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    Bugbear in the Playground
     
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    Default Non-bending classes of the Avatar world [Avatar Project]

    As I'm sure most of you have, by now, at least spotted on the front page day after day for a few months; there's been several metric tons of work poured into making an effective setting for Avatar: The Last Airbender, a show that has been best described on these forums as a bucket of pure liquid awesome being splashed in your face. Due to the main thread becoming increasingly cluttered, I've opted to place my rendition of the fighters of the Avatar world here. This includes the Yu Yan archers, the Kyoshi warriors, a non-magic ranger variant, yet another monk variant, and apparent mountainloads of new feats, tactical and otherwise. The concepts for most of these are already fairly well defined, but I, in my to-a-fault perfectionism, would prefer to take them one at a time so you guys can give me effective feedback. Even if you do not watch Avatar, help with balance is still very necessary, and your assistance is more than welcome.

    It may become quickly apparent that this system will not work well alongside Lord Tataraus' martial artist class. This is intentional; we're as of now planning to create both systems and allow players and DMs to decide which to use should they run and Avatar campaign.


    Current topic of discussion
    -Herbs for the Ranger's Wilderness Lore ability
    -Finishing the Ranger's Combat Styles
    -Reviewing the Monk variant


    Directory

    Main hub thread


    Variant Classes
    The Ranger
    The Monk (In progress, under revision)

    Representations of characters from Avatar
    Ty Lee and the Chi Disruption feat tree
    Sokka's Master and related feats
    Last edited by Eighth_Seraph; 2007-12-09 at 08:07 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Default Re: Melee and Ranged fighters of the Avatar world [Project]

    The Ranger

    Stalwart warriors and hunters in the wilderness, rangers are known for their ease in traversing difficult or seemingly impossible terrain and martial prowess. The outlands and wastelands and jungles, where contemporary knowledge fails and soldiers fear to tread, where the terrain is more deadly than any assassin and the elements are in their primal forms; these are the ranger's turf. He knows the wilderness as if it were his home (and, indeed, it often is) and he knows his prey in deadly detail.

    Adventures - A ranger often accepts the role of protector, aiding those who live in or travel through the woods.In addition, rangers carry grudges or special training against specific warriors and looks for opportunities to find and destroy them. He may also adventure for all the reasons that a fighter does.
    Characteristics - A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge of certain fighting organizations, which makes it easier for him to find and defeat such foes. Finally, a ranger has such knowledge and experience of nature that he can find and apply natural herbs ranging from home remedies to deadly poisons.
    Alignment - Rangers can be of any alignment. Most are good, and such rangers usually function as protectors of the wild areas. In this role, a ranger seeks out and destroys creatures and people that threaten the wilderness. Good rangers also protect those who travel through the wilderness, sometimes as unseen guardians. Many rangers are also chaotic, preferring to follow the ebb and flow of nature of their own heart instead of rigid rules. Evil ranger, though rare, are much to be feared. They revel in nature's thoughtless cruelty and seek to emulate her most fearsome predators.
    Background - Some rangers gain their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and and assistants. The ranger of a particular master may count themselves as allies, or they may be rivals for the status of best student and thus rightful heir to their master's fame. Rangers are also commonly hired as mercenaries for their ability to track opponents quickly over long distances.
    Nation - Rangers come from any nation and often view themselves as independent from them, since nature spans the world and belongs to no one. That being said, Air Nomads often take levels in ranger to assist them in their travels and survive their endless voyages throughout the world.
    Role - The ranger's best role is that of a scout and secondary combatant. Without a fighter's heavy armor or the resilience of a barbarian, the ranger should focus on opportunistic and ranged attacks. When in combat against a favored enemy, however, rangers can quickly turn the tide of a battle.
    Abilities - Dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is important for rangers that focus on melee combat. Several important ranger skills, such as Survival and Knowledge (nature) are based on Wisdom, meaning that the trademark abilities Track and Wilderness Lore are also dependent upon it.

    Hit Die - d8
    Class skills - Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skill points at 1st level - (6 + Int modifier) ×4.
    Skill Points at Each Additional Level - 6 + Int modifier.

    The Ranger

    Class Features

    Weapon and armor proficiencies - A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
    Favored Enemy (Ex) - At 1st level, a ranger may select a group or organization to specialize in opposing. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
    This ability can affect groups such as Fire Nation infantry, Dai Li agents, members of a specific mercenary group, Southern Water Tribe waterbenders, martial artists of a specific style, or other groups of opponents with similar fighting styles.
    Wilderness Lore - A ranger may use his knowledge and experience in the natural environment to identify plants with uses both medicinal and poisonous. Whenever a ranger uses the Survival skill to forage for food, he may also make a Knowledge (nature) check to identify herbs with useful properties. If the Knowledge check excceds the DC of each herb and if it is present in the area the ranger searches through, the ranger may gather it and apply it as noted in each herb's description.
    Track - A ranger gains Track as a bonus feat.
    Wild Empathy (Ex) -A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    Endurance - A ranger gains Endurance as a bonus feat at 3rd level.
    Woodland Stride (Ex) - Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
    Swift Tracker (Ex) - Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
    Evasion (Ex) - At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
    Camouflage (Ex) - A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
    Hide in Plain Sight (Ex) - While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

    Combat styles - At 2nd level, a ranger must select pne combat style to pursue from among the list below. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The combat style treats the rangers as having feats, even if he does not have the prerequisites for them.
    The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Should the ranger already have a feat when he would earn it from his combat style, he may instead take another feat to which he has the prerequisites in its place.
    Spoiler
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    Two-weapon melee
    • Two-weapon fighting
    • Two-weapon defense
    • Improved Two-weapon fighting
    • Improved Two-weapon defense
    • Greater Two-weapon fighting, Greater Two-weapon defense

    Two-handed melee
    • Power Attack





    One-handed melee
    • Weapon Finesse or Power attack





    Sniper
    • Far Shot
    • Precise Shot
    • Sharpshooting
    • Improved Precise Shot
    • Greater Sharpshooting

    Hunter
    • Point-Blank Shot
    • Rapid Shot
    Dead Eye
    • Manyshot
    • Improved Manyshot, Improved Rapid Shot

    Mounted
    • Mounted Combat
    • Mounted Archery
    • Ride-by Attack
    • Trample
    • Spirited Charge, Improved Mounted Archery



    Knowledge (Nature)
    Spoiler
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    .....There are many plants and roots both blooming and hidden throughout the world whose medicinal properties can only be harnessed by those that know how to bring them out. If you succeed on a check to identify an herb's use, it means you know the herb's properties as well as how to prepare it in order to bring it out. Failing a check by 4 or less means that you vaguely know what the herb does, but may be foggy on how to use it. Failing the check by 5 or more means that you don't know the herb's uses and may even have false information, which could lead to dire results as some plants are venomous if used incorrectly.
    .....Wilderness Lore - Rangers (and NPC experts) can use this skill to even greater extents in order to find the plants themselves in the wild. A ranger may use his knowledge and experience in the natural environment to identify plants with uses both medicinal and poisonous. Whenever a ranger uses the Survival skill to forage for food, he may also make a Knowledge (nature) check to identify herbs with useful properties. If the Knowledge check exceeds the DC of each herb and if it is present in the area the ranger searches through, the ranger may gather it and apply it as noted in each herb's description.

