: One creature. Reflex. Encounter ♦ Elemental. you conjure a rush of air. Attack: Wisdom vs. Special: Nothing you create with this technique can deal damage. Attack: Wisdom vs. 21st Level: 2d6 + Wisdom modifier damage.. At-Will ♦ Elemental. Fortitude. At-Will ♦ Elemental. create a vaccum which pulls air in. Implement Standard Action Close blast 3. This technique cannot duplicate the effect of any other power. change shape. Hit: 1d6 + Wisdom modifier damage and the target is knocked prone. Implement Standard Action Line 3. serve as a weapon or tool. Implement Standard Action Wall 3 within 10. . (Of course. 1 ENCOUNTER TECHNIQUES Crushing Winds Wind Path Airbender Attack 1 Gesturing forward. Wind Summon Air Funnel - TECHNIQUES Airbender Attack 1 With a hop and an extension of your arms. Implement Standard Action Area burst 1 within 10. Hit: 1d8 + Wisdom modifier damage and the target is slowed until the end of your next turn. a wall of air conjures. Hit: 1d8 + Wisdom modifier damage and the target is knocked prone. or appear. you manipulate it around some enemies. pulling minute particles of dirt together into a mass. fire can burn low or high. 21st Level: 2d8 + Wisdom modifier damage. At-Will ♦ Elemental. At-Will ♦ Elemental. Target: Each creature in burst. Target: Creatures within wall. Fortitude. 21st Level: 2d6 + Wisdom modifier damage. a jet of air charges towards the enemy’s chest. DM”s discretion.) LEVEL 1 AT WILL Jet of Air Airbender Attack 1 Pulling back and pushing forward. etc. Airbender Attack 1 A cloud of crushing winds crashes down. ♦ Produce up to a square foot of your element (pull water out of the ground or an inanimate object. Target: One creature.Bending Bender Class Feature You have learned how to manipulate the element you study. Hit: Wisdom modifier damage and the target takes a -2 to their next attack roll. Hit: 1d6 + Wisdom modifier damage and you push the target 1 square. Reflex. breathe fire. Fortitude. LEVEL Airbender Attack 1 Visualizing the winds attached to your fingers. Implement Standard Action Ranged 5. you project a blast of harsh winds. Reflex.

. Attack: Wisdom vs. Attack: Wisdom vs. LINES AND PATHS With Avatar 4e. look like this. Hit: 1d8 + Wisdom modifier damage. you squares it goes into. The only stipulation is that pick an origin square that is adjacent to your character. you push away a foe. Implement Standard Action Close burst 3. Implement Standard Action Close burst 2. Reflex. Target: One. Daily ♦ Elemental. or three creatures. Hit: 1d10 + Wisdom modifier damage and the target is pushed 1 square and knocked prone. Daily ♦ Elemental. Fortitude. sending air waves towards enemies. Encounter ♦ Elemental. Sphere of Air Airbender Attack 1 Crafting a ball of compressed winds. Flurry of Blows Airbender Attack 1 You deliver a quick set of punches and kicks. A Path 4 could power’s effect in a straight line. Reflex. ♦ Path: A path is an effect that fills a number ♦ Line: A line is an effect that fills a number of squares in a line that you guide. Hit: 2d6 + Wisdom modifier damage and enemies adjacent to the target takes damage equal to your Intelligence modifier.Forceful Push Airbender Attack 1 With a quick swipe.Counting that square. you smash it against a foe. you denote what it extends out. The number next to “Line” states how many squares ber next to “Path” states how far the Path can go. Fortitude. LEVEL 1 DAIL Y TECHNIQUES Eye of the Storm Airbender Attack 1 Closing your eyes. Implement Standard Action Range 5. When you use a Path. you implement a storm around you. Attack: Wisdom vs. The numof squares in front of you in a straight line. two. Target: One creature. Target: Each enemy in burst. you extend the the path must start in a square next to you and that it is connected as it travels. Implement Standard Action Range 10. Encounter ♦ Elemental. Target: One creature. Attack: Wisdom vs. Hit: 2d6 + Wisdom modifier damage and the target is pushed 1 square. Hurricane: You gain a bonus to attack and damage equal to your Dexterity modifier. two new areas of effects are introduced: lines and paths. Hurricane: Push the target a number of squares equal to your Dexterity modifier. To execute a line attack.

Hit: 3d6 + Wisdom modifier damage and the target is slowed. Hit: 3d6 + Wisdom modifier damage and the target takes a -2 to attack rolls (save ends). Effect: Jump your speed. projecting you up. Attack: Wisdom vs. Hit: 1d10 + Wisdom modifier damage and the target is pushed 3 squares. Target: Enemies adjacent during movement. Fortitude. Target: One creature. clearing the way. Zephyr: Allies within burst gain a bonus to their defenses equal to your Intelligence modifier until the end of your next turn. Encounter ♦ Elemental. Implement Standard Action Close blast 3. Target: Each creature in burst. Air Lasso Airbender Utility 2 Desperately. Encounter ♦ Elemental Move Action Personal. Effect: Pull the target a number of squares equal to your Intelligence modifier. you craft a tornado and launch it off. Attack: Wisdom vs. Zephyr: Slide your speed after the attack. Fortitude. Encounter ♦ Elemental Move Action Range 10. you vault to a different location. Daily ♦ Elemental. Hurricane: The target is slowed until the end of your next turn. Implement Standard Action Ranged 10. Implement Standard Action Area burst 1 within 10.Tornado Projection Airbender Attack 1 You spin a tornado in your hands and lay it down. Special: Shift your speed and perform the attack against each enemy you are adjacent to during your movement. Target: Each creature in blast Attack: Wisdom vs. Implement Standard Action Melee 1. Ramping Wind Airball Airbender Utility 2 Shaping a ball of air. LEVEL 5 DAIL Y TECHNIQUES Cut Through the Air Leaping Burst Airbender Utility 2 You pulse the wind underneath you. you pull an ally away from the fray. LEVEL 3 ENCOUNTER TECHNIQUES Fierce Vortex Airbender Attack 3 With a swipe of your hand. LEVEL 2 UTILITY TECHNIQUES Path of Winds Airbender Attack 3 You will a path of air to snake down the battlefield. Daily ♦ Elemental. you dart through the battle. Encounter ♦ Elemental Move Action Personal. Attack: WIsdom vs. Encounter ♦ Elemental. Dual Blasts Airbender Attack 5 You blast winds in one direction. Implement Standard Action Personal. smashing into your enemies. Hit: 1d6 + Wisdom modifier damage and the target is pushed 1 square and are knocked prone. Special: You must use this at the end of a charge. . Reflex. Effect: Slide your speed + 2. Fortitude. you ride it around. Attack: WIsdom vs. Airbender Attack 5 Surrounding yourself with a vortex of air. Target: One ally. Hit: 1d8 + Wisdom modifier damage and the target is knocked prone. Hit: 2d6 + Wisdom modifier damage and the target takes a -2 to all attack rolls until the end of your next turn. Attack: WIsdom vs. You may perform this attack once per creature. Implement Standard Action Wall 3 within 10. Target: Creatures within wall. Encounter ♦ Elemental. Fortitude. Target: One creature. Fortitude. then turn around and repeat it. Hurricane: Repeat the attack again. Airbender Attack 3 Using your enemy as a springboard. Daily ♦ Elemental.

Encounter ♦ Elemental. Target: Each creature in path. you blast foes up and about. LEVEL 6 UTILITY TECHNIQUES Straight Currents Airbender Attack 7 You project a line of pure aerodynamic force. Effect: Until the end of your next turn. Target: Each creature in burst. Hit: 2d10 + Wisdom modifier damage and the target is knocked prone and immobilized (save ends). or Nature check you make. Implement Standard Action Path 3. as long you do so on solid ground. you gently push him away. Daily ♦ Elemental. you knock a foe senseless. Implement Standard Action Close blast 3. Controlling Winds Monastery Studies Airbender Utility 6 You recall a bit of knowledge from your studies from oh-so-long ago. Effect: Shift the ally a number of squares equal to your Intelligence modifier. Implement Standard Action Ranged 10. Trigger: An enemy makes an attack against an ally within range. Implement Standard Action Area burst 1 within 10. you brush away a horde. Airbender Attack 9 Taking in a storm of breath. Whip of Air Guiding Winds Airbender Utility 6 As your ally is charged. Hit: 2d10 + Wisdom modifier damage and the target is dazed until the end of your next turn. Reflex. Effect: You gain a +5 to the next Arcana. Daily ♦ Elemental. Attack: Wisdom vs. Daily ♦ Elemental. Zephyr: The target is pushed a number of squares equal to your Intelligence modifier. Attack: Wisdom vs. Encounter ♦ Elemental. Implement Standard Action Wall 4 within 15. Fortitude. keeping yourself grounded. you crack it against a foe. Implement Standard Action Close blast 3. Attack: WIsdom vs. Airbender Attack 7 Winding a thread of air. you may move vertically. Target: One creature. Airbender Attack 9 With a tightly compressed bullet of air. Attack: Wisdom vs. Fortitude. Hit: 2d8 + Wisdom modifier damage. Implement Standard Action Ranged 10. Hit: 2d6 + Wisdom modifier damage and the target is slid 3 squares. Hit: 2d8 + Wisdom modifier damage and the target is pushed 2 squares. Reflex. Fortitude. Religion. Personal. Encounter ♦ Elemental Minor Action. Encounter ♦ Elemental.Thundering Swipe Airbender Attack 5 With a wave of your hand. Mighty Lungs Concussive Blast Airbender Attack 7 WIth a forceful push. Target: Creatures within wall Attack: Wisdom vs. Encounter ♦ Elemental Minor Action Personal. Target: One creature. LEVEL 7 ENCOUNTER TECHNIQUES Airbender Attack 9 A sudden storm around you foes wraps around their legs and moves them. Target: Each creature in blast. Attack: Wisdom vs. your enemies swear they’ve been hit with the force of a hammer. Streetwise. Target: Each creature in blast. Hit: You may use their move action for them (save ends). Hit: 1d10 + Wisdom modifier damage and the target is pushed 3 squares. . History. Daily ♦ Elemental.. Reflex. Fortitude. Attack: Wisdom vs. Encounter ♦ Elemental Immediate Interrupt Ranged 10. LEVEL 9 DAIL Y TECHNIQUES Air Pelt Gravity Walk Airbender Utility 6 You push air down on yourself.

Effect: You shift two squares. Attack: Wisdom vs. LEVEL 15 DAIL Y TECHNIQUES Air Funnel Windy Walkway Airbender Utility 10 As your friend falls. Trigger: An ally falls. Target: Each creature within wall. forced movement and the like. Reflex. Pathfinder Quick on Your Feet Airbender Utility 10 Sometimes. Airbender Attack 13 You carve your way through the fray. Hurricane: You may jump your speed + your Dexterity modifier. Reflex Hit: 3d10 + Wisdom modifier damage. Encounter ♦ Elemental. Fortitude. 1 square. Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Effect: You gain a +2 power bonus to all defenses until the end of your next turn. Encounter ♦ Elemental Minor Action Personal. Special: This attack retains the non-damage effects of the attack that missed i. status effects. Hit: 1d10 + Wisdom modifier damage. Fortitude Hit: 3d8 + Wisdom modifier damage and the target is pushed 4 squares. Airbender Attack 15 Thinking fast. The target is knocked prone and you may jump your speed. Implement Standard Action Line 3 Target: Each creature within line.e. Implement Standard Action Ranged 10 Trigger: An enemy misses you with a ranged attack Target: The triggering enemy Attack: Wisdom vs. you whip your enemies projectile around. Attack: Wisdom vs. LEVEL 13 ENCOUNTER TECHNIQUES Aurora Wall Airbender Attack 13 You guide your hand and a wall of air rises. Additionally.LEVEL 10 UTILITY TECHNIQUES Shielding Winds Airbender Utility 10 You power the winds around you. Daily ♦ Elemental. Daily ♦ Elemental. Encounter ♦ Elemental Minor Action Personal. Hit: 2d8 + Wisdom modifier damage and you may shift your speed to a square adjacent to a target hit by this power. deal 1d8 to both creatures and push the creature that was in this space. not vertically or diagonally. shielding yourself from those that would harm you. you summon winds to carry him to safety. Reflex. They may only move horizontally. . you may shift your speed before or after the attack. you’ve just got to get away. Airbender Attack 15 With a spin and a push you hurl powerful and yet precise winds at your opponent. You may have the target end this movement in a space occupied by a creature. Effect: The ally can treat the otherwise empty squares as solid ground until the end of his turn. Zephyr: You may target a creature other than the triggering enemy. If you do. Implement Standard Action Close burst 1 Target: One creature within burst. Attack: Wisdom vs. This negates the falling. Daily ♦ Elemental Immediate Reaction Ranged 10. Encounter ♦ Elemental. Implement Standard Action Wall 3 within 10 squares. Zephyr: The range of this attack is instead Path 3 instead of Line 3. Encounter ♦ Elemental. Miss: Half damage and the target is pushed 2 squares. Hit: 1d6 + Wisdom modifier damage and the target is pushed 3 squares. Gale Force Push Leap Frog Airbender Attack 13 A torrent of wind crushes an opponent and you use it to jump.

16 UTILITY TECHNIQUES 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 Minor Action Personal Trigger: You are hit by an attack. Winds of Chance Airbender Utility 16 By subtly changing wind currents you push your enemies attack away from you and into an enemy. you may teleport your speed. Reflex. you quickly form a powerful yet small tornado. Implement Standard Action Line 3 Target: Each creature within line. Daily ♦ Elemental. Hit: 2d6 + Wisdom modifier damage and the target takes 5 ongoing force damage (save ends). Implement Standard Action Close burst 2 Special: Before making this attack. Zephyr: Any ally within the burst may shift 2 squares as a free action. Vaccum Burst LEVEL Airbender Attack 17 You bring the air up and above you. Attack: Wisdom vs. . Encounter ♦ Elemental. At-Will ♦ Elemental Move Action Personal Trigger: You are hit by an attack. if small. That creature grants combat advantage to next creature to attack it. throwing it off guard. Hit: 3d8 + Wisdom modifier damage. drawing your foes closer. Attack: Wisdom vs. Implement Standard Action Ranged 10 Target: One creature. Effect: You move your speed. Encounter ♦ Elemental. Miss: Half damage. In addition. Fortitude. Implement Standard Action Wall 3 within 10 squares Target: Each creature within wall. Effect: You may immediately end the effect of being Slowed. Freedom of the Wind Airbender Utility 16 Your kinship with your element allows you to resist impediment. Effect: The attack misses. Fortitude. you gain a +2 bonus to your speed until the end of your next turn. Hit: 1d10 + Wisdom modifier damage and the target is pulled one square. 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. Attack: Wisdom vs. Hurricane: The target is pushed 2 squares. Daily ♦ Elemental. Hurricane: You may change this power’s range to Path 5. Attack: Wisdom vs. 19 DAIL Y TECHNIQUES Hurricane Drop Airbender Attack 19 You rocket into the air and then drop on top of your opponents. and the target is pushed 3 squares and slowed until the end of your next turn. Implement Standard Action Close burst 3 Target: Each enemy within burst. Hurricane: The target is slowed (save ends) Wall Running Airbender Utility 16 By subtly changing wind currents you push your enemies attack away from you and into an enemy. Reflex Hit: 2d10 + Wisdom modifier damage and the target is knocked prone. Restrained or Immobilized. Daily ♦ Elemental Immediate Interrupt Personal Trigger: You are hit by an attack. cyclone into existence on your enemies. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is slid up to 2 squares and knocked prone. Encounter ♦ Elemental. Target: Creatures within burst Attack: Wisdom vs.Pinpoint Cyclone LEVEL Airbender Attack 15 You bring a powerful. throwing it off guard. Concentrated Twister Airbender Attack 17 Using some complicated finger work. Choose a creature within range of the attack you negated.

Reflex Hit: 2d8 + Wisdom modifier damage and the target grants combat advantage (save ends). Reflex Hit: 4d10 + Wisdom modifier damage and the target is pushed 8 squares and dazed (save ends). Airbender Attack 23 The battlefield is a mess. Target: Each enemy within burst. Airbender Attack 23 As you dash at your opponent you create a body double or directed air currents and hurl it at your opponent. Miss: Half damage and the target is slowed until the end of your next turn. and can exceed their movement with the jump. Tornado Palm Airbender Attack 19 With a touch you hurl an enemy away from you. you slide one enemy a number of squares equal to the number of squares you shifted. Fortitude. Hurricane: The target grants combat advantage to you and all of your allies until the end of your next turn. Force Standard Action Area burst 2 within 10 Target: Each creature within burst. Encounter ♦ Elemental. Encounter ♦ Elemental. Effect: While the target grants combat advantage. you blow your enemies around the field. is treated as having a running start. Zephyr: Slide creatures within the blast 3 squares instead of pushing them. Encounter ♦ Elemental. Daily ♦ Elemental. Zephyr Sweep Gust of Wind Airbender Utility 22 With a flick of the wrist. They won’t be getting back up. Attack: Wisdom vs. LEVEL 22 UTILITY TECHNIQUES Updraft Airbender Utility 22 You pick your enemies slightly off the ground. Daily ♦ Elemental. Implement Standard Action Area burst 2 within 5. Implement. Fortitude Hit: 3d8 + Wisdom modifier force damage and the target is knocked prone and immobilized (save ends). Daily ♦ Elemental. Windclone Airbounce Airbender Utility 22 You place a comrade in the air. Attack: Wisdom vs. the creature that hit them may push them a number of squares equal to your Dexterity modifier. but only a few talented Airbenders can do both at the same time. forcing them to stop moving. In addition. Aftereffect: The target is slowed (save ends). Zephyr: Allies within the burst may shift a number of squares equal to your Charisma modifier before the attack is resolved. Reflex Hit: 4d8 + Wisdom modifier damage and you may slide the target 3 squares. whenever you shift. Force Standard Action Melee touch Target: One creature Attack: Wisdom vs. whenever they are hit by an attack while still immobilized. Daily ♦ Elemental. Implement Standard Action Ranged 20 Target: One creature Attack: Wisdom vs. Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom +2 vs.Pressing Matters Airbender Attack 19 You rocket into the air and then drop on top of your opponents. does not have to jump in a straight line. it’s time to wipe it clean. Effect: Until the stance ends. Implement. LEVEL 23 ENCOUNTER TECHNIQUES Storm Push Airbender Attack 23 Airbending can create strong winds or precise winds. Hit: 1d10 + Wisdom modifier damage and you push the target 3 squares. 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. Stance Minor Action Personal Trigger: You are hit by an attack. they take a -5 penalty to attack rolls against you. . Miss: Half damage and the target is pushed 4 squares. allowing you a controlled ricochet. Daily ♦ Elemental. Zone Minor Action Close burst 3 Effect: All enemies in the burst are Immobilized (save ends).

but intense mini-weather system. this bonus is cumulative. they take a -2 to penalty to their AC and Reflex defenses. you may shift that creature 1 square. Zone Standard Action Path 6 Target: Creatures in path Attack: Wisdom vs. and make the following attack at any 3 points during this movement. Hit: 2d8 + Wisdom modifier damage and the target is pulled one square. Reflex Hit: 2d8 + Wisdom modifier damage. a wall of hurricane winds emerges. Effect: You create a zone of forceful winds within the area affected that lasts until the end of your next turn. Miss: Half damage and the target is slowed until the end of your next turn. . As a free action. Implement Standard Action Ranged 10 Target: One. Hurricane: Whenever you shift a creature because of your zone. Sustained Hit: The target is knocked prone and dazed until the end of your next turn. Blocking Winds Airbender Attack 27 With a giant sweep of your arm. Scything Sprint Airbender Attack 25 As you run across the battlefield. and the target is slowed (save ends). Attack: Wisdom vs. and the target is knocked prone and dazed until the end of your next turn. Implement Standard Action Wall 5 within 10 Target: Each creature within wall. Fortitude Hit: 2d10 + Wisdom modifier damage. Reflex. is pulled 3 squares and the target is grasped by one of your air currents (save ends). Encounter ♦ Elemental. when a target who is grasped by an air current is hit by one of your attacks. Implement Standard Action Close blast 3 Target: Each creature in blast. Wind Tunnel Airbender Attack 25 By moving winds around the battlefield you create a temporary. Attack: Wisdom vs. but reduce the burst by 1. Eye of the Storm Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction. Zephyr: A creature with an air current grants combat advantage to one ally. Daily ♦ Elemental. Daily ♦ Elemental.LEVEL 2 5 DAIL Y TECHNIQUES LEVEL 2 7 ENCOUNTER TECHNIQUES Grasping Winds Airbender Attack 25 The winds your summon seem to grasp onto your targets and pull them to you. the wall blocks line of sight and effect. Attack: Wisdom vs. Any time a creature enters a square within the zone. Encounter ♦ Elemental. Implement Standard Action Close burst 2 Target: Each creature within burst. Fortitude Hit: 1d10 + Wisdom modifier damage. Implement. Zephyr: This attack begins as a close burst 3. Sustain Standard: Repeat the attack. you may deal your Dexterity modifier in damage to it. Target: One creature. Attack: Wisdom vs. you may pull them 2 squares per air current they are effected by. Daily ♦ Elemental. Implement Standard Action Melee touch Effect: Shift your speed +2. Reflex. you may designate a different ally for the target to grant combat advantage to. Gale Lash Airbender Attack 27 You stand in the calm center of your own whirlwind of destruction. Reflex Hit: 2d8 + Wisdom modifier damage. Hit: 2d8 + Wisdom modifier damage and the target is knocked prone and slowed (save ends). In addition. two or three creatures Attack: Wisdom vs. Encounter ♦ Elemental. Hurricane: Until the end of your next turn. you send out razor thin ribbons of air toward foes. As long as the target remains grasped.

LEVEL 2 9 DAIL Y TECHNIQUES Hurricane Missile Hurricane of a Million Winds Airbender Attack 29 You slowly build up the hurricane that’s known to level cities and destroy civilizations. and take a -2 penalty to saving throws to end this condition. Relentless Vaccum Airbender Attack 29 You remove the air from your opponents throat. Attack: Wisdom vs. Airbender Attack 29 This attack is powerful. Implement Standard Action Close burst 5 Target: Each creature within burst. Daily ♦ Elemental. Daily ♦ Elemental. Miss: Half damage and the target is slid 5 squares and takes ongoing 5 damage (save ends). Attack: Wisdom vs. but it’s importance is not in its strength as much as its precision. Fortitude Hit: 6d10 + Wisdom modifier damage and the target is slid 5 squares and takes ongoing 15 damage (save ends). Implement Standard Action Ranged line of sight Target: Each enemy within sight. Reflex Hit: 3d12 + Wisdom modifier damage and the target is slowed (save ends). First Failed Save: The target is dazed and weakened (Save ends both). Hit: 5d10 + Wisdom modifier damage. not allowing him to breath. Effect: Until the end of the encounter. The target is slowed (save ends). Hurricane: The target grants combat advantage until the end of the encounter. and the target is weakened (save ends). Miss: Half damage. Implement Standard Action Ranged 10 Target: One creature. Second Failed Save: The target is stunned and weakened (save ends both). Miss: Half damage and the target is weakened (save ends). you may slide the target 5 squares as a minor action on your turn. . Attack: Wisdom vs. and takes a -5 penalty to saving throws against this power. Daily ♦ Elemental. Fortitude. Third Failed Save: The target is unconscious (save ends).

However. you can travel by air instead of on land. Encounter ♦ Elemental Immediate Reaction Personal Trigger: You fall. Implement Standard Action Close blast 4 Target: Each creature in burst. Bouts of Flight (16th Level): When you spend a move action. Forced Acrobatics (11th Level): When you are slid or pushed. The path of properly studying airbending is done in a monastary amongst the original Airbenders. Gravity holds no meaning to you when you are carried up and around. TEMPLE MONK PA TH FEA URES T . Hit: 3d6 + Wisdom modifier damage and the target is pushed 2 squares. no matter how high you enemies go. Special: The distance traveled by your target does not need to be landbound. Encounter ♦ Elemental. Attack: Wisdom vs. AERIAL Aerial Acrobat Attack 20 Maybe your enemies would like to experience the thrill of vertigo. Special: You may fly half your speed before this attack. AIR Flash Entrance Aerial Acrobat Attack 10 After a long jump. When you spend an action point to take an extra action you may fly half your speed afterwards. Implement Standard Action Close burst 1 Target: Each creature within burst. Instead of moving your speed. Flying Action (11th Level): When you spend an a action point to gain another action. you may slide additional squares equal to your Dexterity modifier at the end of the movement. Effect: You land safely. Monk’s Will (16th Level): Your mind is as strong and wild as the wind itself. the Air Bison. further and further.” Prerequisites: Airbender You ride the wind effortlessly. You must end your movement on solid ground though. Gentle Fall Aerial Acrobat Utility 12 You find yourself plummeting down. Fortitude. Attack: Wisdom vs. watch me soar. You seek to balance this with a strong mind and a calm attitude. they do not take falling damage as a result of this attack. you have learned the value of humor and fun and are a source of great joy to the world. En-Light-enment (11th Level): You gain a +4 class bonus to Acrobatics checks. Take Off Action (11th Level): You have learned how to take to the air like your Air Bison teachers. Hit: 2d10 + Wisdom modifier damage and the target is pushed 6 squares. honest and most importantly free spirit to learn. Unlike the monastaries to be found on the ground. Airbending doesn’t mean just blasting enemies and manipulation. you may instead fly at half your speed. AERIAL ACROBAT TECHNIQUES ACROBAT PATH FEATURES AIR TEMPLE MONK “Attachment to worldly concerns is nothing when compared to the utter bliss of perfect freedom. Daily ♦ Elemental. you may instead spend it to fly at your speed + 2. Good to know this Airbending stuff then. Its also a means of propulsion and you best personify this. Reflex. Miss: Half damage and the target is pushed 3 squares.” Prerequisites: Airbender Airbending is an artform that requires a strong. you land on the ground. blasting air at all sides.PARAGON AERIAL ACROBAT PATHS Gust of Wind “I am a leaf on the wind. You gain resist psychic equal to your Intelligence modifier.

