Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 2 12 LastLast
Results 1 to 30 of 55
  1. - Top - End - #1
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Avatar: The Last Airbender main hub [Setting, Project]

    Due to my retirement from the Avatar project in the imminent future, the directory and current topic(s) of discussion will be presented on the following post. That is all.
    Last edited by Eighth_Seraph; 2007-12-07 at 04:21 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

  2. - Top - End - #2
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Directory

    Original Bending classes and system

    Current Bending classes and system
    Lord Tartaraus' martial artist class and styles
    Non-bending classes of the Avatar world
    Playtesting arena sign-up
    Playtesting Analysis thread
    Creatures and animals of the Avatar world
    Form creation compendium
    PDF Review Thread
    [hr]
    Enhanced Items of Avatar:

    In the avatar world, all weapons, armor and tools can gain up to 5 levels of masterwork. This levels are as follows in order: Item of... Masterwork, Renown, Fame, Glory, Legend. All bonuses that the masterwork quality applies are multiplied by the level of masterwork of the item. Additional levels of masterwork cannot be gained, only created as such. You must meet the prerequisite level to benefit from a certain level of masterwork as shown by the table below.

    {table=head]Character Level|Maximum Masterwork Level
    1-3
    |
    1

    4-7
    |
    2

    8-11
    |
    3

    12-16
    |
    4

    17-20
    |
    5

    [/table]

    In addition to the masterwork levels, any weapon or armor can gain craftsmanship bonuses up to twice their masterwork level. These bonuses can be applied during crafting or afterwards with a 10% price increase with the exception of the AC and Damage increases. Each bonus cost 1000gp base cost.

    No item can have more than 1 craftsmanship bonus of the same name at a time. Additionally, if a bonus has different ranks as indicated by roman numerals, you may apply a higher rank over the lower rank by only paying the difference in cost.

    Craftsman bonuses:
    Weapon bonuses:
    {table=head]Name|Level|Effect
    Damage Increase I|
    1
    |+1 to damage
    Damage Increase II|
    2
    |+2 to damage
    Damage Increase III|
    3
    |+3 to damage
    Damage Increase IV|
    4
    |+4 to damage
    Damage Increase V|
    5
    |+5 to damage
    Keen Edge1, 2|
    1
    |double critical threat range
    Defending|
    1
    |Gain a +1 bonus to AC for each -1 you take to your attack roll up to your masterwork level, cannot be applied to ammunition
    Distance|
    1
    |Double weapon's range increment if any
    Razored1, 2|
    5
    |Deals 2 points of damage for 1d4 rounds, Fort DC20 negates. Additional hits do not stack, but extend duration.
    Weighted3|
    1
    |double critical threat range
    Penetrating4|
    2
    |Ignore DR up to the ammunition's masterwork level and ignore hardness up to twice the masterwork level
    [/table]
    1 - Slashing weapons only
    2 - Piercing weapons only
    3 - Bludgeoning weapons only
    4 - Ammunition only

    Armor bonuses:
    {table=head]Name|Level|Effect
    DR Increase I1|
    1
    |DR +1/-
    DR Increase II1|
    2
    |DR +2/-
    DR Increase III1|
    3
    |DR +3/-
    DR Increase IV1|
    4
    |DR +4/-
    DR Increase V1|
    5
    |DR +5/-
    Lined|
    3
    |Cold Resistance 5
    Fire Retardant I|
    3
    |Fire Resistance 5
    Fire Retardant II|
    6
    |Fire Resistance 10
    Reinforced|
    1
    |25% to negate critical hit and/or precision damage
    Ergonomic I|
    1
    |Reduce armor check penalty by 3
    Ergonomic II|
    2
    |Reduce armor check penalty by 6
    [/table]
    1 - you may only increase the DR of your armor up to twice the base DR value.