    Herb List
    Spoiler
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    Ginger Root (DC 5) - Found almost anywhere in lightly to densely forested environments, this root has a strong, sharp flavor and is often used to flavor food. When boiled in water to make tea, ginger root fortifies the body's immune system, granting a +2 to fortitude saves against disease for one day. The average ginger root can weigh anywhere from two to eight ounces depending on size, and it takes half an ounce to make a cup of ginger tea.
    Wumei (Plum) (DC 5) - Commonly found on plum trees in any deciduous forest, this specially prepared fruit is a very common medicine used for strengthening the body as opposed to healing it. One fruit grants a +2 bonus on all fortitude saves for 10 minutes. Additional fruits extend this duration by 10 minutes up to a maximum of 1 hour per day. Collecting takes a single move action per fruit and the preparing takes 1 hour for every 100 fruits, and there may be anywhere from 20 to 40 plums on a single tree during the spring. Eating at least one plum fruit every day for at least two weeks makes the bonus on Fortitude saves continuous for as long as one eats at least one plum a day. Missing a day once the two weeks are complete has no effect, though missing four or more consecutive days removes the bonus and two more weeks of eating plum are necessary to get it back. The average plum weighs 4 to eight ounces, depending on size and ripeness.
    Jasmine Flowers (DC 10) - Commonly found in warm and tropical forests, these flowers have a distinctive star-shaped structure and grow as climbers vines on larger plants. Strongly and sweetly scented, the flowers may be boiled into a fragrant tea which grants a +1 to Fortitude saves against diseasefor rest of the day in which it is drunk. For every week in which at least one cup of Jasmine Tea is drunk every day, the bonus increases by 1 to a maximum of +3.
    Sandalwood (Oil) (DC 15) - The oil of the Sandalwood tree is full of nutrients and curative agents that heal the skin. It takes one minute to harvest one square foot of bark from the sandalwood tree and one hour to prepare Sandalwood oil which requires 2gp worth of normal oil. Once prepared, the Sandalwood oil mixture can be applied to any burn, blemish, or other skin injury for 10 minutes to completely remove the effect. Sandalwood Oil cures 3d8 non-lethal damage with a single dose as well as 1d8+3 damage dealt by fire or acid. Pure Sandalwood Oil is extremely potent and should never be used, if pure Sandalwood Oil is used it causes 1d6 damage which cannot be healed except by the Healing Waters seed. Sandalwood Oil (in pure form) can also be used as a laxative that effects the drinker 1 minute after being taken causing the drinker to make a DC20 fortitude save or become nauseated. Sandalwood Oil has a distinct smell and taste which can be identified by a DC 5 Knowledge (Nature) check. Sandalwood bark weighs half a pound per square foot, sandalwood oil weighs the same as regular oil. Cost: 5gp per dose, 10gp per dose of pure oil
    Frozen Wood Frogs (DC 20) - These frogs produce a potent medicinal slime that has the ability to cure even deadliest of diseases. By sucking on the frog for a continuous 2 hours, a patient is cured of any and all of the following conditions: confused, dazed, nauseated, and sickened. The frog's secretions are also a powerful medicine, and they may be used to cure any physical disease with a Fortitude save DC of 20 or lower. The frogs must have been frozen for at least a week before enough of the slime is produced to have any effect. The frozen frogs are actually quite tasty both raw and cooked, though few people would suffer the indignity of eating the animal. The frogs thaw out of their frozen state within a period of 1d2+4 hours.
    Banana leaf -
    Cactus Juice -


    New Feats
    Spoiler
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    Sharpshooting
    Prerequisites: Precise Shot, Dexterity 13
    Benefit:As a Full-Round Action, you do nothing else other than aim at your target using this feat. You may keep aiming at your target for as long as you wish, and each round adds a +2 to your next attack roll against that target (max +5). You fire the shot as a free action the round after you've finished aiming. If you are in a threatened square, are the subject of any attack, or lose sight of your target, you lose the benefits of this feat until you start aiming again.
    Special: A fighter may take this as one of his fighter bonus feats.

    Greater Sharpshooting
    Prerequisites: Base Attack Bonus +14, Dexterity 15, Precise Shot, Sharpshooting
    Benefit: When making use of the Sharpshooting feat, every other ranged attack made in the round you fire your shot gains a bonus equal to half the bonus your original attack received.
    Special: A fighter may take this as one of his fighter bonus feats.

    Both of these feats originated here. Unfortunately the original writer is inactive and I was unable to ask for his permission to use them.
    Last edited by Eighth_Seraph; 2008-02-09 at 03:52 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Bugbear in the Playground
     
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    Default Re: Melee and Ranged fighters of the Avatar world [Project]

    Reserved for monk variant and styles.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Bugbear in the Playground
     
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    Default Re: Melee and Ranged fighters of the Avatar world [Project]

    Today I'll begin with Sokka's master and his fighting style, as could best be represented without going epic (which I think would be appropriate). Here's what I came up with.

    Sokka's Master
    Spoiler
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    Piend Hau (or something like that)
    Male human fighter 20
    NG Medium humanoid
    Init +3 Senses Spot +1, Listen +17
    Languages Common, Cryptic, Swordsmanese, Sokkan
    -----------------------------------------------------------------------------------------------------
    AC 31 (36 with Combat Expertise), touch 31, flat-footed 22
    HP 160 DR n/a
    Fort +14, Ref +9, Will +7
    -----------------------------------------------------------------------------------------------------
    Spd 30 ft (6 squares)
    Melee longsword +33/+28/+23/+18 OR +29/+29/+24/+19/+14 (A Thousand Cuts feat) (1d8+5 damage)
    Ranged none
    Base Atk +20/+15/+10/+5
    Atk Options Finisher Cut, Lunge, Manyslice, Shower of Sparks, Swath
    Special Atks Diverting Defense, Cause Overreach
    -----------------------------------------------------------------------------------------------------
    Abilities Str 11, Dex 17, Con 14, Int 17, Wis 13, Cha 9
    SQ pwntasticness
    Feats A Thousand Cuts, Balanced Blade, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Elusive Target, Greater Weapon Focus (longsword), Improved Disarm, Weapon of Renown, Weapon of Fame, Weapon of Glory, Weapon of Legend, Mobile Mastery, Mobility, Parry Defense, Solitary Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Climb +12, Craft (painting) +16, Craft (calligraphy) +10, Craft (weaponsmithing) +26, Jump +11, Listen +17,
    Possessions Longsword of Legend, Noble’s outfit




    New Feats
    Balanced Blade [style]
    You have mastered the unique fighting style of wielding your sword in one hand, using your other hand to balance your strikes and gain better control over your motions.
    Prerequisites: Combat Expertise, Dodge, Weapon Focus (longsword), Intelligence 13
    Benefit: When using a longsword in one hand and wearing no more than light armor, you gain a bonus on your attack rolls and a Dodge bonus to your armor class equal to 1+one-fifth your base attack bonus (round down).
    Special: A fighter may take this as one of his fighter bonus feats.