PATH FEATURES . they take a -2 penalty to saving throws against that effect. Sound Funnel SOUNDBENDER “I can manipulate the sound of the night into a bellowing monstrosity. Attack: Wisdom vs. Encounter ♦ Elemental. Daily ♦ Elemental Minor Action Range 5 Target: One ally within range. Attack: Wisdom vs. Implement Standard Action Close burst 1 Trigger: You are hit by a melee attack. Thunder Standard Action Close burst 1 Target: Creatures within burst. Better Eats (16th Level): You gain a +2 class bonus to Stealth and Perception.AIR TEMPLE MONK TECHNIQUES Take Off Dodge Air Temple Monk Attack 10 You are not just hard to hit. The ferocity of the storm can level kingdoms and instill fear!” Prerequisites: Airbender Perfect Pitch (11th Level): While you are within 5 squares of an enemy that suffers from the deafened or dazed effects. SOUNDBENDER Soundbender Utility 12 You meditate for a moment and prepare to launch an attack. Bellowing Burst Soundbender Daily 20 You lower the pitch and amplify your voice. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is deafened and stunned (save ends). volume. Fortitude. SOUNDBENDER TECHNIQUES Sonic Boom Stillness of Mind Air Temple Monk Utility 12 You meditate for a moment and prepare to launch an attack. Hit: 4d10 + Wisdom modifier damage and the target is pushed 2 squares and takes ongoing 5 damage (save ends). Thunder Standard Action Close blast 5 Target: Each creature in burst. Muffled Steps. I can make a dragon’s flight into the slight swishing of a winged lemur’s wings!” Prerequisites: Airbender You discovered through experimentation that you can use your airbending abilities to change the pitch. Allies within 3 sqaures of you also gain the +2 bonus to Stealth. Implement Standard Action Close blast 5 Target: Enemies within blast. Daily ♦ Elemental. Fortitude. Attack: Wisdom vs. Will. Implement. Implement. You can use it to mute someone’s actions or exaggerate it into be extremely loud. Daily ♦ Elemental. Hit: 2d6 + Wisdom modifier damage and the target is dazed until the end of your next turn. or the very essence of sound itself. Daily ♦ Elemental Standard Action Personal Effect: You end one effect that a save can end. the sound barrier is shattered in your wake. Effect: The target gets a +5 power bonus to Perception checks until the end of your next turn. Target: Creatures within burst. Hit: Wisdom modifier damage and the target is knocked pushed 1 square. Special: You may shift your speed before the attack. Soundbender Attack 10 As you speed past. Attack: Wisdom vs. Miss: The target is deafened and dazed (save ends). Encounter ♦ Elemental. you punish those who attempt it. Deafening Action (11th Level): When you spend an action point. TYPHOONIST “Gentle winds make no impact on the land. Eye of the Storm Air Temple Monk Daily 20 You harness the force that guides the ocean and use it to hurl water at your foes. you can stun every creature within 2 squares of you instead of taking another action.

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. Implement Standard Action Area burst 1 within 10 squares. this world is so much bigger than that. GLIDER PA TH FEA TURES . You are nature’s wrath and retribution and a precursor to a coming storm. They can roll a saving throw to avoid falling prone. Gliderstaff (11th Level): You are always ready to fight the effects of gravity. you are adept at taking them by surprise. If you delay. you gain a +2 to attack and damage. Gliding Action (11th Level): When you spend an action point to take an extra action. Attack: Wisdom vs. it’s all within the grasp of the winds. But that doesn’t mean you have forgotten the affairs of the grounded. Daily ♦ Elemental. Special: You may delay this attack and use it as an immediate interrupt any time between the end of your turn and the beginning of your next turn. WINDST AFF GLIDER Distant Cyclone Typhoonist Attack 10 You conjure a small tornado on an oncoming group of enemies. Attack: Wisdom vs. Sustain Move: The effect lasts until the end of your next turn. Airbending can be as fierce and as destructive as firebending. Anytime you would fall you may instead fly 2 squares. Encounter ♦ Elemental. Target: Each creature within burst. Miss: Half damage and the target is knocked prone. Implement Standard Action Area burst 3 within 10 squares.” Prerequisites: AIrbender You are practiced with the Air Nomads Windstaff and have learned to fly with it. TYPHOONIST Foreboding Storms Fierce Winds (11th Level): Once per round when you push a creature as a result of an Airbender or Typhoonist attack power. There is nothing beyond your reach. Fortitude Hit: 2d8 + Wisdom modifier damage and the target is slid 3 squares. “Why bother even touching the ground. Ride the Winds (16th Level): You gain a fly speed equal to your land speed. WINDS AFF T Tornado Platform Typhoonist Utility 12 You conjure a small tornado to lift you up and about. You only take falling damage if you are incapable of taking actions while you fall. Fortitude Hit: 4d8 + Wisdom modifier damage and the target is knocked prone and slid 3 squares. Strong Current Action (11th Level): When you spend an action point to take an extra action. Target: Each creature within burst. Reactive Movement (16th Level): When you are pushed or slid. you may knock them prone. you may push every creature within two squares of you 1 square.The calm mind and philosophy of mainstream airbending does not and never will appeal to you. TYPHOONIST TECHNIQUES PATH FEATURES Typhoonist Attack 20 Only a low rumble hints towards what you’re about to do. you may shift 1 square after the movement is complete. you may fly half your speed beforehand.

Sustain Move: The effect persists. Effect: You are dazed until the end of your next turn. Because of your speed you are more comfortable fighting close up to enemies than other Airbenders. Target: One creature Attack: Wisdom vs. Implement Standard Action Close burst 2 Target: One creature in burst. AC Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares. you are nearly untouchable. Windwalker (11th Level): Increase your base speed by 2. Implement Standard Action Melee 1 Special: You may fly your speed without provoking attacks of opportunity and make the following attack up to twice during that movement. Windrunner Attack 10 You move with blinding speed and ram yourself into an opponent. that’s true. Target: One creature. Winding Current (11th Level): You don’t need to take the most effecient path in order to count as charging. Effect: You shift 4 squares. Attack: Wisdom vs. Implement Standard Action Melee 1 Special: You may fly your speed before making this attack. Daily ♦ Elemental Immediate Reaction Personal Trigger: You are hit by a melee attack. Implement Standard Action Melee 1 Target: One creature. No one can catch you. Special: You may use this attack as part of a charge. You must still move at least 2 squares before hand.” Prerequisites: Airbender You can fly. Effect: Make the secondary attack. Secondary Target: Creatures other than the primary target in burst. Daily ♦ Elemental. Daily ♦ Elemental. . Wind’s Protection (11th Level): The attack penalty from running only lasts until the end of the turn in which you ran. Effect: The target is knocked prone. Windrunner Attack 20 You bring new meaning to the term flying kick. Mercurial Slam Surf the Gale Windstaff Glider Attack 20 With incredibly precise movement you stand up on top of your staff leaving your hands free as you ride it through the ranks of your enemies. AC Hit: 2d8 + Wisdom modifier damage and the target is pushed 2 squares. Reflex Hit: 2d6 + Wisdom modifier damage and the target is pushed 3 squares. AC Hit: 3d8 + Wisdom modifier damage and the target is dazed and pushed 3 squares. Special: You may use this attack as part of a charge. knocked prone and daze (save ends). WINDRUNNER TECHNIQUES PATH FEATURES Ride the Thermals Windstaff Glider Utility 12 You pull the wind up underneath you and hover for a moment. Attack: Wisdom vs. Attack: Wisdom vs. Daily ♦ Elemental Standard Action Personal Effect: You may hover until the end of your next turn. Encounter ♦ Elemental. Attack: Wisdom vs. Quick as Lightning Windrunner Utility 12 You move faster than the eye can see. AC Hit: Wisdom modifier damage and the target is pushed 3 squares and knocked prone. Encounter ♦ Elemental. but you prefer to stay on the ground and simply move at tremendous speeds.WINDST AFF GLIDER TECHNIQUES WINDRUNNER Falcon’s Dive Windstaff Glider Attack 10 You take off from the ground and then fly into your opponent with the force of a hurricane. Hurricane Kick WINDRUNNER “The wind is always at my back. knocked prone and stunned.

Attack: Wisdom vs. Encounter ♦ Elemental. Miss: Half damage and the target is dazed until the end of your next turn.WINDS WORDSMAN “It takes great skill to conjure the sharpest blade out of thin air. Encounter ♦ Elemental Minor Action Personal Effect: Your windsword’s damage is increased from 1d8 to 1d10 until the end of your next turn. Otherwise. . producing a small cyclone of slashes and stabs. when you make a basic melee attack with the windsword. AC Hit: 3[W] + Wisdom modifier damage and the target is dazed (save ends). Additionally. you may use your Wisdom modifier instead of your Strength modifier. an extension of your airbending that takes the form of a blade. proficiency with longswords You’ve learned to create tools and weapons out of the very wind you bend and control. you gain reach with your windsword until the end of your next turn. Hail of Blades Windswordsman Attack 10 You turn quickly. Target: The triggering creature. Forceful Parry WIndswordsman Attack 20 Windsword (11th Level): You gain the use of a windsword. Attack: Wisdom vs. WINDS WORDSMAN TECHNIQUES PATH FEATURES Nimbly dodging his attack. Swordsman’s Action (11th Level): When you spend an action point to take an extra action. it is exactly like a longsword. It can be summoned and dismissed as a free action. Weapon Standard Action Close burst 1 Target: Each creature within burst. AC.” Prerequisites: Airbender. Hit: 1[W] + Wisdom modifier damage and the target is knocked prone. Weapon Immediate Reaction Melee weapon Trigger: When you are missed by a melee attack. you duck under and reciprocate with your own attack. though. WINDS WORDSMAN Surging Technique Windswordsman Utility 12 You put that extra oomph in your abilities. Daily ♦ Elemental. you may push them one square. you’ve trained with your windsword. Guided by the Winds (16th Level): When you hit a creature with your windsword. By this time.

quaking bender. in order to shield themselves and their allies. Most of all. keep your creed and adhere to the art of earthbending. Skills: Insight (Wis). Wisdom. Patiently wait for an opening in your enemies defense and direct the earth to strike. Earthbender Resilience. Protect your allies against the dangers that seek to snuff you out. Like the element of earth itself. Hide. weapons with which you’re proficient. Weapon Proficiencies: Simple melee.EARTHBENDER “Know when to strike. Dungeoneering (Wis). Implement: Ki focuses. Choose two more skills at 1st level. Using your amazing abilities. enduring. . Class Features: Watchful Ally. Defense Bonus: +1 Reflex. concerned with molding and manipulating the earth itself. Leather. Hit Points for each Level gained: 6. Key Abilities: Constitution. and when that moment comes. The key to Earthbending is neutral jing. Class Skills: Athletics (Str). Take a strong stance. acting decisively. Source: Elemental. focus inward. and shape the earth to your will. Bending Earthbending is an ancient art form. and amazingly durable to all challenges that pose a threat to them and their friends. Neutral Jing. you can mold and shape the earth around you to shield and protect your allies.” CLASS TRAITS Role: Defender. +1 Will. military melee. Build Options: Shaping earthbender. Healing Surges: 8 + Constitution Modifier. Strength. Insight (Wis). Hit Points at 1st Level: 15 + Constitution. Nature (Wis). earthbenders are almost universally proud. simple ranged. Armor Proficiencies: Cloth. which involves waiting and listening for the right moment to strike. Endurance (Con). The first earthbenders learned their powers from creatures called badgermoles who mold their underground homes into manageable homes.

Make Constitution your highest stat. Shaper: You can use your Strength modifier in place of your Dexterity or Intelligence modifer when determining AC. Your job as a member of your group is protect your allies and above all. You raise a hand and the earth crumbles at your signal. Neither rash or reluctant. Religion: Within the earthbender society. that’s what you’ll do. Suggested At-Will Powers: Propelling Stone. forcing your enemies to sink or swim… sometimes literally. a deadly gauntlet. Shattering Rock Suggested Encounter Power: Fissure Path Suggested Daily Power: Seismic Wave EARTHBENDER Choose one of the benefits below.” As your watched ally. Constitution is your most important stat. RESILIENCE . as that is the primary stat for all earthbenders. as you need the physical strength to lift the amount of earth completely covering your body. also make great earthbenders. Suggested Feat: Suggested Skills: Insight. Their connections to the earth and their natural affinity almost guarantee a very successful career in earthbending. EARTHBENDER OVERVIEW Characteristics: Earthbenders are much like their chosen element: strong. Because of this. Quaking: You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC. Wisdom allows you to perceive and wait for the best time to strike your foes. the earthbenders have a respect to the earth itself. almost meditative stance. In addition. you’re not interested in direct confrontations with your enemies. Suggested Feat: Suggested Skills: Athletics. proud. Keeping a strong. More or less. Make Wisdom your third highest stat.CREATING AN EARTHBENDER CLASS WAT CHFUL FEATURES ALL Y Earthbenders can fall into two categories when it comes to their offensive capabilities. earthbenders practice neutral jing. As a minor action. the earth barbs up and pierces the hordes of enemies. Endurance. in case you want to dip into the other build of earthbenders. Races: Dwarves and goliaths are almost the goto races for earthbenders. constantly thankful for its strength. and 15 squares at 21st level) as your “watched ally. or otherwise some extension of your own body. Shaping earthbenders fortify their own defenses and wade into the battle. you may designate yourself or an ally within 5 squares (this increases to 10 squares at 11th level. Make Strength your secondary stat. you gain the powers shifting ground and earthen shield and can use these powers in relation to your watched ally. Dungeoneering Suggested At-Will Powers: Grounded Fist. You’ll protect your allies: you’ll just have the earth itself do it for you. which teach them to wait patiently and strike effectively. Nature. and ever enduring to life’s challenges. so make that your secondary. EARTHBENDER You like to keep your distance. becoming a literal mountain in the frontline of battle. Insight. Fortifying Strike Suggested Encounter Power: Winding Grasp Suggested Daily Power: Ground Plate Armor QUAKING EARTHBENDER As an earthbender. Strength is your tertiary as you’ll occasionally have to wade into battle. SHAPING You run the earth up and over your body. your ally gains a +2 power bonus to their defenses until the end of your next turn. Other hardy races. constructing a suit of armor. the concept of religion is rare. they are often seen as wise and thoughtful. such as half-elves and dragonborne. They are considered watched until the end of your next turn.

Special: Nothing you create with this technique can deal damage. They are moves and attacks you learned in unity with the earth element. AC. Weapon Standard Action Melee weapon. Implement Immediate Interrupt Trigger: An enemy makes a ranged attack against your watched ally. Target: The enemy’s attack. breathe fire. Shifting Ground You have learned how to manipulate the element you study.) Earthbender Feature As an enemy bears its weapon against your ally. Fortitude. Attack: Constitution vs. Hit: 1[W] + Constitution modifier damage and you gain a number of temporary hitpoints equal to your Strength modifier. Effect: Make Constitution attack against the ranged attack roll. LEVEL 1 AT WILL Force of the Earth - TECHNIQUES Earthbender Attack 1 The force you place behind the rock forces an opponent back. (Of course. Fortifying Strike Earthbender Attack 1 After you strike. 21st Level: 2[W] + Constitution modifier damage. At-Will ♦ Elemental. the earth’s power lingers on you for a while longer. or hinder another creature’s action. This technique cannot duplicate the effect of any other power. serve as a weapon or tool.) ♦ Change the temperature of your element from one extreme to another (water can either freeze or boil. pulling minute particles of dirt together into a mass. . earth can be warmed or cool. DM”s discretion. Hit: 1d6 + Constitution modifier damage and the target is pushed one square 21st Level: 2d6 + Constitution modifier damage. Attack: Constitution vs. Implement Immediate Reaction Trigger: An enemy enters a square adjacent to your watched ally. If you choose to do this. fire can burn low or high. Bending Bender Class Feature Earthbender Feature You give a mighty gesture. air can be chilled or warmed) ♦ Mold up to a square foot of your element within range into any shape until the end of your next turn. At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a square foot of your element from any location within range to any other location within range. Fortitude. At-Will ♦ Elemental. or appear. change shape. 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. ♦ Produce up to a square foot of your element (pull water out of the ground or an inanimate object. bringing up a shard of earth to protect your ally against an oncoming arrow. create a vaccum which pulls air in. Attack: Constitution vs.NEUTRAL You know when to hold your fist when the faintest hint of an opportunity arises. Target: One creature. Implement Standard Action Ranged 10 Target: One creature. Target: The triggering creature. JING Earthen Shield EARTHBENDER POWERS An earthbender’s attacks are called techniques. This increases to 2 squares at 11th level and 3 squares at 21st level. etc. you may choose to forgo the attack. Once per round when an enemy provokes an attack of opportunity from you. At-Will ♦ Elemental. At-Will ♦ Elemental. the ranged attack is negated. shifting the ground from under him. Effect: Slide the target 1 square. forcing it to move. you wave your hand. If you meet it or beat it.

shattering against a friend of his. Target: One creature. Target: One creature. 21st Level: 2d8 + Constitution modifier damage. Earthbender Attack 1 Stomping into a strong stance. As he falls. Implement Standard Action Range 10 Target: One or two creatures. Requirement: You must have a watched ally. Weapon Standard Action Melee weapon. AC. Hit: 1d8 + Constitution modifier damage and a square adjacent to you is considered difficult terrain until the end of your next turn. Earth Thorns Double Strike Earthbender Attack 1 You pull two boulders up and launch them forward. Attack: Constitution vs. Reflex. AC. launching it forward. impaling your enemies. Attack: Constitution vs. Weapon Standard Action Melee weapon Requirement: You must have one hand free. Encounter ♦ Elemental. Attack: Constitution vs. Target: One creature. Attack: Constitution vs. Winding Grasp Earthbender Attack 1 Your rocky hand takes a hold of your foe and you withdraw your hand. Hit: 1d8 + Constitution modifier damage and an enemy adjacent to the target takes damage equal to your Wisdom modifier. Reflex. 21st Level: 2[W] + Constitution modifier damage. At-Will ♦ Elemental. but the earth keeps its hold. 21st Level: 2d8 + Constitution modifier damage.Grounded Fist Earthbender Attack 1 Dirt snakes up your body and congregates to your fist before you strike. Earthbender Attack 1 As your ally is surrounded. Hit: 1d6 + Constitution modifier damage and the target is pushed one square. Fortitude. Implement Standard Action Range 10 Target: One creature. LEVEL 1 DAIL Y TECHNIQUES Shattering Rock Earthbender Attack 1 With a quick swipe. Weapon Standard Action Melee weapon. AC. Implement Standard Action Area burst 1 within 10. a rock flies out of the ground and crashes into an enemy. Hit: 2d8 + Constitution modifier damage and the target is knocked prone and dazed until the end of your next turn. Attack: Constitution vs. . Attack: Constitution vs. Erupting Quake Propelling Stone Earthbender Attack 1 You bring up a mound of earth and throw out a punch or kick. This does not affect the ally. the earth responds to your energy. the earth catches him for you. Hit: 2[W] + Constitution modifier damage and the target is immobilized until the end of your next turn. At-Will ♦ Elemental. Attack: Constitution vs. the earth retaliates against your enemies. Fortitude. Daily ♦ Elemental. Fortitude. At-Will ♦ Elemental. Hit: 1[W] + Constitution modifier damage and you gain a +1 to AC until the end of your next turn. Hit: 2d6 + Constitution modifier damage per attack and two adjacent squares to you are difficult terrain until the end of your next turn. Encounter ♦ Elemental. LEVEL 1 ENCOUNTER TECHNIQUES Cascade of Earth Earthbender Attack 1 Earth gathers at your elbow as you plant it into the back of a foe’s head. Implement Standard Action Close burst 1 Target: Enemies within burst. Attack: Constitution vs. Encounter ♦ Elemental. Implement Standard Action Range 5 Target: One creature. Daily ♦ Elemental. Special: This is centered on an ally that is considered watched. Hit: 2[W] + Constitution modifier damage and the target is knocked prone and immobilized (save ends both). Target: Enemies within burst.

Reflex. Attack: Constitution vs. AC. Rattling Rocks Earth Wave Earthbender Utility 2 The earth mounds up underneath you. Daily ♦ Elemental. Hit: 3[W] + Constitution modifier damage and you gain a +2 to AC until the end of your next turn. Encounter ♦ Elemental. Implement Standard Action Range 10 Target: One creature. Attack: Constitution vs. Attack: Constitution vs. At-Will ♦ Elemental Move Action Range 5 Effect: The ground is elevated 5 feet until the end of your next turn. Encounter ♦ Elemental. Implement Standard Action Area burst 1 within 10 Requirement: You must have a watched ally. Hit: 2d6 + Constitution modifier damage and the target is immobilized (save ends). Daily ♦ Elemental. you feel the sensitive reverberations given off by other creatures. Implement Standard Action Line 3 Target: Enemies within line. They take falling damage if applicable. Target: Enemies within burst. Daily ♦ Elemental. Fortitude. Fortitude. Daily ♦ Elemental Move Action Personal Effect: Slide your speed. 3 ENCOUNTER TECHNIQUES Sink and Return Earthen Kick Earthbender Attack 3 You lift your foot off the ground with the earth hugging against it before hitting your enemy. Hit: 1d8 + Constitution modifier damage and the target is teleported to a square adjacent to you if possible. Weapon Standard Action Melee weapon Target: One creature. Aftereffect: The target is slowed (save ends). . Encounter ♦ Elemental. Weapon Standard Action Melee weapon Target: One creature. Hit: 1d12 + Constitution modifier damage and the target takes a -2 to all attack rolls until the end of your next turn. carrying you where you need to be. Encounter ♦ Elemental. keeping him still. the earth obeys.Ground Plate Armor Earthbender Attack 1 The ground fluidly covers your entire body as you make your foray in the brawl. Attack: Constitution vs. the earth tosses your enemies with a quick lift of a pillar. Fortitude. Earthbender Attack 3 You deliver a strike so quick it stuns your foes. Implement Standard Action Range 10 Target: One creature. Earth’s Whisper LEVEL Earthbender Utility 2 Due to your tight ties to the earth itself. Attack: Constitution vs. Bend the Earth Earthbender Utility 2 Lifting your palm and channeling your thoughts. LEVEL 2 UTILITY TECHNIQUES Piston Earth Earthbender Attack 3 Upon command. Stance Move Action Personal Effect: You gain tremorsense 1 (you can detect invisible or otherwise unseen creatures that are adjacent to you). Hit: 2[W] + Constitution modifier damage and the target is pushed a number of squares equal to your Strength modifier. LEVEL 5 DAIL Y TECHNIQUES Earth’s Coiling Grip Earthbender Attack 5 The earth itself winds up around a foe. Earthbender Attack 5 The earth consumes your allies’ problem and delivers them to you. Special: This is centered on an ally that is considered watched. AC. The squares you leave in this manner are difficult terrain until the end of your next turn. Sustain: minor action. Hit: 1d6 + Constitution modifier damage and the target is raised 10 feet into the air. Attack: Constitution vs. This does not affect the ally.

