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.

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

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

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

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

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

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

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

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

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

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

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

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

Windrunner Attack 10 You move with blinding speed and ram yourself into an opponent. Because of your speed you are more comfortable fighting close up to enemies than other Airbenders. knocked prone and daze (save ends). You must still move at least 2 squares before hand.” Prerequisites: Airbender You can fly. Secondary Target: Creatures other than the primary target in burst. but you prefer to stay on the ground and simply move at tremendous speeds. you are nearly untouchable. No one can catch you. Attack: Wisdom vs. Encounter ♦ Elemental. Implement Standard Action Melee 1 Special: You may fly your speed before making this attack. Winding Current (11th Level): You don’t need to take the most effecient path in order to count as charging. Attack: Wisdom vs. Quick as Lightning Windrunner Utility 12 You move faster than the eye can see. that’s true. Reflex Hit: 2d6 + Wisdom modifier damage and the target is pushed 3 squares. Encounter ♦ Elemental. Target: One creature Attack: Wisdom vs. Effect: You shift 4 squares. Attack: Wisdom vs. Sustain Move: The effect persists. Daily ♦ Elemental Standard Action Personal Effect: You may hover until the end of your next turn. AC Hit: 3d10 + Wisdom modifier damage and the target is pushed 3 squares. Daily ♦ Elemental Immediate Reaction Personal Trigger: You are hit by a melee attack. Target: One creature. . 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. 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. Effect: The target is knocked prone.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. Implement Standard Action Close burst 2 Target: One creature in burst. Effect: You are dazed until the end of your next turn. Daily ♦ Elemental. AC Hit: Wisdom modifier damage and the target is pushed 3 squares and knocked prone. Daily ♦ Elemental. Windwalker (11th Level): Increase your base speed by 2. Special: You may use this attack as part of a charge. Hurricane Kick WINDRUNNER “The wind is always at my back. Effect: Make the secondary attack. knocked prone and stunned. Attack: Wisdom vs. Implement Standard Action Melee 1 Target: One creature. WINDRUNNER TECHNIQUES PATH FEATURES Ride the Thermals Windstaff Glider Utility 12 You pull the wind up underneath you and hover for a moment. Special: You may use this attack as part of a charge. Wind’s Protection (11th Level): The attack penalty from running only lasts until the end of the turn in which you ran. AC Hit: 3d8 + Wisdom modifier damage and the target is dazed and pushed 3 squares. Windrunner Attack 20 You bring new meaning to the term flying kick. AC Hit: 2d8 + Wisdom modifier damage and the target is pushed 2 squares.

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

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

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

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

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

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

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

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

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

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

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

Quaking: Each ally within the burst is considered a watched ally until the end of the encounter. Earthen Shrapnel Earthbender Attack 27 You quickly condense some large rocks. Fortitude Hit: 3d6 + Constitution modifier damage. Sustain Minor: The wall lasts until the end of your next turn. Implement Standard Action Path 6 Target: Enemies in path Attack: Constitution vs. you add may an extra 1d10 damage whenever you hit the target. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. you may knock them prone at the end of the slide. Reflex. AC. Target: Each enemy within wall. Effect: The area affected is difficult terrain for enemies until the end of the encounter. Effect: The area effected by this attack spits into a deep. They take 10 ongoing damage (save ends). whenever you hit a creature you may push them 1 square. A wall 3 squares long and five feet high appears in the area effected by this attack. Hit: 3[W] + Constitution modifier damage and the target is knocked prone. Daily ♦ Elemental. Hit: 6d12 + Constitution modifier damage and the target is prone and takes 15 ongoing damage (save ends). Implement Standard Action Close blast 5 Target: Each enemy within blast. Miss: Half damage and the target takes ongoing 20 damage (save ends). . and ongoing 5 damage and the target is marked (save ends both) Quaking: The ongoing 5 damage and marked condition have separate saves. The wall lasts until the end of your next turn. AC. Shaping: While the target is immobilized. slowly sapping the life out of him. Implement Standard Action Close burst 1 Target: One creature. Encounter ♦ Elemental. Miss: Half damage and the target is prone. Encounter ♦ Elemental. then release them from the pressure. 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). Implement Standard Action Wall 3 within 5. You may begin to close the pit as a standard action. Reflex Hit: 5d10 + Constitution modifier damage and the target is immobilized (save ends). Reflex Hit: 3d8 + Constitution modifier damage. sending bits of rock across the battlefield. Surging Fist Earthbender Attack 27 You collect a fistful of dirt before it forms around your hand. creatures in the path fall in and are knocked prone and need to take a move action to get out. Sundered Plates Earthbender Attack 29 You only require your strong form and will to control the very plates that hold the earth together. Shaping: Until the end of your next turn. Hit: 5[W] + Constitution modifier damage and the target is immobilized and takes ongoing 20 damage (save ends both). Attack: Constitution vs. Implement Standard Action Melee weapon Target: One creature.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. Daily ♦ Elemental. Attack: Constitution vs. Earth’s Lent Hand Earthbender Attack 29 You curl the earth around your opponent. Attack: Constitution vs. Daily ♦ Elemental. Until the end of your next turn. Tetonic Cutter Earthbender Attack 29 You harness the energy that makes continents move and mountains form. Encounter ♦ Elemental. Effect: The earthen plate you dropped on your opponent becomes a wall. Attack: Constitution vs. the pit closes at the end of your next turn. A mighty slug will come from this one.