    Parry Defense [general]
    You have learned the value of deflecting your opponent’s strikes, leaving them open to counterattack.
    Prerequisites: Combat Expertise, Combat Reflexes, Base Attack Bonus +5, Dexterity 13
    Benefit: If an opponent attacks you and misses while you’re using Combat Expertise to increase your armor class, you get an immediate attack of opportunity against him, counting against your number of attacks of opportunity for the round.
    Special: A fighter may take this as one of his fighter bonus feats.

    A Thousand Cuts [tactical]
    You’ve found that opponents can seldom cope with the devastation caused by repeated attacks.
    Prerequisites: Weapon Focus (any light or one-handed bladed weapon), Base Attack Bonus +6, Dexterity 13
    Benefit: This feat enables you to use three tactical maneuvers when wielding any light or one-handed bladed weapon to which you have applied the Weapon Focus feat in one hand.
    Manyslice – When making a full attack with your chosen weapon, you may take -4 to all attacks that round to gain an additional attack at your highest base attack bonus.
    Double Counter - When readying an action to strike an opponent that comes within your reach, you may ready two attacks instead of one, using your base attack bonus normally.
    Shower of Sparks - You may make numerous, weak hits against an opponent to cause great injury, just as many small sparks do. You make a single melee attack against an opponent as a full-round action. If that attack hits, decrease the attack roll by -2; if the reduced roll still hits the opponent, apply damage and continue reducing the attack roll until an attack misses. The opponent takes damage normally hit by the first attack, and each additional attack deals 1d4 damage. These attacks are all quick stabs (dealing piercing damage).
    Special: A fighter may take this as one of his fighter bonus feats.

    Solitary Strike [tactical]
    The power and versatility of a single strike is all that it takes to swing the battle in your favor.
    Prerequisites: Weapon Focus (any non-light slashing weapon), Base Attack Bonus +8
    Benefits: You gain access to three tactical maneuvers when wielding a one-handed weapon by itself.
    Swath – As a standard action, you may make an attack with an arc so wide that it targets opponents in four adjacent squares within your reach; making as single attack roll against all the targets and taking a -4 penalty on this attack.
    Lunge – As a standard action, you may lunge forward, extending your body to the fullest, and deliver a single attack against an opponent usually beyond your reach. When using this maneuver, you effectively extend your reach by 5 feet for the attack, provoking attacks of opportunity (including from your opponent, if he can reach you).
    Finisher Cut – By making an attack as a standard action and taking -2 on the attack roll, you may make an attack dealing double damage on a successful hit.
    Special: A fighter may take this as one of his fighter bonus feats.

    Mobile Mastery [tactical]
    You’ve found that understanding the influence of footwork and motion on a battle can be the keys to victory.
    Prerequisites: Intelligence 13, Dexterity 15, Dodge, Mobility, Base Attack Bonus +9
    Benefit: You gain access to three tactical maneuvers when wearing light or no armor.
    Clever Footing: If your opponent attacks and misses you in melee combat and you have enough of your full base land speed "left over" from your previous turn, you may choose to take a five-foot step immediately after your opponent’s attack.
    Tactical Maneuvering: When making a full attack, you may choose to make a five-foot step between each attack, though you may not move any further than your base land speed during one turn. This feat can also be used with consecutive uses of the Cleave feat, or in any such situation where multiple attacks are done consecutively during your turn.
    Press the Advantage: You may choose to forego a move action during you turn in order to follow cowardly opponents that turn their backs. In doing so, you may follow an opponent up to your base land speed on his turn. Your opponent still provokes attacks of opportunity if his motion would have carried him out of your threatened area and another if his motion actually does take him out your threatened area. This feat cannot be used to move in any direction or for any purpose other than to follow your opponent.
    Special: A fighter may take this as one of his fighter bonus feats.
    -------------------------------------------------------------------------------------------------


    I plan to make fighters a bit more versatile than core material would suggest by liberal application of tactical and style feats (see Complete Warrior) throughout the system. Individual weapon arts will likely be represented by very weapon-specific style feats along with corresponding tactical feats. If you want something to Power Attack all day long like it's nobody's business and be done with it, kindly call up the Barbarian.


    Major thanks to Lord Tataraus for letting me use some of his ideas from the martial artist system (specifically some of the Dragon Scholar's class features), a few of which were re-formatted into feat form here. What do you guys think? Is it balanced, broken, thematically appropriate, inaccurate, or clunky? Again, rampant perfectionism: please let me know how I can improve these to better represent Sokka's master, or any of the feats I've placed so far.
    Last edited by Eighth_Seraph; 2007-11-21 at 02:14 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Ogre in the Playground
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    Default Re: Non-bending classes of the Avatar world [Project]

    I personally agree with your starting of this thread, Eighth Seraph. While I do enjoy the Martial Artist class that Tataraus has come up with (and I've contributed to it as well), I think that fighters and rangers and rogues have a place in this world. I initially posted a martial artist (monk variant without the overt supernatural stuff in it) on the main thread, but I think it was shot down in favor of the path based MA. You can find my monk right here. Hopefully this may help you with your own monk, Eighth Seraph.

    Also, as this thread might be the best opportunity to bring this up, has anyone thought about adding Action Points to this system? I feel that it adds something to any game you add them too (and I make it a point to do so), as it allows for the addition of a little extra will behind actions. What do you all think?

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    Default Re: Non-bending classes of the Avatar world [Project]

    i dont know about the AC for him. 17, 22 with added stuff is.... i dunno, anywhere between 7th level and 13th level, depending on class. a 20th level who has AC below 20?

    unless i missed something. if i'm just going crazy, tell me.

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    Default Re: Non-bending classes of the Avatar world [Project]

    A note on the tactical feats: You should limit their use in some form or every single attack the fighter makes will be on of these abilities and that would become too broken. That's why I implemented the Ki point system.

    As for action points, I prefer not making actual rules for action points, but instead allow the DM to choose to use them or not. I never liked how Eberron had some much action point abilities and feats and such. As a DM I do use "action points" in some games, but under my own rules that work more like Fate points from Spirit of the Century.

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    Default Re: Non-bending classes of the Avatar world [Project]

    Quote Originally Posted by Eighth_Seraph View Post
    New Feats
    Balanced Blade [style]
    You have mastered the unique fighting style of wielding your sword in one hand, using your other hand to balance your strikes and gain better control over your motions.
    Prerequisites: Combat Expertise, Weapon Focus (longsword), Intelligence 13
    Benefit: When using a longsword in one hand and wearing no more than light armor, you gain a bonus on your attack rolls and a shield bonus to your armor class equal to 1+one-fifth your base attack bonus (round down).
    Special: A fighter may take this as one of his fighter bonus feats.
    The mechanic here is a little clunky, with the 1/5 base attack bonus as shield. Add Dodge as a prereq, and then I would say that when you're using a longsword in one hand like that, you gain a +2 dodge bonus to AC, just straight out. Shield bonuses don't make sense as you're not using another object to protect you, and it's about balance and graceful movements.