Sustain Standard: Move the wall and perform the following attack: Secondary Target: Enemies within wall. Daily ♦ Elemental. Hit: 1[W] + Constitution modifier damage and the target is dazed until the end of your next turn. Encounter ♦ Elemental. Encounter ♦ Elemental Minor Action Personal Effect: You may place two allies under your Watch. Spear of the Earth Columns of Earth Earthbender Utility 6 A large plate of earth blocks the way between you and them. Hit: 1d10 + Constitution modifier damage and the target is knocked prone. Hit: 2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn. Sustain: Move action. Weapon Standard Action Melee weapon Target: One creature. Weapon Standard Action Melee weapon Target: One creature. This lasts until the end of your next turn. . a shower of earth rains past him. Hit: 2[W] + Constitution modifier damage and creatures adjacent to the target take 1[W] + Constitution modifier damage. the earth responds with a mighty crash. Daily ♦ Elemental Move Action Wall 5 within 10 Effect: You create a wall in unoccupied squares that blocks movement and line of sight. Daily ♦ Elemental. Hit: 1d10 + Constitution modifier damage and the target is blinded until the end of your next turn. a distance away turns into quicksand. Attack: Constitution vs. you glide them across. Attack: Constitution vs. Encounter ♦ Elemental. LEVEL 7 ENCOUNTER TECHNIQUES Earthbender Attack 9 You raise and control a destructive storm of earth and rocks. Encounter ♦ Elemental Move Action Range 10 Trigger: Your ally is subject to difficult terrain.Quicksand Burst Earthbender Attack 5 Planting a hand into the ground. Attack: Constitution vs. Implement Standard Action Wall 5 within 10 Target: Enemies within wall. Earthbender Attack 7 Stomping your foot. Effect: Negate the difficult terrain for the rest of that ally’s movement. AC. Hit: 2d10 + Constition modifier damage and the target is blinded until the end of your next turn. Implement Standard Action Area burst 1 within 10 Target: One creature. Reflex. Reflex. Fortitide. Attack: Constitution vs. LEVEL 6 UTILITY TECHNIQUES Fissure Path Earthbender Attack 7 You raise both of your hands and the earth shatters under your determination. Attack: Constitution vs. Implement Standard Action Line 3 Target: Creatures within line. Dirt Headbutt Erupting Smash Earthbender Attack 7 You mold a helmet of earth around your head and launch forward. Implement Standard Action Range 10 Target: One creature. The wall persists until the end of your next turn. Attack: Constitution vs. Reflex. Attack: Constitution vs. connecting your’s with his. LEVEL 9 DAIL Y TECHNIQUES Earthfall Smooth Sailing Earthbender Utility 6 As obstructive terrain hinders your ally. Hit: 2d8 + Constitution modifier damage and the target is slowed and takes 5 ongoing damage (save ends). Fortitude. AC. Encounter ♦ Elemental. Earthbender Attack 9 As your weapon connects. Divided Attention Earthbender Utility 6 Your friends are in trouble and you make sure they get out alive. Daily ♦ Elemental.

Afterward you must slide to a square adjacent to the target. Encounter ♦ Elemental.Seismic Wave Earthbender Attack 9 You bring a mighty fist down and the earth ripples like water. Attack: Constitution vs. When you use either your earthen shield or shifting ground immediate actions. Encounter ♦ Elemental Move Action Personal Effect: You ignore penalties that would otherwise penalize your Perception check. . Effect: One of your Watched allies gains resist 10 until the end of your next turn. AC. Daily ♦ Elemental Immediate Interrupt Range 5 Trigger: You use earthen shard or shifting ground and fail. Hit: 2d6 + Constitution modifier damage and the burst affected is difficult terrain (save ends). you can hear most anything. Daily ♦ Elemental Move Action Close burst 2 Effect: The area’s ground is elevated 10 feet until the end of your next turn. 13 ENCOUNTER Earthbender Attack 13 With a stomp you pull a boulder from the earth in front of your ally. It targets either the creature you would have pushed with shifting ground or the creature that made the ranged attack that triggered earthen shield. Shaping: If you target only one creature. Fortitude. Hit: 2d8 + Constitution modifier damage and the target is pushed 3 squares. Hit: 3[W] + Constitution modifier damage and the target is pushed 2 squares. Encounter ♦ Elemental. Daily ♦ Elemental. it also takes your Wisdom modifier damage. Implement Standard Action Close burst 3 Target: One creature Attack: Constitution vs. Weapon Standard Action Close blast 1 Target: Each enemy within burst. Reflex Hit: The target is restrained (save ends). Encounter ♦ Elemental. Weapon Standard Action Melee weapon Target: One creature. Raise the Earth LEVEL Earthbender Utility 10 You lift your hands and the earth replicates the movement. with a punch you send it flying at your opponent. Earthbender Attack 15 With a rising punch you rocket an opponent into the air. Attack: Constitution vs. Effect: The area that was occupied by the target counts as difficult terrain until the end of the encounter. Daily ♦ Elemental. AC Hit: 2d8 + Constitution and the target is dazed until the end of your next turn. Implement Standard Action Close burst 2 Target: Enemies within burst. your subconscious wills it to happen. Earthbender Attack 13 You mar your enemies in quicksand and then harden it into stone. Shaping: The target is also dazed until the end of your next turn. Special: This attack is centered on your Watched Ally Terra Blast In Tune Earthbender Utility 10 If you listen closely. LEVEL 10 UTILITY TECHNIQUES Sand to Stone Earth’s Protection Earthbender Utility 10 After you fail to protect. Attack: Constitution vs. Special: This attack is centered on your Watched Ally. Implement Standard Action Melee touch Target: One creature. Attack: Constitution vs. LEVEL 15 DAIL Y TECHNIQUES Earthen Uppercut TECHNIQUES Avalance Charge Earthbender Attack 13 You encase yourself in a solid stone armor and then charge forward. Shaping: The area that was occupied by the target and each adjacent square counts as difficult terrain until the end of the encounter. you may use this attack instead. Fortitude.

While within the hut you cannot be subject to any attacks. . you shatter the ground ahead of you. the effect ends. Attack: Constitution vs. Daily ♦ Elemental. crystal or some other earthen material. Encounter ♦ Elemental. Implement Standard Action Close blast 3 Target: Each enemy within blast. any power you use automatically targets you and cannot target any other creature. If you have a watch ally within the blast. Special: You may use this attack instead of a melee basic attack during a charge. Encounter ♦ Elemental.Rockslide Earthbender Attack 15 As you charge your opponent. While in the hut. This movement must be directly away from the target of the attack. It shares your defenses. causing jagged rocks and pits to impede movement. If your hut is reduced to 0 hit points or if you leave the hut. and you push the target 2 squares. 16 UTILITY TECHNIQUES Dancing Jing Earthbender Attack 17 You exert a technique that demostrates positive and negative jing all in one blow. Reflex Hit: 2d6 + Constitution modifier damage and the target is immobilized until the end of your next turn. Follow Through Earthen Upheaval Earthbender Utility 16 You rip the ground up. Reflex Hit: 3d10 + Constitution modifier damage and creatures adjacent to the target are slid 3 squares. Weapon Standard Action Melee 1 Target: One creature Attack: Constitution vs. you build up far more momentum than expected. they may shift their speed to a square adjacent to you. LEVEL 17 ENCOUNTER TECHNIQUES Rock Crush LEVEL Earthbender Attack 15 You drop a boulder on your opponent. Quaking: Creatures adjacent to the target take your Wisdom modifier in damage. Reflex Hit: 2d8 + Constitution modifier damage and the target is pushed three squares. Daily ♦ Elemental Standard Action Personal Effect: You are completely surrounded by a tent made of stone. Shaping: You may center this attack on your watched ally. Secondary Target: One or two creatures within close blast 3. Any attack that would target or effect you instead effects your hut. Daily ♦ Elemental Minor Action Personal Effect: Until the end of the encounter you gain resist damage 5 and may not be forced to move. Attack: Constitution vs. AC Secondary Hit: 2[W] + Constitution modifier damage. Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Quaking: The target is also knocked prone. Daily ♦ Elemental Minor Action Close burst 5 Effect: Each square in the burst becomes difficult terrain until the end of your next turn. 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 you. Secondary Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier damage. Implement Standard Action Path 5 Target: Each enemy within path. breaking up their formation and keeping them apart. Earthbender Attack 17 With a strong stance and strong arc. and even harder to break. granting you a moments respite from combat. Daily ♦ Elemental. The hut had resist damage 10 and hit points equal to 5 + your Consitution modifier. Indomitable Stone Earthbender Utility 16 You become as hard to move as rock. make a secondary attack.

Weapon Immediate Interrupt Melee weapon Trigger: An enemy triggers your shifting grounds power. Choose three spaces within the burst. AC. Pitfall Earthbender Utility 22 The ground changes beneath you. It requires a move action to escape from the pit trap. Hit: 2[W] + Constitution modifier damage and you gain a +3 bonus to AC and Reflex until the end of your next turn. Earthbender Utility 22 You put that extra oomph in your earthbending. Hit: 3[W] + Constitution modifier damage and you push the target 5 squares. Additionally. Weapon Standard Action Ranged 5 Target: One creature Attack: Constitution vs. The rock smashes and the pieces linger around you. take 1d10 damage and fall prone.Lingering Debris Earthbender Attack 17 With a solid fist. but enemies that step on them are subject to a Constitution +2 vs. Daily ♦ Elemental. They are immobilized (save ends) at the end of the push. Encounter ♦ Elemental Immediate Interrupt Personal Trigger: You use your earthern shard power to protect a watched ally Effect: You instead make a wall 5. you crash into your enemy. Attack: Constitution vs. Daily ♦ Elemental Immediate Interrupt Personal Trigger: You knock an enemy prone. and crush them. Fortitude Hit: The target is restrained and takes ongoing 10 damage (save ends both).) Earthbender Utility 22 You put down an enemy and shatter the ground around him. they fall into the trap. This wall lasts until the end of your next turn. 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. Attack: Constitution vs. If the attack hits. Weapon Standard Action Melee weapon Target: One creature. AC. these are now pit traps. LEVEL 19 DAIL Y TECHNIQUES Terraquake LEVEL Earthbender Attack 19 You lift a strong hand and clench it into a fist. The wall is two squares high. Target: The triggering creature. Glorious Smash Stone Prision Earthbender Attack 19 You stomp and instantly create a stone prison around your target. the creature’s square and every adjacent square is difficult terrain until the end of the encounter. creating a pits with thin and extremely fragile lids. 22 UTILITY TECHNIQUES Earthen Plate Crushing Blow Earthbender Attack 19 You sink into the earth as an enemy appraoches one of your friends. Shaping: The bonus to AC and Reflex is equal to 3 + your Strength modifier. Creatures cannot pass through this wall and the wall blocks line of sight. Hit: 4d10 + Constitution modifier damage and the target is slowed and takes 10 ongoing damage (save ends). Daily ♦ Elemental Standard Action Close burst 5 Effect: You create obscured pit traps around the battlefield. starting in a square adjacent to the ally. Reflex attack. The traps look the same as the ground around them. Effect: The triggering enemy is dazed (save ends). Daily ♦ Elemental. . Implement Standard Action Area burst 2 within 10 Target: Each enemy within burst. Daily ♦ Elemental. Attack: Constitution vs. crushing the earth underneath your enemies. Miss: The target is immobilized and takes ongoing 5 damage (save ends both. Quaking: Each ally within the burst is considered a watched ally until the end of your next turn. blocking line of the sight of the triggering ranged attack. Encounter ♦ Elemental. Effect: You teleport to a square adjacent to the target and make the following attack in place of the shifting grounds power. Fortitude.

Fortitude Hit: 2d10 + Constitution modifier damage and the target is pushed 3 squares. Implement Standard Action Area burst 3 within 10. it takes refinement to sharpen it first. Stone Blade Earthbender Attack 23 It takes effort to hurl a boulder at an opponent. you create a shockwave that can appear nearly anywhere on the battlefield. Daily ♦ Elemental. Fortitude Hit: 2d10 + Constitution modifier damage and the target is knocked prone. Attack: Constitution vs. . Special: You may center this attack on your watched ally. Encounter ♦ Elemental. At least one square of the wall must be in the square the target vacated. With a single motion you erect a powerful defense crush an enemy. the area effected is difficult terrain. Quaking: Until the end of your next turn. Quaking: This attack deals an extra d10 of damage. Target: Each enemy in burst Attack: Constitution vs. Effect: After the attack is resolved. Reflex. Target: Each enemy within burst. Miss: No damage but the target is pushed and knocked prone and the wall appears. Encounter ♦ Elemental. Avalanche Hammer Earthbender Attack 25 Rippling Ground Earthbender Attack 23 By punching the earth beneath you. Implement Standard Action Close burst 2 Target: Each enemy within burst. The wall may be up to 5 squares long and 2 squares high. Special: You may determine the origin of this attack as if you shared a space with your watched ally. impaling enemies who attack you.LEVEL 23 ENCOUNTER TECHNIQUES LEVEL 2 5 DAIL Y TECHNIQUES Moving Wall Earthbender Attack 23 You take a strong stance and the earth itself rises up to protect you. Weapon Standard Action Melee weapon or Ranged 5 Target: One creature Attack: Constitution vs. and the target is knocked prone and is marked by you (save ends) Spire Burst Earthbender Attack 25 A wave of pointed spires burst from the ground around you. 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. Shaping: Half damage on a miss. Fortitude. Special: You may center this attack on your watched ally. Fortitude Hit: 1d8 + Constitution modifier damage. Attack: Constitution vs. Implement Standard Action Area burst 3 within 10. Daily ♦ Elemental. repeat this attack. Boulder Slam Earthbender Attack 25 Because sometimes all you need is a really big rock. Hit: 3d10 + Constitution modifier damage and the target is pushed 2 squares and immobilized until the end of your next turn. Daily ♦ Elemental. Encounter ♦ Elemental. Implement Standard Action Close burst 1 Target: One creature within burst Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier and the target is dazed (save ends). now centered on your current Watched Ally. Miss: Half damage and the target is pushed 2 squares. Implement Standard Action Close burst 2 Target: Creatures in burst Attack: Constitution vs. Shaping: Targets are also immobilized until the end of your next turn.

Encounter ♦ Elemental. sending bits of rock across the battlefield. A mighty slug will come from this one. Implement Standard Action Close burst 1 Target: One creature. Shaping: While the target is immobilized. You may begin to close the pit as a standard action. Reflex. Hit: 5[W] + Constitution modifier damage and the target is immobilized and takes ongoing 20 damage (save ends both). Implement Standard Action Melee weapon Target: One creature. Daily ♦ Elemental. creatures in the path fall in and are knocked prone and need to take a move action to get out. Hit: 3[W] + Constitution modifier damage and the target is knocked prone. Shaping: Until the end of your next turn. Tetonic Cutter Earthbender Attack 29 You harness the energy that makes continents move and mountains form. 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. Attack: Constitution vs. the pit closes at the end of your next turn. They take 10 ongoing damage (save ends). Sustain Minor: The wall lasts until the end of your next turn. The wall lasts until the end of your next turn. Earthen Shrapnel Earthbender Attack 27 You quickly condense some large rocks. Effect: The area effected by this attack spits into a deep. Daily ♦ Elemental. Miss: Half damage and the target takes ongoing 20 damage (save ends). Attack: Constitution vs. Reflex Hit: 3d8 + Constitution modifier damage. Surging Fist Earthbender Attack 27 You collect a fistful of dirt before it forms around your hand.LEVEL 2 7 ENCOUNTER TECHNIQUES LEVEL 2 9 DAIL Y 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. AC. Quaking: Each ally within the burst is considered a watched ally until the end of the encounter. Implement Standard Action Wall 3 within 5. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC. Implement Standard Action Close blast 5 Target: Each enemy within blast. Miss: Half damage and the target is prone. Attack: Constitution vs. . Target: Each enemy within wall. Effect: The area affected is difficult terrain for enemies until the end of the encounter. Earth’s Lent Hand Earthbender Attack 29 You curl the earth around your opponent. Fortitude Hit: 3d6 + Constitution modifier damage. Until the end of your next turn. Encounter ♦ Elemental. Implement Standard Action Path 6 Target: Enemies in path Attack: Constitution vs. you add may an extra 1d10 damage whenever you hit the target. A wall 3 squares long and five feet high appears in the area effected by this attack. then release them from the pressure. and ongoing 5 damage and the target is marked (save ends both) Quaking: The ongoing 5 damage and marked condition have separate saves. Encounter ♦ Elemental. Enemies that haven’t gotten out of the pit when you close it up again take a further 3d10 damage and instead of being slowed are now restrained (save ends). Effect: The earthen plate you dropped on your opponent becomes a wall. Reflex Hit: 5d10 + Constitution modifier damage and the target is immobilized (save ends). Hit: 6d12 + Constitution modifier damage and the target is prone and takes 15 ongoing damage (save ends). Attack: Constitution vs. you may knock them prone at the end of the slide. whenever you hit a creature you may push them 1 square. slowly sapping the life out of him.

Hit: 3d8 + Constitution modifier damage. allies within 10 squares of you may shift 2 squares as a free action. If you are forced to enter combat openly you are a master of quickly incapacitating your opponent. Prerequisites: Earthbender. 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. Trained in Acrobatics or Athletics You are a member of an elite group of Earthbenders trained to move quietly. Implement Standard Action Melee touch Target: One surprised creature. Reflex Hit: The target is unconcious (save ends) and grabbed. takes purchase andbegins to crush the throat of a foe. Attack: Constituation +2 vs. your grabs.. Reflex. pulled. an earthbending technique where you wear gloves made of stone. Special: If you target a foe that is grabbed by you. Incapacitate The Target Hand of the Dai Li (11th Level): You are trained to use the Hand of the Dai Li. the earth rises up to accompany you. DAI Dai Li Utility 12 You are trained to use your earthen surroundings to sneak up on your foes. secretly and kill with efficiency. they provide a +3 proficiency bonus to Grab attacks and allow you to make grab attacks as Ranged 10 attacks. DAI LI TECHNIQUES LI PATH FEATURES Dai Li Attack 20 You move quickly and efficiently to an opponent and knock them unconcious. Not to Touch the Earth (16th Level): When you run. Grasp of the Dai Li (16th Level): You may sustain a grab as a free action. Throttle Down (11th Level): If an effect forces you to be slid. These gloves take up the Arm Slot. Acrobatics and Stealth checks made while climbing.” A glove made of stone flies out of the shadows and asphyixates you. You know that the earth is made up of small particles. EARTHGLIDER Crush the Windpipe Dai Li Attack 10 Your Hand of the Dai Li flies forward. Encounter ♦ Elemental. Rippling Action (11th Level): When you spend an action point. You gain a +2 bonus to Athletics.. or pushed. Concentrating on that tiny of a level enables you to bend the earth as fluidly as any other bender could with their respective elements. the ground even helps your allies. Creatures take a -2 penalty to Escape attempts vs. this attack automatically hits. Attack: Constitution vs. Daily ♦ Elemental. at a very miniscule level. Movement of the Dai Li (11th Level): You are trained in Stealth. Implement Standard Action Range 10 Target: One creature. EARTHGLIDER “The earth carries me effortlessly and I carry it the same way. They may be enchanted as normal. You do not take the normal -5 penalty to attack rolls while running. PA TH FEA URES T . When you spend an action point to take another action.” Prerequisites: Earthbender The earth is not as solid and cold as others believe it to be. you can reduce the distance by 1 square.PARAGON DAI LI PATHS Move Unnoticed “. You are considered to have two extra hands for the purposes of making grab attempts.

his weapon’s alleigance changes quickly. Attack: Constitution vs. do not react to the will of the earthbender. Further Faults (16th Level): When an enemy adjacent to either you or your watched ally misses with a power with the Weapon keyword. Encounter ♦ Elemental. MET ALBENDER Ride the Wave Earthglider Utility 12 Falling down isn’t much of a problem. Metalbending Action (11th Level): When you spend an action point to take an extra action. to a maximum of -5. Hit: 1d8 + Constitution modifier and the target is slid 2 squares and knocked prone. MET ALBENDER TECHNIQUES PATH FEATURES Wrinkle in the Dirt Earthglider Daily 20 Stomping your foot makes the ground jump. Encounter ♦ Elemental. the watched ally has a +3 power bonus to AC instead of the normal =2. almost in fright. thus doesn’t have the same reverberations and feel of natural earth. Implement Standard Action Range 5 Target: One creature. Encounter ♦ Elemental Immediate Reaction Personal Trigger: You fall prone. Effect: They automatically miss with their opportunity attack and fall prone. strong willed earthbenders become . Reflex. Effect: You stand up immediately and slide your speed + 2. Sustain Minor: The area affected continues to be difficult terrain.EARTHGLIDER TECHNIQUES The Earth Guardian Earthglider Attack 10 To protect your friends. Fortitude. earthbenders cannot bend earth and ore that have been refined. occasionally. Implement Standard Action Close burst 5 Target: Each enemy in burst. MET ALBENDER “Refining the earth won’t save you from my power. The earth picks you back up and you find another place to be. Encounter ♦ Elemental Immediate Interrupt Close burst 5 Trigger: Your Watched Ally provokes an opportunity attack. such as iron and steel. they take a penalty to damage rolls equal to your Wisdom modifier until the end of your next turn. Implement Standard Action Close burst 1 Target: Each enemy within burst. in tune with these unnatural metals and force them to bend. 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. your enemies’ weapons and armors shudder under your focus. Polarized Allies (11th Level): When an enemy attacks your watched ally with a power with the Weapon keyword. Though. Attack: Constitution vs. Devastating Grip Metalbender Attack 10 You curl your focus over your enemy’s weapon and it crumbles. -3. Attack: Constitution vs. Hit: 2d10 + Constitution modifier damage and the target is knocked prone. For every failed save. Its unnatural. this increases to -2. Metals. Effect: The area affected is difficult terrain for your enemies. Daily ♦ Elemental. Fortitude Hit: 1d10 + Constitution modifier damage and the target takes a -1 to attack rolls (save ends). Weapon’s New Master Metalbender Utility 12 As he goes to strike your friend. Special: This close burst is centered on a watched ally.” Prerequisites: Earthbender Typically. the ground repels enemies. etc. Target: One creature attacking your ally.