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

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

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

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

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

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

Bending The mystical power of bending the flames of life -. breathing thing. Trained Skills: From the class skills list below. Perception (Wis). Utilizing the force of fire. Weapon Proficiencies: Simple melee. Chainmail. Hit Points at 1st Level: 13 + Constitution score. and destruction. Technique: Firebending Technique Defense Bonus: +2 Reflex. Stealth (Dex). The art of firebending can be thought of in two different ways. Overwhelming Flame. Source: Elemental. History (Int). as a flame is a living. Fire can be regarded as the element of harmony and life.” CLASS TRAITS Role: Striker. Armor Proficiencies: Cloth. Streetwise (Cha). Healing Surges: 7 + Constitution Modifier. Arcana (Int). military melee. lest it consumes you. rage. making the firebender an almost completely offensive force on the field of battle. mainly the sun. Hide. Charisma. 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? . Build Options: Harmonious firebender. Class Features: Source of Strength. Class Skills: Acrobatics (Dex). Key Abilities: Dexterity. simple ranged. Long ago. Leather.. It can also be attributed to anger. Intimidate (Cha). 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. choose four trained skills at 1st level. Constitution.or rage. they bend the pure element of fire.FIREBENDER “Learn to control the flame. Hit Points for each Level gained: 5. The firebenders claim to gather their power from cosmic entities. raging firebender. you destroy your enemies under a blaze of complete destruction. Regardless. Bluff (Cha).

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

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

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

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

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

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

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

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

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

Fire. Implement Standard Action Close blast 3 Target: Each creature within blast. you maintain a neutral chi and for a split second. Miss: Half damage. Hit: 6d8 + Dexterity modifier damage. Attack: Dexterity vs. Miss: Half damage. Reflex Hit: 10d10 + Dexterity modifier fire damage. Daily ♦ Elemental. Daily ♦ Elemental. . You may distribute this damage as you see fit amongst the creatures you hit. Reflex. Pick five creatures within five squares of the target. Fire. Implement Standard Action Ranged 10 Target: One creature. Flame of Tranquility Firebender Attack 29 For the duration of the attack. they take 2d8 damage. Daily ♦ Elemental. 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. ending him. Implement Standard Action Ranged 10 Target: One creature Attack: Dexterity vs. Pick five creatures within five squares of the target. 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. Miss: 6d10 + Dexterity modifier fire 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. 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. Attack: Dexterity vs. Fire. Reflex Hit: 6d10 + Dexterity modifier fire damage. They take 4d8 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. Harmony of Soul (16th Level): Your mind burns as steadily as the flames you control. 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. You control the flame and the flame guides you. Daily ♦ Elemental. 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. AC Hit: 6[W] + Dexterity modifier fire damage. Daily ♦ Elemental. Zone. Harmonious Source of Strength. Fire Standard Action Melee touch Target: One creature. AC Hit: 1[W] + Dexterity modifier damage and you gain a +1 to all defenses until the end of your next turn. Fire Move Action Close burst 1 Effect: You create a burning ring of flame that lasts until the end of the encounter. AC. You are daze until the end of your next turn. Encounter ♦ Elemental. Attack: Dexterity vs. Weapon. Implement. Encounter ♦ Elemental. 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. you gain Fire Resist equal to the amount of extra damage you deal with your Source of Strength class ability. 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. When a creature enters or exits the zone they take your Dexterity modifier in fire damage. Reflex. Until the end of your next turn you do not provoke attacks of opportunity. or three creatures. Fire Standard Action Melee weapon Target: One. Daily ♦ Elemental. Dragons Movement (11th Level): None of your movement is wasted. 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. two. Secondary Attack: Dexterity +2 vs.target is dazed. AC Hit: 2[W] + Dexterity modifier fire damage and you may make a saving throw and shift 5 squares and make a tertiary attack. Attack: Dexterity vs. Weapon. Attack: Dexterity vs. Daily ♦ Elemental. Tertiary Attack: Dexterity +3 vs. Sun Warrior Attack 10 You have refined the act of firebending to the point of near perfection. AC Hit: 4[W] + Dexterity modifier damage. Attack: Dexterity vs. Hit: 4d8 + Dexterity modifier damage and you gain temporary hit points equal to your Constitution modifier. 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.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. . Healing Move Action Personal Effect: You may make a saving throw. Flames of the Dragon (11th Level): Your relationship with fire is completely reciprocal. Effect: Half damage. Fire Standard Action Melee weapon Target: One creature under your Agni Kai. When you firebend your fire burns with all the colors of the rainbows. Harmonious Spirit Sun Warrior Utility 12 You take a moment to center yourself. Fire Standard Action Melee weapon Target: One bloodied creature under your Agni Kai. Weapon.