    Parry Defense [general]
    You have learned the value of deflecting your opponent’s strikes, leaving them open to counterattack.
    Prerequisites: Combat Expertise, Combat Reflexes, Base Attack Bonus +5, Dexterity 13
    Benefit: If an opponent attacks you and misses while you’re using Combat Expertise to increase your armor class, you get an immediate attack of opportunity against him, counting against your number of attacks of opportunity for the round.
    Special: A fighter may take this as one of his fighter bonus feats.
    This I'm more or less fine with, it is a little strong though. But I've seen stronger in sourcebooks.

    A Thousand Cuts [tactical]
    You’ve found that opponents can seldom cope with the devastation caused by repeated attacks.
    Prerequisites: Weapon Focus (any light or one-handed bladed weapon), Base Attack Bonus +6, Dexterity 13
    Benefit: This feat enables you to use three tactical maneuvers when wielding any light or one-handed bladed weapon to which you have applied the Weapon Focus feat by itself.
    Manyslice – When making a full attack with your chosen weapon, you may take -2 to all attacks that round to gain an additional attack at your highest base attack bonus. If you take the Weapon Specialization feat for the chosen weapon, you gain an additional attack at your second-highest base attack bonus.
    Double Counter - When readying an action to strike an opponent that comes within your reach, you may ready two attacks instead of one, using your base attack bonus normally.
    Shower of Sparks - You may make numerous, weak hits against an opponent to cause great injury, just as many small sparks do. You make a single melee attack against an opponent as a full-round action. If that attack hits, decrease the attack roll by -2; if the reduced roll still hits the opponent, apply damage and continue reducing the attack roll until an attack misses. The opponent takes damage normally hit by the first attack, and each additional attack deals 1d4 damage. These attacks are all quick stabs (dealing piercing damage).
    Special: A fighter may take this as one of his fighter bonus feats.
    First off, I'd remove the 2nd additional attack clause in Manyslice, the fighter is getting flurry of blows. That's beefy. Double Counter is okay, and Shower of Sparks is neat. Overall, to be honest, this feat is too powerful. This falls into the realm of class features, and I can't see a reason why a fighter wouldn't take this feat, as it is very easy to get. Anyone using a one-handed weapon two-handed could use this, or someone in heavy armor and/or a shield could make use of this too.

    Solitary Strike [tactical]
    The power and versatility of a single strike is all that it takes to swing the battle in your favor.
    Prerequisites: Weapon Focus (any non-light slashing weapon), Base Attack Bonus +8
    Benefits: You gain access to three tactical maneuvers when wielding a one-handed weapon by itself.
    Swath – As a standard action, you may make an attack with an arc so wide that it targets opponents in four adjacent squares within your reach; making as single attack roll against all the targets and taking a -2 penalty on this attack.
    Lunge – As a standard action, you may lunge forward, extending your body to the fullest, and deliver a single attack against an opponent usually beyond your reach. When using this maneuver, you effectively extend your reach by 5 feet for the attack, provoking attacks of opportunity (including from your opponent, if he can reach you).
    Finisher Cut – By making an attack as a standard action and taking -2 on the attack roll, you may make an attack dealing double damage on a successful hit.
    Special: A fighter may take this as one of his fighter bonus feats.
    Swath is too powerful. In the XPH, there is the War Mind class which has something like this. I'd reign it in and say the two adjacent squares next to the target, make it a full attack, and you attack all three with the same attack roll (highest base attack) at -2. That would go a long way towards balancing that. Lunge is good as it's a movement thing, but I'd say instead of provoking an AoO, I'd say it leaves you flat-footed. Finisher Cut, make it a full attack action and remove the -2 penalty.

    Mobile Mastery [tactical]
    You’ve found that understanding the influence of footwork and motion on a battle can be the keys to victory.
    Prerequisites: Intelligence 13, Dexterity 15, Dodge, Mobility, Base Attack Bonus +9
    Benefit: You gain access to three tactical maneuvers when wearing light or no armor.
    Clever Footing: If your opponent attacks and misses you in melee and you had move left at the end of your previous turn, you may choose to make a five-foot step immediately after your opponent’s attack.
    Tactical Maneuvering: When making a full attack, you may choose to make a five-foot step between each attack, though you may not move any further than your base land speed during one turn. This feat can also be used with consecutive uses of the Cleave feat, or in any such situation where multiple attacks are done consecutively during your turn.
    Press the Advantage: You may choose to forego a move action during you turn in order to follow cowardly opponents that turn their backs. In doing so, you may follow an opponent up to your base land speed on his turn. Your opponent still provokes attacks of opportunity if his motion would have carried him out of your threatened area and another if his motion actually does take him out your threatened area. This feat cannot be used to move in any direction or for any purpose other than to follow your opponent.
    Special: A fighter may take this as one of his fighter bonus feats.
    Clever footing is fine, but I'd reword it to say if the character has any movement remaining. Tactical Maneuvering is okay, but remove the reference to Cleave as it's not a prerequisite feat. Press the Advantage is good, I like it.

    My critiques on your feats, like em or lump em.

    -X
    Last edited by ErrantX; 2007-11-18 at 02:29 PM.
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    Quote Originally Posted by CabbageTheif View Post
    i dont know about the AC for him. 17, 22 with added stuff is.... i dunno, anywhere between 7th level and 13th level, depending on class. a 20th level who has AC below 20?

    unless i missed something. if i'm just going crazy, tell me.
    The reason his AC is so low is because he's not wearing armor AND because I apparently forgot to incorporate the class defense bonus variant we're using in the setting (which would give him a significant boost of +12 to his AC). Good eye, Thief, I'll fix it.

    A note on the tactical feats: You should limit their use in some form or every single attack the fighter makes will be on of these abilities and that would become too broken.
    I'm personally fine with a fighter making every single attack an application of one tactical feat or another; it's what separates them from a warrior with full BAB and from Barbarians that can take insane amounts of punishment and deal it back in kind. The difficult is, as you mentioned, preventing their brokenness. Let's get on to fixing that, shall we?

    The mechanic here is a little clunky, with the 1/5 base attack bonus as shield. Add Dodge as a prereq, and then I would say that when you're using a longsword in one hand like that, you gain a +2 dodge bonus to AC, just straight out. Shield bonuses don't make sense as you're not using another object to protect you, and it's about balance and graceful movements.
    While I agree that the mechanic is more complicated than I usually like to do for feats; I wanted to make sure that this feat would be something that would be advantageous early on and would continue to be significant as the fighter levels. My original idea for making it a shield bonus is that the sword was being used for parrying, but I see now that that wouldn't make a great deal of sense. I'll change it to a dodge bonus and add Dodge as pre-req. Is the bonus too high, though?