Ring Out (16th Level): Cheap Shot (Heel): When you push or pull an opponent you always manage to get in a cheapshot. Pop (Face): You fight well with your teammates. Encounter ♦ Elemental. Attack: Constitution vs. Heel: You fill your arena with traps and pitfalls. . You are trained as a Professional Earthbender and you ROCK! Your technique is a bit showy. Daily ♦ Elemental. now you just need to finish this. Reflex. The zone is elevated 5 feet. When you spend an action point to make an extra attack that attack gains the Rattling keyword. Heel: Target is stunned instead of dazed. This just determines the way your powers work and doesn’t have to have anything to do with your personality outside of the ring. Attack: Constitution vs. Implement Immediate Reaction Melee touch Trigger: An adjacent enemy falls prone. You and your watched allie gain a +2 bonus to your AC and Reflex defenses while you are both in the ring. If you push an enemy at least 2 squares you deal additional damage equal to your Strength modifier. same target. If you are a face you are trained in Diplomacy and gain a +2 bonus hit enemies adjacent to your watched ally (as long as that is not yourself). their armor suddenly tightens and stops them in their tracks. I am the BOULDER!” Prerequisites: Earthbender You learned to earthbend so you can fight. Effect: You create a wrestling ring in which to fight that lasts until the end of the encounter. but that doesn’t make it non-functional. Zone Move Action Area burst 5 within 10 squares. You have a proficiency for knocking enemies away and stunning them with elaborate earthbending techniques. Tag Team (Face): You are adept at team attacks. If you are a Heel you are trained in Intimidate and gain a +2 bonus to hit surprised foes. Enemies in the zone grant you combat advantage. and to a certain extent that’s what you do. Special: The close burst can be centered on a watchful ally within 10 squares. PROFESSIONAL EARTHBENDER PATH FEATURES Submission Hold Professional Earthbender Attack 10 You have the target where you want them. Implement Standard Action Close burst 2 Target: Enemies within burst. Earthbending Gimmick (11th Level): 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). that ally gains combat advantage against this enemy until the end of your next turn. Face: You use your talent for teamwork to turn the fight in your favor. If you push an enemy to a space adjacent to your watched ally. PROFESSIONAL EARTHBENDER TECHNIQUES PROFESSIONAL EARTHBENDER “You think you can touch this. 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 Ring Match Professional Earthbender Utility 12 You are used to fighting in an arena. Fortitude Hit: 4d4 + Constitution modifier damage and the target is dazed until the end of your next turn. so why not? Daily ♦ Elemental.Armor’s Vicegrip Metalbender Daily 20 As they surround you. Face: You may spend a healing surge. Hit: 2d6 + Constitution modifier damage and the target is immobilized (save ends). Spectator Action (11th Level): Heat (Heel): You fight dirty and play off the fear of your enemies.

when you make an opportunity action you gain temporary hit-points equal to your Strength modifier. PATH FEATURES Sandbender Attack 20 The earth gives you cover while it cuts into your opponent’s skin. Implement Immediate Interrupt Close burst 1 Trigger: You or your watched ally is hit by an attack. Heel: You may immediately perform a melee basic attack on the target as a free action. Attack: Constitution vs. in fact vision just distracts you at this point. one watched ally has total concealment until the end of your next turn. Enemies that start their turn in the zone take damage equal to your Strength modifier.” Prerequisites: Earthbender You have practiced your earthbending techniques to focus on the tinest particles of dirt. A sandstorm is the ultimate sign of team work. Target: The creature that triggered this power. Encounter ♦ Elemental. SEISMIC Seismic Vision (11th Level): You gain tremorsense 5. I’m just honest about it. Seismic Sense (11th Level): You gain a ADEPT PATH FEATURES . SANDBENDER Sand Skiff Sandbender Utility 12 By bending the earth you can skate across its surface like boat on water. Allies gain concealment while in the zone. billions of tiny particles working together to topple even the greatest foes. Daily ♦ Elemental. but separate it can bypass any defense. SANDBENDER “The true power of earthbending is in the tiniest particles of dirt. Daily ♦ Elemental. AC Hit: 4[W] + Constitution modifier damage and the target is knocked prone. Zone Standard Action Close burst 3 Effect: You create a zone of obscuring sand that lasts until the end of your next turn. Face: You may immediately switch places with a your watched ally if they are within 5 squares of you. Daily ♦ Elemental Move Action Personal Effect: You slide your speed + 2.Signature Move Professional Earthbender Attack 20 You launch into the complicated earthbending technique that you are known for. Special: This power is centered on whoever was attacked by the triggering creature. Weapon Standard Action Melee weapon Target: One creature. Sustain Minor: The zone persists.” Prerequisites: Earthbender You have learned to see with your feet. You leave them bare and place them on the ground to literally hear your opponents movement. loose soil or mud. Attack: Constitution vs. SANDBENDER TECHNIQUES Sand in the Eyes Sandbender Attack 10 You can pull the ol’ sand in the eyes trick with suprising efficacy. You don’t need to see a thing in order to fight. Once per day you may add the following effect to one of your encounter or daily powers: Effect: The target is blinded (save ends) Sandbending Action (11th level): When you spend an action point. Reflex Hit: The target is blinded until the end of your next turn. Desert Mastery (16th Level): While in difficult terrain that is caused by a sand. Implement. When it is grouped together it can hit as hard as any boulder. SEISMIC ADEPT “I don’t even need to lay my eyes on you to defeat you. Sandstorm Sandbending (11th Level): You may substitute loose soil or sand for rocks and packed earth for any of your Earthbender attacks as long as there are sufficient amounts of it.

but they’re great teachers!” Prerequisites: Earthbender You’ve created and based a few of your earth- . STUDENT OF TECHNIQUES THE BADGERMOLE Protective Terrain Seismic Adept Utility 12 Shaking Stomp Student of the Badgermole The ground itself rises up to give you or your allies cover. you instead teleport 1 square. Fortitude Hit: 1d6 + Constitution modifier damage and the target is pulled up to 5 squares. Implement Standard Action Area burst with 10 squares. Encounter ♦ Elemental. SEISMIC ADEPT TECHNIQUES bending techniques off of the lore of badgermoles. Grounding Criticals (11th Level): When you score a critical on a creature. you may burrow at your speed + 2 as a move action. S TUDENT OF THE PATH FEATURES BADGERMOLE Roundabout Shockwave Seismic Adept Attack 10 You cause a ripple in the earth to appear behind an enemy. they are immobilized until the end of your next turn. The wall grants cover. S UDENT OF THE BADGERMOLE T “They don’t talk. Fortitude. Daily ♦ Elemental Move Action Close burst 5. Implement Standard Action Melee touch Target: One creature. Attack: Constitution vs. Miss: The target is knocked prone. Seismic Superiority (16th Level): Enemies that you can see with your tremorsense cannot gain combat advantage against you or your watched ally. Daily ♦ Elemental. Get Over Here! Student of the Badgermole Utility 12 Your ally sinks into the ground and emerges right next to you. Attack: Constitution vs. Take the Dive (16th Level): When you use your move action to shift. mystical and powerful creatures said to have created earthbending. You can burrow and dig effortlessly and can do the same for your friends and enemies. Daily ♦ Elemental Standard Action Wall 3 within 5 squares. Attack: Constitution vs. Target: One watched ally within range. Earthquake Seismic Adept Attack 20 You focus all of your technique to deliver the ultimate attack. Seismic Action (11th Level): When you use an action point to take an extra action. Reflex Hit: 1d10 + Constitution modifier damage and the target is dazed and immobilized until the end of your next turn. Effect: You pull a wall up to 3 squares long and 1 square high up out of the earth that lasts until the end of the encounter. Target: Each enemy within burst. the unbridled power of the shuddering earth. Encounter ♦ Elemental. enemies you can see with your tremorsense are knocked prone. Hit: 4d10 + Strength modifier and the target is knocked prone.+5 to perception checks to detect movement in contact with the ground. Attack 10 You stomp the ground and a wayward enemy is engulfed by the earth. Effect: You teleport them to any adjacent square. The earth for you is as useful and accessible as water. pulling them closer to you. Burrowing Action (11th Level): When you spend an action point to take an extra action. Implement Standard Action Close burst 5 Target: Creatures within burst.

Miss: Half damage.Dangerous Emergeance Student of the Badgermole Attack 20 You burrow into the ground then come up. Implement Standard Action Close burst 2 Target: Enemies within burst. . Fortitude Hit: 4d6 + Constitution modifier damage and the target is dazed (save ends). showering your enemies with rocks and debris from below. Special: You may burrow your speed without provoking any opportunity attacks before using this attack. Daily ♦ Elemental. Attack: Wisdom vs.

they bend the pure element of fire. lest it consumes you. Hide. Overwhelming Flame. Source: Elemental. Stealth (Dex). Trained Skills: From the class skills list below. Class Skills: Acrobatics (Dex). you destroy your enemies under a blaze of complete destruction. The firebenders claim to gather their power from cosmic entities. Chainmail. Bending The mystical power of bending the flames of life -. Intimidate (Cha).FIREBENDER “Learn to control the flame. Key Abilities: Dexterity. It can also be attributed to anger. Utilizing the force of fire. the art of The art of firebending is derived from a style of martial arts that utilizes quick and successive attacks with a lack of defensive techniques.or rage. The art of firebending can be thought of in two different ways. Bluff (Cha). raging firebender. making the firebender an almost completely offensive force on the field of battle. mainly the sun. Weapon Proficiencies: Simple melee. choose four trained skills at 1st level.” CLASS TRAITS Role: Striker. Build Options: Harmonious firebender. Streetwise (Cha). military melee. Long ago. Arcana (Int). and destruction. rage. breathing thing. Armor Proficiencies: Cloth. Class Features: Source of Strength. Perception (Wis). Hit Points for each Level gained: 5. Fire can be regarded as the element of harmony and life. Healing Surges: 7 + Constitution Modifier. Regardless. Which will you choose? The preserver of life and caretaker of the flame? Or a massacare upon this world with nothing but a vow to burn it to the ground? . Technique: Firebending Technique Defense Bonus: +2 Reflex.. Charisma. Constitution. simple ranged. History (Int). Leather. Hit Points at 1st Level: 13 + Constitution score. as a flame is a living.

breathe fire. The art of firebending is used to raze the fields. OVERWHELMING Some say that firebenders bend the very fires that dragons expel. change shape. your extra damage increases when you perform certain actions. At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a square foot of your element from any location within range to any other location within range.) POWERS . Constitution should be your third stat. finding the eternal flame within yourself. channeling the flames of the Dragon to ensure you and yours’ safety. Make Dexterity your primary stat. DM”s discretion. Suggested At-Will Powers: Piece of Fire. and destroy their will. Make Charisma your secondary stat. When using your abilities. Bluff. Rage: You use your anger to fuel your firebending. Bending Bender Class Feature You have learned how to manipulate the element you study. Streetwise Suggested At-Will Powers: Bursting Slash. Make Charisma your third stat because you’ll have to calm down sometime or another. HARMONIOUS A FIREBENDER The element of fire is a pure one. Suggested Feat: Suggested Skills: Arcana. create a vaccum which pulls air in. air can be chilled or warmed) ♦ Mold up to a square foot of your element within range into any shape until the end of your next turn. Suggested Feat: Suggested Skills: Arcana. This A firebender uses techniques in battle. burn the corpses. to strike fear into your enemies. Every time you hit with an attack with the fire keyword.CREATING Firebenders come in two different ways.) ♦ Change the temperature of your element from one extreme to another (water can either freeze or boil. this increases to 10 and at epic tier. Special: Nothing you create with this technique can deal damage. influencing others through intimidation and coercion. (Of course. Advancing Flame Suggested Encounter Power: Heeldrop Burst Suggested Daily Power: Flaming Palms FIREBENDER FIREBENDER CLASS SOURCE FEATURES OF STRENGTH Firebending is an art form of combat that relies on building yourself up. but it also has the power to allow rebirth. earth can be warmed or cool. pulling minute particles of dirt together into a mass. Depending on your build. Because of the nature of this element. progressively getting better and better as the battle goes on. Streetwise. Pyro Kick Suggested Encounter Power: Sniping Flame Suggested Daily Power: Enveloping Flares RAGING FIREBENDER increases to 4 + your Charisma/Constitution at 11th level and 6 + your Charisma/Constitution at 21st level. Harmony: You breathe deeply. You often capitalize on your powers. as that’s what you attack with. ♦ Produce up to a square foot of your element (pull water out of the ground or an inanimate object. firebenders can blast through the defences of supposedly flame resistant creatures. This is culumative. This technique cannot duplicate the effect of any other power. serve as a weapon or tool. as you require physical hardiness. History. It has the power to take life. This damage resets to 0 at the end of an encounter. The extra damage you can deal tops out at 2 + your Charisma/Constitution modifier (for Harmony and Rage respectively. You start at dealing an extra damage of 0. you may sacrifice your minor action to increase your extra Source of Strength damage by one. or appear. Reduce the resistance to fire of any creature you attack by 5. you keep a centered breath. This is cumulative. forcing it to move. Once per round. increase the amount of extra damage by 1. FLAMES There’s no qualms about using your firebending powers to destroy your enemies. Make Constitution your secondary stat. this increases to 15. Make Dexterity your highest stat. or hinder another creature’s action. They are often heavily recited and practiced before used in combat. At paragon tier. both with different strategies and philosophy. Perception. etc. fire can burn low or high. as you’ll sometimes rely on the anger aspect of firebending. Intimidate.

Encounter ♦ Elemental. Reflex. Hit: 1[W] + Dexterity modifier fire damage and a enemy adjacent to the target takes Dexterity modifier damage. Hit: 1d6 + Dexterity modifier fire damage. Hit: 1d6 + Dexterity modifier fire damage. Implement Standard Action Close blast 3 Target: Each creature in blast. Attack: Dexterity vs. Fire. Fire. LEVEL 1 ENCOUNTER TECHNIQUES Flame Wheel Firebender Attack 1 With a circular gesture. Attack: Dexterity vs. Weapon Standard Action Melee weapon Target: One creature. Reflex. Breath of the Dragon Firebender Attack 1 With a mighty breath. AC. AC. Attack: Dexterity vs. At-Will ♦ Elemental. you force your opponent back. Hit: 1[W] + Dexterity modifier fire damage and you push the target 1 square. Swinging Chain Firebender Attack 1 You manifest a long string of fire and swing it around yourself. At-Will ♦ Elemental. Firebender Attack 1 Kicking downwards. Hit: 1d10 + Dexterity modifier fire damage.LEVEL 1 AT WILL Advancing Flame - TECHNIQUES Pyrokick Firebender Attack 1 With a sudden burst of quick shots of fire. Fire. exploding in flames. disrupting the enemies formations. 21st Level: 2d6 + Dexterity modifier damage. Implement Standard Action Range 10 Target: One creature. you construct a wheel of fire and send it off. a line of fire releases from your body and scourges your enemies. Fire. Attack: Dexterity vs. Heeldrop Burst Bursting Slash Firebender Attack 1 You connect your weapon to your target and flames splash on his friend. you expel flames from your mouth. At-Will ♦ Elemental. 21st Level: 2d6 + Dexterity modifier damage. Implement Standard Action Line 2 Target: Each creature in line. Implement Standard Action Close burst 1 Target: Each enemy in burst. Attack: Dexterity vs. At-Will ♦ Elemental. Implement Standard Action Wall 3 within 5. Fortitude. AC. Hit: 1d6 + Dexterity modifier fire damage and the target is pushed 1 square. Special: You may slide 3 squares before this attack. At-Will ♦ Elemental. 21st Level: 2[W] + Dexterity modifier damage. Special: You may use this as a basic ranged attack. Weapon Standard Action Close burst 1 Target: Each creature in burst. Firebender Attack 1 You jump into the air and slam a heel into the ground. Fire. Encounter ♦ Elemental. Fire. Fire. Encounter ♦ Elemental. 21st Level: 2d10 + Dexterity modifier damage. 21st Level: 2[W] + Dexterity modifier damage. Reflex. Weapon Standard Action Melee weapon Target: One creature. Hit: 2d6 + Dexterity modifier fire damage. Fire. . Reflex. Attack: Dexterity vs. Target: Each creature within wall. Piece of Fire Firebender Attack 1 You punch forward and deal out a burst of fire. Attack: Dexterity vs. You may shift into the square it previously occupied. Hit: 1[W] + Dexterity modifier fire damage and the target is knocked prone. Attack: Dexterity vs.

Fire. also make great firebenders. such as bullywugs and gnolls. including yourself. Encounter ♦ Elemental. Encounter ♦ Elemental Move Action Personal Effect: You move your speed + 3. Daily ♦ Elemental. FIREBENDER OVERVIEW Characteristics: Firebenders are everchanging and erratic as the element they control. Speed of Light Firebender Utility 2 You move on the speed instilled in you. Weapon Standard Action Melee weapon Target: One creature. Though civilized races. Implement Standard Action Range 10 Target: One creature. Attack: Dexterity vs. Hit: 2d10 + Dexterity modifier fire damage. Daily ♦ Elemental. the area around you flares. Reflex. you picture your enemies exploding.LEVEL 1 DAIL Y TECHNIQUES Enveloping Flares Blue Fire Scorch Firebender Attack 1 You stomp your foot and flames swallow your foe. Fire. Hit: 3[W] + Dexterity modifier fire damage and the target is knocked prone. Firebender Utility 2 Your flames morph into a hue of blue as your channel your power. they take 1d10 fire damage. Fire. Hit: 1d6 + Dexterity modifier fire damage. Harmony: Allies within this burst gain your Constitution modifier to Reflex for this attack. AC. Harmony: The target is immobilized until the end of your next turn. They are respectful of spirits and cosmic beings (as they gain their power from them). such as half-elves and dragonborne. . Implement Standard Action Area burst 1 within 5 Target: Each creature in burst. Attack: Dexterity vs. you add a +2 to both attack and damage rolls. Religion: As with other benders. They can be rash or they can be philosophical. Daily ♦ Elemental Move Action Personal Effect: Make a saving throw against each effect on you with a bonus equal to your Charisma modifier. Fire. Daily ♦ Elemental. Reflex. especially the sun. Special: If a creature starts their turn adjacent to you. Miss: Half damage and the target is pushed 1 square. Implement Standard Action Close burst 1 Target: Each creature in burst. Attack: Dexterity vs. Encounter ♦ Elemental Minor Action Personal Effect: Until the end of your next turn. And they do. LEVEL 3 ENCOUNTER TECHNIQUES Flaming Palms Firebender Attack 1 Your hands become enveloped in intense fire and you strike your opponent’s chest with both palms simultaneously. Combustion Burst Firebender Attack 3 Closing your eyes. 2 UTILITY TECHNIQUES Balance of the Body Firebender Utility 2 You seek harmony in all things. Logically. Reflex. it would make the best sense for a firebender to adhere to Pelor. Miss: Half damage and the target takes 2 ongoing fire damage (save ends). respectful towards the elements. Hit: 3d6 + Dexterity modifier fire damage and the target takes 5 ongoing fire damage (save ends). Wildfire Dance LEVEL Firebender Attack 1 With a few hand waves and a stance. deties don’t have much sway over the firebenders. Attack: Dexterity vs. Races: Savage races make great firebenders.

Daily ♦ Elemental. Attack: Dexterity vs. 5 DAIL Y TECHNIQUES Concentrated Rage Firebender Utility 6 Your emotions come over you. or three creatures. two. LEVEL 6 UTILITY TECHNIQUES Straightpunch LEVEL Firebender Attack 3 You step through the fray and plant a fist into their chest. Encounter ♦ Elemental. Fortitude. Hit: 1d6 + Dexterity modifier fire damage. sending them back in a burst of fire. you launch into the air. Hit: 2[W] + Dexterity modifier fire damage and the target is immobilized until the end of your next turn. Daggers of Flame Firebender Utility 6 You shroud your weapon in great flames. Reflex. Implement Standard Action Close burst 2 Target: One. Daily ♦ Elemental. Daily ♦ Elemental Move Action Personal Effect: Consider your Source of Strength to be maximized for the next attack you use. Implement Standard Action Wall 3 within 10 Target: Each creature within wall. Attack: Dexterity vs. Fortitude. Attack: Dexterity vs. Hit: Dexterity modifier fire damage. you become a mini sun. . you light it with flame and slash forward. Encounter ♦ Elemental Move Action Personal Effect: You gain a +10 on the next Athletics check to jump. Encounter ♦ Elemental. Weapon Standard Action Melee weapon Target: One creature. Fire. Hit: 2d6 + Dexterity modifier fire damage and the target takes 5 ongoing fire damage (save ends). Move Action Personal Effect: You deal an extra 3 fire damage on melee attacks until the end of the encounter. Attack: Dexterity vs.Spitfireball Firebender Attack 3 You rear your head back and spit a parcel of fire. Reflex. Secondary Attack: Dexterity vs. Fire. LEVEL 7 ENCOUNTER TECHNIQUES Dragon’s Kata Warmth of the Sun Firebender Attack 5 Increasing your body heat. it wanders the battlefield. Daily ♦ Elemental. Hit: 1[W] + Dexterity modifier fire damage and the target falls prone. Firebender Attack 7 You wheel around in a kick then a paralyzing punch. Fire. it takes 2d8 damage. AC. Hit: 2[W] + Dexterity modifier fire damage and you push the target 1 square. Attack: Dexterity vs. Weapon Standard Action Path 3 Target: Each creature within path. If the target leaves its current square. AC. Rage: You push them a number of squares equal to your Charisma modifier. AC. Hit: 2d8 + Dexterity modifier fire damage and is dazed until the end of your next turn. Make a secondary attack. Fire. Attack: Dexterity vs. Encounter ♦ Elemental. Lifting Boost Firebender Utility 6 With a blast of fire. Implement Standard Action Range 5 Target: One creature. Flaming Blade Firebender Attack 5 Brandishing your weapon. Fire. Daily ♦ Elemental. Wandering Dragon Firebender Attack 5 Crafting a dragon made of fire. Secondary Target: One creature. Weapon Standard Action Close burst 1 Target: One or two creatures. Fire. Fire.

Fire. Implement Standard Action Range 10 Target: One creature. Transfer Blessing Firebender Utility 10 With a deep breath. Hit: 3d8 + Dexterity modifier fire damage and the target is immobilized (save ends). Daily ♦ Elemental. Fire. Hit: 2[W] + Dexterity modifier fire damage. Firebender Utility 10 Wrestling with an opponent. Special: You must be grabbed to use this power. Attack: Dexterity vs. The target takes ongoing 5 fire damage (save ends) if both attacks hit. you calmly touch his metal armor and heat it up. two attacks. Attack: Dexterity vs. you temporary share your energy with a friend. Implement Standard Action Path 3 Target: Each creature within path. Encounter ♦ Elemental Minor Action Range 5 Target: One ally.Flaming Hurricane Firebender Attack 7 You use the momentum of your movement to land a kick. . Special: You may shift half your speed before or after the attack. Effect: The target gains resist 5 + your Charisma modifier fire until the end of your next turn. you burst a sliver of fire. Daily ♦ Elemental. Fire. Thristy Charge Shifting Manuevers Firebender Attack 9 You skirt across the ground and slide your weapon up. Hit: 1d10 + Dexterity modifier fire damage. Firebender Utility 10 Your rage notwithstanding. Special: If you end this slide adjacent to an enemy. Encounter ♦ Elemental Move Action Personal Effect: You escape and the target who was grabbing you takes 5 ongoing fire damage (save ends). Hit: 1d8 + Dexterity modifier fire damage. Fortitude. AC. Daily ♦ Elemental. Weapon Standard Action Melee weapon Target: One creature. Attack: Dexterity vs. Attack: Dexterity vs. LEVEL 10 UTILITY TECHNIQUES Inner Warmth Razing Path Firebender Attack 9 You bring your hands up and a path of fire erupts before you. Attack: Dexterity vs. Fortitude. Special: You may use your move action to shift your speed before this attack. Wrapping Flames Sniping Flame Firebender Attack 7 Lifitng a hand. Weapon Standard Action Melee weapon Target: One creature. Special: Every failed save causes 1d10 damage. cooking him for a moment. Reflex. LEVEL 9 DAIL Y TECHNIQUES Firebender Attack 9 You unleash and tighten a rope of fire around your foe. Fire. you dart around combatants to reach your enemy. Encounter ♦ Elemental. Fire. you may add 1 point to your Source of Strength. Implement Standard Action Range 10 Target: One creature. Daily ♦ Elemental Minor Action Personal Effect: You may slide 2 + your Constitution modifier. Encounter ♦ Elemental. Hit: 3[W] + Dexterity modifier fire damage and 10 ongoing fire damage (save ends). AC.

Attack: Dexterity vs. Fire. Daily ♦ Elemental. the points you gain from this attack can go over your maximum amount of damage you can deal with your Source of Strength. you may add 3 points to your Source of Strength. Encounter ♦ Elemental. Attack: Dexterity vs. Fortitude. Raging: You gain combat advantage against every enemy you hit with this attack until the end of your next turn. two attacks. Hit: 2[W] + Dexterity modifier fire damage. or three creatures. your Source of Strength damage defaults to the maximum. Daily ♦ Elemental. Fire. Reflex Hit: 1d6 + Dexterity modifier fire damage. two. Searing Bolt Firebender Attack 13 Your enemies only see you emerge from your firebending prowess. Implement Move Action Close blast 3 Target: Each creature within blast. taking off a die of damage for each turn sustained. AC Hit: 1[W] + Dexterity modifier fire damage. giving them nowhere to run to. Hit: 3d10 + Dexterity modifier damage. Secondary Target: One creature. Weapon Standard Action Close burst 2 Target: Each creature within burst. This cannot go over your maximum amount of damage you can deal with your Source of Strength. Fire. Swallowing Flame Firebender Attack 15 You surround your foe with fire. Firebender Attack 15 Each strike you land empowers you more and more. Weapon Standard Action Melee weapon Target: One creature. Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity +2 vs. Sustain Standard: Repeat the attack. Not anymore. AC Secondary Hit: 2[W] + Dexterity modifier fire damage and the target is knocked prone. Implement Move Action Close burst 3 Target: One.LEVEL 13 ENCOUNTER TECHNIQUES LEVEL 15 DAIL Y TECHNIQUES Practiced Kata Firebender Attack 13 You always assuume learning katas and forms were just to please your master. Attack: Dexterity vs. Reflex Hit: 4d12 + Dexterity modifier fire damage. Miss: Half damage. AC. Fire. Fire. burning them for an extended period of time. . Daily ♦ Elemental. Each time you hit the target. Shift 3 squares and make the secondary attack. Encounter ♦ Elemental. Flame Tunnel Burst Firebender Attack 15 You shoot a stream of flame around your opponent and once they’re surrounded you hit them with an explosive fireball. Raging: Until the end of your next turn. Weapon Standard Action Melee weapon Target: One creature. Fist of the Dragon Scattered Flames Firebender Attack 13 You always assuume learning katas and forms were just to please your master. Secondary Attack: Dexterity vs. Attack: Dexterity vs. Attack: Dexterity vs. Harmonious: The target also takes your Charisma modifier damage. Fire. Not anymore. Encounter ♦ Elemental. Hit: 2d6 + Dexterity modifier damage and 5 ongoing fire damage (save ends). Fortitude. After the end of your next turn.