    Shield bonuses:
    {table=head]Name|Level|Effect
    Bashing|
    1
    |Shield bash deals damage as if two sizes larger
    Reinforced|
    1
    |25% to negate critical hit and/or precision damage
    Deflecting|
    5
    |Grants a bonus to Deflect and Block Bending attempts equal to the shield's AC bonus
    [/table]

    Masterwork cost by level:
    {table=head]Level|Weapon Cost|Armor Cost|Tool Cost
    1
    |
    300
    |
    300
    |
    50

    2
    |
    630
    |
    630
    |
    105

    3
    |
    960
    |
    960
    |
    160

    4
    |
    1290
    |
    1290
    |
    215

    5
    |
    1620
    |
    1620
    |
    270


    [/table]
    Formula for over level 1: Cost = base_cost*(level+(level-1)/10)

    Craftsmanship cost by level (take the total level of all bonuses):
    {table=head]Level|Weapon Cost|Armor Cost
    1
    |
    1000
    |
    1000

    2
    |
    2000
    |
    1500

    3
    |
    4500
    |
    3375

    4
    |
    6000
    |
    4500

    5
    |
    7500
    |
    5625

    6
    |
    9000
    |
    6750

    7
    |
    10500
    |
    7875

    8
    |
    12000
    |
    9000

    9
    |
    13500
    |
    10125

    10
    |
    15000
    |
    11250

    [/table]
    Weapon formula for over level 1: Cost = base_cost*(level+level/2)
    Armor formula for over level 1: Cost = base_cost*(level+level/2)*3/4

    Note: Ammunition counts as a Weapon for determining cost except it applies to 50 units. Additionally, you may add 1/2 (rounded up) of the ammunition's masterwork bonus on attack rolls to the masterwork bonus from the weapon.

    Special Materials
    Metals: (All multipliers are based off steel)
    {table=head]Material Name|Real-World Equivalent|ACP Change|AC Change|DR Change|To Hit Change|Damage Change|Hardness/HP per inch|Weight Multiplier|Cost Multiplier
    Steel|Carbon-Iron|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    10/30
    |
    x1
    |
    x1

    Cold/Wrought Iron|Iron|
    +1
    |
    +0
    |
    +1
    |
    -1
    |
    +0
    |
    10/30
    |
    x1.25
    |
    x0.75

    Cast Iron|Iron|
    +1
    |
    +1
    |
    +0
    |
    -1
    |
    -1
    |
    10/25
    |
    x1.25
    |
    x0.5

    Wootz Steel|Phosphorous-Iron Alloy|
    +0
    |
    +1
    |
    +1
    |
    +1
    |
    +0
    |
    15/30
    |
    x1
    |
    x2

    Stainless Steel|Chromium-Nickel-Iron Alloy|
    +0
    |
    +1
    |
    +1
    |
    +1
    |
    +0
    |
    18/30
    |
    x1
    |
    x2.5

    Copper|Copper|
    -1
    |
    -1
    |
    -1
    |
    +1
    |
    +0
    |
    8/20
    |
    x0.8
    |
    x0.5

    Bronze|Copper-Tin Alloy|
    -1
    |
    -1
    |
    +0
    |
    +1
    |
    +0
    |
    9/20
    |
    x1.1
    |
    x1

    Mithral|Aluminum Alloy|
    -2
    |
    +0
    |
    +2
    |
    +2
    |
    -1
    |
    15/30
    |
    x0.25
    |
    x10

    Adamantium|Titanium-Iron Alloy|
    -2
    |
    +2
    |
    +3
    |
    +2
    |
    +1
    |
    20/40
    |
    x0.5
    |
    x20
    [/table]

    Woods: (All multipliers are based off Elm wood)
    {table=head]Material Name|Real-World Equivalent|ACP Change2|AC Change2|To Hit Change1|Range Change1|Hardness/HP per inch|Weight Multiplier|Cost Multiplier
    Elm|European White Elm|
    +0
    |
    +0
    |
    +0
    |
    +0%
    |
    5/10
    |
    x1
    |
    x1

    Yew|Italian Yew|
    -2
    |
    -1
    |
    +2
    |
    +20%
    |
    4/10
    |
    x0.75
    |
    x3

    Ash|European Ash|
    -1
    |
    -1
    |
    +1
    |
    +10%
    |
    4/10
    |
    x1
    |
    x1.5

    Ironwood|Southern Live Oak|
    +2
    |
    +4
    |
    -2
    |
    -10%
    |
    10/25
    |
    x1.5
    |
    x4