    This I'm more or less fine with, it is a little strong though. But I've seen stronger in sourcebooks.
    I was worried that it would be too simple to represent the complex system of parrying, but I'm glad you like it.

    First off, I'd remove the 2nd additional attack clause in Manyslice, the fighter is getting flurry of blows. That's beefy. Double Counter is okay, and Shower of Sparks is neat. Overall, to be honest, this feat is too powerful. This falls into the realm of class features, and I can't see a reason why a fighter wouldn't take this feat, as it is very easy to get. Anyone using a one-handed weapon two-handed could use this, or someone in heavy armor and/or a shield could make use of this too.
    Yeah, I was worried that it was severely overpowered, but I'm currently working under the "get it down, then clean it up" theory of design. Shower of sparks is completely Lord Tataraus' creation, so I can't take credit for it. Also, while this can be used sword-and-board, the weapon has to be wielded one-handed. I'll add that in. So let's take a look at Manyslice, then. It was, admittedly, a thinly-veiled attempt to give flurry of blows to a fighter. Maybe, in order to address Tataraus' concern, I could make it a -4 penalty to all attacks rather than a -2 and remove the clause for a second attack, which was just a way to make Weapon Specialization actually worth something. What if I made it require Weapon Specialization, would that address your concerns?
    Swath is too powerful. In the XPH, there is the War Mind class which has something like this. I'd reign it in and say the two adjacent squares next to the target, make it a full attack, and you attack all three with the same attack roll (highest base attack) at -2. That would go a long way towards balancing that. Lunge is good as it's a movement thing, but I'd say instead of provoking an AoO, I'd say it leaves you flat-footed. Finisher Cut, make it a full attack action and remove the -2 penalty.
    I checked out the War Mind in the SRD, and Swath is significantly weaker than the War Mind's sweeping strike, simply because it's a standard action. The original draft had a smaller arc that was usable as the first attack in a full attack, but that clashed with the feats theme of powerful single strikes; so I made it a standard action for a single attack with a wider sweep. As for Finisher Cut, I think that a full-round action would be far too weak, since by this point the fighter has at least two attacks (BAB +8 prereq). That function came from the point in Sokka's duel with his master where Sokka was knocked back against the bamboo and his master ran up to him, aimed briefly and nearly decapitated him (meaning that there had to be a move action in there somewhere). Is the feat overall too powerful, or is it just Swath? I'm still unsure if it needs changing; let's see what others have to say.
    Clever footing is fine, but I'd reword it to say if the character has any movement remaining. Tactical Maneuvering is okay, but remove the reference to Cleave as it's not a prerequisite feat. Press the Advantage is good, I like it.
    Yay! I just put the Cleave reference in there to give examples of non-BAB situations where it could be applied. I'll put in the clarifying clause you mentioned.

    Alright, so the things that still need some spit 'n' polish are: Balanced Blade and A Thousand Cuts. Is everything balanced, though, taking their unlimited usage into account?
    Last edited by Eighth_Seraph; 2007-11-18 at 03:39 PM.
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    Default Re: Non-bending classes of the Avatar world [Project]

    To balance Shower of Sparks rather than limit the number of uses, I'd increase the other "attacks" penalty to -4. Swath should have a -4 penalty to the attack. Also, are you going to add any mental stat synergy other than qualify for feats?

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    Default Re: Non-bending classes of the Avatar world [Project]

    Well, as things stand now, major uses of the mental ability scores look something like this:

    Intelligence: Rogues and related skillmonkeys, tactician-style fighters (feat qualications), NPC and occasional PC scholars (Knowledge skills: I like the Giant's variant use of them in the Gaming section of the site, too), admirals and other military tacticians.
    Wisdom: Bending classes, sense motive, NPC sages
    Charisma: Diplomacy, Bluff, leadership bonuses from splatbook class features (the Marshall applies, I think).

    I see the reason for your concern, but I don't think is the right thread to discuss this. As the project grows, I've noticed that we're needing more threads for each specific purpose. I'm going to strip the main thread of its status, leaving it as the 'bender thread' and make a new hub for things pertaining to the setting itself as soon as I finish this post. That would include wealth-by-level, official variant rules used, and the role of ability scores for example. Thanks for reminding me!

    Anyway, there's one major problem with Shower of Sparks that I think will limit its usefulness in the setting, and that's the "Armor as damage reduction" variant we're using. 1d4 damage quickly becomes up to 2 damage against any armored opponent, and unarmored opponents either have huge dodge bonuses or aren't meant to be in melee. I see your point though; a precision type like Sokka's master (as I've statted him, anyway), could get 14d4 bonus damage against an unarmored earthbender on a mediocre roll; though an armored earthbender could take up to 14 damage from this scenario. Hm...I'm unsure. What do the rest of you guys think?

    EDIT: I changed the penalty for Swath to -4, as Tataraus suggested, so that it has to be a very serious situation before the tactic becomes worthwhile.
    Last edited by Eighth_Seraph; 2007-11-18 at 04:58 PM.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Here's the beginnings of the magic-less Ranger variant for the setting. There's a great deal more to be added, but I wanted to leave it open for you guys to contribute (that and I have to other work to do right now). I'll add the rest of the fluff that precedes base classes once the mechanics are worked out.


    **Ranger moved to its reserved post early in the thread**



    As you can see, I cut alot out and didn't put too much back in. I'd like some feat ideas to expand on the Combat styles (I'd like to keep tactical feats separate from these if possible, so we don't pigeonhole individual rangers too much). I also cut out Favored Enemies, since the setting is very NPC based, and Humanoid (human) would be the obvious choice for every ranger, with the rest being just bonuses. I have a vague idea of replacing it with favored terrain, but my brain is shutting down today because of sleep deprivation.

    This would represent the Yu Yan archers as rangers with the Sniper combat style; so keep in mind that that's the level of martial prowess and specialization that we're going for. Any ideas for additional class features?
    Last edited by Eighth_Seraph; 2007-12-09 at 07:41 PM.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I personally would give the ranger an aura, strike, or roar that causes fear..

    Predatory Strike- A ranger can make an attack terrifying, even if it misses. Predatory Strike forces a foe targeted by your attack to make a Will saving throw (DC 10 + ½ your ranger level + Cha modifier) or be shaken for 2 rounds. A ranger may attempt a predatory strike once per day for every 2 ranger levels and no more than once per round. Creatures immune to fear are immune to predatory strike. An opponent that succeeds on the saving throw is immune to that same creature’s Predatory Strike for 24 hours.

    Improved Predatory Strike- At the 10th level, a ranger's predatory strike causes the target to be Frightened on a unsuccessful Will save.