Daily ♦ Elemental. Reflex Hit: 2d8 + Dexterity modifier fire damage and the target takes ongoing 5 fire damage (save ends). . Fire Minor Action Melee touch Effect: The target grants combat advantage to you (save ends). Encounter ♦ Elemental. Fire. LEVEL 17 ENCOUNTER TECHNIQUES Burning Sidehook Firebender Attack 17 Wreathing your fist in flame. If you spend a minor action. Weapon Standard Action Melee weapon Target: One creature. but the fire is to hot to control. Fire Minor Action Close burst 1 Effect: Enemies in the burst are blinded until the end of your next turn. and the target takes 2d10 + Dexterity modifier fire damage plus additional half your current Source of Strength damage. LEVEL 19 DAIL Y TECHNIQUES Blast Furnace Solar Flare Firebender Utility 16 You create a burst of fire so bright that it blinds your enemies. This is perhaps the closest a firebender can come to that. Dragon’s Bite Firebender Attack 19 There are few attacks more devastating than the bite of a dragon. Reflex Hit: 6d10 + Dexterity modifier fire damage. Reflex Hit: 3[W] + Dexterity modifier fire damage. and you must spend a time cooling it down or be burned as well. AC Hit: 6[W] + Dexterity modifier fire damage.LEVEL 16 UTILITY TECHNIQUES Hot Foot Proximity Blast Firebender Utility 16 You learned this prank as a child. Fire. Encounter ♦ Elemental. reduce this damage by 3d10. reduce this damage by 1d10. Fire. Firebender Attack 17 You explode with white hot fury. Encounter ♦ Elemental. Reflex Hit: You take damage equal to your current Source of Strength damage. reduce this damage by 2d10. Attack: Dexterity vs. you slam it against the side of your opponents face. In addition. Raging: This attack is considered a critical attack on a roll of 19-20. Encounter ♦ Elemental. Fire. Implement Standard Action Close blast 3 Target: Creatures within blast Attack: Dexterity vs. Implement Standard Action Area burst 2 within 10 Target: Each creature within burst. Raging: The target takes additional damage equal to your current Source of Strength damage. Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Firebender Attack 19 You burn as hot as you possibly can. instead of healing you you may end one effect that a save can end. Daily ♦ Elemental. Miss: Half damage. Miss: Half damage. burning yourself and enemies that are close to you. Encounter ♦ Elemental. If you spend a move action. Daily ♦ Elemental Minor Action Personal Effect: You may spend a healing surge. If you spend a standard action. and you slide the target one square. Erupting Fires Firebender Attack 17 With a stomp you cause red hot fire to burst from the ground below your opponent. Effect: You take 6d10 damage at the end of your next turn. now you use it to distract your enemy. you gain a +2 bonus to your defenses until the end of your next turn. Fire. Implement Standard Action Close burst 1 Target: Creatures within burst Attack: Dexterity vs. Attack: Dexterity vs. Harmonious: You slide the target a number of squares equal to your 1 + your Charisma modifier. Passion of the Flame Firebender Utility 16 The fire that burns with you also burns inside of you.

LEVEL 22 UTILITY TECHNIQUES Mirage LEVEL Firebender Utility 22 By heating the air around you.Snaking Dragon Strike Firebender Attack 19 After slashing your opponent a snaking blast of flame charges through your other enemies. take 1d6 + your Source of Strength fire damage. Encounter ♦ Elemental. but leave you unharmed. Harmonious: Allies within the blast are exempt from this attack. takes fire damage equal to your Charisma modifier. Raging: Each creature adjacent to the target. AC. Attack: Dexterity vs. As long as you have these temporary hit points. Encounter ♦ Elemental. Encounter ♦ Elemental. Fire. Fire. Attack: Dexterity vs. Firebender Attack 23 No amount of medicine will quell this heartburn. you slam it against the side of your opponents face. Implement Standard Action Line 5 Target: Each creature within line. excluding you. Hit: 3[W] + Dexterity modifier fire damage. Daily ♦ Elemental. to singe your opponents. Hit: 4d8 + Dexterity modifier fire damage and the target is slid one square. you gain a +2 to saving throws. You have total concealment for the purposes of opportunity attacks that you provoke moving out of a square adjacent to an enemy. Fire. Each adjacent creature to the target. Attack: Dexterity vs. Fire. you make it hard to tell precisely where you are. Encounter ♦ Elemental Minor Action Personal Effect: You gain temporary hit points equal to you 10 + your Dexterity modifier. Fire Minor Action Personal Effect: Until the end of the encounter creatures that moves adjacent to you or starts its turn adjacent to you. excluding you. Allies within with the secondary attack’s path gain a number of temporary hit points equal to your Source of Strength. the residue of fire splashes around him. Hit: 2d6 + Dexterity modifier fire damage and the target takes ongoing 10 damage (save ends). Reflex. take a number of fire damage equal to your current Source of Strength damage. 23 ENCOUNTER TECHNIQUES Full Stomach Firewater Firebender Utility 22 In a pinch. Secondary Target: Creatures within Path 5 Secondary Attack: Dexterity vs. Implement Standard Action Melee touch Target: One creature. Daily ♦ Elemental Minor Action Personal Effect: You gain concealment until the end of your next turn. Splashing Fire Firebender Attack 23 As you bring your weapon down. Fortitude. Sustain Move: The effect persists. Implement Standard Action Close blast 5 Target: Each creature within blast. Attack: Dexterity vs. Reflex. Fortitude. Harmonious: The secondary attack instead targets enemies. your firebending can be used to create a boiling hot concoction that will get you back on your feet. . Hit: 4d10 + Dexterity modifier fire damage. Weapon Standard Action Melee weapon Target: One creature. Secondary Effect: Enemies in Path 5 take fire damage equal to your the current extra damage your Source of Strength Class Feature. it involves letting flames burn mere inches from your body. Daily ♦ Elemental. Path of Flames Flame Shield Firebender Utility 22 One of the more advanced firebending techniques. Firebender Attack 23 Wreathing your fist in flame. Effect: Make a secondary attack.

Any creature that is adjacent to it at the end of the movement takes a number of damage equal to your current Source of Strength damage. You may not add your Source of Strength to this attack. Flame’s Pass Flameseed Firebender Attack 25 You don’t plant one seed to grow a plant. Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Effect: Until the end of the encounter. Fire. you gain a +2 to the next attack roll. Encounter ♦ Elemental. and you don’t use one speck of fire to destroy your foe. Implement Standard Action Melee touch Target: One creature Attack: Dexterity vs.LEVEL 2 5 DAIL Y TECHNIQUES LEVEL 2 7 ENCOUNTER TECHNIQUES Burning Weapon Firebender Attack 25 Your weapon is coated with fire as you strike. Reflex Hit: 4d8 + Dexterity modifier fire damage and the target is vulerable 10 fire (save ends). AC Hit: 5[W] + Dexterity modifier fire damage. burning them to a crisp. Fire. Fire. Fire. . deal 2d10 extra fire damage. 2d10 + Dexterity modifier fire damage. you stand up and your enemy falls. Harmonious: Each ally within five squares gains a name of temporary hit points equal to your Source of Strength. Weapon Free Action Melee weapon Trigger: You stand up from prone. Rise in Flame Firebender Attack 27 Wreathed in fire. Hit: 3[W] + Dexterity modifier damage and the target is slid 5 squares. use your second wind. 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) Firebender Attack 27 With a well-delivered kick. Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Attack: Dexterity vs. Raging: You may shift your speed and make a basic melee attack against the target as a free action. and the target is knocked prone and stunned until the end of your next turn. Encounter ♦ Elemental. Fire. with a touch you immolate your opponent. Raging: The target takes ongoing damage equal to your Constitution modifier. Effect: You gain temporary hit points equal to your current Source of Strength value. Target: One creature Attack: Dexterity vs. AC. Fire. Harmonious: When you miss with one of these attacks. Inferno Strike Firebender Attack 27 With a flip and series of consecutive kicks you create a fire around your opponent that erupts upward. Reflex (4 attacks) Hit: If one attack hits. you fling an enemy back into a group of his friends. attacks you make with the weapon keyword deal an additional 1[W] fire damage. Weapon Standard Action Melee weapon Target: One creature. For every additional attack that hits. Pyre Flame Touch Firebender Attack 25 Your hands are coated in flame. or are reduced to 0 hit points. Daily ♦ Elemental. AC Hit: 3[W] + Strength modifier fire damage. Encounter ♦ Elemental. Daily ♦ Elemental. Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Daily ♦ Elemental. even after the fire disapates your weapon remains heated.

Reflex Hit: 6d10 + Dexterity modifier fire damage. Fire. ending him. Miss: Half damage. Pick five creatures within five squares of the target. you maintain a neutral chi and for a split second. Pick five creatures within five squares of the target. they take 2d8 damage. Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Attack: Dexterity vs. Fire. Implement Standard Action Close blast 3 Target: Each creature within blast. Attack: Dexterity vs. Fire. Daily ♦ Elemental. Miss: 6d10 + Dexterity modifier fire damage. . Flame of Tranquility Firebender Attack 29 For the duration of the attack. Hit: 6d8 + Dexterity modifier damage. you become one with the flame you control. Sustain Minor: Deal twice your strength modifier damage to the target every time you hit it before the end of your next turn. You may distribute this damage as you see fit amongst the creatures you hit. 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. multiply your Source of Strength damage by the number of creatures that took damage as a result of this attack. This attack ignores any resistances or immunities. Harminious: Before you deal your Source of Strength damage and after you resolve the attack.LEVEL 2 9 DAIL Y TECHNIQUES Fire Tempest Firebender Attack 29 You release all your rage at your opponent. Miss: Half damage. Daily ♦ Elemental. Implement Standard Action Ranged 10 Target: One creature. Reflex. Daily ♦ Elemental. They take 4d8 damage. Reflex Hit: 10d10 + Dexterity modifier fire damage.

PARAGON
BLUE FIRE ADEPT

PATHS

Flame Jets

“You burn with rage, I burn with passion.” Prerequisites: Firebender You are not an average firebender. You have accumulated years of training and mastered the subtle are of the blue flame. With practice and efficiency you create fire hotter than a dragons breath and fire it with more precision than a Yu Yan archer.
BLUE

Blue Fire Adept Utility 12 You propel yourself into the air by firebending underneath yourself. Encounter ♦ Elemental, Fire Minor Action Personal Effect: You gain a fly speed equal to your land speed until the end of your next turn. Special: You may sacrifice other firebending attacks in order to continue this flight. Burning an encounter power resets its duration. Burning a daily power resets its duration and increases your speed by +4.

Pinwheel Attack Blue Fire Adept Attack 20
You create a series of firey rings and hurl them at your opponent. Daily ♦ Elemental, Implement, Fire Standard Action Range 10 Target: One, two or three creatures. Attack: Dexterity vs. Reflex Hit: 3d6 + Dexterity modifier damage and the target takes ongoing 5 fire damage (save ends).

Blue Flames (11th Level): When you firebend your fire is so hot that it’s blue. When you miss with a firebending attack that doesn’t have a miss effect you deal damage equal to half of your current extra damage from the source of strength class feature. Explosive 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 it’s 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 ADEPT TECHNIQUES

FIRE

ADEP T

PATH

FEATURES

DRAGON

OF

THE

WEST

“Do you know why they call me the Dragon of the West, I won’t bore you with a story, it’s more of a demonstration.” Prerequisites: Firebender Firebending was first practiced by the dragons and when the knowledge was passed to the mortal races they changed the way it worked. You practice a form of firebending intended both to represent its origins both out of respect and efficacy.
DRAGON OF FEA URES T THE WES T PA TH

Azure Inferno

Blue Fire Adept Attack 10 You have refined your blaze to move precisely where you want it to, and no where else. Encounter ♦ Elemental, Implement, Fire Standard Action Range 10 Target: One, two or three creatures. Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage.

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 haven’t moved since your last turn, attacks with an area of close blast deal an additional 1d10 damage.

Ocean of Chi (16th Level): The stomach is often called the sea of chi, yours is more like a vast ocean. You may increase the blast of a Firebender or Dragon of the West attack by one square by spending a minor action.
DRAGON OF THE TECHNIQUES WEST

FIRE

BERZERKER

“Fire is pasion, fire is violence, fire is power!” Prerequisites: Firebender, Raging Source of Strength Some people think that firebending is about control, harmony and stability, you know that the opposite is true. When you first started firebending your anger got in the way of your control but now it is an asset. You can push yourself one step beyond where the other benders go and lose yourself in the blaze.
FIRE

Breath of the Great Dragon Dragon of the
West Attack 10 You take a deep breath and exhale incinerating enemies in front of you. Encounter ♦ Elemental, Implement, Fire Standard Action Close blast 5 Target: Creatures within blast. Attack: Dexterity vs. Reflex Hit: 3d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends).

Tea to Calm the Spirit

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.

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 take an extra action you may double the extra damage from your source of strength class feature. If you do, return it to 0 after the attack. Rage of the Dragon (16th Level): You may increase the extra damage from your source of strength also increases when you are hit by an attack.
FIRE BERZERKER TECHNIQUES

BERZERKER

PA TH

FEA URES T

Blaze of the Last Dragon

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.

Meteor Jumpkick

Fire Berzeker Attack 10 You make a running jump and surround yourself by flame blazing into your enemy. Encounter ♦ Elemental, Weapon, Fire Standard Action Melee weapon Target: One creature. Attack: Dexterity vs. AC. Hit: 2[W] + Dexterity modifier fire damage. Special: You may use this as part of a charge instead of a melee basic attack.

Fast Rage

Fire Berzerker Utility 12 You don’t have time to get worked up. Daily ♦ Elemental, Fire Move Action Personal Effect: Increase the current extra damage from your source of strength class feature by 2.

FIREDANCER

TECHNIQUES

Fire Masamune

Nova Rage

FIREDANCER

Fire Berzerker Attack 20 You bring your anger to the surface and convert it into pure heat. Daily ♦ Elemental, Implement, Fire Standard Action Close burst 2 Target: Creatures in burst Attack: Dexterity vs. Fortitude Hit: 2d10 + Dexterity modifer fire damage. Effect: Double the extra damage you deal from your source of strength class feature until the end of your next turn. At that point return to 0.

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.

Summoning the Sun Firedancer Attack 20
You twist and twirl your firebending into a large sun-like ball of flame. Daily ♦ Elemental, Implement, Fire Standard Action Close burst 2 Target: Creatures within in burst. Attack: Dexterity vs. Fortitude. Hit: 3d12 + Dexterity modifier damage and the target takes ongoing 5 fire damage (save ends). Miss: Half damage.

“The flame is as graceful as the dancer.” Prerequisites: Firebender, trained in Acrobatics You wield the power of fire with grace, bending the flames to your will and making them your own. You put on a show for all the world to see... and you make it deadly. For you, firebending isn’t just a power. It’s a dance.
FIREDANCER

LIGHTNINGBENDER

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.

PATH

FEATURES

“Firebending is only the beginning.” Prerequisites: Firebender Only a select few firebenders are capable of bending lightning. Bending lightning is not fueled by rage or emotional harmony like other firebending which is why some call lightning the cold fire. You have learned to seperate the Yin and Yan of your chi, once seperated the chi attempts to reunite and the energy caused by your chi crashing back together creates lightning and then you direct it.

LIGH TNINGBENDER

Lightning Bending (11th Level): You gain the At-Will attack power Lightning Cascade.

PATH

FEATURES

Lightning Strikes Twice Lightningbender

Lightning Cascade

Lightningbender Path Feature With precise movements and careful focus you bend lightning to your will. At-Will ♦ Elemental, Implement, Lightning Standard Action Range 10 Target: One creature Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier lightning damage. Choose one other target within range and deal Dexterity modifier lightning damage to it. Chain Lightning Action (11th Level): When you spend an action point to make an extra attack, all enemies within 3 of you or your target for this attack take Strength modifier lightning damage. Lightning Perfection (16th Level): Your overwhelming flames class feature affects attacks with the lightning keyword as well.
LIGH TNINGBENDER TECHNIQUES

Attack 20 You fire two bolts of lightning in rapid succsession. Daily ♦ Elemental, Implement Standard Action Range 10 Target: One or two creatures. Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage and the target is stunned. Miss: 1d8 + Dexterity modifier damage and the target is dazed.

MASTER

OF

THE

AGNI

KAI

“A proper, honorable battle is fought one on one.” Prerequisites: Firebender You are a warrior and that means you have principles. You are willing to fight enemies with the help of your allies, but a worthy foe must be faced one on one. You are a vetaran of the Agni Kai, a ritualized duel traditionally fought between firebenders.
MAS TER OF FEA URES T THE AGNI KAI PA TH

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: Creatures within blast. Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier lightning damage and the target is stunned until the end of your next turn.

Stomach’s Redirection

Lightningbender Utility 12 Using movements borrowed from the Waterbenders, you have learned to absorb and redirect lightning. Encounter ♦ Elemental, Lightning Immediate Interrupt Personal Trigger: You are attacked by something with the lightning keyword. Effect: You resist the attack. The first time you make an attack with the lightning keyword before the end of your next turn you gain a +2 to hit and +4 to damage.make a saving throw.

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 has retreated. 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.

you take a +2 bonus against opportunity attacks. Weapon. Fire Standard Action Melee weapon Target: One bloodied creature under your Agni Kai. Daily ♦ Elemental. Sun Warrior Attack 10 You have refined the act of firebending to the point of near perfection. Implement. Fire Move Action Close burst 1 Effect: You create a burning ring of flame that lasts until the end of the encounter. Zone. Encounter ♦ Elemental. you gain Fire Resist equal to the amount of extra damage you deal with your Source of Strength class ability. Healing Move Action Personal Effect: You may make a saving throw. Secondary Attack: Dexterity +2 vs. two. Burning Ring Master of the Agni Kai Utility 12 To ensure that your enemy doesn’t have far to go you surround yourself with flame. Flames of the Dragon (11th Level): Your relationship with fire is completely reciprocal. or three creatures. Everyone knows that the first firebenders learned from dragons but you are one of the few in this generation who has sought out their tutalage. Daily ♦ Elemental. AC Hit: 1[W] + Dexterity modifier damage and you gain a +1 to all defenses until the end of your next turn. Attack: Dexterity vs. When you use any Firebender or Sun Warrior powers you gain a +2 bonus to your Will defense until the end of your next turn. Fire Standard Action Melee weapon Target: One. Hit: 4d8 + Dexterity modifier damage and you gain temporary hit points equal to your Constitution modifier.MASTER OF THE TECHNIQUES AGNI KAI SUN Close Quarters Blaze Master of the Agni Kai Attack 10 You take advantage of the one on one nature of your duel and burn your foe. When you firebend your fire burns with all the colors of the rainbows. AC Hit: 6[W] + Dexterity modifier fire damage. Weapon. Reflex. SUN WARRIOR TECHNIQUES WARRIOR PA TH FEA URES T Perfect Flame Last Blast Master of the Agni Kai Daily 20 You leap towards your foe and hit them with a blast so powerful it leaves you winded. Dance of the Dragon Sun Warrior Attack 20 SUN WARRIOR “You think your fire is impressive? My flames have scorched the hides of dragons!” Prerequisites: Firebender. Weapon. Effect: Half damage. Fire Standard Action Melee touch Target: One creature.target is dazed. Attack: Dexterity vs. Encounter ♦ Elemental. AC. Daily ♦ Elemental. You are daze until the end of your next turn. Attack: Dexterity vs. Harmonious Spirit Sun Warrior Utility 12 You take a moment to center yourself. AC Hit: 4[W] + Dexterity modifier damage. You control the flame and the flame guides you. Harmony of Soul (16th Level): Your mind burns as steadily as the flames you control. Tertiary Attack: Dexterity +3 vs. Dragons Movement (11th Level): None of your movement is wasted. When a creature enters or exits the zone they take your Dexterity modifier in fire damage. AC Hit: 2[W] + Dexterity modifier fire damage and you may make a saving throw and shift 5 squares and make a tertiary attack. Until the end of your next turn you do not provoke attacks of opportunity. Hit: 3[W] + Dexterity modifier fire damage and you may spend a healing surge and you may shift 5 squares and make a secondary attack. Daily ♦ Elemental. Harmonious Source of Strength. Fire Standard Action Melee weapon Target: One creature under your Agni Kai. Attack: Dexterity vs. .

Moon’s Blessing. and fast. using water as a base for that power. Endurance (Con). Source: Elemental. healing wounds and raising spirits. You use your bending powers to direct the chi inside your allies. Weapon Proficiencies: Simple melee. Charisma. They move and concentrate the chi down paths within the body. strong. directing the waters in the same way.” CLASS TRAITS Role: Leader. Key Abilities: Wisdom. healing wounds miraclously. Healing Surges: 7 + Constitution Modifier. Diplomacy (Cha). waterbenders are smooth and steady. simple ranged. Build Options: Torrential waterbender. Hit Points for each Level gained: 5. Class Skills: Athletics (Str). . Defense Bonus: +1 Fortitude. They also concern themselves with the inner chi of the body. Class Features: Healing Waters. Armor Proficiencies: Cloth. Hit Points at 1st Level: 12 + Constitution score. Leather. whose planetary orbit directs and the tides and waves of the ocean. they direct and pull the water. Dexterity. Nature (Wis). The waterbenders gather their power from the moon and its natural pull on the oceans. Heal (Wis). History (Int). Stay calm and steady and use the water to advance yourself. Whereas other benders are quick. +1 Will. Warrior’s Instinct Waterbending is a calm and fluid style of bending. Insight (Wis). Binding their will with such cosmic entities. Trained Skills: Choose four skills at 1st level. calming waterbender. physically and philosophically.WATERBENDER “Flow like the water itself: steady and calm like a stream and fierce and torrential like the storm. Waterbenders gain their powers from the moon. much like the water itself. You can also use your bending powers to present advantageous situations to allies. you are concerned for the lives of those around you: if any element is the base for life. As a waterbender. Hide. it is water.

excluding a surprise round. complacent as the pond. Make Wisdom your highest stat as it determines your general bending prowess. Torrential: Whenever an enemy bloodies an ally. You intend to drown your enemies and batter them with terrible waves of water. as they are already keen to the moon’s powers. Nature Suggested At-Will Powers: Water Whip. Charisma should be your third stat as you’ll channeling the calming powers of waterbending as well. Endurance. deva. ’ INSTINCT Despite your calm demeanor. you may slow that enemy until the end of your next turn as a free action. that ally may shift a number of squares equal to your Charisma modifier towards you. and elves. shifters (especially razorclaw) make stupendous waterbenders. Being calm and content. helping your allies and hindering your enemies. You gain the healing waters power. MOON S Choose one style of waterbending. CALMING There’s no need to be offensive with it. you direct the water in overtly fierce ways. History. such as halflings. Religion: The first waterbenders replicated the push and pull of the ocean the moon did. also make greater waterbenders. Make Charisma your secondary as you’ll rely on it to remain calm in the heat of battle. Steady as the stream. Other races. Insight. Dexterity should be your second highest stat as you need bursts of quickness to direct such terrible power. Make Strength your tertiary. you and each ally within 10 squares who can see and hear you gain a +2 power bonus to attack rolls. Whenever they have an ideal. The push and pull are yin and yang are waterbenders strive to achieve that. Races: Because of their adherence to the moon. you bend the water with ease. Nature Suggested At-Will Powers: Water Bullet. as you’ll need to be torrential occasionally. Waving Uppercut Suggested Encounter Power: Wave of Water Suggested Daily Power: Arctic Blast WATERBENDER OVERVIEW Characteristics: Waterbenders are a calm people. Calming: Whenever an enemy bloodies an ally. Shielding Ice Suggested Encounter Power: Freezing Ray Suggested Daily Power: Chi Funnel T ORRENTIAL WATERBENDER WATERBENDER You can heal your allies with a simple touch. so they respect it greatly along with the ocean itself. Heal. WARRIOR S ’ BLESSING For the first round of combat.CREATING A WATERBENDER CLASS HEALING FEATURES WATERS Waterbenders can use their powers in many different ways. creating dangerous tidal waves and torrential conditions. but can be generalized in two ways. Suggested Feat: Waterbending Expertise Suggested Skills: Diplomacy. . Suggested Feat: Frozen Torrent Suggested Skills: Athletics. rapidly directing the chi in their body using water. Make Wisdom your primary as it dictates your powers. they are passionate about and often go out of their way to solve problems related to it. often thinking before they act.