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

Waving Uppercut Suggested Encounter Power: Wave of Water Suggested Daily Power: Arctic Blast WATERBENDER OVERVIEW Characteristics: Waterbenders are a calm people. you direct the water in overtly fierce ways. helping your allies and hindering your enemies. Other races. rapidly directing the chi in their body using water. creating dangerous tidal waves and torrential conditions. also make greater waterbenders. CALMING There’s no need to be offensive with it. Heal. MOON S Choose one style of waterbending. Dexterity should be your second highest stat as you need bursts of quickness to direct such terrible power. Torrential: Whenever an enemy bloodies an ally. The push and pull are yin and yang are waterbenders strive to achieve that. Religion: The first waterbenders replicated the push and pull of the ocean the moon did. Steady as the stream. so they respect it greatly along with the ocean itself. that ally may shift a number of squares equal to your Charisma modifier towards you. Endurance. and elves. you bend the water with ease. complacent as the pond. Calming: Whenever an enemy bloodies an ally. Charisma should be your third stat as you’ll channeling the calming powers of waterbending as well. Suggested Feat: Waterbending Expertise Suggested Skills: Diplomacy. as they are already keen to the moon’s powers. they are passionate about and often go out of their way to solve problems related to it. Races: Because of their adherence to the moon. Suggested Feat: Frozen Torrent Suggested Skills: Athletics. Whenever they have an ideal. Nature Suggested At-Will Powers: Water Bullet. such as halflings. you and each ally within 10 squares who can see and hear you gain a +2 power bonus to attack rolls. Being calm and content. History. but can be generalized in two ways. Make Strength your tertiary. Insight. Make Wisdom your highest stat as it determines your general bending prowess. . 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. WARRIOR S ’ BLESSING For the first round of combat. you may slow that enemy until the end of your next turn as a free action. ’ INSTINCT Despite your calm demeanor. deva. excluding a surprise round. shifters (especially razorclaw) make stupendous waterbenders.CREATING A WATERBENDER CLASS HEALING FEATURES WATERS Waterbenders can use their powers in many different ways. Make Wisdom your primary as it dictates your powers. You intend to drown your enemies and batter them with terrible waves of water. Nature Suggested At-Will Powers: Water Whip. as you’ll need to be torrential occasionally. You gain the healing waters power. Make Charisma your secondary as you’ll rely on it to remain calm in the heat of battle. often thinking before they act.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tripping Action (16th Level): When you spend an action point to take an extra action. Swords are an inelegant weapon. 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. 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. The Tiger Hooks have a long curved blade ending in a hook. 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.” Prerequisites: Any Martial Class. AC. Stance Standard Action Melee weapon Target: One creature. Whenever you Shift 1 square as a move action. Tiger Hook Mastery (11th Level): You gain proficiency in the Tiger Hooks. Weapon Standard Action Melee weapon Special: You must be wielding Tiger Hooks. one enemy adjacent to you is knocked prone. Daily ♦ Martial. They change as the battle changes. AC Hit: 3[W] + Strength modifier damage. You pause for a moment letting your other senses help you find your target. bladed gaurd and a daggerlike protrusion at the bottom of the handle. Reflex Hit: 2[W] + Strength or Dexterity modifier damage. Encounter ♦ Martial. Encounter ♦ Martial. let alone master. Attack: Strength vs. Effect: You assume the stance of the Jian Master. 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. Attack: Strength vs. Weapon. Weapon Standard Action Melee weapon Target: One creature. that weapon is dropped and thrown up to 5 squares. Take Everything In Jian Swordsman Utility 12 Jian Master Jian Swordsman Attack 20 Your sword is an extension of you. they gain the Defensive property.Cutting the Bamboo (16th Level): You have learned to cover your retreat by disrupting your enviroment. You use Tiger Hooks. When you wield Tiger Hooks. JIAN S WORDSMAN POWERS TIGER HOOK S WORDSMAN “My weapons are everything I need them to be. the space you leave is considered difficult terrain until the end of your next turn. a crescent shaped. If the target is holding a weapon. a complicated form of sword. that takes years to learn how to use at all. 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. Target: One creature Attack: Strength or Dexterity vs. really sharp arm. too simple and forceful to be your style. like an extra long. 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. . used in pairs. 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. Two-Weapon Fighting.

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

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

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

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

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

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

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

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

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

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

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

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

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