    Bamboo|Bamboo|
    -3
    |
    +1
    |
    -5
    |
    -50%
    |
    6/12
    |
    x0.25
    |
    x1
    [/table]
    1- To hit bonus and range multiplier apply only to straight bows. 2- The ACP and AC changes apply only to shields.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Oh, and before I forget; I'd like to ask the OP's of the various homebrew threads made for this setting if you guys could tag the threads with [Avatar Project] so that people that want to contribute to the project can find the right place to more easily and so if a new thread is made to go along with the project we can identify it and add it to the directory here.

    I like the addition of Razored to the craftsmanship bonuses, Tataraus. I take it that it was inspired by the Wounding magical ability? It looks good, but shouldn't it have a "slashing weapons only" note?

    I'm a bit apprehensive about making DR bonuses have a 1 to 1 ratio for craftsmanship to effect. With that, a heavy-type fighter can get a DR 9/- using fullplate and still use his other 5 points for whatever he wants. Didn't the original system have it cost 2 per point of DR?
    Last edited by Eighth_Seraph; 2007-11-18 at 04:53 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

  4. - Top - End - #4
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    I forgot to remove the change to masterwork armor, we decided to keep it the same as normal to have armor as DR not AC mean more. Also I added superscript notation to the craftsmanship bonuses so you'll notice the notes more.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Mr. Moogle's Avatar

    Join Date
    Jan 2007
    Location
    Page 666 of the DMG
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Thanks for condensing all the material down into one fourm it makes it much more easy to use
    I'm the Official Monk Advocate!
    Quote Originally Posted by Peregrine View Post
    Excuse me while I invent a spell to scrub my brain.
    Quote Originally Posted by turkishproverb View Post
    If you play cheese, never complain when you are killed by it.
    Stuff:
    Force Adept

    Magician




    Proud Hobgoblin slayer of the Daigo Fanclub - So glad You found your Soul Mate!

  6. - Top - End - #6
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    You're welcome! It's to help me as much as you, but I'm glad it helps.

    Anyway, good balancing factor there, Tataraus; looks good and makes sense. Question: do masterwork bonuses for bows and arrows stack under this system? I think it would be a good idea, but that usually makes for lively discussion, so what do you think?

    Also, I think it would be a good idea to make craftsmanship bonuses for arrows, like Penetrating to ignore a certain amount of hardness (arrows are weighted). Any ideas?
    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

  7. - Top - End - #7
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Quote Originally Posted by Eighth_Seraph View Post
    You're welcome! It's to help me as much as you, but I'm glad it helps.

    Anyway, good balancing factor there, Tataraus; looks good and makes sense. Question: do masterwork bonuses for bows and arrows stack under this system? I think it would be a good idea, but that usually makes for lively discussion, so what do you think?

    Also, I think it would be a good idea to make craftsmanship bonuses for arrows, like Penetrating to ignore a certain amount of hardness (arrows are weighted). Any ideas?
    Hm...good ideas, that might work very well. Ranged combat has always been looked down upon. Maybe not directly stacking, but the arrow can add 1/2 its bonus? What sort of arrow abilities should their be other than penetrating? And what would penetrating do? I should read your post more thoroughly

  8. - Top - End - #8
    Dwarf in the Playground
     
    levi's Avatar

    Join Date
    May 2004
    Location
    Ursoul
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    If the mastercrafting rules are considered finished (or nearly so), we should discuss what the wealth by level guidelines should be. Standard DnD wealth progression is silly in Avatar. (Even when cut in half, as was done for the playtest.) Idealy, the wealth guidelines should line up closely with the level restrictions on mastercraft gear so that a character can have, at most, a mastercraft weapon and armor appropriate for thier level. (Provided they spend all thier wealth on such items.)

    I did a little math and came up with the formula: level * level * 100 gp. Here's a table of what that yeilds.