Shielding Ice Waterbender Attack 1 After blasting an enemy. 21st Level: 4d4 + Wisdom modifier damage. Level 26: 5d6 + Wisdom modifier additional hit points. you can use this power three times per encounter. fire can burn low or high. Attack: Wisdom vs. ♦ Produce up to a square foot of your element (pull water out of the ground or an inanimate object. Hit: 1d8 + Wisdom modifier damage and one ally of your choice does not provoke an attack of opportunity from moving from the target until the end of their next turn. They are studied and emotional powers displayed by waterbenders. 21st Level: 2d6 + Wisdom modifier damage.WATERBENDER A waterbender’s powers are called techniques. Level 21: 4d6 + Wisdom modifier additional hit points. Hit: 2d4 + Wisdom modifier damage and until the end of your next turn. Implement Standard Action Range 10 Target: One creature. Fortitude. if the enemy moves his full speed. Reflex. 10 at 21st level) Target: You or one ally in range. Attack: Wisdom vs. he falls prone at the end of it. 21st Level: 4d4 + Wisdom modifier damage. Level 11: 2d6 + Wisdom modifier additional hit points. Attack: Wisdom vs. (close burst 5 at 11th level. breathe fire. connecting to the target’s chin. . At-Will ♦ Elemental. Hit: 1d6 + Wisdom modifier damage. Healing Minor Action Melee touch. but only once per round. At-Will ♦ Elemental Minor Action Ranged 2 Effect: You may do any one of the following: ♦ Move up to a square foot of your element from any location within range to any other location within range. At-Will ♦ Elemental. 21st Level: 2d8 + Wisdom modifier damage. At-Will ♦ Elemental. Level 6: 1d6 + Wisdom modifier additional hit points. but only once per round. Implement Standard Action Line 2 Target: Each enemy within line. Attack: Wisdom vs. Hit: 2d4 + Wisdom modifier damage and an adjacent ally to the target gains a number of temporary hit points equal to your Wisdom modifier. or hinder another creature’s action. The target may also make a saving throw. POWERS LEVEL 1 AT WILL Bursting Geysers Healing Waters Waterbender Feature The waters surrounding your hands glows silver as you heal your ally. forcing it to move. At-Will ♦ Elemental. Implement Standard Action Range 10 Target: One creature. Implement Standard Action Range 10 Target: One creature. Fortitude. earth can be warmed or cool. etc. or appear. Allies within the line get a +2 to their next damage roll. you use the residue of the water to protect an ally. DM”s discretion. serve as a weapon or tool. Encounter (Special) ♦ Elemental. (Of course. Fortitude. At 16th level. Level 16: 3d6 + Wisdom modifier additional hit points. Water Bullet Waterbender Attack 1 You smash an enemy with a cascade of water. pulling minute particles of dirt together into a mass.) Waterbender Attack 1 Lifting your arms.) ♦ Change the temperature of your element from one extreme to another (water can either freeze or boil. the ground cracks as water explodes. This technique cannot duplicate the effect of any other power. Special: You can use this power twice per encounter. create a vaccum which pulls air in. Bending Bender Class Feature You have learned how to manipulate the element you study. change shape. - TECHNIQUES Waving Uppercut Waterbender Attack 1 You raise your hands and a bolt of water lifts up. air can be chilled or warmed) ♦ Mold up to a square foot of your element within range into any shape until the end of your next turn. Effect: The target can spend a healing surge and regain additional hit points equal to your Wisdom modifier. Special: Nothing you create with this technique can deal damage.

you crash a wave into your enemies. Target: One enemy flanking an ally. Reflex. Reflex. Torrential: The target is slid a number of squares equal to your Dexterity modifier. you direct it instead to an ally. Hit: 2d6 + Wisdom modifier damage and the target is knocked prone. Implement Standard Action Close blast 3 Target: Each enemy within blast.Water Whip LEVEL Waterbender Attack 1 With a crack. Cascade of Water Waterbender Attack 1 You bring down a waterfall of force down on a group of enemies. freezing him. Attack: Wisdom vs. One ally within 5 may spend a healing surge. Implement Standard Action Area burst 1 within 10 Target: Each enemy within burst. Implement Standard Action Range 10 Target: One creature. Daily ♦ Elemental. Hit: 1d12 + Wisdom modifier damage and the target is pushed 1 square. Encounter ♦ Elemental Immediate Reaction Range 10 Trigger: An ally is flanked. Attack: Wisdom vs. Encounter ♦ Elemental. Implement Standard Action Range 10 Target: One creature. Implement Standard Action Path 3 Target: Each enemy within path. Hit: 1d6 + Wisdom modifier damage and the next attack against the target gets a +2 to their attack roll. Fortitude. Effect: The target is pushed 3 squares. Chi Funnel Greater Water Whip Waterbender Attack 1 Surging water into your whip. Protective Wall Waterbender Utility 2 You slide the water across the ground and it connects with your target. freezing him. Daily ♦ Elemental. Attack: Wisdom vs. Attack: Wisdom vs. Reflex. Waterbender Attack 1 Pulling the water of life from an enemy. Attack: Wisdom vs. a stream of water lurches up and knocks your opponent. 1 ENCOUNTER TECHNIQUES LEVEL 1 DAIL Y TECHNIQUES Arctic Blast Freezing Ray Waterbender Attack 1 You slide the water across the ground and it connects with your target. Calming: The ally also regains a number of hits equal to your Charisma modifier. Fortitude. Encounter ♦ Elemental. Hit: 2d8 + Wisdom modifier damage. Encounter ♦ Elemental. LEVEL 2 UTILITY TECHNIQUES Wave of Water Waterbender Attack 1 Pushing and pulling the water into a rhythm. Implement Standard Action Range 10 Target: One creature. Torrential: The target is pushed a number of squares equal to your Dexterity modifier. Attack: Wisdom vs. you crack it upside a foe’s head. Hit: 1d10 + Wisdom modifier damage and the target is immobilized until the end of your next turn. Waterbender Attack 1 The ground underneath an enemy freezes and he trips over himself trying to get away. Reflex. 21st Level: 2d6 + Wisdom modifier damage. Calming: The target also grants combat advantage until the end of your next turn. Attack: Wisdom vs. At-Will ♦ Elemental. Hit: 1d8 + Wisdom modifier damage and an ally adjacent to the target may make a basic melee attack against the target. Hit: 3d6 + Wisdom modifier damage and the target is slid 1 square and is prone (save ends). Reflex. Implement Standard Action Range 10 Target: One creature. . Daily ♦ Elemental.

Encounter ♦ Elemental. Hit: 1d6 + Wisdom modifier damage and the target takes a -2 to a defense of your choice until the end of your next turn. the quickly forming ice is what keeps him there. Implement Standard Action Range 10 Target: One creature. Target: Each enemy within burst. Special: The burst is centered on the ally that triggered this power. Reflex. Waterbender Attack 5 Seeing a friend go down. Implement Standard Action Line 3 Target: Each enemy within the line. you solidify the water beneath them. Target: You or one ally. Calming: The target makes attacks at a -4 penalty while prone due to this power. Reflex. . Encounter ♦ Elemental Standard Action Area burst 1 within 10 Target: Each ally within burst. Daily ♦ Elemental. Encounter ♦ Elemental. 3 ENCOUNTER TECHNIQUES LEVEL Waterbender Attack 3 You push water away from you on all sides disrupting your foes and protecting yourself simultaneously. Reflex. Effect: The target is knocked prone (save ends). Effect: The target is knocked prone. Torrential: You may slide the target up to 3 squares. Moon’s Push Waterbender Attack 3 A jet of water propels your ally’s weapon deeper into foes. Hit: 1d10 + Wisdom modifier damage. Attack: Wisdom vs. you carve a path through the battlefield to him. Fortitude. Encounter ♦ Elemental Immediate Interrupt Range 10 Trigger: You or an ally step into water. Hit: 1d6 + Wisdom modifier damage and the target is knocked prone. Attack: Wisdom vs. Trapping Water Waterbender Attack 5 The projectile of water is what forces him down.Soothing Mists Waterbender Utility 2 You manipulate the water in the air to soothe and conceal your friends. Calming: One ally within the line deals additional damage equal to 3 + your Charisma modifier until the end of their next turn. Torrential: The target is pushed 2 squares then knocked prone. Hit: 2d8 + Wisdom modifier damage and the target is knocked prone and dazed (save ends). Encounter ♦ Elemental. Effect: One ally within the line deals an additional 3 damage until the end of their next turn. Miss: The target takes a -2 penalty to AC until the end of your next turn. Implement Standard Action Line 3 Target: Each enemy within the line. Push of the Tides Waterwalk LEVEL Waterbender Utility 2 Before they take their first step. Attack: Wisdom vs. Hit: 1d6 + Wisdom modifier damage. Attack: Wisdom vs. Effect: The target regains 5 hit points and is totally concealed until the end of your next turn. Implement Standard Action Close burst 1 Target: Each enemy within the burst. Effect: The target may walk on water. They must finish their turn on solid ground or sink. Attack: Wisdom vs. Fortitude. 5 DAIL Y TECHNIQUES The Morning Tide Icy Tracks Waterbender Attack 3 You move water over the ground under your foes and then suddenly freeze it. Daily ♦ Elemental. Implement Immediate Reaction Area burst 2 within 10 Trigger: An ally is reduced to 0 hit points by an attack.

You may change the angle of the line on your turn as a move action. LEVEL 7 ENCOUNTER TECHNIQUES Mercy of the Sea Cooling Vapors Waterbender Utility 6 You surround an ally with a cooling mist to protect the from the harmful effects of heat. the target gains resist fire equal to your Charisma or Dexterity modifier. Encounter ♦ Elemental. Calming: Your ally may spend a healing surge as a free action instead of rolling a death saving throw. They must end their movement farther away from each other than they started. Sustain Minor: When you sustain you repeat the attack. Your allies gain combat advantage against the target. that ally can spend a healing surge. Attack: Wisdom vs. Encounter ♦ Elemental. Hit: 2d8 + Wisdom modifier damage and you slide one of both targets 2 squares. protecting and healing your allies and crushing your foes. Effect: You repeatedly move a line of water through your enemies squares. Effect: Until the end of the encounter. Encounter ♦ Elemental Move Action Range 5 Target: You or one ally. Torrential: The ally may also make a saving throw. Implement Standard Action Range 10 Target: One or two adjacent creatures. . Fortitude. LEVEL 6 UTILITY TECHNIQUES The Evening Tide Waterbender Utility 6 As your friend falls. Your allies still gain combat advantage against the effected enemies. Enemies treat the zone as difficult terrain and any time an enemy would be pushed. Waterbender Attack 7 You embrace the dual nature of the sea. Daily ♦ Elemental Immediate Reaction Range 10 Trigger: An ally is reduced to 0 hit points by an attack. Icy Patch Waterbender Utility 6 You drench an area in water and then freeze it. Healing Standard Action Range 10 Target: One creature. AC. The line moves with you. Implement Standard Action Line 2 Target: Each enemy within the line. pulled. The water lasts until the end of your next turn. making moving harder for your foes. Implement. Attack: Wisdom vs. 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. or slid through the zone you may add 2 squares to the distance. Daily ♦ Elemental. Attack: Wisdom vs. Part the Seas Waterbender Attack 7 You push enemies to the side and break up their ranks.Streaming the Water Waterbender Attack 5 You use a technique designed to teach young waterbenders to deliver a surprising attack. any enemy takes a -5 penalty to Acrobatics checks. While in the zone. Daily ♦ Elemental. Effect: The target is slid two squares and may make a death saving throw as a free action. Hit: 2d8 + Wisdom modifier damage. The first time an ally hits the target before the end of your next turn. Torrential: The targets are also knocked prone. Reflex. Hit: 1d8 + Wisdom modifier damage. you catch him in a cradle of water that carries him away and rejuvenates him.

Healing Standard Action Close blast 3 Target: Each ally within blast. Effect: The target gains hit points equal to half their level. Torrential: You push the target 2 squares then knock them prone. Effect: The target is immobilized (save ends). or stand back up as a free action. Cradle Wave Waterbender Utility 10 When your friend slips and falls. Effect: The target is blinded (save ends). Target: One ally. Encounter ♦ Elemental Minor Action Range 5 Target: A creature within range is taking typed ongoing damage. 9 DAIL Y TECHNIQUES Water Spout Hail of Icicles Waterbender Attack 9 You hurl water at your opponent. two. Additionally. Encounter ♦ Elemental. Encounter ♦ Elemental.. Effect: The first ally to hit your target before the end of your next turn may spend a healing surge. Encounter ♦ Elemental. Encounter ♦ Elemental Immediate Interrupt Range 5 Trigger: An ally within range falls or falls prone. 10 UTILITY TECHNIQUES Cleansing Mists Octopus Form Waterbender Attack 9 You create eight arms to protect you and your allies from all sides. Calming: The target regains hit points equal to half their level + 5. Implement Standard Action Range 10 Target: One creature. freezing it just before contract and pinning them. Encounter ♦ Elemental. . Attack: Wisdom vs. Implement. Healing Current Waterbender Utility 10 You convert your healing waters to a mist and send it to refresh your allies. Encounter ♦ Elemental. Hit: 3d6 + Wisdom modifier damage. Cold Standard Action Area burst 2 within 10 Target: Enemies within the burst. AC. you’re there to help him back up. You also have threatening reach for this attack for two squares. Fortitude. Waterbender Utility 10 As acid eats away the flesh. Implement. Hit: 2d8 + Wisdom modifier damage. Hit: 2d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn. Healing Standard Action Line 3 Target: One. Hit: 1d6 + Wisdom modifier damage and the target is knocked prone. or three enemies. Attack: Wisdom vs. shift 1 square to a safe square. Effect: They may make a saving throw as a free action against one source of ongoing damage with a +2 bonus. Effect: They may stay in the square they were before they fell. Stance Standard Action Personal Effect: You any any adjacent allies gain +2 to AC and Reflex and you may make the following attack once per round as an opportunity attack.Steamshot LEVEL Waterbender Attack 7 You heat a jet of water and guide it straight towards the eyes of your target. Calming: The first ally to hit your target before the end of your next turn may spend a healing surge and gain additional hitpoints equal to your Charisma modifier. you can choose to use this attack as a standard action as a normal attack. Torrential: Increase the area to blast 5. Reflex. Attack: Wisdom + 2 vs. Implement. you wash the corrosive concoction off. LEVEL Waterbender Attack 9 You summon a column of water that envelops your foes. Fortitude. Attack: Wisdom vs.

Until the end of the encounter. Torrential: Each ally within the blast gains a +2 to attack and damage until the end of your next turn. Implement. While this power’s ongoing damage is in effect. Daily ♦ Elemental. Torrential: Allies may instead shift an additional number of squares equal to your Dexterity modifier. The target is immobalized (save ends). cutting them up. Fortitude Hit: 1d6 + Wisdom modifier cold damage. Effect: Each ally within the blast gains a +2 to damage until the end of your next turn. Encounter ♦ Elemental.LEVEL 13 ENCOUNTER TECHNIQUES LEVEL 15 DAIL Y TECHNIQUES Encasing Frost Waterbender Attack 13 You curl the ice around their legs. Implement. Cold Standard Action Range 5 Target: One creature. Daily ♦ Elemental. Wetstone Waterbender Attack 13 A torrent of water washes over your foes. Aftereffect: The target takes 3d8 + Wisdom modifier Cold damage. Fortitude Hit: 3d6 + Wisdom modifier damage. they may shift an additional two squares. Implement. Implement. 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. when an ally within the area shifts. Immediately end the immobalized condition if the target is hit by a melee attack. Reflex Hit: 3d10 + Wisdom modifier cold damage. leaving them cold and your allies empowered. Implement. but not to your enemies. Ice Crush Waterbender Attack 15 You encase an opponent in brittle ice. The ice is so tough that only the force of another blow could break it. . Daily ♦ Elemental. Cold Standard Action Ranged 10 Target: Each enemy in burst Attack: Wisdom vs. Waterbender Attack 13 You place a soft mist of water around an enemy that soothes any ally he dares to try and attack. the area effected is considered difficult terrain for your enemies. Cold Standard Action Close blast 3 Target: Each enemy within blast. and with it their life force. Attack: Wisdom vs. Attack: Wisdom vs. razorsharp shards. Slick Surface Waterbender Attack 15 You coat the field with a great wave of water. Chi Exchange Softened Blows Waterbender Attack 15 You pull the water out of your foe. The water swerves around your allies’ weapons. Cold Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. sharpening them. Reflex. Cold Standard Action Area burst 2 within 10 Target: Each enemy in burst Attack: Wisdom vs. and ongoing 10 cold damage (save ends). Attack: Wisdom vs. Calming: You and your allies regain hitpoints equal to 5 + your Wisdom modifier. Encounter ♦ Elemental. Encounter ♦ Elemental. Fortitude Hit: 1d10 + Wisdom modifier damage. Implement Standard Action Ranged 10 Target: One creature. turning it into a sheet of ice that’s friendly to your friends. Once they wrestle free the ice shatters into dozens of brittle. Hit: 2d8 + Wisdom modifier damage. Fortitude Hit: Wisdom modifier damage and the target is immobilized (save ends). Calming: One target of the next attack the target makes gains 5 + your Charisma modifier damage temporary hit points instead of 5. One target of the next attack the target makes gains 5 temporary hit points as an Immediate Interrupt. Additionally.

Attack: Wisdom vs. and vice versa. Torrential: The target is stunned until the end of your next turn. Cold Standard Action Ranged 10 Target: One creature. Implement. Healing Minor Action Range 5 Target: One ally in blast Effect: The target spends a healing surge. Cold Standard Action Range 10 Target: One creature Attack: Wisdom vs. Attack: Wisdom vs. Implement Standard Action Ranged 10 Target: One creature. LEVEL 17 ENCOUNTER Waterbender Attack 17 By targeting the enemy with a surging current of falling water you prevent them from lifting their weapon. LEVEL 19 DAIL Y TECHNIQUES Facefreeze TECHNIQUES Cold Feet Waterbender Attack 17 Don’t worry. Fortitude Hit: 2d10 + Wisdom modifier cold damage. Fortitude Hit: 3d10 + Wisdom modifier damage and the target is immobilized and unable to make attacks until the end of your next turn. Daily ♦ Elemental. Regrouping Cascade Waterbender Utility 16 You flood the battlefield and then pull your allies back to you like the tides. One adjacent ally can spend up to 2 healing surges. infuse it with healing magic and then blow it towards your allies. Flash Boil Waterbender Attack 19 With a motion you coat an enemy with water and then bring the water to boil. Implement Standard Action Range 10 Target: One creature Attack: Wisdom vs. Daily ♦ Elemental Minor Action Personal Effect: Until the end of the encounter. brutally scalding them in the process. Implement. Cold Standard Action Range 10 Target: One creature Attack: Wisdom vs. Waterbender Attack 19 You pull the water out of your foe. Hit: 4d8 + Wisdom modifier damage. anytime one of your powers would allow someone to spend a healing surge. Implement. Daily ♦ Elemental. and with it their life force. Fortitude Hit: 2d10 + Wisdom modifier damage and the target is stunned until the end of your next turn. Encounter ♦ Elemental. you freeze it solid. Healing Move Action Close burst 5 Effect: Pull allies within in the burst up to 5 squares. Calming: A secondary target is affected Secondary Target: Other allies in blast Secondary Effect: The ally gains temporary hit points equal to your Charisma modifier. AC Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares and dazed. Waterfall Strike Versatility of the Water Waterbender Utility 16 Your tactics have become as fluid as the water you control. Encounter ♦ Elemental.LEVEL 16 UTILITY TECHNIQUES Ocean’s Kiss Ice Hammer Waterbender Utility 16 You pull water together. Waterbender Attack 17 You hurl a watery blast at your opponent and. and the target is blinded (save ends). Encounter ♦ Elemental. leaving them cold and your allies empowered. they may make a saving throw instead. just prior to hitting them. . you’re just nervous. Encounter ♦ Elemental. Encounter ♦ Elemental. and takes a -2 penalty to saving throws for this effect. Fortitude. and the target is immobilized and grants combat advantage until the end of your next turn.

Enemies within the burst suffer a -2 to attacks. those spaces now have heavy rain. Miss: Wisdom modifier cold damage and the target grants combat advantage until the end of your next turn. Encounter ♦ Elemental. Fortitude. Encounter ♦ Elemental. Target: Creatures in burst Attack: Wisdom vs. Implement. LEVEL 23 ENCOUNTER TECHNIQUES Deadly Mist Smooth Current Waterbender Utility 22 You pull water together. violently. Encounter ♦ Elemental. Implement Standard Action Line 5 Target: Each enemy in line. Calming: Aliies in the blast gain temporary hit points equal to your 5 + your Charisma modifier. the reflection of attacks and emotions. Effect: Allies in the blast gain temporary hit points equal to your Charisma modifier. whenever an ally makes an attack that includes a push. Hit: 3d8 + Wisdom modifier damage and the target is pushed 3 squares. LEVEL 22 UTILITY TECHNIQUES 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. Reflex Hit: 2d8 + Wisdom modifier cold damage and the target grants combat advantage until the end of your next turn. allies in areas of heavy rain gain Regeneration 4. Hit: 2d8 + Wisdom modifier damage. Cold Standard Action Area burst 2 within 5. But sometimes. Stance Minor Action Personal Effect: Until the stance ends. Daily ♦ Elemental. At-Will ♦ Elemental. the water disrupts your enemies and heals your allies. Icicle Barrage Waterbender Attack 23 Water flies over your enemy and then freezes into a deadly sharp rain of icicles. or slide on a hit. When you release your focus.. . You may change the location of the heavy rain to anywhere else in the burst as a minor action. with incredible speed. may breathe underwater and gain a +10 power bonus to Athletics checks made to swim. a small weather system forms on the battlefield. Stance Standard Action Personal Effect: You create a weather system within your burst that lasts until the end of the encounter. Torrential: Allies may shift 3 squares. pull. Reflex Hit: 4d8 + Wisdom modifier damage and the first ally to hit the target before the end of your next turn may spend a healing surge. Stance Minor Action Personal Effect: You. Rain Storm Waterbender Utility 22 By pulling water together tightly you create rainclouds. Implement. Watering Ram Waterbender Attack 23 As you run you pull water along with you and then strike a line of enemies with tremendous force. you and all allies within 5 squares may shift once before and twice after all standard action attacks.. Choose three spaces within the burst. enemies in areas of heavy rain suffer a -4. Cold Standard Action Close blast 5 Target: Each enemy within blast. Attack: Wisdom vs. Reflex. In addition. Attack: Wisdom vs. Allies within the burst gain Regeneration 2. Waterbender Attack 23 A mist surrounds your target and then. Encounter ♦ Elemental. the individual drops begin to fly around tearing them apart and dashing harmlessly on your allies. Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. infuse it with healing magic and then blow it towards your allies. it’s also about releasing emotions. Encounter ♦ Elemental. and any allies within 10 squares of you. they gain a +2 power bonus to attack rolls.Tempest Blast Waterbender Attack 19 Waterbending is about reflection.

you’re just nervous. Exposing Mist Glacial Onslaught Waterbender Attack 25 You form a spike of ice that drains your opponents chi into your allies. Implement Standard Action Line 6 Target: Each enemy within line. smashing your targets from either side. Hit: 3d10 + Wisdom modifier damage and the target is stunned (save ends). This lasts until the end of your next turn. Implement Standard Action Ranged 10 Target: One creature. you may add an additional 2d6 damage as a free action. Torrential: The area of the attack counts as difficult terrain to your enemies until the end of the encounter. Miss: Half damage. Implement Standard Action Close burst 2 Target: Each enemies within burst. and your target. but the ones surround your enemies harden into deadly icicles. Attack: Wisdom vs. The first ally to hit the target before the end of your next turn may spend a healing surge. Hit: 2d8 + Wisdom modifier cold damage. Waterbender Attack 27 Don’t worry. Implement Standard Action Ranged 10 Target: One creature. Daily ♦ Elemental. Will. whenever an ally hits the target. Humidity Control Waterbender Attack 27 That was NOT an airbender move. Attack: Wisdom vs. Daily ♦ Elemental. Hit: 2d6 + Wisdom modifier damage. and gain a +2 to Fortitude and Will until the end of their next turn (save ends all). Calming: When an ally spends a healing surge after hitting the target. Crashing Waves Waterbender Attack 25 With a clap you bring two titanic waves together. Encounter ♦ Elemental. Fortitude. Miss: Half damage and the target is stunned until the end of your next turn. they regain 5 hit points. Cold Standard Action Close blast 5 Target: Each enemy within blast. Miss: Half damage and when an ally hits the target. Fortitude Hit: 2d6 + Wisdom modifier damage. Reflex. Implement. Attack: Wisdom vs. . Attack: Wisdom vs. Calming: When a critical hit is scored. Torrential: Enemies in the burst are also subject to a -2 penalty to saving throws (save ends). Hit: 4d10 + Wisdom modifier damage and all adjacent squares count as difficult terrain to your enemies until the end of your next turn. Until the end of your next turn. Effect: Allies in the burst may spend a healing surge. Encounter ♦ Elemental. they regain 5 hit points. Allies in the burst can spend a healing surge. Attack: Wisdom vs. in a burst of water droplets. Will. and falls prone whenever hit by a daily attack (save ends all). Encounter ♦ Elemental.LEVEL 2 5 DAIL Y TECHNIQUES LEVEL 2 7 ENCOUNTER TECHNIQUES Chi Spike Waterbender Attack 25 You form a spike of ice that drains your opponents chi into your allies. Your allies find these droplets invigorating. an attack roll of 19-20 against the target is considered a critical hit. Hit: 3d8 damage + Wisdom modifier damage. and the target takes a -2 penalty to Reflex defense. Attack: Wisdom vs. Fortitude. Daily ♦ Elemental. they regain additional hit points equal to 8 + your Charisma modifier. Implement Standard Action Line 5 Target: Creatures within line. Icicle Fusillade Waterbender Attack 27 You surround yourself.

they may spend a healing surge to gain a number of temporary hit points equal to their healing surge value + half your level + your Charisma modifier. Miss: Half damage and the target is pushed 1 square. . Waterbender Attack 29 At the start of a fight you flood the battlefield. Attack: Wisdom vs. At the end of their movement.LEVEL 2 9 DAIL Y TECHNIQUES Drench Ocean’s Crash Waterbender Attack 29 After coating your enemy in water. Torrential: This attack is instead an area burst 1 within 10 squares. Calming: Allies within the blast may spend as many healing surges as they wish. it gains ongoing 5 damage (save ends). you may make the following secondary attack using your ally as the origin square. but a save ends all of it. Daily ♦ Elemental. Cold Immediate Interrupt Close burst 5 Trigger: You roll initiative Target: Allies in burst Effect: Slide the target a number of squares equal to your Charisma modifier. Additionally. Secondary Target: One creature within melee reach of your ally Secondary Attack: Wisdom vs. This ongoing damage is cumulative. Fortitude Hit: 8d6 + Wisdom modifier cold damage and the target is pushed 3 squares. Secondary Hit: 3d8 + Wisdom modifier damage and the target grants combat advantage to one ally until the end of your next turn. Cold Standard Action Close blast 5 Target: Each enemy within blast. making their skin brittle and prone to bleed. Implement. Daily ♦ Elemental. letting your allies move in and slamming into your opponents. Reflex. The Moon’s Grasp Waterbender Attack 29 You now control the very power celestial bodies control. you alternate freezing and boiling. Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Effect: The target is dazed (save ends). Daily ♦ Elemental. Reflex Hit: 4d12 + Wisdom modifier damage. Miss: Half damage and the target takes 10 ongoing damage. and the whenever the target is hit by an attack before the end of the encounter. Implement.