    Healing herbs- Beginning at 2nd level, a ranger can heal wounds (her own or those of others) via eating natural herbs. Each day she can heal a total number of hit points of damage equal to twice her ranger level. A ranger may choose to divide her healing herbs among multiple recipients, and she doesn’t have to use it all at once. Consuming a ranger's herbs is a standard action that provokes an attack of oppontunity.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Maybe give the ranger full animal companion progression? It looks like you cut a bit from the standard ranger and gave him a bonus feat or two. I personally think that that sort of animal-companion-ness would fit fairly well with the setting. Besides, a ranger with a saber-toothed moose lion would be awesome.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Firstly, Orzel, I really, really, don't like giving a Ranger fear effects. It does not fit the flavor at all and is more of an excuse to include more will saves.

    Quote Originally Posted by Rogue 7 View Post
    Maybe give the ranger full animal companion progression? It looks like you cut a bit from the standard ranger and gave him a bonus feat or two. I personally think that that sort of animal-companion-ness would fit fairly well with the setting. Besides, a ranger with a saber-toothed moose lion would be awesome.
    No one seems to have animals in the show besides the avatar (and that one king). I don't think that fits the ranger either.

    My suggestion is to use the Favored Organization ability from urban ranger with the Solitary Hunter ability. So the Ranger chooses an organization (Fire Nation military, the Dai Lee, etc.) and gets a +2 to attack and damage against them as per the Favored Enemy progression. To replace spells, give some limited use abilities I can't think of anything right now though the Healing Herbs is a good idea.

    Also, Hunter combat style should get the Rapid Shot, Manyshot, Greater Manyshot and Sniper should get Precise Shot, Far Shot, Improved Precise Shot. You might want to look at the various other combat styles for normal Ranger for inspiration such as Strong Arm which gives Power Attack, Improved Sunder, and Great Cleave or Mounted Combat which gives Ride-By Attack, Spirited Charge, and Trample.

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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    You forgot about Jun, she has a full animal companion/mount type deal. Also, there should be classes where intimidate should be more than just a class skill. That would solve the lack of use for wisdom other than Lord's Martial Artist classes, if you're using that variant, or Seraph's what I would probably assume new standard classes, which will still probably involve the monk. Also, even combustion man, and Sokka have some form of animal companion, (sokka seems to be quite right with Appa, Momo, and Hawky)...

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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I don't think anything in the show even comes close to representing an animal companion, except possibly Aang's relationship with Aapa and Roku's relationship with his dragon. Jun's Shirshu and Sozin's dragon are probably just well-trained pets/domesticated animals. I don't think we really need any classes that have animal companions.

    Next, I present my write-up of Ty Lee that I promised in the first non-Eighth_Seraph post in this thread. I hope you guys like it.

    My starting point for this project, in keeping with the goal of making the system as true to the show as possible, was to watch the episodes in which Ty Lee appears and determine exactly what abilities we see her demonstrating. The following is a list of her abilities (including screenshots)

    This list leaves us with a sketch of a character who’s mobile, agile, and precise but who doesn’t deal massive damage and whose unarmed strikes rely on her chi disruption for their potency. With this in mind, this is how I’d stat Ty Lee. I’m stating her as a 20th level character simply for parity with Eighth_Seraph’s Piendao build.

    Ty Lee
    Female human Rogue 5, Thief Acrobat 5 (CAdv), Rogue (feat variant) 10
    CN Medium humanoid
    Init +10 Senses Listen +1, Spot +14
    Languages Common
    -----------------------------------------------------------------------------------------------------
    AC 27 (+2 Dodge, +6 Dex, +9 Class Defense) touch 27, flat-footed 12
    HP 86 (20d6+20)
    Fort +6, Ref +21, Will +6
    -----------------------------------------------------------------------------------------------------
    Spd 30 ft (6 squares)
    Melee Unarmed Strike +19/+13/+9
    Ranged none
    Base Atk +13/+7/+3
    Atk Options Sneak Attack +3d6, Acrobatic Charge, Defensive Roll 2/day
    Special Atks Stunning Fist, Chi Immobilization, Chi Disruption
    -----------------------------------------------------------------------------------------------------
    Abilities Str 11, Dex 22, Con 12, Int 13, Wis 13, Cha 16
    SQ pwntasticness, adorability, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Fast Acrobatics, Kip Up, Steady Stance, Agile Fighting, Slow Fall (30 ft),
    Feats Improved Unarmed Strike, Improved Initiative, Weapon Finesse, Versatile Unarmed Strike, Brachiation, Dodge, Mobility, Spring Attack, Stunning Fist, Disrupt Bending, Chi Disruption, Combat Expertise, Ability Focus (Disrupt Bending), Chi Immobilization, Improved Chi Disruption
    Skills Balance +31, Climb +23, Disguise +21, Escape Artist +29, Hide +29, Jump +25, Move Silently +29, Perform +13, Spot +14, Swim +18, Tumble +31

    New Feats
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    DISRUPT BENDING
    You accurately strike crucial points on a bender’s body, making it difficult to bend.
    Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Wis 13+
    Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point on your opponent’s body, blocking the flow of his/her chi and disrupting his/her ability to bend. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or take a penalty to all bending checks equal to half your character level. If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist attempt. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round, and multiple uses on the same target stack. You can only use this feat against foes of the Humanoid type.

    CHI DISRUPTION
    Your accurate strikes block the flow of chi with a person’s body, hampering their movement.
    Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +8, Wis 13+
    Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point in your opponent’s body, blocking the flow of her chi and making even simple movements difficult. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or take a -2 penalty to Dexterity or Strength (your choice). If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round and multiple uses on the same target are cumulative. This feat can never reduce a creature’s Dexterity score below 1. You can only use this feat against foes of the Humanoid type.

    IMPROVED CHI DISRUPTION
    With a flurry of precise blows, you are able to render a foe unconscious or immobile.
    Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption, BAB +13, Wis 13+
    Benefit: Your Chi Disruption attempts deal ability damage instead of imposing ability penalties. This means that you can reduce an opponent’s abilities to 0 using this feat. In addition, the DC to resist your Chi Disruption attempts increases by 2. Finally, if you reduce an opponent's ability score to 0 using this feat, the opponent must make a Will save or fall unconscious. You can only use this feat against foes of the Humanoid type.

    CHI IMMOBILIZATION
    You know the exact pressure points that cut off the flow of Chi to a foe’s extremities.
    Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption
    Benefit: At the cost of two Stunning Fist attempts, you can attempt to limit or cut off a foe’s use of her limbs. As a standard action, you make a single melee attack. If your attack hits, your opponent must make a Fortitude save (DC 10 + half you character level + your Wisdom modifier) or lose the use of a single limb. Losing the use of an arm (or equivalent limb) gives the creature a -4 penalty to attack rolls and prevents the use of Two-Weapon Fighting and two-handed weapons. Losing the use of both arms increases the penalty on attack rolls to -8 and prevents the use of any weapons (though the creature can still make unarmed strikes using his/her legs or head). Losing the use of a leg gives the creature a -4 penalty to AC and halves the creatures base speed. Losing both legs renders the creature prone, eliminates any bonuses to AC other than Armor, Natural Armor, and Deflection bonuses, and limits the creature to 5 feet of movement per round. You can only use this feat against foes of the Humanoid type.