    {table=head]Level | Wealth | Level | Wealth
    1st | 100 gp | 11th | 12100 gp
    2nd | 400 gp | 12th | 14400 gp
    3rd | 900 gp | 13th | 16900 gp
    4th | 1600 gp | 14th | 19600 gp
    5th | 2500 gp | 15th | 22500 gp
    6th | 3600 gp | 16th | 25600 gp
    7th | 4900 gp | 17th | 28900 gp
    8th | 6400 gp | 18th | 32400 gp
    9th | 8100 gp | 19th | 36100 gp
    10th | 10000 gp | 20th | 40000 gp[/table]

    This progression allows characters to get one decently mastercrafted item at level four. At level nine, that one item can be as good as they can legally have. It isn't untill the mid teens that they can afford two maxed out items. I think it works pretty well. What do you think?

    On a different note, you might want to add a link to The Avatar d20 Website to the OP.

    I think someone should create a thread for making creatures specific to the setting. There are a lot of interesting hybrid animals in Avatar, but I don't know if any of them have stats yet, other than the handful on the website. That would also give us a place to discuss which standard d20 monsters do and don't fit the setting.

  9. - Top - End - #9
    Barbarian in the Playground
     
    SwashbucklerGuy

    Join Date
    Nov 2007
    Location
    All up in yo' bushes
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Could you apply this to seperate pieces of your armor? That way, we could break it up just like D&D: Gauntlets to apply bonuses to, Boots, Headbands, Ext. Ext.
    Brocham
    Yocham

  10. - Top - End - #10
    Ogre in the Playground
     
    Copacetic's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Okay, suggestion. What about the animals of the Avatar world? Shouldn't we stat out them? Appa deserves some love too....

    EDIT:ninja'd darn.
    Last edited by Copacetic; 2007-11-18 at 08:09 PM.
    Not forgetting Yldenfrei and the wonderful avatar she made.

  11. - Top - End - #11
    Orc in the Playground
    Join Date
    Feb 2006
    Location
    Pacific Time

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Quote Originally Posted by levi View Post
    I think someone should create a thread for making creatures specific to the setting. There are a lot of interesting hybrid animals in Avatar, but I don't know if any of them have stats yet, other than the handful on the website. That would also give us a place to discuss which standard d20 monsters do and don't fit the setting.
    Quote Originally Posted by Frigs View Post
    Okay, suggestion. What about the animals of the Avatar world? Shouldn't we stat out them? Appa deserves some love too....

    EDIT:ninja'd darn.
    I am in awe that Levi can simu-ninja people an hour in the future...

    But on that subject, even though this is the wrong thread (they get derailed so soon ), there's a detailed list of all the creatures that appear in the show here.
    Last edited by Xiagu; 2007-11-18 at 08:25 PM.

  12. - Top - End - #12
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Meph did stat up a few of the creatures here, but they function under the original system, so they don't have any ranks in the appropriate skills. That's easily remedied, though. A good deal of the creatures in the page you showed us would work well as minor creatures with CR below one; but the major creatures (Onagi, Sea Serpent, Platypusbear, etc.) would need some complete stat blocks. I am absolutely terrible at creatures, so I'll look back and nod sagely from the sidelines whenever someone makes the thread for the creatures.

    By the way, Tataraus, I like the idea of half of arrows' masterwork bonus apply to attack roll (rounded up?); finally makes ranged combat worthwhile. I'm working on other ways to do so, but I'll place that in the non-bending classes thread.
    Last edited by Eighth_Seraph; 2007-11-18 at 09:12 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

  13. - Top - End - #13
    Dwarf in the Playground
     
    levi's Avatar

    Join Date
    May 2004
    Location
    Ursoul
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    The website has stats for the following: Badger-Mole, Canyon Crawler, Flying Bison, and Shirshu.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Midwest City, OK
    Gender
    Male

    Default Re: Avatar: The Last Airbender [Setting, Project]

    Creature thread is started, send your creature comments and talks this-a-way.

    -X
    Chris Bennett
    Author of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
    My extended homebrew signature!

    Follow me on Facebook!

  15. - Top - End - #15
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Alright, the creature thread has been added to the OP.