Crescent. Hit: 3d8 + Wisdom modifier damage.PARAGON BLOODBENDER PATHS Bloodmoon “I have power over water. FOLLOWER SPIRIT OF THE MOON “I have power over water. Your power waxes and wanes like the moon. This cycle would seem a weakness to someone else. allowing you to control their movements. BLOODBENDER TECHNIQUES PATH FEATURES Bloodbender Attack 20 You push and pull the water in the body of your enemy. Puppetmaster Bloodied Superiority (11th Level): Your power over blood lets you gain advantage against wounded foes. Implement Standard Action Ranged 10 Target: One creature. but you know it to be a sign of strength. When an enemy is bloodied you gain combat advantage against them until the end of your next turn. Daily ♦ Elemental. Sustain Move: The bonus persists. Gibbous. Until the end of your next turn your Bloodbender and Waterbender attack powers get a +2 power bonus to attack and damage. Attack: Wisdom vs. 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. The target is immobilized until the end of your next turn. When you use a Encounter. Daily ♦ Elemental Minor Action Personal Effect: You take 1d8 damage. like the original waterbenders did. Fortitude. New. FOLLOWER OF THE MOON SPIRIT PATH FEATURES Bloodbend Bloodbender Attack 10 You tug at the insides of your foe. Full.” Prerequisites: Waterbender You have refined your waterbending technique so effectively that you can move the very blood that flows through your enemies bodies.. the same water that flows through your veins right now. Calming Path You learn your power from the moon itself. The phases go New. Sustain Minor: You take the damage again and the bonus persists. Blood Control (16th Level): When you are first bloodied you may immediately spend a healing surge as a free action. BLOODBENDER 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. Phases of Power (11th Level): Your power changes as you use your powers. You begin each encounter in the Phase of the New Moon. Attack: Wisdom vs.. . Encounter ♦ Elemental. ect. they are instead stunned until the end of your next turn. preventing them from moving and ripping their insides apart. Fortitude. Special: If the target is bloodied. Sustain Standard: Make the attack again. Hit: 2d8 + Wisdom modifier damage and the target is dominated until the end of your next turn. You harm your foes bodies from the inside out or cause them to move to your will like an automaton. the same water that flows through your veins right now.” Prerequisites: Waterbender. Daily or Utility Waterbending power you manifest the next phase at the end of your turn. Implement Standard Action Ranged 10 Target: One creature.

Attack: Wisdom vs. It works slowly. Effect: Another ally within range may spend a healing surge or make a saving throw. AC. Torrential Path The ocean is the most powerful force in the world. Phase of the Gibbous Moon: Your power is growing. Moon’s Blessing (16th Level): When you are pushed or pulled you gain temporary hit points equal to your Charisma modifier. Your waterbending is powered by the phases of the moon. start the duration over and add 1 to the attack bonus and 2 to the damage bonus to a maximum +5/+10. Hit: 4d10 + Wisdom modifier damage and the target is pushed 2 squares and takes ongoing 5 damage (save ends). Moon’s Action (11th Level): When you use an action point to gain an extra action you may change your Phase to any Phase at the end of your turn. Attack: Wisdom vs. Encounter ♦ Elemental. If you use an Encounter attack power in this time but before using a Daily attack power. Implement Standard Action Ranged 10 Target: One creature. FOLLOWER SPIRIT OF THE SEA “You know what you and mountains have in common? The ocean can destroy you both!” Prerequisites: Waterbender. Stunned and Slowed if any apply. but given enough time it can destroy continents and you have learned how to attune with it. like all Waterbenders. Blue Moon Follower of the Moon Spirit Utility 12 You harness the power of the Harvest Moon to guide your allies blows. The first time an ally hits the target with melee attack before the end of your next turn that ally may spend a healing surge or make a melee basic attack. Hit: 2d8 + Wisdom modifier damage. started off small in the distance and slowly growing to enormous proportions. You gain a +1 to Will and Fortitude but you cannot use Daily Attack powers. Phase of the Crescent Moon: Your power protects you. Daily ♦ Elemental. Indomitable Action (11th Level): When you spend an action point to take another action you can instead stop being Immobilized.Phase of the New Moon: You are darkened to the world making you harder to see. Phase of the Full Moon: Your power is at its peak. Fortitude. You gain a +2 to all defenses and attacks made with Waterbending powers. Implement Standard Action Close blast 5 Target: Enemies within blast. Daily ♦ Elemental Immediate Reaction Ranged 10 Trigger: An ally uses a healing surge or makes a saving throw. FOLLOWER OF THE MOON SPIRIT TECHNIQUES Tidal Blast Follower of the Moon Spirit Daily 20 You harness the force that guides the ocean and use it to hurl water at your foes. Cascading Attack (16th Level): Anytime you push an enemy more than 1 square you deal . FOLLOWER OF THE MOON SPIRIT PATH FEATURES Harvest Moon Follower of the Moon Spirit Attack 10 You harness the power of the Harvest Moon to guide your allies blows. You gain concealment but you cannot use Daily Attack or Utility powers. but it is not strong as of yet. When you use an Encounter attack power you gain a +1 bonus to attack a +2 bonus to damage to the first Daily attack power you make before the end of your next turn. Relentless Waves (11th Level): Your power grows like the power of the wave. but you have such a kinship with the ocean that your style is almost completely alien to your peers. You gain a +1 to all defenses. but also reducing your power.

Reflex. Reflex. Attack: Wisdom vs. Implement Standard Action Area burst 3 within 10 squares Target: Enemies within burst. Hit: 2d8 + Wisdom modifier damage. Attack: Wisdom vs. 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. Implement. 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. but ice has two things water doesn’t.extra damage to them equal to your Charisma modifier. Effect: The target is pushed 2 squares. Reflex. Ice Armor Icebender Utility 12 Your bending creates thick plates of icy armor to protect you or an ally. Icebender Attack 10 You coat your enemies in water and freeze them into place. Reflex. ICEBENDER TECHNIQUES PATH FEATURES Cascade Follower of the Sea Spirit Utility 12 Like a wave in the sea. Daily ♦ Elemental. pushing one away only brings in a stronger one. Cold Standard Action Melee touch Target: One. Freezing Action (11th Level): When you spend an action point to take an extra action. Until the end of your next turn your Bloodbender and Waterbender attack powers get a +2 power bonus to attack and damage. Miss: The target is immobilized until the end of your next turn. Implement Standard Action Line 3 Target: Enemies in line. Encounter ♦ Elemental. . clearing a path. Effect: Targets are pulled as close to the center of the burst as possible and take ongoing 5 (save ends). Daily ♦ Elemental. Encounter ♦ Elemental. Attack: Wisdom vs. Cold Standard Action Close blast 3 Target: Enemies within blast. You can disrupt the field by making the ground slick and you can hold your enemies in blocks of ice.” Prerequisites: Waterbender Water is just a transitional state. you’ve mastered the ability to move water around and then freeze it solid into weapons. Freezing Blast Vortex Follower of the Sea Spirit Daily 20 A whirlpool of water appears and drags your opponents towards its center. Hit: 2d6 + Wisdom modifier damage. Effect: You take 1d8 damage. Icy Charge ICEBENDER “Water may not frighten you. a row of water pushes your enemies away. Hit: 1d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn. Implement. Cold Standard Action Range 10 Target: An ally within range or you. that enemy remains immobalized for one turn longer than they otherwise would have. Attack: Wisdom vs. Absolute Zero (16th Level): Add uoir Dexterity modifier to damage with any Waterbender or Ice Bender attack you make with the Cold keyword. barricades and complicated traps. Daily ♦ Elemental Immediate Reaction Personal Trigger: You are pushed or pulled. or three creatures. Persistent Cold (11th Level): If an enemy is immobilized by a Waterbending power with the Cold keyword. heft and a pointy end. FOLLOWER OF THE SEA SPIRIT TECHNIQUES ICEBENDER Kiss of the Sea Follower of the Sea Spirit Attack 10 Like a polite gesture. Daily ♦ Elemental. enemies within Close burst 2 of you take your Charisma modifier in cold damage. Effect: An ally may charge as a free action. two. Hit: 2d8 + Wisdom modifier damage and the target is immobilized (save ends).

Your size changes to Large. Daily ♦ Elemental. or life force. Allies who start their turn adjacent to it regain 5 hit points and gain a +2 bonus to their Fortitude defense. giving you a protection. Foggy Swamp Style (16th Level): While in difficult terrain that is caused by a natural plantlike substance. Implement Standard Action Close burst 1 Target: Each creature within burst. it moves freely. AC Hit: 2d6 damage. Calm Mind (11th Level): When you sacrifice an action. Hit: 2d8 + Wisdom modifier damage. you gain threatening reach and you regeneration 5 until the end of the encounter. If you sacrifice a move action. they feel. it also concentrates on the actual chi. PLANTBENDER Plant Guardian Plantbender Utility 12 You pull plants from nearby together and create a totem to help your allies.. PUPIL Vineblade 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. If you sacrifice a minor action. Attack: Wisdom vs. you gain bonuses to attacks. Though bending water is a major part of it.PLANTBENDER “Water is the source of life itself for everything in this forest. AC. Effect: You are surrounded by plants and vines. they think. Hit: 2d6 + Wisdom modifier damage. wanders throughout the body.” Prerequisites: Waterbender. can optimize its potential.. Plant Affinity (11th Level): You may ignore the effects of terrain and natural hazards involving plant life. you gain a +2 to AC PLANTBENDER TECHNIQUES PATH FEATURES Plantbender Attack 20 You pull local plants to you creating a huge body that protects you from attacks. Daily ♦ Elemental. Encounter ♦ Elemental. they resist. everything except for you!” Prerequisites: Waterbender Animals are complex. as a director of Chi. control the plants natural defenses and restrain your foes. you and every ally within 5 OF CHI PATH FEATURES . Healing Standard Action Range 10 Effect: You conjure a plant gaurdian into 1 square within range. Make a secondary attack. You’ve known for a long time that aligning chakras has a greater effect on a person’s wellbeing than any amount of water can. Secondary Target: One creature within 10. Concentrated Aligning (11th Level): When you spend your short rest realigning the chi and chakras of others. By bending the water within plantlife you can protect yourself. of a person. Reflex. PUPIL OF CHI “Chi constantly moves. Implement Standard Action Close burst 1 Target: Each creature in burst. simple and powerful. Calm Stance. trained in Heal You’ve trained in a different area from your waterbending brethren and sisters. you gain a +2 damage. Plant Body 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. Left unattended. Once per day you may add the following effect to a Waterbender or Plantbender attack: Effect: The target is restrained (save ends). You trained in a majorly pacifist style of waterbending. Attack: Wisdom vs. I. you gain a +1 to attack and damage. Secondary Attack: Wisdom vs. Plants on the other hand are simple. Conjuration.

that character regains additional hit points equal to their healing surge value with every healing surge. Tactical Exhaustion (16th Level): When you could spend a healing surge. you felt powerless without it. Attack: Wisdom vs. you may roll damage as normal. Hit: 3d8 + Wisdom modifier damage and the target is dazed and grants combat advantage (save ends). Implement Standard Action Range 5 Target: One creature. S WEATBENDER TECHNIQUES PATH FEATURES Steaming Uppercut Sweatbender Attack 10 You throw an uppercut and a geyser bursts underneath your opponent rocketing them into the air. that ally gains a +2 bonus to attack rolls and defenses until the end of your turn. Daily ♦ Elemental Immediate Interrupt Close burst 3 Trigger: A creature within range makes a saving throw. Power of Weariness (11th Level): As you become more exhausted your power grows. Encounter ♦ Elemental. Attack: Wisdom vs. Encounter ♦ Elemental. Effect: You may either give a +5 bonus or a -5 penalty to the saving throw. Target: The creature that triggered this power. If you do an ally within 10 squares of you gainst hit points as if they had spend a healing surge. Attack: Wisdom vs. Strenuous Action (11th Level): When you use an action point to gain an extra action you may take a -2 penalty to your next attack to give an ally a +2 bonus to their next attack. Instead of inflicting that. You have learned to bend the sweat your body naturally exudes in the heat of combat. Fortitude. Hit: 2d8 + Wisdom modifier damage and the target is blinded until the end of your next turn and knocked prone. Implement Standard Action Ranged 5 Target: One creature. When you use your second wind choose an ally.” Prerequisites: Waterbender You were stranded somewhere without water. practiced only by master of Chi. Pacifist Action (16th Level): As a free action when you use a waterbender at-will power. When an affected character spends healing surges at the end of the rest. Now as you tire your power only increases. Fortitude. Will. Implement Standard Action Range 10 Target: One creature. PUPIL OF CHI TECHNIQUES S WEATBENDER “Water is power and I’m full of it. Hit: 1d10 + Wisdom modifier damage and one creature within range gains an amount of temporary hit points equal to the damage. Daily ♦ Elemental. Miss: Half damage the target is dazed until the end of your next turn. . you may choose to forgo its effects and damage to heal an ally. that overloads a person’s body by forcing your life force into them. S WEATBENDER Vicious Sap Pupil of Chi Attack 10 You pull one being’s chi and compliment another’s with it. you may instead choose to lose that healing surge. Effect: You are weakened until the end of your next turn. you grant an ally the same amount of temporary hit points. Soullink Pupil of Chi Attack 20 A dangerous technique. it just takes time to get it out. Chakra Manipulation Pupil of Chi Utility 12 You feel the pulsing and the reverberation of a creature’s inner being and manipulate it. If you pass a saving throw. But you found a way around all of that.squares are under affect.

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. Implement. Fortitude. Daily ♦ Elemental. . if a tad icky. Steamroom Sweatbender Attack 20 You raise the temperture of the water around a foe causing a benificial.Stenuous Recharge Sweatbender Utility 12 With a strained breath you reveal that you are only just beginning to fight. circumstance for your allies. Hit: 2d10 + Wisdom modifier damage and the target is blinded (save ends). Daily ♦ Elemental Standard Action Personal Effect: You regain an Encounter power you have already used or you may spend a healing surge. Zone Standard Action Close blast 3 Target: Each enemy in blast. Attack: Wisdom vs.

at best people think of them as elegant or powerful. Weapon Standard Action Melee weapon Special: You must be wielding two weapons. Encounter ♦ Martial. and no one sees you coming at all. and that attack leaves the target helpless or kills the target. 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.PARAGON MISCELLANEOUS PATHS PATHS PARAGON one sees them coming unless you want them too. Stealthy Kill (11th Level): If you are hidden when you make an attack. No Two Sword Style (11th Level): You may treat Scimitars as if they had the Off-Hand property. If you do. Stealth Acrobatics Blue Spirit Utility 12 Even the most observant enemy will never find a target that isn’t where they’re looking. Weapon Standard Action Melee touch Target: One creature Attack: Dexterity vs. Attack: Dexterity vs. They are available to all characters that meet the prerequisites. This bonus lasts until the end of your next turn. Daily ♦ Martial. Swords are often misjudged as loud and blundering weapons. BLUE These paragon paths represent other characters in the Avatar: The Last Airbender series that are not benders. BLUE SPIRIT “I was never here. Two-Weapon Fighting. Reflex (main weapon and off-hand) two attacks. At-Will ♦ Martial Immediate Reaction Personal Trigger: You succeed on Stealth check. Effect: You gain a +2 to your AC and Reflex defense for each time this attack hits.” Prerequisites: Trained in Stealth and Acrobatics. If you succeed you remain hidden. Twin Blade Fury Blue Spirit Attack 20 As you attack your swords spin so fast that they deflect enemy attacks. you remain hidden as if you hadn’t acted. the target is knocked unconcious (save ends). BLUE SPIRIT POWERS SPIRIT PATH FEATURES Tie ‘Em Up Blue Spirit Attack 10 You surprise your opponent by attacking them and then rapidly tying them up instead of killing them. Target: One or two creatures. Your swords are as silent as an owl in flight and as precise as any dagger. . Reflex Hit: The target is restrained (save ends). Hit: 2[W] + Dexterity modifier damage. Effect: You make an Acrobatics check with a +2 bonus.

which is a specialized type of Longsword with the High Crit property. Weapon Standard Action Melee touch Target: One creature. Fortitude. Stance Move Action Personal Effect: Until this stance ends. Creativity. AC. any martial class. Daily ♦ Martial. JIAN S WORDSMAN “I may not be able to shoot fire or heal people or fly. Chi Blocking Action (16th Level): When you spend an action point to make an extra melee attack action. Your agility is your strong suit. Hit: 2d10 + Strength or Dexterity modifier damage and the target’s Chi is blocked until the end of your next turn. did I break you? I’m sorry!” Prerequisites: Trained in Acrobatics and Athletics. in certain enemies. causing their limbs to go limp and. you prefer to do a handstand.CHI BLOCKER Acrobat’s Movement Chi Blocker Utility 12 Some people walk into a fight. JIAN Chi Block Strike Chi Blocker Attack 10 You surprise your opponent by attacking them and then rapidly tying them up instead of killing them. the ability to mark opponents. Aftereffect: The target’s Chi is blocked (save ends). you may move through opponents spaces. Creatures with blocked Chi cannot make any actions except for standard movement and melee and ranged basic attacks. Weapon Standard Action Melee touch Target: One creature. Your weapon is an extension of yourself. shift as a minor action and gain a +5 bonus to Acrobatics and Athletics checks. When you succeed on an Acrobatics check to perform an Acrobatic Stunt you gain a +2 bonus to you next attack roll. the targets Chi is blocked until the end of your next turn. you finished your training by crafting your own sword. “It’s like we’re dancing! Oh. these are the traits that define a great swordsman and these are the traits that define you. S WORDSMAN PATH FEATURES . if the attack hits. Attack: Strength or Dexterity vs. Daily ♦ Martial. some people run. Attack: Strength or Dexterity vs. Stroke of the Brush (11th Level): You move your sword with the same subtle movements you use with writing calligraphy. Hit: 3d10 + Strength or Dexterity modifer damage. intelligence. Acrobatic Movement (11th Level): You move around the battlefield very unpredictably. blocking their ability to channel magic by disrupting the flow of Chi through their body. CHI BLOCKER POWERS BLOCKER PATH FEATURES As you attack your swords spin so fast that they deflect enemy attacks. You begin your training by practicing calligraphy. It is as much a part of you as any other part of your body. but that doesn’t make me worthless!” Prerequisites: Any Martial Class. You can leap and jump around the battlefield and you have been trained to hit an opponent in their pressure point. You may add your Dexterity modifer to damage dealt with a Jian. Otherwise it is the same as a Longsword. Effect: The target is stunned until the end of your next turn.. CHI Pressure Point Flurry Chi Blocker Attack 20 Pressure Point Critical (11th Level): When you score a critical hit on an enemy with a melee attack you may choose to deal normal damage. Encounter ♦ Martial. If you do you block the targets Chi (save ends). The Way of the Sword (11th Level): You are proficient with the Jian. versitility..

Cutting the Bamboo (16th Level): You have learned to cover your retreat by disrupting your enviroment. bladed gaurd and a daggerlike protrusion at the bottom of the handle. Take Everything In Jian Swordsman Utility 12 Jian Master Jian Swordsman Attack 20 Your sword is an extension of you. Whenever you Shift 1 square as a move action. 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. . AC Hit: 3[W] + Strength modifier damage. that weapon is dropped and thrown up to 5 squares. a complicated form of sword. Encounter ♦ Martial. 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. used in pairs. Hit: 2[W] + Strength modifier damage and you score a critical hit on a 19-20 when attacking this foe until the end of the encounter. Reflex Hit: 2[W] + Strength or Dexterity modifier damage. Weapon. let alone master. Target: One creature Attack: Strength or Dexterity vs. Swords are an inelegant weapon. They change as the battle changes.” Prerequisites: Any Martial Class. Attack: Strength vs. the space you leave is considered difficult terrain until the end of your next turn. JIAN S WORDSMAN POWERS TIGER HOOK S WORDSMAN “My weapons are everything I need them to be. Weapon Standard Action Melee weapon Target: One creature. When you wield Tiger Hooks. Two-Weapon Fighting. Encounter ♦ Martial. TIGER HOOK S WORDSMAN POWERS Disarming Slash Tiger Hook Swordsman Attack 10 Using the hooked end of your weapon to pull an enemies weapon away from them. Weapon Standard Action Melee weapon Special: You must be wielding Tiger Hooks. that takes years to learn how to use at all. really sharp arm. Stance Standard Action Melee weapon Target: One creature. The Tiger Hooks have a long curved blade ending in a hook. Encounter ♦ Martial Move Action Personal Effect: You immediately know the location of any creatures within 10 squares that you have marked and take no penalties from concealment or cover when attacking them until the end of your next turn. AC. a crescent shaped. You pause for a moment letting your other senses help you find your target. one enemy adjacent to you is knocked prone. too simple and forceful to be your style. TIGER HOOK FEATURES S WORDSMAN PATH Write Your Name Jian Swordsman Attack 10 When you use your sword you write your name on the battlefield. Attack: Strength vs. You use Tiger Hooks. they gain the Defensive property. Tripping Action (16th Level): When you spend an action point to take an extra action. like an extra long. Tiger Hook Mastery (11th Level): You gain proficiency in the Tiger Hooks. Until the end of the encounter you gain combat advantage against foes you have marked and gain a +2 to your Reflex and AC defenses against them. Effect: You assume the stance of the Jian Master. Daily ♦ Martial. If the target is holding a weapon.

Daily ♦ Martial. Disarming Strike: If the target is holding a weapon. Target: One. Stance Standard Action Melee weapon Special: You must be wielding Tiger Hooks. Weapon.Brachiation Tiger Hook Swordsman Utility 12 Your Tiger Hooks are good for more than just combat. Heaven and Moon Swords Tiger Hook Swordsman Attack 20 Using your Tiger Hooks you peform a complicated kata that exploits every unique aspect of the swords. Effect: You gain a climb speed equal to your land speed when climbing trees. . make a climb check with a +5 bonus. two or three creatures Attack: Strength or Dexterity vs. At-Will ♦ Martial. Cutting Blow: 2[W] damage. No one creature may be the target of more than one effect. the hooks help you climb and swing from trees. If you are climbing something other than trees. that weapon is dropped and thrown up to 5 squares. up to three attacks Hit: 1[W] + Strength or Dexterity modifer. Weapon Move Action Personal Special: You must be wielding Tiger Hooks. Reflex. Tripping Attack: The target is knocked prone. Each attack has a different additional effect.