    So there’s how I think Ty Lee can be represented with existing classes and only a few new feats. She can do everything we see Ty Lee doing in the show, and (with the exception of Trapfinding) she doesn’t deal massive damage or have any abilities her TV persona doesn’t have. I’m actually pretty happy with this rendition. I welcome any comments you guys have.

    Mephibosheth
    Last edited by Mephibosheth; 2007-11-23 at 09:16 PM.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I like how you statted out Ty Lee, Meph; and your feats seem very balanced and progressive (a feat tree that's both worthwhile and balanced!). I think you might want to wait up on making that final 'til the monk variant is laid out. I'll make your feats canon, if you like, by starting a directory in the OP and moving Sokka's master to the 'vacant for when I need it' post.

    Also, I checked out the Urban Ranger, and the favored enemy variant for organizations is perfect for the situation. Also, I'll update the combat styles to reflect Tataraus' suggestions. The quintessential rangers I'm using are the Yu Yan archers along with Aragorn and the LotR rangers. I like the idea of rangers having special uses for the Survival skill (like healing herbs). I'll work on that a bit later today. Thanks for the help, everyone!
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I also like your feats for the Chi Disruption stuff that Ty Lee has. The ranger variant also receives my seal of approval, provided you find some way to add a decent capstone ability. A lot of players find that classes with nothing at the top few levels of the class aren't worth taking to 20, so just an fyi.

    -X
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I understand the concept; but I'd rather finish up the body of the ranger first. I, personally, can't think of a capstone ability that would be appropriate here. Another +2 to favored enemy doesn't quite cut it, y'know? Anywho, I added favored enemy and finished the sniper combatstyle. I'm working on finishing the Hunter style, then Two-handed fighting.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I just realized that we should probably make some changes to the Stunning Fist feat to increase its potency and make all of my chi disruption feats actually useful. The bold portion of the feat (below) is the change I recommend.

    STUNNING FIST [General]
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4 (or +6 if people think +4 is too easy, down from +8)

    Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack a number of times per day equal to your character level (increased from 1 per 4 levels, except for Monks), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

    Special:A fighter may select Stunning Fist as one of his fighter bonus feats.

    I think this is a necessary change for three main reasons:

    1. It makes Ty Lee builds viable at lower levels
    2. It gives more uses of the feat per day, making disabling/disrupting on full attacks possible more than once.
    3. It doesn't really seem that overwhelming of a feat at lower levels, particularly since Monks can use it at 1st level.

    What do you think?

    Mephibosheth

    Edit: I'm find with you adding my feats to a directory in the first post, Eighth_Seraph. I'm just glad people like them. I know how beloved Ty Lee is.
    Last edited by Mephibosheth; 2007-11-20 at 07:18 PM.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Avatar doesn't really have a bard class but it has many mental abilities such as Sokka's ideas or Jun Shirshu control. Should they be a collect of feats of a separate "mindbender" class (lack of a better name or than "ideas guy") that says helpful stuff and makes plans with Tactics(int) being their "bending" skill.


    Example power:
    Plan
    Base DC 5

    The first ability a mindbender gains is the ability to develop a plan of action to handle the situation.

    Prior or during to a dramatic situation, either combat- or skill-related, a mindbender can add a bonus to all skill checks and attack rolls made by the mindbender and his or her allies. The mindbender rolls 1d6 and the results become a a circumstance bonus to himself and all allies. This bonus lasts for 3 rounds at which point the plan unravels.

    or seed could include lowering and raising morale (healing and dealing nonlethal damage), gaining animal companions, and copies of most of the bard's music abilities.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I don't think tactics and such should be incorporated by feats. If the character is good at tactics than his player has to be good at tactics. I never liked feats that did that whole tactics thing because its too artificial. You get a bonus for doing nothing related to what it says you're doing. If you describe how you're using your superior knowledge of the terrain to fight, then I'll give a circumstance-based tactical bonus, but no feats. There already is a Knowledge (tactics) skill, but all I'd allow it to do is realize what kind of terrain or weather or whatever would be good for you to fight in and possibly use it to size up your foe.

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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Here's an idea that might be able to create a middle ground between Orzel's idea and Lord Tataraus'. If we want to do something like this, I propose we encourage the use of Amber Smith's Knowledge skill alternate uses along with the alternate Knowledge uses we've already instituted (governing things like fortune-telling, for example). Then, we could create a feat or series of feats that enhance or expand the bonuses granted by these Knowledge skill uses. It could even be as simple as a feat that extends the benefit to all allies within a certain radius, or a feat that increases the bonus gained. We could even make feats that can de-buff opponents using these Knowledge skills (maybe even injecting some Will saves), essentially representing tactical feints or maneuvering opponents into disadvantageous positions.

    Having proposed this idea as a possibility if we want to go down this route, I have mixed feelings about actually implementing it. On the one hand, our system doesn't really have a mechanic to allow buffing, and this could be a great way to inject some buffing (especially, buffing allies) into the setting. On the other hand, it would take a bit of work to implement and could be prone to abuse. Plus, other than Sokka's plans and maybe Prince Sozin's tree root maneuver, I can't think of any concrete examples of an ability like this in the show. So, I guess that in the end, I could be convinced either way. What says the community?

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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I actually use that knowledge system for time to time, though I'm a bit strict about it. I guess a feat tree would be ok. Like you said, this system is extremely low on buffing.

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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Great! I was hoping to get some tactical bonuses and leadership applications into the system.

    Anyway, there's something that you guys need to know. I've been spending far too much time on the forums lately, specifically on this project. My grades took a brief slip and I've been shirking responsibilities as a tae kwon do instructor and as part of my church in hopes to get this whole project over with quicker so things could get back to normal for me. Since that doesn't seem to be happening anytime soon; I'm resorting to severely limiting the time I spend on these forums and with related homebrewing activity.

    I don't know if you all know this, but I planned to make the four bending classes my last entanglement into D&D and related roleplaying until the end of the school year and maybe until the end of high school altogether. Since the project grew to such unexpected proportions, things didn't go as planned and my "see things through to the end, always" philosophy took over. It's more than likely that I will be here long enough to put all the bending classes to rest and finish up the planned parts of the non-bending classes I said I would make, but the rest of the setting will likely be made largely without my involvement. Before this happens, though, I'll make sure to finish any classes that I've actually begun; like the Ranger, for example.

    Anyway, the idea of allowing the ranger access to healing herbs is an interesting idea, but I think it would require a very specific mechanism. Here's what I'm thinking of:

    Wilderness Lore - A ranger may use his knowledge and experience in the natural environment to identify plants with uses both medicinal and poisonous. Whenever a ranger uses the Survival skill to forage for food, he may also make a Knowledge (nature) check to identify herbs with useful properties. If the Knowledge check excceds the DC of each herb and if it is present in the area the ranger searches through, the ranger may gather it and apply it as noted in each herb's description.

    [insert list of herbs, their effects and locations here]

    What do you guys think? And yes, I do realize that Wilderness Lore is the old name for the Survival skill.
    Last edited by Eighth_Seraph; 2007-11-21 at 01:32 PM.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Here's my ideas for the feats

    Battle Plan
    Prerequisite


    Int 13. Knowledge (tactics) 4 ranks.

    Benefit
    You gain the ability to develop a plan of action to handle the situation.

    Prior to a dramatic situation, either combat- or skill-related, you can add a bonus to all skill checks and attack rolls made by the your and your allies. You roll 1d6 and the result becomes a circumstance bonus to you and all allies. This bonus lasts for 3 rounds at which point the plan unravels. Your plan can affect a number of people equal up to 5 plus your Intelligence modifier.

    Change Tactics
    Prerequisite


    Int 13. Knowledge (tactics) 4 ranks, Battle Plan

    Benefit
    You gain the ability to develop a new strategy to handle the changing situation.

    During to a dramatic situation, either combat- or skill-related, you can grants you and your allies a +1 circumstance bonus to all skill checks, damage rolls, and attack rolls. This bonus lasts for 3 rounds at which point the enemy begins to grow wise. Your plan can affect a number of people equal your Intelligence score.


    Affect Enemy (better name)
    Prerequisite

    Choose one type condition from the list.
    Conditions available: Dazed, Frightened, Confusion

    Cha 13. Perform (Act, Comedy, or Oratory) 4 ranks

    Benefit

    You gain the ability to change the mental state of an enemy

    As a standard action, you can attempt to affect an enemy's mind. The target resists the change by making a Will saving throw vs your Perform check. Your target may add her BAB to her Will save. If the save fails, your target gains the chosen condition for 1 round.

    Special
    You can gain this feat multiple times. Each time you take the feat, choose another condition.
    Greater Affect Enemy (better name)
    Prerequisite

    Choose one type condition from the list.
    Conditions available: Confusion, Panicked, Fatigued, Fascinated

    Cha 15. Perform (Act, Comedy, or Oratory) 8 ranks, Affect Enemy

    Benefit
    Same as Affect Enemy but with stronger conditions. and the effect lasts a number of rounds equal your Charisma modifier(minimum 1).

    Special
    You can gain this feat multiple times. Each time you take the feat, choose another condition.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    I've been reading the Proof of the PDF, and I noticed a big whole regarding the crafting skill.

    If it's linked to the standard usage of Crafting, then it'll take years to make any item above 1 or 2 masterworks.

    If it's worked out in some other way, then it's not listed.

    I'd recommend flat DCs and times for crafting, and controlling abuse of the skill by limiting availability of materials.
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    Here's my proposed build for Mai. In keeping with my pre-established procedure for ensuring accuracy and completeness, I began by once again searching through screenshots and watching episodes to determine in detail what techniques and maneuvers Mai is capable of performing.

    Mai
    Female human Rogue 1, Fighter 5, Master Thrower 5, Exotic Weapon Master 2, Fighter 3, Rogue 4
    CN Medium humanoid
    Init +5 Senses Listen +12, Spot +16
    Languages Common
    -----------------------------------------------------------------------------------------------------
    AC 27 (+5 Dex, +12 Class Defense)
    HP 124 (6+5d10+5d8+2d10+3d10+4d6+40)
    Fort +13, Ref +12, Will +5
    -----------------------------------------------------------------------------------------------------
    Spd 30 ft (6 squares)
    Melee Dagger +14/+9/+4 (1d4+1)
    Ranged Dagger +23/+18/+13 (1d4+7) OR Shurikin +23/+18/+13 (1d2+7) OR Dart +22/+17/+12 (1d4+7)
    Base Atk +15/+10/+5
    Atk Options Sneak Attack +3d6, Double Toss, Palm Throw, Weak Spot, Close Quarters Ranged Combat,
    Special Atks Ranged Disarm, Ranged Pin
    -----------------------------------------------------------------------------------------------------
    Abilities Str 13, Dex 20, Con 14, Int 13, Wis 14, Cha 10
    SQ pwntasticness, super-emo-ness, Evasion, Trap Sense +1, Uncanny Dodge
    Feats Flaw – Noncombatant, Dodge, Two Weapon Fighting, Point Blank Shot(B), Precise Shot, Exotic Weapon Proficiency (Shurikin), Weapon Focus (Shurikin), Ranged Pin, Quick Draw(B), Weapon Specialization (Shurikin), Ranged Weapon Mastery (Piercing), Rapid Shot, Weapon Focus (Dagger), Dead Eye, Mobility, Shot on the Run
    Skills Bluff +15, Climb 21, Craft (Weaponsmithing) +5, Diplomacy +10, Disguise +10, Jump 27, Listen +12, Ride +24, Slight of Hand +24, Spot +15, Tumble +22

    To be honest, it was possible to make a build for Mai that can do everything she's seen as doing by level 13. I added the extra fighter and rogue levels just to bring her power level up to that of Ty Lee and Piandao. If anyone has suggestions for how to fill those last 7 levels, let me know.

    Also, this build uses substantially more non-OGL content than the Ty Lee build which, while Thief-Acrobat fits well and adds some useful abilities, could be re-done with only rogue levels, Avatar-specific content, and one or two non-OGL feats. I might try and make a thrown weapons fighter for the Avatar campaign world, or at least a collection of feats that let you make a more effective thrown weapons fighter. We'll see how that goes...

    So, comments, questions, concerns?
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    Default Re: Non-bending classes of the Avatar world [Avatar Project]

    SQ pwntasticness, super-emo-ness, ...
    Are those feats? Can I give my character those? (do I get a cookie?)


    Quote Originally Posted by Eighth_Seraph View Post
    *snip*
    Spoiler
    Show
    Favored Enemy (Ex) - At 1st level, a ranger may select a group or organization to specialize in opposing. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
    This ability can affect groups such as Fire Nation infantry, Dai Li agents, members of a specific mercenary group, Southern Water Tribe waterbenders, martial artists of a specific style, or other groups of opponents with similar fighting styles.
    Track - A ranger gains Track as a bonus feat.
    Wild Empathy (Ex) -A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    Endurance - A ranger gains Endurance as a bonus feat at 3rd level.
    Woodland Stride (Ex) - Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
    Swift Tracker (Ex) - Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
    Evasion (Ex) - At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
    Camouflage (Ex) - A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
    Hide in Plain Sight (Ex) - While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

    *snip*
    Wait, there's something I'm just not getting about this...

    The 'favored organization' thing is good, but it doesn't make much sense when combined with the other abilities, which are about the wilderness and stuff. This is a good class for guerilla fighters, but what's the point of having Woodland Stride, Track and Camouflage if you're living in a city? And how many Dai Li agents are you going to find wandering through a forest?

    EDIT @V: And nobody even think of starting a thread entitled "Jokes of the Avatar World [Avatar Project]". Or else.
    Last edited by Xiagu; 2007-11-25 at 03:15 PM.

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