    Anyway, I've found two problems while I statted out the bending classes and just recently with the non-benders. The first comes with the Will save, which has become all but useless with the elimination of spellcasting. As of now, not including any splatbook classes that Meph posted somewhere on the bending thread, there are two Will saves in the setting. The first is to
    'disbelieve' the 'illusions' a waterbender can make through the Mist seed. The second is the screaming bird's Uneartly Wail. Are there any other uses for the Will save in a magic-less world? I don't want it to feel like the benders are getting gypped out of a good save.

    Also, the Charisma and Wisdom stats have lost the majority of their value. Nobody needs Will saves anymore, it seems, so Wisdom is only really useful to benders and NPC sages. Charisma is only useful for diplomancers and Leadership cheese now that spontaneous spellcasting is out. Are there any sourcebooks that allow for more non-magical possibilities for these stats? Charisma is a dump stat too much in standard D&D already.
    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

  16. - Top - End - #16
    Dwarf in the Playground
     
    levi's Avatar

    Join Date
    May 2004
    Location
    Ursoul
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Well, a high Will save is good for resisting Dai Li brainwashing. It may also be useful in various ways when interacting with the spirit world and spirit creatures. (Not getting your face stolen and stuff like that.)

    As for Charisma, I'm not sure. It is the key stat for a number of skills and social interaction does seem to play a larger role in Avatar than it does in many DnD adventures. It also has major RP effects if the GM chooses to use them.

    One idea I've always liked is that Cha can influence the price of goods and serviced. I'm not sure about the Avatar world, but in a setting where haggling is commonplace (or even mandatory), a high Cha character can get better deals. Of course, I suppose we'd need formal rules for this, but the Giant's Diplomancy variant would be a good baseline.

  17. - Top - End - #17
    Ogre in the Playground
     
    Orzel's Avatar

    Join Date
    May 2005
    Location
    BROOKLYN!!
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    You could give the ranger and the barabarion fear attacks that target Will saves. Th e ranger could cause fear strikes via terrifying attacks where the barbarian could gain frightful presence when enraged.

    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.

    Frightful rage- At the 3rd level, when enraged a barbarian has Frightful Presence out 30 feet and the duration is 2d6 rounds.. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ barbarian level + frightful creature’s Cha modifier. This ability frightens opponents with fewer Hit Dice or levels than the barbarian has. Those with equal of more HD are shaken.

    Greater Frightful rage- At the 9th level, a barbarian's effective level for her Frightful rage is increased by 1. It gain increases by 1 at level 18.
    Gitp's No. 1 Rarity fan and Cake hater
    On Vacation until Aug 7th.
    Spell currently researching: Explosive Pie.
    Weapon currently crafting: +1 cakebane kris

  18. - Top - End - #18
    Dwarf in the Playground
     
    levi's Avatar

    Join Date
    May 2004
    Location
    Ursoul
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    RE Frightful Rage

    Isn't there a feat that does that, Terrifing Rage or something like that. I'll go see if I can find it.

    Edit: Ok, found it. (Gotta love Wizards' Unified Lists.)

    There are two feats to this effect, Intimidating Rage, and Terrifying Rage. The first is found in Complete Warrior and Masters of the Wild. The second is found in the Dungeon Master's Guide and the Epic Level Handbook.

    While the second one is technically Epic, it's effect is definetly not. If the prereqs where lowered and the Epic status removed, it would make a nice general Barbarian feat and allow for the introduction of a few more Will saves.
    Last edited by levi; 2007-11-20 at 08:44 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Quote Originally Posted by levi View Post
    One idea I've always liked is that Cha can influence the price of goods and serviced. I'm not sure about the Avatar world, but in a setting where haggling is commonplace (or even mandatory), a high Cha character can get better deals. Of course, I suppose we'd need formal rules for this, but the Giant's Diplomancy variant would be a good baseline.
    Haggle rules - Complete Adventure page 98
    There's your official rules.

    As for will saves, they should be limited to spirits I think. I don't like the Ranger getting a fear effect, its just not their style. The Barbarian is more likely, but I don't know if I agree that the barbarian exists in the Avatar world.

  20. - Top - End - #20
    Ogre in the Playground
     
    Attilargh's Avatar

    Join Date
    Jan 2007
    Location
    Helsinki, Finland
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    If you spend the two skill points, there's really not much separating a fighter and a barbarian. One has a fighting style built from a number of feats, while the other has a fighting style that hits really, really hard and wears him down. A bit like Zuko's bending style early in the series, come to think of it.