Harmony Source of Strength feature Benefit: Once per day. you gain a +1 bonus to hit with both shifting ground and earthen shard until the beginning of your next turn. FIRE’S CLOSED FIST Prerequisite: Firebender Benefit: When you score a critical hit you may increase your extra damage from your source of Strength class feature by 2. Hurricane Monastic Training Benefit: When you deal your Dexterity modifier in damage as per the Hurricane Monastic Training class feature.FEAT S HEROIC AIR’S TIER FEAT S HAND you may immobilize that enemy until the end of your next turn instead of slow it. Torrential Moon’s Blessing feature Benefit: Whenever an enemy bloodies an ally. FOCUS ON THE BATTLE Prerequisite: Airbender Benefit: When you move at least 2 squares you gain +2 bonus to your Reflex defense until the end of your next turn. instead of one. KYOSHI GUARDIAN Prerequisite: Waterbender. Firebender. FIRE Prerequisite: Firebender. you can increase your maximum damage (instead of 2 + Charisma. you may also push that creature 1 square. FROZEN T ORRENT NATION SOLDIER TRAINING Prerequisite: Airbender. you gain a +2 bonus to your attack. HARMONIOUS Prerequisite: Earthbender Benefit: When you would be pushed. EARTH’S GRASPING HAND Prerequisite: Airbender. Increase this bonus to 4 when you reach Paragon tier and 6 when you reach Epic. it would be 4 + Charisma) from your Source of Strength by two points if an ally within 5 squares drops to 0 or lower. If you make a an attack with the fire keyword while adjacent to a party member that has used an attack power with the fire keyword since their last turn. Prerequisites: Trained in Intimidate Benefit: You are proficient with the Kyoshi War Fan and you may apply war makeup during a WARRIOR TRAINING . HARSH GUST S BACKLASH Prerequisites: Trained in Endurance. Benefit: You are proficient with the Fire Nation Uniform and you are very good at synchroning your fire attacks. IMMOVABLE Prerequisite: Earthbender Benefit: If you do not leave the square you occupied at the beginning of your turn. Zephyr Monastic Training Benefit: When you make a burst or blast attack. within that burst or blast 1 square before the attack. Calming Moon’s Blessing feature Benefit: You may shift 2 squares as a free action when an ally is bloodied. CALM BLESSING S WEEPING Prerequisite: Earthbender Benefit: You may designate a watched ally twice per turn as opposed to once per turn. GUIDING WINDS Prerequisite: Waterbender. but not above your normal maximum. pulled or slid you may reduce the distance moved by 1. you may slide two allies.

if you do you gain a +3 bonus to your next Insight check . 21th level Benefit: When you attack an enemy with an immunity to fire. You gain a +3 bonus to Athletics checks while on difficult terrain due to ice. 11th level Benefit: When you spend your second wind. Airbender. EVASIVE WINDS EPIC TIER CHI FEAT S PARAGON EARTH’S TIER FEAT S LINGERING Prerequisite: Earthbender. you may add 1 square to the distance. 11th level Benefit: Instead of gaining a +2 to AC from your Evasive Winds class feature. OF THE AIR NOMADS Prerequisite: Airbender.short or extended rest. you may spend a minor action to gain a +2 bonus to AC. snow or water. WINDS Prerequisite: Firebender. you can increase your maximum damage (instead of 2 + Constitution. it would be 4 + Constitution) from your Source of Strength by two points if an enemy’s attack drops you to 0 or lower. SCORCH THE DRAGON’S HIDE Prerequisite: Airbender. they instead have resist 5 fire against your attacks. 11th level Benefit: When you treat a creature with a disease. TEACHINGS THE BLAST Prerequisite: Earthbender. 21th level Benefit: When you heal an ally with the healing waters power. SUPERIOR Prerequisites: Trained in Insight. POSITIVE JING HEALING Prerequisite: Any elemental class Benefit: You may convert any power with the range of close blast 3 into two separate line 2 attacks. 11th level Benefit: As a free action when you use your healing waters class feature. You may then an extra 1d6 to the hit points gained. 11th level Benefit: You may designate one ally as your watched ally as a free action once per turn. 11th level Benefit: When you score a critical hit on a creature. THE EARTH’S GAPING MAW Prerequisite: Earthbender. you may change the range from close burst 5 or 10 to melee touch. PERSONAL OF STRENGTH Prerequisites: Trained in Athletics (Southern Water Tribe) Benefit: You are proficient with the Water Tribe Boomerang and you can move effeciently over icy ground. SPLIT Prerequisite: Waterbender. you gain a +5 bonus to the Heal check you make. Rage Source of Strength feature Benefit: Once per day. you may add three to your current Source of Strength damage. you gain a +3 bonus to your next Intimidate check. If you do. they also gain regeneration 3 (save ends). FLOATING GRACE Prerequisite: Waterbender. SOUTHERN WATER TRIBE WARRIOR TRAINING UNLEASHED Prerequisite: Waterbender. you may pull them a number of squares equal to either your Strength or Wisdom modifier. 21th level . In addition you may meditate during a short rest. (Air Nomads) Benefit: You are proficient with the Air Nomad Glider Staff. RAGE GUIDING Prerequisite: Firebender. 11th level Benefit: When you use your move action to shift. OUTBURST CHI Prerequisite: Firebender.

You may using the shifting grounds and earthen shard powers to protect them. Choose a 1st-level earthbender at-will power. Choose a 1st-level firebender at-will power. you can use a ki focus as an implement when using a airbender power or a airbender paragon path power. You can use a ki focus as an implement when using a firebender power or a firebender paragon path power. You can use that power once per encounter. In addition. In addition. In addition. FIREBENDING DABBLER AIRENDER] [MUL TICLASS MUL TICLASS AIRBENDING FEAT S DABBLER AIRENDER] [MUL TICLASS Prerequisite: Wis 13 Benefit: You gain training in one skil from the airbender’s class skill list. they may shift 1 square as a free action as per your evaisive currents class feature. 21th level Benefit: When an adjacent enemy is missed by a melee attack. MOON’S ACOL YTE WATERENDER] [MUL TICLASS [MUL TICLASS Prerequisite: Wis 13 Benefit: You gain training in the Heal skill. In addition. STUDENT OF THE FLAME Prerequisite: Wis 13 Benefit: You gain training in one skil from the airbender’s class skill list. you can use a ki focus as an implement when using a waterbender power or a waterbender paragon path power. when an enemy misses you with an attack. Choose a 1st-level airbender at-will power. you may shift 1 square. AIRBENDER PUPIL AIRBENDER] Prerequisite: Dex 13 Benefit: You gain training in one skil from the firebender’s class skill list. In addition. In addition. You can use that power once per encounter. BREEZE an ally within 5 squares a watched ally. You can use a ki focus as an implement when using a airbender power or a airbender paragon path power. you may make . You can use that power once per encounter. Choose a 1st-level waterbender at-will power. EARTHBENDING INITIATE EARTHBENDER] [MUL TICLASS [MUL TICLASS Prerequisite: Wis 13 Benefit: You gain training in the Heal skill. once per encounter. twice per encounter. you can use a ki focus as an implement when using a earthbender power or a earthbender paragon path power. EARTHBENDING DABBLER AIRENDER] [MUL TICLASS [MUL TICLASS Prerequisite: Dex 13 Benefit: You gain training in one skil from the firebender’s class skill list. you can use a ki focus as an implement when using a waterbender power or a waterbender paragon path power. you can use the cleric’s healing waters power. the target is also immobilized until the end of ir next turn. Once per day. You can use that power once per encounter. twice per encounter. In addition. UNSUBTLE Prerequisite: Airbender. you can use a ki focus as an implement when using a firebender power or a firebender paragon path power.Benefit: When you hit an enemy with the shifting ground power. WATERBENDING DABBLER FIREBENDER] Prerequisite: Con 13 Benefit: You gain training in the Insight skill. you may deal 5 extra fire damage when you damage a creature. You can use a ki focus as an implement when using a earthbender power or a earthbender paragon path power. In addition. WATERENDER] Prerequisite: Con 13 Benefit: You gain training in the Insight skill.

The war fan is a delicate weapon. KYOSHI Prerequisite: 10th Level. KYOSHI SOUTHERN The Southern Wolves are an elite class of warrior whose style of combat is informed by their hunting and survival practices in the arctic regions from which they hail. You may forgo up to 2 extra attacks.KYOSHI The Kyoshi Warrior’s are an elite sect of fighters who have created a fighting style based on one of the past lives of the current Avatar. two or three creatures in burst Attack: Strength or Dexterity vs. Encounter ♦ Martial Minor Action Close burst 1 Target: Each enemy within burst. an Earthbending woman named Kyoshi. white and black face paint and an extremely specialized weapon called a War Fan. Kyoshi Induction feat Benefit: You can swap one 9th level or higher utility power for the kyoshi fan dance power. You gain proficiency with the Kyoshi War Fan. When you wield a Kyoshi War Fan you may treat it as a light thrown weapon with a range of 5/10. KYOSHI KYOSHI INDUCTION WARRIOR] WARRIOR Intimidating Visage The make-up you wear looks decorative in daily life. often with similar fa- WOLF Prerequisite: 8th Level. the targets are dazed. These warriors are traditionally all female. Special: When you choose this power. If you forgo 1. In addition. dancelike movements to cut a swath across the battlefield. but with finesse you can use it to strike with the force of an earthbender. Hit: 2[W] + Dexterity modifier damage and the target is pushed 3 squares and marked. red. Target: One creature Attack: Strength or Dexterity vs. WARRIOR EXPERT . AC. once per encounter. Special: When you choose this power. but men have been known to be accepted among their ranks if they prove to be worthy. you may make an Intimidate check as minor action. They wear highly stylized colored in grays and blues. AC. but fearful on the battlefield. KYOSHI WARRIOR NOVICE Prerequisite: 4th Level. WARRIOR SPECIALIST [MUL TICLASS Kyoshi Fan Dance Prerequisite: Trained in Intimidate Benefit: You gain a +2 to Intimidate checks. They fight with ceremonial armored dresses. Kyoshi Induction feat Benefit: You can swap one 3rd level or higher encounter power for the kyoshi’s strike power. Effect: The target grants you combat advantage until the end of your next turn. choose whether you use Strength or Dexterity to make the attack. Encounter ♦ Martial Standard Action Melee weapon Special: You must be wielding a Kyoshi War Fan. Kyoshi Strike The Kyoshi Warriors are trained to use precise. choose whether you use Strength or Dexterity to make the attack. up to three attacks Hit: 2[W] + Dexterity modifier damage. if you forgo 2 the target is stunned. Kyoshi Induction feat Benefit: You can swap one 6th level or higher utility power for the intimidating visage power. Daily ♦ Martial Standard Action Close burst 1 Target: One.

and performing the White Lotus Gambit. and a weapons made from bone. When you wield a Water Tribe Boomerang. LOTUS NOVICE . SOUTHERN [MUL TICLASS Prerequisite: 8th Level. WOLF NOVICE The Order of the White Lotus is an ancient secret society that transcends the boundaries of the four nations. WOLF SPECIALIST Wolf Pounce SOUTHERN Prerequisite: Proficient with a Mace. you may subtract up to 5 from your roll and add it to the initiative of your ally. water and a secret room where you may hide or rest. Coming of Age feat Benefit: You can swap one 9th level or higher daily power for the wolf pounce power. You gain a +5 to Athletics and Acrobatics checks made while in an icy enviroment. You must be wielding a Water Tribe Boomerang. or even their backs. Coming of Age feat Benefit: You can swap one 3rd level or higher encounter power for the boomerang strike power. These waystations have food. Ignore cover and concealment when making this attack.cial makeup. Prerequisite: 4th Level. its range increases to 20/30 and it gains the High Critical property. When you fail a Streetwise check made at a White Lotus Waystation you never risk drawing attention. Though women among their ranks are rare due to these ancient customs. SOUTHERN [MUL TICLASS WOLF] AGE You have been trained to intercept an enemies attack and throw them to the ground. Target: One creature Effect: Use a melee or ranged at-will attack power. they are not unheard of. COMING OF SOUTHERN Prerequisite: 10th Level. Daily ♦ Martial Immediate Interrupt Melee 1 Trigger: An enemy attacks you. Daily ♦ Elemental Minor Action Personal Effect: Until the end of the encounter you gain resist cold equal to half your level. The target is knocked prone. In addition you may find a place of refuge in any large settlement at a secret waystation of the Order of the White Lotus. WOLF EXPERT Benefit: You gain training in Streetwise. These waystations can be found in any nation regardless of political or social boundaries. Once per encounter when you roll initiative. Encounter ♦ Martial Standard Action Melee weapon Special: This power is considered to have the same keywords and range as the at-will power you use with it. seeking philosophy. Joining the Order feat Benefit: You can swap one 3rd level or higher encounter power for the pai sho tactics power. Target: The triggering enemy. Effect: 4d10 + Strength modifier damage. Coming of Age feat Benefit: You can swap one 6th level or higher utility power for the cold hearted warrior power. You do not need to have line of sight to hit your target as long as they are in range. Spear or Light Blade weapon Benefit: You gain proficiency in the Water Tribe Boomerang. JOINING THE ORDER WHITE LOTUS] LOTUS Boomerang Strike Your effectiveness with the boomerang allows you to hit enemies from the side. It is the practice of these tribes to train their men for combat as soon as they reach maturity. You show your membership at such a waystation by playing Pai Sho. WHITE Cold Hearted Warrior Your warrior training in the coldest climates prepares you to fight the elements. WHITE Prerequisite: 4th Level. Only players with this feat may enter the secret room. beauty and truth. a tile based game. They are devoted to the sharing of ancient knowledge across national and political divides.

In this form. Whenever the Avatar dies. WHITE Prerequisite: 10th Level. becoming master benders of every art form. Typically. Encounter ♦ Elemental Standard Action Special: This power is considered to have the same keywords and range as the at-will power you use with it. the Prerequisite: 8th Level. Each time the Avatar is reincarnated. The Avatar is usually extremely well-versed in the original bending style he was born into. Attack: Wisdom. Besides being a master of all four bending styles (usually refered to as a “Fully Realized Avatar”). the innate ability for their bending art is obviously superior and further along than other children their age. the spirit of the Avatar reincarnates. The Avatar’s destiny is often decided before they are born. he is sent off to masters of the other bending styles (in order of the Avatar’s reincarnation) to become proficient in those other styles. he comes from a different bending style. Joining the Order feat Benefit: You can swap one 6th level or higher utility power for the white lotus memory power. The target grants combat advantage to you until the end of your next turn. replaced by a serious and often vengeful one. they transcend to a higher conscious. Intelligence. In their repertoire of abilities is a self defense mechanism known as the Avatar State. use the result as your initiative. You have learned from each of them. the Avatar has many abilities to aid him in his quest of protecting the world. WHITE PLAYING THE AVAT AR The Avatar is the Spirit World’s hand in keeping the balance between the four elemnets secure. Even from an early age. by the powers that be. from the firebenders to the airbenders. When the Avatar becomes known of their destiny. However. Their eyes glow a bright blue and their original personality is all but gone. Daily Immediate Interrupt Personal Trigger: You make an initiative check Effect: You may make a Streetwise check instead. Daily Move Action Melee 1 Target: One creature Effect: Before the attack. when it is their element’s turn in the cycle. the Avatar is informed of his destiny on his sixteenth birthday. The Avatar is a chosen individual whose sole purpose is to keep the balance between the four elements. When their life is threatened. they may make a basic melee attack against the target with a +3 bonus to their attack and damage roll. they learn each bending style of the four elements. with this great power comes a great drawback. freely walking between the material plane and the Spirit World. Allies within 5 squares may shift their speed as well. Intelligence or Charisma vs. LOTUS EXPERT White Lotus Memory Amongst the ranks of the Order. you shift your speed. Will Hit: Wisdom. where from that age. Each bending style has a method of determining who. or Charisma modifier damage and the target is stunned until the end of your next turn. becoming a being of pure power.Pai Sho Tactics Pai Sho is much more than a just game. an Avatar’s power is twofold. Then the cycle continues once more. He is the barrier between two worlds. LOTUS SPECIALIST White Lotus Gambit Not many still cling to the ancient ways. you may slide the target a number of squares equal to half your level. there are men and women who have fought in every war for the last hundred years. If you hit. If the Avatar is ever killed while in their Avatar State. and finally to the firebenders. Target: One creature Effect: Use a melee or ranged at-will attack power. . Joining the Order feat Benefit: You can swap one 9th-level or higher daily attack power you know for the white lotus gambit power. of their people is the Avatar. to waterbenders to earthbenders. The cycle passes from airbenders. For each ally that does this.

1st level Benefit: You gainThe Avatar State as an daily power. Depending on the race or cultural norms. thus. A number of these feats are power-swap feats. you gain a +2 bonus to all attack rolls and deal an extra 1d6 damage. like fire and water. a daily. through the hard ships. LEARNING FEAT S Being the Avatar means having the Avatar’s Des- Prerequisite: Avatar’s Destiny feat Benefit: You may swap one of your primary class’s powers with another elemental class. If you use retraining to replace a powerswap feat with another feat. you gain a +2 bonus to Religion and Insight checks regarding lore with the Avatar. becoming a destructive force against those that would kill you. [AVAT AR Prerequisite: Any elemental class. You spend a healing surge and stand up. • to be a character with a great responsibility to the world. They think they might’ve killed the Avatar. How each Avatar takes to the responsibility of being the Avatar differs from individual to individual. PH YSICAL QUALITIES tiny feat. markings or tattoos may glow blue as well. you lose any power gained from the power-swap feat and regain a power of the same level from your primary class. as the case may be) as a regular member of their race and class. All bloodline feats are noted as such in the feat’s name. Daily Immediate Reaction Personal Trigger: You make an initiative check Effect: You enter the Avatar State. You also gain a +2 bonus to save against the dazed and stunned conditions. Which class you can swap with depends on your primary class. or a utility power for the same kind of power of your level or lower. The Avatar’s Destiny feat and other Avatar feats are part of a new classification of feat known as bloodline feats. You can have bloodline feats of only one type. when the Avatar is informed of his path of becoming the defender of the balance and the mediator of the Spirit World. you can have only Avatar Bloodline feats. They appear as normal (or as different.cycle is forever broken and never again will the Avatar become reincarnated. Their whole world would be turned upside as they were sent off to different parts of the world to learn the different bending styles. it must be overwhelming for that 16 year old to learn this. AVAT 'S AR DESTINY BLOODLINE] The Avatar is not physically different from other people. Play the Avatar if you want. Instead of using that class’s THE FIRST STYLE . However. Understandably. He is the sole defender of the balance between the four elements.. • to eventually master every style of bending. but destiny will not allow it. keen to the spiritual nuances of the world. if you choose the Avatar’s Destiny feat. a very important concept for the general good of the world. the Avatar becomes a responsible and reasonable person. However. When the Avatar goes into the Avatar State. air and earth). Additionally. Until the end of your next turn. pushing through the frustration of learning the different styles (namely the style that is “opposite” of the Avatar’s original style. You may swap an encounter. • to become the in-between for the material plane and the Spirit World.. HEROIC AVAT ’S AR TIER RESOL VE FEAT S Prerequisite: Avatar’s Destiny feat Benefit: You gain a +2 bonus to your Will defense. PLAYING THE AVAVAR The Avatar State The Avatar holds a great responsibility and great power. their eyes glow a bright blue.

a daily. you may swap with the firebender class. Which class you can swap with depends on your THE SECOND Prerequisite: Avatar’s Destiny feat Benefit: You may use The Avatar State power as a minor action instead of an immediate reaction. when you gain a level which grants you a power. You may swap an encounter. you may swap with the airbender class. Instead of using that class’s primary stat as the attacking stat. If you are a firebender. You may sustain it with a move action. you may swap with the airbender class. AVAT AR CANNOT DIE primary class. you may swap a power with the earthbender class. you only fail a death saving throw when you roll a 7 or below. you may choose a power from the class you swapped with with this feat instead of a power from your primary class. You may change the primary stats if you wish. You don’t need to fail a death saving throw to use it this way. From now on. THE CHAKRAS . MASTER PARAGON LEARNING TIER FEAT S STYLE Prerequisite: Avatar’s Destiny feat. you may swap with the waterbender class. If you are a waterbender. If you are a firebender. you may choose a power from the class you swapped with with this feat instead of a power from your primary class. when you gain a level which grants you a power. Additionally. Learning the First Style Benefit: You may swap one of your primary class’s powers with another elemental class. you may swap a power with the firebender class. If you are an earthbender. you may swap a power with the earthbender class. you may instead use your primary class’s primary stat. When you are no longer under the effect of the Avatar State.primary stat as the attacking stat. you may spend a healing surge on a roll of 19 or 20. From now on. You may change the primary stats if you wish. If you are an airbender. If you are a waterbender. you may swap a power with the waterbender class. you may instead use your primary class’s primary stat. THE Prerequisite: Avatar’s Destiny feat Benefit: When making death saving throws. you are weakened (save ends). If you are an earthbender. or a utility power for the same kind of power of your level or lower. If you are an airbender.

with this great ability comes a heavy drawback: if the Avatar is killed while in the Avatar State. you’ll have the power of a thousand benders locked within your style. the Fully Realized Avatar has a bit of immortality. PERFECTION FULL Y REALIZED AVAT AR Prerequisite: 21st level. Once the Avatar becomes a Fully Realized Avatar. It is said that the Avatar’s spirit is the one that travels from element to element. From now on. blending them into a perfect style. The mere act of becoming a master of all four . Soon enough. fire. earth. An Avatar that has traveled this far has acquired the tools and learned the discipline to face the final enemy that threatens the world and its balance of the four elements. your foe will make himself known and challenge you. Avatar’s Resource (21st level): A Fully Realized Avatar may declare. However. you may swap with the waterbender class. you may choose a power from the class you swapped with with this feat instead of a power from your primary class. as a Fully Realized Avatar. Learning the First Style.EPIC TIER THE FEAT S FINAL STYLE LEARNING Prerequisite: Avatar’s Destiny feat. they have died of old age and of great wisdom or they may have perished in a terrible battle. utilizing the powers of air. righting an overwhelming wrong. and restoring the balance to the world. Which class you can swap with depends on your primary class. the fates align to bring about a worthy challenger to the Avatar. In a sense. You may swap an encounter. If you are a waterbender. Avatar’s Destiny feat. you may swap a power with the firebender class. ELEMENT AL elements signifies that they are on their way to conquering some looming evil. Prerequisite: Avatar’s Destiny feat. Your training and your destiny now come together to create a Fully Realized Avatar. PRESERVING THE CYCLE Unlike other epic destinies. If you are an earthbender. a self defense mechanism that channels the strength of other worldly beings to defend the spirit of the Avatar. their destiny is set and their fate sealed. As another aspect of the balance for the four elements. one element must not have a monopoly of an eternal Avatar. Learning the Final Style feat This is it. it goes against their creed and their purpose in the world. If you are an airbender. that an attack is a critical hit three times per day. is always alive and always rebirthed. you may swap with the earthbender class. the Fully Realized Avatar will not have immortality. You may change the primary stats if you wish. as his or her death is relied on to continue the cycle of reincarnated Avatars to the other styles of bending. Each time the Avatar cycle turns and brings a new face into the fold. Learning the Second Style Benefit: You may swap one of your primary class’s powers with another elemental class. In that sense. the Avatar. after rolling an attack roll. then the cycle is broken forever and the Avatar is never again reincarnated. by the Avatar State. reincarnating into another person as soon as the Avatar dies. A Fully Realized Avatar commands all four elements. The Avatar’s life is protected. when you gain a level which grants you a power. you may swap a power with the airbender class. and water as smoothly as a master of any one element. Instead of using that class’s primary stat as the attacking stat. If you are a firebender. prepared to save the balance once and for all. you may reroll 1’s on damage rolls. however. a being that possesses so much power and so much responsibility. FULL Y REALIZED AVAT AR FEATURES All Fully Realized Avatars have the following features. Avatars has passed on in many different ways. a daily. or a utility power for the same kind of power of your level or lower. However. in spirit. Learning the Final Style Benefit: When you use an elemental power. however. you may instead use your primary class’s primary stat.

The power lasts until the end of the encounter. when you fall to 0 hp or fewer. every creature within a close burst 3 is pushed back 3 squares and stunned until the end of your next turn. Additionally. Avatar’s Grace (30th level): Every encounter power that uses a Standard Action to use requires only a Move Action. Additionally. You gain that at-will.Fury of the Avatar State (24th level): Once per day. . you may use the The Avatar State daily power as a free action. you can score a critical on a roll of 18-20. Elemental Aptitude (26th level): Choose an at-will from every elemental class other than your own. when using an elemental power.

with the exception of the handle. While wielding a Glider Staff you gain a +5 bonus to Athletics checks made for the purposes of jumping. It always returns to its thrower. It can be opened and closed easily. Special Kyoshi War Fan Glider Staff Tiger Hook Sword Water Tribe Boomerang WEAPON Kyoshi War Fan: This is a carefully crafted war fan. When using a grab attack while wielding a tiger hook sword. One-Handed Weapon MILITARY MELEE WEAPONS Prof +2 +2 +3 +2 TYPES Damage 1d8 1d8 1d8 1d6 Range 10/20 Price 8g 35g 50g 5g Weight 3 lbs 1 lb 2 lb 5 lbs Group Light blade Staff Light blade. is thinned into a sharp edge. it is made of a metal that is highly resistant to the biting sting of the cold. Light blade Light thrown Tiger Hook Sword: The tiger hook sword is a blade with a curved end. . It is crafted with a metal frame and its edge is sharpened into a thin blade. Glider Staff: The Glider staff is a slightly lighter Quarterstaff that can. making it ideal to trap an opponent’s weapon with. Anytime you would make a Endurance check to endure heat you may make two checks and choose one. Most of its edges. See description. when struck on the ground or spun in a very specific way. produce a set of gliding wings on either side and a stabalizing tail. Water Tribe Boomerang: Specially made by tribes in the arctic areas in the world.EQUIPMENT Chainmail (Heavy) MILITARY MELEE WEAPONS Armor Bonus Minimum Check Enhancement Bonus Speed Price Weight Special Fire Nation Uniform +6 ARMOR TYPES - -1 -1 40g 40 lbs. proficient for disarming and grabbing opponents. Fire Nation Uniform: Your armor displaces heat very effectively. Polearm Properties Defensive Offhand Special Off-Hand. It is often dual wielded and masters of the tiger hook sword develop special techniques made possible only with tiger hook swords. you gain a +2 bonus to the attack roll. used by an ancient order of all female warriors.

Sign up to vote on this title
UsefulNot useful