  21. - Top - End - #21
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Just to let people know, I've created a new thread for reviewing the Avatar D20 pdf here. I would like to get as much input as possible on this to make it a much better publication.


    Thanks,
    - Lord Tataraus

  22. - Top - End - #22
    Ogre in the Playground
     
    Copacetic's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Hey, what about a PvE playtest? Not a full blown campaign, but just a few different parties, throw them agaisn't a couple of ogres, then some canyon crawlers and see how they compare? Top it off with a boss fight and BAM! One nice playtest with a cherry on top.
    Not forgetting Yldenfrei and the wonderful avatar she made.

  23. - Top - End - #23
    Bugbear in the Playground
     
    Mephibosheth's Avatar

    Join Date
    Jul 2005
    Location
    At the home of the blues
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Hey, if we can find someone to DM it, I'm all over that like a Waterbender on some stewed sea prunes.
    The Scroungers Campaign Setting
    Main Thread | Crunch

    Other Projects
    The Giver d20
    Other Homebrew
    A Zombiemageddon Campaign Journal!

  24. - Top - End - #24
    Ogre in the Playground
     
    Copacetic's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Sweet. If Lord Tartarus/Eighth Seraph would be willing(*ahem*) to help, then we should open a thread and find some people.
    Not forgetting Yldenfrei and the wonderful avatar she made.

  25. - Top - End - #25
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Charisma for haggling: Thumbs up!
    Increased social interaction: Good topic of discussion that we should handle in the immediate future.
    Barbarians in the setting: I definitely plan to keep the four core melee classes (Barbarian, Fighter, Monk, Rogue) in order to represent different kinds of learning in terms of fighting. Barbarians learn in a warlike or otherwise war-demanding culture where fighting is not a science and the emphasis is on getting hit and hitting back. Fighters are students of the art of war: studying techniques and tactics to become effective. Monks study the use of the body as a weapon and perfecting their own capacity in that respect. Rogues are, well, rogues. No change from anywhere else here. Note that these are not what I think they are in general; but how I want to represent them in the setting. Non-core classes will be handed case-by-case.
    Fear effects for Rangers & barbarians:Not so much. If there's already feats in place to do that, let the GM handle it.
    pdf review thread: Soon to be linked in the OP.
    Playtest: All over it like gooey creme-filled cake on an airbender elder. I can't participate in the test itself, but I'll link it here as soon as it's up. It's best that I not be OP since I don't have the time to participate. Anyone willing to DM it can step up and make the thread, then we can go on advertising in the 'spokes' stemming from this hub.
    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

  26. - Top - End - #26
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Just thought I should notify the people here that the second draft of the Avatar D20 pdf is up for download here!

    Comments, suggestions, missing info reports, etc. should be posted in the Avatar D20 PDF proofread discussion thread.

  27. - Top - End - #27
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    I have a question on this setting's rendition of the Defending craftsmanship bonus. From what I can tell, it grants Combat Expertise to the wielder, except that it can't be used as pre-req for other feats. If I'm right in my interpretation, then does the quality also stack with use of the Combat Expertise feat? As in, does it make the attack penalty to AC bonus ratio 1:2? Or does it simply mean that you can take up to 10 from your AC instead of five?

    Also, a note on the Penetrating ammunition craftsmanship bonus: when I suggested it, I was thinking of how the Yu Yan archers broke through Aang's two foot thick wall of ice. By that I mean that it should ignore hardness, and not damage resistance.

    Also, I had a wild idea to make the crafting of weapons and armor a more complex and variable system. Remember all the different types of steel that were in Sokka's master's smithy? Maybe we could make slight variations in materials that could really personalize armor. Things like slightly lighter substances that gave an AC 1 point lower than the armor's usual one. Or a tradeoff of AC for a lower check penalty, or vise versa. For weapons, damage penalties in exchange for attack bonuses, variations in hardness and hit points per inch, materials that are very difficult to mold into sharp edges but make excellent bludgeoning weapons, brittle arrow tips that break off inside a wound to cause additional damage or infection. Then, of course, come the adamantine, mithril, and ironwood clones. Then, maybe, we can make some obscenely expensive materials with serious bonuses. Extremely dense, refined metal that can penetrate the armor on Fire Nation tanks but is far too heavy to be used in anything but mounted weapons (like the turrets seen in The Day of Black Sun), extremely hard, light substances reminiscent of Frodo's mithril chain shirt, and the like.

    Is it too much? I think it would make finding weapons a more interesting experience for players and opens up all kinds of options. On the other hand, it could overcomplicate matters; but then the players could just stick to standard steel.
    Last edited by Eighth_Seraph; 2007-11-27 at 04:53 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

  28. - Top - End - #28
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Well lets see, real world metals available for use in weapons and armor (based on the technology seen in the show):

    Steel (Carbon-Iron alloy)
    Cold/Wrought Iron
    Cast Iron
    Stainless Steel (Phosphorous-Iron alloy)
    Stainless Steel (Chromium-Iron alloy, Steel, slightly different than Phosphorous)
    Copper
    Bronze (Copper-Tin alloy)
    Aluminum (Mithral)
    Titanium (alternate Mithral)

    My dad has a PhD in Materials Engineering so I'll talk to him to make this as realistic as possible.

    Edit: I was so deep in considering the materials question, I forgot your other questions! So:
    Defending is in addition to Combat Expertise but runs off the Masterwork Value instead.
    If penetrating ignores Hardness, it would ignore DR as well, I'll add the hardness bit now.

    Edit 2: I've created an thread unrelated to the Avatar Project here where I've implemented the materials idea. Take a look and if you wish to incorporate it here, I'll do so.

  29. - Top - End - #29
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    That's great! If we can settle the real world materials with the help of someone that actually knows something about them (which is an amazing draw), then we can get on to the fantasy materials. Mithril as portrayed in Lord of the Rings is obviously a fantastical material, since it's since it's "light as a feather, yet hard as dragon scales" as Bilbo put it, and Frodo apparently forgets that he's even wearing it at times. In context, this could mean a major bonus to DR along with a reduction of eight to one-fourth the original. This level of material would, of course, have a price hike in the area of 10,000 gold pieces for light armor, due to its immense rareness and potency (Gandalf did mention that the mail shirt was worth more than the Shire and everything in it).

    The idea could also strongly affect the setting, since some areas may be renowned for the quality of their metal and characters might travel great distances to find enough adamantine to make a longsword, for example.

    Let's get started on the obligatory fantasy materials, then. We need to represent Sokka's meteorite sword, and just for contrast throw in the light-but-strong material in there. Sokka's sword seemed to be weighted normally, but was strong enough to cut straight through the turrets in The Day of Black Sun. Re-flavored adamantine might work well here, with an exorbitant price due to rarity or a simple n/a, since it can only really be found. If we're really hitting this seriously, it would be a good idea to list the effects if materials are used in Melee weapons, ammunition, or armor. Different woods would be good for bows, too, but I know nothing of that particular craft.
    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

  30. - Top - End - #30
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Avatar: The Last Airbender main hub [Setting, Project]

    Actually, Mithral is Aluminum. My dad said that based on all the fantasy descriptions, they all are true to the characteristics of Aluminum (intentional or not). As for Sokka's meteor sword, the light-but-strong material you're looking for is Titanium (or more correctly, a ferro-titanium, an iron-titanium alloy). Its is about 50% lighter and stronger than steel though due to its rarity and extremely difficult refining processes, it could not be effectively used until the early 1800s/late 1700s in the real world. I would gage the avatar world technology to be more into the early 1990s sans firearms (since bending is more effective).

    As for wood materials, live Oak is probably the equivalent of Bronzewood (Eberron?). Ever hear of the boat "Old Ironsides" (USS Constitution)? It was constructed of Southern live oak indigenous to America and prove to be so strong that cannon balls bounced off of it. Bamboo could be the Darkwood of the avatar world (it is extremely light, but very strong). If not bamboo, I'll have to do a bit of research...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •