Elemental Heroes

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    Stay as a leaf on the wind, passing the wind cur-rents around you.

    CLASS TRAITS

    Role: Controller. You bend the air itself, conjuringpowerful currents and tornadoes to pacify and dis-able your opponents.Source: Elemental. It is said that airbenders rstlearned their abilities from the sky bison who, di-spite their size, take into the air easily.Key Abilities: Wisdom, Intelligence, Dexterity.Armor Pro ciencies: Cloth.Weapon Pro ciencies: Simple melee, simpleranged.Defense Bonus: +1 Re ex, +1 Will.

    Hit Points at 1st Level: 10 + Constitution score.Hit Points for each Level gained: 4.Healing Surges: 6 + Constitution Modi er.

    Trained Skills: Religion (Int). Choose three moreskills at 1st level.Class Skills: Athletics (Str), Acrobatics (Dex),Diplomacy (Cha), History (Int), Insight (Wis), Na-ture (Wis), Perception (Wis), Religion (Int).

    Build Options: Hurricane airbender, zephyr air-bender Class Features: Evasive Currents, MonasticTraining, Quick Step, Innate Technique

    Airbending is a style of bending that relies on the air around them. You control currents and the winds,controlling them to blow your enemies away.

    Air is the element of freedom. Benders in this art areoften care-free and fun loving, not allowing things inlife to snag them down. Free and able to go where

    they please -- thats an airbender, alright. Airbendersalso have an innate avoidance to violence. The lot of them are often paci sts, opting to use their powers tostop a ght, rather than win it.

    Your power lies all around you; take it rmly and taketo the skies.

    AIRBENDER

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    CREATING AN AIRBENDERAirbenders choose one of two paths when itcomes to their ghting style.

    HURRICANE AIRBENDERLike a furious storm, you cast rampaging bursts

    of air about the battle eld. Your power is fright -ening, appearing as a storm. You dont jive wellwith other airbenders, as your style is often seenas being uselessly and overtly violent. Wisdomis your primary attack stat, followed by Dexterity.Intelligence should be your third highest stat soyou can delve a bit into the zephyr build of theairbender.Suggested Feat:Suggested Skills: Religion, Athletics, Acrobatics,PerceptionSuggested At-Will Powers: Jet of Air, Wind PathSuggested Encounter Power: Forceful PushSuggested Daily Power: Flurry of Blows

    ZEPHYR AIRBENDERA gentle breeze, the cool gust of wind: youembody this. You push your enemies away in acalm demeanor, trying to end the ght in the mostpeaceful way possible. Make Wisdom your high-est stat, as that is your attack stat. Make Intel-

    ligence your secondary stat for your calming pow-ers rely on it. Dexterity should be a tetiary stat incase you want to take some Hurricane powers.Suggested Feat: Suggested Skills: Religion, Nature, History,InsightSuggested At-Will Powers: Air Funnel, Raven-ous GustSuggested Encounter Power: Sphere of Air Suggested Daily Power: Tornado Projection

    CLASS FEATURESEVASIVE CURRENTSAs an airbender, you are constantly projecting cur-rents around your body, lifting you off the air andaway from your enemies. As a immediate reaction,you may shift 1 square when an enemy misses youwtih a melee attack. Additionally, if you move at leasttwo squares before the end of your turn, you gain abonus of +2 to AC until the end of y our next turn.

    MONASTIC TRAININGChoose one style of airbending from below.Zephyr: Once per round when you make a burstor blast attack, you may shift one ally within thatburst or blast 1 square before the attack.Hurricane: Once per round, you may add your Dexterity modi er damage to one creature you hit.

    QUICK STEPYouve learned to run alongside the wind itself.Your base speed increases by 1. Additionally, toperform a running jump, you only need to move 1square.

    INNATE TECHNIQUEAirbenders do not rely on items to hone their bending talents. As such, powers with the Tech-nique keyword do not receive an enhancement

    bonus to attack and damage except from a pro-gression as you level. At 2nd level, this is +1.This increases to +2 at 7th level, +3 at 12th level,+4 at 17th level, +5 at 22nd level, and +6 at 27thlevel.

    AIRBENDER POWERSAn airbenders powers are called techniques.They are powers learned at a monastery or some other spiritual establishment.

    AIRBENDER OVERVIEWCharacteristics: Airbenders are a spiritualbunch, concerned with balance and freedom of ones soul. They are easy going and carefree.Theyre terribly opitmistic. They place their spiritual enlightment above everything else.Religion: Above all other benders are theairbenders and their link to religion and spiri-tuality. They use their bending powers as a

    gateway to iunlocking their soul to what liesbeyond this life.Races: Deva make marevlous zephyr airbend-ers, for both their mental prowess and their mentality towards the universe. Elves makegreat hurricane airbenders. Dwarves, half-lings, and githerzai also make great airbend-ers.

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    Air Funnel Airbender Attack 1With a hop and an extension of your arms, you

    project a blast of harsh winds.At-Will Elemental, TechniqueStandard Action Close blast 3 .Target: Creatures within blast.

    Attack: Wisdom vs. Fortitude.Hit: 1d6 + Wisdom modi er damage and youpush the target 1 square.21st Level: 2d6 + Wisdom modi er damage.

    LEVEL 1 AT -WILL TECHNIQUES

    Wind Path Airbender Attack 1Gesturing forward, a wall of air conjures.At-Will Elemental, TechniqueStandard Action Wall 3 within 10 .Target: Creatures within wall.Attack: Wisdom vs. Re ex.

    Hit: 1d8 + Wisdom modi er damage and thetarget is slowed until the end of your next turn.21st Level: 2d8 + Wisdom modi er damage.

    Ravenous Gust Airbender Attack 1Bringing your hand down, a jet of air chargestowards the enemys chest.At-Will Elemental, TechniqueStandard Action Ranged 5 .Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 1d6 + Wisdom modi er damage and thetarget is knocked prone.21st Level: 2d6 + Wisdom modi er damage.

    Wind Summon Airbender Attack 1Visualizing the winds attached to your ngers,you manipulate it around some enemies.At-Will Elemental, TechniqueStandard Action Area burst 1 within 10 .Target: One creature.Attack: Wisdom vs. Re ex.Hit: Wisdom modi er damage and the targettakes a -2 to their next attack roll.21st Level: 1d6 + Wisdom modi er damage.

    Jet of Air Airbender Attack 1Pulling back and pushing forward, you conjurea rush of air.At-Will Elemental, TechniqueStandard Action Line 3 .Target: Creatures in line.Attack: Wisdom vs. Re ex.

    Hit: 1d8 + Wisdom modi er damage and youpush the target a number of squares equal toyour Dexterity modi er.21st Level: 2d8 + Wisdom modi er damage.

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    LEVEL 1 ENCOUNTER TECHNIQUESCrushing Winds Airbender Attack 1

    A cloud of crushing winds crashes down.Encounter Elemental, TechniqueStandard Action Area burst 1 within 10 .Target: Creatures within burst.Attack: Wisdom vs. Fortitude.

    Hit: 1d8 + Wisdom modi er damage and thetarget is knocked prone.

    Forceful Push Airbender Attack 1With a quick swipe, you push away a foe.Encounter Elemental, TechniqueStandard Action Range 10 .Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 1d10 + Wisdom modi er damage and thetarget is pushed 1 square and knocked prone.

    Hurricane: Push the target a number of squares equal to your Dexterity modi er.Sphere of Air Airbender Attack 1Crafting a ball of compressed winds, you smash it against a foe.Encounter Elemental, TechniqueStandard Action Range 5 .Target: One creature.Attack: Wisdom vs. Re ex.Hit: 2d6 + Wisdom modi er damage and ene -mies adjacent to the target takes damage equalto your Intelligence modi er.

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    LEVEL 1 DAILY TECHNIQUESTornado Projection Airbender Attack 1You spin a tornado in your hands and lay it down.Daily Elemental, TechniqueStandard Action Area burst 1 within 10 .Target: Creatures within burst

    Attack: Wisdom vs. Fortitude.Hit: 3d6 + Wisdom modi er damage and thetarget takes a -2 to attack rolls (save ends).Zephyr: Allies within burst gain a bonus to their defenses equal to your Intelligence modi er until the end of your next turn.

    Flurry of Blows Airbender Attack 1You deliver a quick set of punches and kicks,sending air waves towards enemies.Daily Elemental, Technique

    Standard Action Close burst 3 .Target: One, two, or three creatures.Attack: Wisdom vs. Re ex.Hit: 1d8 + Wisdom modi er damage.Hurricane: You gain a bonus to attack anddamage equal to your Dexterity modi er.

    Eye of the Storm Airbender Attack 1Closing your eyes, you implement a stormaround you.Daily Elemental, TechniqueStandard Action Close burst 2 .Target: Enemies within burst.Attack: Wisdom vs. Fortitude.Hit: 2d6 + Wisdom modi er damage and thetarget is pushed 1 square.

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    Air Lasso Airbender Utility 2Desperately, you pull an ally away from the fray.Encounter ElementalMove Action Range 10.Target: One ally.Effect: Pull the target a number of squares

    equal to your Intelligence modi er.

    LEVEL 2 UTILITY TECHNIQUES

    Leaping Burst Airbender Utility 2You pulse the wind underneath you, projecting you up.Encounter ElementalMove Action Personal.Effect: Jump your speed.

    Airball Airbender Utility 2Shaping a ball of air, you ride it around.Encounter ElementalMove Action Personal.Effect: Slide your speed + 2.

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    LEVEL 3 ENCOUNTER TECHNIQUES

    Ramping Wind Airbender Attack 3Using your enemy as a springboard, you vault to a different location.Encounter Elemental, TechniqueStandard Action Melee 1.

    Target: One creature.Attack: WIsdom vs. Fortitude.Hit: 1d8 + Wisdom modi er damage and thetarget is knocked prone.Special: You must use this at the end of acharge.Zephyr: Slide your speed after the attack.

    Fierce Vortex Airbender Attack 3With a swipe of your hand, you craft a tornadoand launch it off.Encounter Elemental, TechniqueStandard Action Ranged 10.Target: One creature.

    Attack: WIsdom vs. Fortitude.Hit: 1d10 + Wisdom modi er damage and thetarget is pushed 3 squares.Hurricane: The target is slowed until the end of your next turn.

    Path of Winds Airbender Attack 3You will a path of air to snake down the battle-

    eld.Encounter Elemental, TechniqueStandard Action Wall 3 within 10.Target: Creatures within wall.Attack: WIsdom vs. Fortitude.Hit: 2d6 + Wisdom modi er damage and thetarget takes a -2 to all attack rolls until the endof your next turn.

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    LEVEL 5 DAILY TECHNIQUESDual Blasts Airbender Attack 5You blast winds in one direction, then turnaround and repeat it, clearing the way.Daily Elemental, TechniqueStandard Action Close blast 3 .Target: Creatures within blast

    Attack: Wisdom vs. Fortitude.Hit: 3d6 + Wisdom modi er damage and thetarget is slowed.Hurricane: Repeat the attack again.

    Thundering Swipe Airbender Attack 5With a wave of your hand, you brush away ahorde.Daily Elemental, TechniqueStandard Action Wall 4 within 15 .Target: Creatures within wall

    Attack: Wisdom vs. Re ex.Hit: 2d8 + Wisdom modi er damage and thetarget is pushed 2 squares.Zephyr: The target is pushed a number of squares equal to your Intelligence modi er.

    Cut Through the Air Airbender Attack 5Surrounding yourself with a vortex of air, you dart through the battle, smashing into your enemies.Daily Elemental, TechniqueStandard Action Personal .Target: Enemies adjacent during movement.Attack: Wisdom vs. Re ex.Hit: 1d6 + Wisdom modi er damage and thetarget is pushed 1 square and are knockedprone.Special: Shift your speed and perform the at-tack against each enemy you are adjacent toduring your movement. You may perform thisattack once per creature.

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    LEVEL 6 UTILITY TECHNIQUESMonastery Studies Airbender Utility 6You recall a bit of knowledge from your studiesfrom oh-so-long ago.Encounter ElementalMinor Action Personal.Effect: You gain a +5 to the next Arcana, His-

    tory, Religion, Streetwise, or Nature check youmake.

    Guiding Winds Airbender Utility 6 As your ally is charged, you gently push himaway.Encounter ElementalImmediate Interrupt Ranged 10.Trigger: An enemy makes an attack against anally within range.Effect: Shift the ally a number of squares equal

    to your Intelligence modi er.Gravity Walk Airbender Utility 6You push air down on yourself, keeping your-self grounded.Encounter ElementalMinor Action. Personal.Effect: Until the end of your next turn, youmay move vertically, as long you do so on solidground.

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    Concussive Blast Airbender Attack 7WIth a forceful push, your enemies swear theyve been hit with the force of a hammer.Encounter Elemental, TechniqueStandard Action Close blast 3.Target: Creatures within blast.

    Attack: WIsdom vs. Re ex.Hit: 2d10 + Wisdom modi er damage and thetarget is dazed until the end of your next turn.

    Straight Currents Airbender Attack 7You project a line of pure aerodynamic force.Encounter Elemental, TechniqueStandard Action Path 3 .Target: Creatures within path.Attack: Wisdom vs. Re ex.Hit: 2d8 + Wisdom modi er damage.

    LEVEL 7 ENCOUNTER TECHNIQUES

    Whip of Air Airbender Attack 7Winding a thread of air, you crack it against afoe.Encounter Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 1d10 + Wisdom modi er damage and thetarget is pushed 3 squares.

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    Air Pelt Airbender Attack 9With a tightly compressed bullet of air, you knock a foe senseless.Daily Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.

    Attack: Wisdom vs. Fortitude.Hit: 2d10 + Wisdom modi er damage and thetarget is knocked prone and immobilized (saveends).

    Mighty Lungs Airbender Attack 9Taking in a storm of breath, you blast foes upand about.Daily Elemental, TechniqueStandard Action Close blast 3 .Target: Creatures within blast.

    Attack: Wisdom vs. Fortitude.Hit: 2d6 + Wisdom modi er damage and thetarget is slid 3 squares.

    LEVEL 9 DAILY TECHNIQUES

    Controlling Winds Airbender Attack 9 A sudden storm around you foes wraps around their legs and moves them.Daily Elemental, TechniqueStandard Action Area burst 1 within 10 .Target: Creatures within burst.Attack: Wisdom vs. Fortitude.

    Hit: You may use their move action for them(save ends).

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    LEVEL 10 UTILITY TECHNIQUESQuick on Your Feet Airbender Utility 10Sometimes, youve just got to get away.Encounter ElementalMinor Action Personal.Effect: You shift two squares.

    Windy Walkway Airbender Utility 10 As your friend falls, you summon winds to carry him to safety.Daily ElementalImmediate Reaction Ranged 10.Trigger: An ally falls.Effect: The ally can treat the otherwise emptysquares as solid ground until the end of histurn. This negates the falling. They may onlymove horizontally, not vertically or diagonally.

    Shielding Winds Airbender Utility 10You power the winds around you, shielding yourself from those that would harm you.Encounter ElementalMinor Action Personal.Effect: You gain a +2 power bonus to all de-fenses until the end of your next turn.

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    EARTHBENDERKnow when to strike. Patiently wait for an opening in your enemies defense and direct the earth tostrike.

    CLASS TRAITSRole: Defender. Using your amazing abilities, youcan mold and shape the earth around you to shieldand protect your allies.Source: Elemental. The rst earthbenders learnedtheir powers from creatures called badgermoleswho mold their underground homes into manage-able homes.Key Abilities: Constitution, Wisdom, Strength.Armor Pro ciencies: Cloth, Leather, Hide.Weapon Pro ciencies: Simple melee, simple

    ranged, military melee.Defense Bonus: +1 Re ex, +1 Will.

    Hit Points at 1st Level: 15 + Constitution.Hit Points for each Level gained: 6.Healing Surges: 8 + Constitution Modi er.

    Skills: Insight (Wis). Choose two more skills at 1stlevel.Class Skills: Athletics (Str), Endurance (Con),Dungeoneering (Wis), Insight (Wis), Nature (Wis).

    Build Options: Shaping earthbender, quakingbender.Class Features: Watchful Ally, Earthbender Resil-ience, Neutral Jing, Innate Technique

    Earthbending is an ancient art form, concerned withmolding and manipulating the earth itself, in order toshield themselves and their allies. Like the elementof earth itself, earthbenders are almost universallyproud, enduring, and amazingly durable to all chal-lenges that pose a threat to them and their friends.

    The key to Earthbending is neutral jing, which involveswaiting and listening for the right moment to strike,and when that moment comes, acting decisively.

    Take a strong stance, focus inward, and shape theearth to your will. Protect your allies against the dan-gers that seek to snuff you out. Most of all, keep your creed and adhere to the art of earthbending.

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    CREATING AN EARTHBENDEREarthbenders can fall into two categories when itcomes to their offensive capabilities.

    SHAPING EARTHBENDERYou run the earth up and over your body, con-

    structing a suit of armor, a deadly gauntlet, or oth-erwise some extension of your own body. Shap-ing earthbenders fortify their own defenses andwade into the battle, becoming a literal mountainin the frontline of battle. Make Constitution your highest stat, as that is the primary stat for allearthbenders. Make Strength your secondarystat, as you need the physical strength to lift theamount of earth completely covering your body.Make Wisdom your third highest stat, in case youwant to dip into the other build of earthbenders.Suggested Feat: Suggested Skills: Insight, Endurance, Dun-geoneeringSuggested At-Will Powers: Grounded Fist, For-tifying StrikeSuggested Encounter Power: Winding GraspSuggested Daily Power: Ground Plate Armor

    QUAKING EARTHBENDERYou like to keep your distance, forcing your en-

    emies to sink or swim sometimes literally. Youraise a hand and the earth crumbles at your sig-nal. Keeping a strong, almost meditative stance,the earth barbs up and pierces the hordes of enemies. Youll protect your allies: youll justhave the earth itself do it for you. Constitution isyour most important stat. Wisdom allows you toperceive and wait for the best time to strike your foes, so make that your secondary. Strength isyour tertiary as youll occasionally have to wadeinto battle.

    Suggested Feat:Suggested Skills: Athletics, Insight, Nature.Suggested At-Will Powers: Propelling Stone,Shattering RockSuggested Encounter Power: Fissure PathSuggested Daily Power: Seismic Wave

    CLASS FEATURESWATCHFUL ALLYAs an earthbender, youre not interested in directconfrontations with your enemies. Your job as amember of your group is protect your allies andabove all, thats what youll do.

    As a minor action, you may designate yourself or an ally within 5 squares (this increases to 10squares at 11th level, and 15 squares at 21stlevel) as your watched ally. As your watchedally, your ally gains a +2 power bonus to their de-fenses until the end of your next turn. In addition,you gain the powers shifting ground and earthenshield and can use these powers in relation toyour watched ally.

    EARTHBENDER RESILIENCEChoose one of the bene ts below.Shaper: You can use your Strength modi er inplace of your Dexterity or Intelligence modifer when determining AC.Quaking: You can use your Wisdom modi er inplace of your Dexterity or Intelligence modi er when determining AC.

    EARTHBENDER OVERVIEWCharacteristics: Earthbenders are muchlike their chosen element: strong, proud, andever enduring to lifes challenges. Neither rash or reluctant, earthbenders practice neu-tral jing, which teach them to wait patientlyand strike effectively. Because of this, theyare often seen as wise and thoughtful.Religion: Within the earthbender society,the concept of religion is rare. More or less,

    the earthbenders have a respect to the earthitself, constantly thankful for its strength.Races: Dwarves and goliaths are almost thego-to races for earthbenders. Their connec-tions to the earth and their natural af nityalmost guarantee a very successful career in earthbending. Other hardy races, such ashalf-elves and dragonborne, also make greatearthbenders.

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    Earthen Shield Earthbender Feature You give a mighty gesture, bringing up a shard of earth to protect your ally against an oncom-ing arrow.At-Will Elemental, TechniqueImmediate InterruptTrigger: An enemy makes a ranged attackagainst your watched ally.Target: The enemys attack.Effect: Make Constitution attack against theranged attack roll. If you meet it or beat it, theranged attack is negated.

    Shifting Ground Earthbender Feature As an enemy bears its weapon against your ally, you wave your hand, shifting the ground from under him.At-Will Elemental, TechniqueImmediate ReactionTrigger: An enemy enters a square adjacent toyour watched ally.Target: The triggering creature.Attack: Constitution vs. Fortitude.Effect: Slide the target 1 square. This increas-es to 2 squares at 11th level and 3 squares at21st level.

    NEUTRAL JINGYou know when to hold your st when the faint -est hint of an opportunity arises. Once per roundwhen an enemy provokes an attack of opportuni-ty from you, you may choose to forgo the attack.If you choose to do this, you gain a power bonusto attack and damage equal to your Wisdom or

    Strength modi er against that enemy until theend of your next turn.

    INNATE TECHNIQUEEarthbenders do not rely on items to hone their bending talents. As such, powers with the Tech-nique keyword do not receive an enhancementbonus to attack and damage except from a pro-gression as you level. At 2nd level, this is +1.This increases to +2 at 7th level, +3 at 12th level,+4 at 17th level, +5 at 22nd level, and +6 at 27thlevel.

    EARTHBENDER POWERSAn earthbenders attacks are called tech-niques. They are moves and attacks youlearned in unity with the earth element.

    Shattering Rock Earthbender Attack 1With a quick swipe, a rock ies out of theground and crashes into an enemy, shattering against a friend of his.At-Will Elemental, TechniqueStandard Action Ranged 5 .Target: One creature.Attack: Constitution vs. Fortitude.Hit: 1d8 + Constitution modi er damage andan enemy adjacent to the target takes damageequal to your Wisdom modi er.21st Level: 2d8 + Constitution modi er dam -age.Propelling Stone Earthbender Attack 1You bring up a mound of earth and throw out a

    punch or kick, launching it forward.At-Will Elemental, TechniqueStandard Action Ranged 10Target: One creature.Attack: Constitution vs. Fortitude.Hit: 1d8 + Constitution modi er damage anda square adjacent to you is considered dif cultterrain until the end of your next turn.21st Level: 2d8 + Constitution modi er dam -age.

    LEVEL 1 AT -WILL TECHNIQUES

    Force of the Earth Earthbender Attack 1The force you place behind the rock forces anopponent back.At-Will Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Constitution vs. Fortitude.Hit: 1d6 + Constitution modi er damage andthe target is pushed one square21st Level: 2d6 + Constitution modi er damage.

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    LEVEL 1 ENCOUNTER TECHNIQUESWinding Grasp Earthbender Attack 1Your rocky hand takes a hold of your foe and you withdraw your hand, but the earth keeps itshold.Encounter Elemental, WeaponStandard Action Melee weapon.

    Requirement: You must have one hand free.Target: One creature.Attack: Constitution vs. AC.Hit: 2[W] + Constitution modi er damage andthe target is immobilized until the end of your next turn.

    Double Strike Earthbender Attack 1You pull two boulders up and launch them for-ward.Encounter Elemental, Technique

    Standard Action Ranged 10 .Target: One or two creatures.Attack: Constitution vs. Re ex.Hit: 2d6 + Constitution modi er damage per attack and two adjacent squares to you are dif-

    cult terrain until the end of your next turn.

    Grounded Fist Earthbender Attack 1Dirt snakes up your body and congregates toyour st before you strike.At-Will Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.Hit: 1[W] + Constitution modi er damage andyou gain a +1 to AC until the end of your nextturn.21st Level: 2[W] + Constitution modi er dam -age.

    Fortifying Strike Earthbender Attack 1 After you strike, the earths power lingers onyou for a while longer.At-Will Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.

    Hit: 1[W] + Constitution modi er damage andyou gain a number of temporary hitpoints equalto your Strength modi er.21st Level: 2[W] + Constitution modi er dam -age.

    Erupting Quake Earthbender Attack 1 As your ally is surrounded, the earth retaliatesagainst your enemies.Encounter Elemental, TechniqueStandard Action Area burst 1 within 10 .Requirement: You must have a watched ally.Target: Enemies within burst.Attack: Constitution vs. Fortitude.Hit: 1d6 + Constitution modi er damage andthe target is pushed one square.Special: This is centered on an ally that is con-sidered watched. This does not affect the ally.

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    LEVEL 1 DAILY TECHNIQUESCascade of Earth Earthbender Attack 1Earth gathers at your elbow as you plant it intothe back of a foes head. As he falls, the earthcatches him for you.Daily Elemental, WeaponStandard Action Melee weapon.

    Target: One creature.Attack: Constitution vs. AC.Hit: 2[W] + Constitution modi er damage andthe target is knocked prone and immobilized(save ends both).

    Ground Plate Armor Earthbender Attack 1The ground uidly covers your entire body asyou make your foray in the brawl.Daily Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.Hit: 3[W] + Constitution modi er damage andyou gain a +2 to AC until the end of your nextturn.

    Earth Thorns Earthbender Attack 1Stomping into a strong stance, the earth re-sponds to your energy, impaling your enemies.Daily Elemental, TechniqueStandard Action Close burst 1 .Target: Enemies within burst.Attack: Constitution vs. Re ex.Hit: 2d8 + Constitution modi er damage andthe target is knocked prone and dazed until theend of your next turn.

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    Earths Whisper Earthbender Utility 2Due to your tight ties to the earth itself, you feel the sensitive reverberations given off by other creatures.Encounter Elemental, StanceMove Action PersonalEffect: You gain tremorsense 1 (you can detectinvisible or otherwise unseen creatures that areadjacent to you).Sustain: minor action.

    LEVEL 2 UTILITY TECHNIQUES

    Earth Wave Earthbender Utility 2The earth mounds up underneath you, carrying you where you need to be.Daily ElementalMove Action Personal.Effect: Slide your speed. The squares youleave in this manner are dif cult terrain until theend of your next turn.

    Bend the Earth Earthbender Utility 2Lifting your palm and channeling your thoughts,the earth obeys.At-Will ElementalMove Action Ranged 5Effect: The ground is elevated 5 feet until theend of your next turn.

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    LEVEL 3 ENCOUNTER TECHNIQUESRattling Rocks Earthbender Attack 3You deliver a strike so quick it stuns your foes.Encounter Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Constitution vs. Fortitude.

    Hit: 1d12 + Constitution modi er damage andthe target takes a -2 to all attack rolls until theend of your next turn.

    Eart hen Kick Earthbender Attack 3You lift your foot off the ground with the earthhugging against it before hitting your enemy.Encounter Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.Hit: 2[W] + Constitution modi er damage andthe target is pushed a number of squares equalto your Strength modi er.

    Piston Earth Earthbender Attack 3Upon command, the earth tosses your enemieswith a quick lift of a pillar.Encounter Elemental, TechniqueStandard Action Line 3 .Target: Enemies within line.Attack: Constitution vs. Re ex.Hit: 1d6 + Constitution modi er damage andthe target is raised 10 feet into the air. Theytake falling damage if applicable.

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    LEVEL 5 DAILY TECHNIQUESEarths Coiling Grip Earthbender Attack 5The earth itself winds up around a foe, keeping him still.Daily Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.

    Attack: Constitution vs. Fortitude.Hit: 2d6 + Constitution modi er damage andthe target is immobilized (save ends).Aftereffect: The target is slowed (save ends).

    Quicksand Burst Earthbender Attack 5Planting a hand into the ground, a distanceaway turns into quicksand.Daily Elemental, TechniqueStandard Action Area burst 1 within 10 .Target: One creature.

    Attack: Constitution vs. Re ex.Hit: 2d8 + Constitution modi er damage andthe target is slowed and takes 5 ongoing dam-age (save ends).

    Sink and Return Earthbender Attack 5The earth consumes your allies problem and delivers them to you.Daily Elemental, TechniqueStandard Action Area burst 1 within 10 .Requirement: You must have a watched ally.

    Target: Enemies within burst.Attack: Constitution vs. Fortitude.Hit: 1d8 + Constitution modi er damage andthe target is teleported to a square adjacent toyou if possible.Special: This is centered on an ally that is con-sidered watched. This does not affect the ally.

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    LEVEL 6 UTILITY TECHNIQUESDivided Attention Earthbender Utility 6Your friends are in trouble and you make surethey get out alive.Encounter ElementalMinor Action PersonalEffect: You may place two allies under your

    Watch.Columns of Earth Earthbender Utility 6

    A large plate of earth blocks the way betweenyou and them.Daily ElementalMove Action Wall 5 within 10.Effect: You create a wall in unoccupiedsquares that blocks movement and line of sight.This lasts until the end of your next turn.Sustain: Move action. The wall persists until

    the end of your next turn.Smooth Sailing Earthbender Utility 6

    As obstructive terrain hinders your ally, you glide them across.Encounter ElementalMove Action Ranged 10.Trigger: Your ally is subject to dif cult terrain.Effect: Negate the dif cult terrain for the rest of that allys movement.

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    Fissure Path Earthbender Attack 7You raise both of your hands and the earthshatters under your determination.Encounter Elemental, TechniqueStandard Action Line 3 .Target: Creatures within line.

    Attack: Constitution vs. Re ex.Hit: 1d10 + Constitution modi er damage andthe target is knocked prone.

    Dirt Headbutt Earthbender Attack 7You mold a helmet of earth around your head and launch forward, connecting yours with his.Encounter Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.

    Hit: 1[W] + Constitution modi er damage andthe target is dazed until the end of your nextturn.

    LEVEL 7 ENCOUNTER TECHNIQUES

    Spear of the Earth Earthbender Attack 7Stomping your foot, the earth responds with amighty crash.Encounter Elemental, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Constitution vs. Re ex.

    Hit: 2d6 + Constitution modi er damage andthe target is immobilized until the end of your next turn.

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    Erupting Smash Earthbender Attack 9 As your weapon connects, a shower of earthrains past him.Daily Elemental, WeaponStandard Action Melee weapon.Target: One creature.Attack: Constitution vs. AC.

    Hit: 2[W] + Constitution modi er damage andcreatures adjacent to the target take 1[W] +Constitution modi er damage.

    Seismic Wave Earthbender Attack 9You bring a mighty st down and the earthripples like water.Daily Elemental, TechniqueStandard Action Close burst 2 .Target: Enemies within burst.

    Attack: Constitution vs. Fortitude.Hit: 2d6 + Constitution modi er damage andthe burst affected is dif cult terrain (save ends).

    LEVEL 9 DAILY TECHNIQUES

    Earthfall Earthbender Attack 9You raise and control a destructive storm of earth and rocks.Daily Elemental, TechniqueStandard Action Wall 5 within 10 .Target: Enemies within wall.Attack: Constitution vs. Fortitude.

    Hit: 2d10 + Constition modi er damage and thetarget is blinded until the end of your next turn.Sustain Standard: Move the wall and performthe following attack: Secondary Target: Enemies within wall. Attack: Constitution vs. Fortitide. Hit: 1d10 + Constitution modi er dam -age and the target is blinded until the end of your next turn.

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    LEVEL 10 UTILITY TECHNIQUESEarths Protection Earthbender Utility 10

    After you fail to protect, your subconscious willsit to happen.Daily ElementalImmediate Interrupt Ranged 5Trigger: You use earthen shard or shifting

    ground and fail.Effect: One of your Watched allies gains resist10 until the end of your next turn.

    In Tune Earthbender Utility 10If you listen closely, you can hear most any-thing.Encounter ElementalMove Action PersonalEffect: You ignore penalties that would other-wise penalize your Perception check.

    Raise the Earth Earthbender Utility 10You lift your hands and the earth replicates themovement.Daily ElementalMove Action Close burst 2.Effect: The areas ground is elevated 10 feetuntil the end of your next turn.

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    Learn to control the ame, lest it consumes you.

    CLASS TRAITSRole: Striker. Utilizing the force of re, you destroy

    your enemies under a blaze of complete destruc-tion.Source: Elemental. The rebenders claim to gath -er their power from cosmic entities, mainly the sun.Regardless, they bend the pure element of re..Key Abilities: Dexterity, Charisma, Constitution.Armor Pro ciencies: Cloth, Leather, Hide, Chain-mail.Weapon Pro ciencies: Simple melee, simpleranged, military melee.Technique: Firebending Technique

    Defense Bonus: +2 Re ex.

    Hit Points at 1st Level: 13 + Constitution score.Hit Points for each Level gained: 5.Healing Surges: 7 + Constitution Modi er.

    Trained Skills: From the class skills list below,choose four trained skills at 1st level.Class Skills: Acrobatics (Dex), Arcana (Int), Bluff (Cha), History (Int), Intimidate (Cha), Perception(Wis), Stealth (Dex), Streetwise (Cha).

    Build Options: Harmonious rebender, ragingrebender.

    Class Features: Source of Strength, Overwhelm-ing Flame

    The mystical power of bending the ames of life-- or rage. Long ago, the art of The art of rebend -ing is derived from a style of martial arts that utilizesquick and successive attacks with a lack of defen-sive techniques, making the rebender an almostcompletely offensive force on the eld of battle.

    The art of rebending can be thought of in two dif -ferent ways. Fire can be regarded as the elementof harmony and life, as a ame is a living, breathingthing. It can also be attributed to anger, rage, anddestruction.

    Which will you choose? The preserver of life andcaretaker of the ame? Or a massacare uponthis world with nothing but a vow to burn it to theground?

    FIREBENDER

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    CLASS FEATURES SOURCE OF STRENGTH

    Firebending is an art form of combat that relieson building yourself up, progressively getting bet-ter and better as the battle goes on. You start atdealing an extra damage of 0. Depending on your build, your extra damage increases when youperform certain actions. The extra damage youcan deal tops out at 2 + your Charisma/Constitu-tion modi er (for Harmony and Rage respectively.This increases to 4 + your Charisma/Constitutionat 11th level and 6 + your Charisma/Constitutionat 21st level. This damage resets to 0 at the endof an encounter.Harmony: You breathe deeply, nding the eternal

    ame within yourself. Once per round, you may

    sacri ce your minor action to increase your extraSource of Strength damage by one. This is culu-mative.Rage: You use your anger to fuel your rebend -ing. Every time you hit with an attack with the rekeyword, increase the amount of extra damageby 1. This is cumulative.

    OVERWHELMING FLAMESSome say that rebenders bend the very resthat dragons expel. Because of the nature of thiselement, rebenders can blast through the de -fences of supposedly ame resistant creatures.Reduce the resistance to re of any creature youattack by 5. At paragon tier, this increases to 10and at epic tier, this increases to 15.

    INNATE TECHNIQUEFirebenders do not rely on items to hone their bending talents. As such, powers with the Tech-nique keyword do not receive an enhancementbonus to attack and damage except from a pro-gression as you level. At 2nd level, this is +1.This increases to +2 at 7th level, +3 at 12th level,+4 at 17th level, +5 at 22nd level, and +6 at 27thlevel.

    CREATING A FIREBENDERFirebenders come in two different ways, both withdifferent strategies and philosophy.

    HARMONIOUS FIREBENDERThe element of re is a pure one. It has the power

    to take life, but it also has the power to allow rebirth.When using your abilities, you keep a centeredbreath, channeling the ames of the Dragon to ensureyou and yours safety. Make Dexterity your higheststat, as thats what you attack with. Make Charismayour secondary stat, as you require physical hardi-ness. Constitution should be your third stat, as youllsometimes rely on the anger aspect of rebending.Suggested Feat: Suggested Skills: Arcana, Bluff, History, Street-wise.Suggested At-Will Powers: Piece of Fire, PyroKickSuggested Encounter Power: Sniping FlameSuggested Daily Power: Enveloping Flares

    RAGING FIREBENDERTheres no qualms about using your rebendingpowers to destroy your enemies. The art of rebend -ing is used to raze the elds, burn the corpses, anddestroy their will. You often capitalize on your pow-

    ers, in uencing others through intimidation and coer -cion. Make Dexterity your primary stat. Make Con-stitution your secondary stat, to strike fear into your enemies. Make Charisma your third stat becauseyoull have to calm down sometime or another.Suggested Feat:Suggested Skills: Arcana, Intimidate, Percep-tion, StreetwiseSuggested At-Will Powers: Bursting Slash,Advancing FlameSuggested Encounter Power: Heeldrop Burst

    Suggested Daily Power: Flaming Palms

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    FIREBENDER OVERVIEWCharacteristics: Firebenders are ever-changing and erratic as the element theycontrol. They can be rash or they can bephilosophical, respectful towards the ele-ments.Religion: As with other benders, deties donthave much sway over the rebenders. Theyare respectful of spirits and cosmic beings(as they gain their power from them), es-pecially the sun. Logically, it would makethe best sense for a rebender to adhere toPelor.Races: Savage races make great rebend -ers, such as bullywugs and gnolls. Thoughcivilized races, such as half-elves and drag-onborne, also make great rebenders.

    FIREBENDER POWERSA rebender uses techniques in battle. They areoften heavily recited and practiced before used incombat.

    Piece of Fire Firebender Attack 1

    You punch forward and deal out a burst of re.At-Will Elemental, Fire, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Dexterity vs. Re ex.Hit: 1d10 + Dexterity modi er re damage.21st Level: 2d10 + Dexterity modi er damage.Special: You may use this as a basic rangedattack.

    LEVEL 1 AT -WILL TECHNIQUES

    Pyrokick Firebender Attack 1Kicking downwards, a line of re releases fromyour body and scourges your enemies.At-Will Elemental, Fire, TechniqueStandard Action Line 2 .Target: Creatures in line.Attack: Dexterity vs. Re ex.Hit: 1d6 + Dexterity modi er re damage.21st Level: 2d6 + Dexterity modi er damage.

    Bursting Slash Firebender Attack 1You connect your weapon to your target and

    ames splash on his friend.At-Will Elemental, Fire, WeaponStandard Action Melee weapon.Target: One creature.Attack: Dexterity vs. AC.Hit: 1[W] + Dexterity modi er re damage anda enemy adjacent to the target takes Dexteritymodi er damage.21st Level: 2[W] + Dexterity modi er damage.

    Advancing Flame Firebender Attack 1With a sudden burst of quick shots of re, you force your opponent back.At-Will Elemental, Fire, WeaponStandard Action Melee weapon.Target: One creature.Attack: Dexterity vs. AC.Hit: 1[W] + Dexterity modi er re damage andyou push the target 1 square. You may shift intothe square it previously occupied.21st Level: 2[W] + Dexterity modi er damage.

    Breath of the Dragon Firebender Attack 1With a mighty breath, you expel ames fromyour mouth.At-Will Elemental, Fire, TechniqueStandard Action Close blast 3 .Target: Creatures within blast.Attack: Dexterity vs. Re ex.

    Hit: 1d6 + Dexterity modi er re damage.21st Level: 2d6 + Dexterity modi er damage.

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    Swinging Chain Firebender Attack 1You manifest a long string of re and swing it around yourself, disrupting the enemies forma-tions.Encounter Elemental, Fire, Technique

    Standard Action Close burst 1.Target: Enemies within burst.Attack: Dexterity vs. Fortitude.Hit: 1d6 + Dexterity modi er re damage andthe target is pushed 1 square.

    Flame Wheel Firebender Attack 1With a circular gesture, you construct a wheel of re and send it off.Encounter Elemental, Fire, TechniqueStandard Action Wall 3 within 5.

    Target: Creatures within wall.Attack: Dexterity vs. Re ex.Hit: 2d6 + Dexterity modi er re damage.

    LEVEL 1 ENCOUNTER TECHNIQUESHeeldrop Burst Firebender Attack 1You jump into the air and slam a heel into theground, exploding in ames.Encounter Elemental, Fire, WeaponStandard Action Close burst 1 .Target: Creatures within burst.

    Attack: Dexterity vs. AC.Hit: 1[W] + Dexterity modi er re damage andthe target is knocked prone.Special: You may slide 3 squares before thisattack.

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    LEVEL 1 DAILY TECHNIQUES

    Enveloping Flares Firebender Attack 1You stomp your foot and ames swallow your foe.Daily Elemental, Fire, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Dexterity vs. Re ex.Hit: 3d6 + Dexterity modi er re damage andthe target takes 5 ongoing re damage (saveends).Miss: Half damage and the target takes 2 on-going re damage (save ends).

    Flaming Palms Firebender Attack 1Your hands become enveloped in intense reand you strike your opponents chest with both

    palms simultaneously.

    Daily Elemental, Fire, WeaponStandard Action Melee weapon.Target: One creature.Attack: Dexterity vs. AC.Hit: 3[W] + Dexterity modi er re damage andthe target is knocked prone.Miss: Half damage and the target is pushed 1square.

    Wild re Dance Firebender Attack 1With a few hand waves and a stance, the areaaround you ares.Daily Elemental, Fire, TechniqueStandard Action Close burst 1 .Target: Creatures within burst.

    Attack: Dexterity vs. Re ex.Hit: 2d10 + Dexterity modi er re damage.Special: If a creature starts their turn adjacentto you, they take 1d10 re damage.Harmony: The target is immobilized until theend of your next turn.

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    LEVEL 2 UTILITY TECHNIQUES

    Blue Fire Scorch Firebender Utility 2Your ames morph into a hue of blue as your channel your power.Encounter ElementalMinor Action PersonalEffect: Until the end of your next turn, you adda +2 to both attack and damage rolls.

    Speed of Light Firebender Utility 2You move on the speed instilled in you.Encounter ElementalMove Action PersonalEffect: You move your speed + 3.

    Balance of the Body Firebender Utility 2You seek harmony in all things, including your-self.Daily ElementalMove Action PersonalEffect: Make a saving throw against each

    effect on you with a bonus equal to your Cha-risma modi er.

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    Spit reball Firebender Attack 3You rear your head back and spit a parcel of

    re.Encounter Elemental, Fire, TechniqueStandard Action Ranged 5 .

    Target: One creature.Attack: Dexterity vs. Re ex.Hit: 1d6 + Dexterity modi er re damage. If thetarget leaves its current square, it takes 2d8damage.

    Combustion Burst Firebender Attack 3Closing your eyes, you picture your enemiesexploding. And they do.Encounter Elemental, Fire, TechniqueStandard Action Area burst 1 within 5 .

    Target: Creatures within burst.Attack: Dexterity vs. Re ex.Hit: 1d6 + Dexterity modi er re damage.Harmony: Allies within this burst gain your Constitution modi er to Re ex for this attack.

    LEVEL 3 ENCOUNTER TECHNIQUESStraightpunch Firebender Attack 3You step through the fray and plant a st intotheir chest, sending them back in a burst of re.Encounter Elemental, Fire, WeaponStandard Action Melee weapon.Target: One creature.

    Attack: Dexterity vs. AC.Hit: 2[W] + Dexterity modi er re damage andyou push the target 1 square.Rage: You push them a number of squaresequal to your Charisma modi er.

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    LEVEL 5 DAILY TECHNIQUESWandering Dragon Firebender Attack 5Crafting a dragon made of re, it wanders thebattle eld.Daily Elemental, Fire, TechniqueStandard Action Wall 3 within 10 .Target: Creatures within wall.

    Attack: Dexterity vs. Re ex.Hit: 2d8 + Dexterity modi er re damage and isdazed until the end of your next turn.

    Warmth of the Sun Firebender Attack 5Increasing your body heat, you become a mini sun.Daily Elemental, Fire, TechniqueStandard Action Close burst 2 .Target: One, two, or three creatures.Attack: Dexterity vs. Fortitude.

    Hit: 2d6 + Dexterity modi er re damage andthe target takes 5 ongoing re damage (saveends).

    Flaming Blade Firebender Attack 5Brandishing your weapon, you light it with ameand slash forward.Daily Elemental, Fire, WeaponStandard Action Path 3 .Target: Creatures within path.Attack: Dexterity vs. AC.

    Hit: 2[W] + Dexterity modi er re damage andthe target is immobilized until the end of your next turn.

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    LEVEL 6 UTILITY TECHNIQUES

    Concentrated Rage Firebender Utility 6Your emotions come over you.Daily ElementalMove Action PersonalEffect: Consider your Source of Strength to bemaximized for the next attack you use.

    Daggers of Flame Firebender Utility 6You shroud your weapon in great ames.Daily Elemental, Fire,

    Move Action PersonalEffect: You deal an extra 3 re damage on me -lee attacks until the end of the encounter.

    Lifting Boost Firebender Utility 6With a blast of re, you launch into the air.Encounter ElementalMove Action PersonalEffect: You gain a +10 on the next Athleticscheck to jump.

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    Dragons Kata Firebender Attack 7You wheel around in a kick then a paralyzing

    punch.Encounter Elemental, Fire, WeaponStandard Action Close burst 1 .Target: One or two creatures.Attack: Dexterity vs. AC.

    Hit: Dexterity modi er re damage. Make asecondary attack. Secondary Target: One creature. Secondary Attack: Dexterity vs. Fortitude. Hit: 1[W] + Dexterity modi er re dam -age and the target falls prone.

    Sniping Flame Firebender Attack 7Li tng a hand, you burst a sliver of re.Encounter Elemental, Fire, TechniqueStandard Action Ranged 10.Target: One creature.Attack: Dexterity vs. Re ex, two attacks.

    Hit: 1d10 + Dexterity modi er re damage. Thetarget takes ongoing 5 re damage (save ends)if both attacks hit.

    LEVEL 7 ENCOUNTER TECHNIQUES

    Flaming Hurricane Firebender Attack 7You use the momentum of your movement toland a kick.Encounter Elemental, Fire, Weapon

    Standard Action Melee weapon.Target: One creature.Attack: Dexterity vs. AC.Hit: 2[W] + Dexterity modi er re damage.Special: You may use your move action to shiftyour speed before this attack.

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    Shifting Manuevers Firebender Attack 9You skirt across the ground and slide your weapon up.Daily Elemental, Fire, WeaponStandard Action Melee weapon.Target: One creature.Attack: Dexterity vs. AC.Hit: 3[W] + Dexterity modi er re damage and

    10 ongoing re damage (save ends).Special: You may shift half your speed beforeor after the attack.

    Razing Path Firebender Attack 9You bring your hands up and a path of reerupts before you.Daily Elemental, Fire, TechniqueStandard Action Path 3 .Target: Creatures within path.

    Attack: Dexterity vs. Fortitude.Hit: 1d8 + Dexterity modi er re damage.

    LEVEL 9 DAILY TECHNIQUES

    Wrapping Flames Firebender Attack 9You unleash and tighten a rope of re around your foe.Daily Elemental, Fire, TechniqueStandard Action Ranged 10 .Target: One creature.Attack: Dexterity vs. Fortitude.

    Hit: 3d8 + Dexterity modi er re damage andthe target is immobilized (save ends).Special: Every failed save causes 1d10 dam-age.

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    LEVEL 10 UTILITY TECHNIQUESTransfer Blessing Firebender Utility 10With a deep breath, you temporary share your energy with a friend.Encounter ElementalMinor Action Ranged 5Target: One ally.Effect: The target gains resist 5 + your Charis-ma modi er re until the end of your next turn.

    Thristy Charge Firebender Utility 10Your rage notwithstanding, you dart around combatants to reach your enemy.Daily ElementalMinor Action PersonalEffect: You may slide 2 + your Constitutionmodi er.Special: If you end this slide adjacent to anenemy, you may add 1 point to your Source of Strength.

    Inner Warmth Firebender Utility 10Wrestling with an opponent, you calmly touchhis metal armor and heat it up, cooking him for a moment.Encounter ElementalMove Action PersonalEffect: You escape and the target who wasgrabbing you takes 5 ongoing re damage

    (save ends).Special: You must be grabbed to use thispower.

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    Flow like the water itself: steady and calm like astream and erce and torrential like the storm.

    CLASS TRAITS

    Role: Leader. You use your bending powers to di-rect the chi inside your allies, healing wounds andraising spirits. You can also use your bending pow-ers to present advantageous situations to allies.Source: Elemental. The waterbenders gather their power from the moon and its natural pull on theoceans, directing the waters in the same way.Key Abilities: Wisdom, Dexterity, Charisma.Armor Pro ciencies: Cloth, Leather, Hide.Weapon Pro ciencies: Simple melee, simpleranged.

    Defense Bonus: +1 Fortitude, +1 Will.

    Hit Points at 1st Level: 12 + Constitution score.Hit Points for each Level gained: 5.Healing Surges: 7 + Constitution Modi er.

    Trained Skills: Choose four skills at 1st level.Class Skills: Athletics (Str), Diplomacy (Cha),Endurance (Con), Heal (Wis), History (Int), Insight(Wis), Nature (Wis).

    Build Options: Torrential waterbender, calmingwaterbender.Class Features: Healing Waters, One with Chi,Moons BlessingWaterbending is a calm and uid style of bending.Whereas other benders are quick, strong, and fast,waterbenders are smooth and steady, much like thewater itself.

    Waterbenders gain their powers from the moon,whose planetary orbit directs and the tides and wavesof the ocean. Binding their will with such cosmic enti-ties, they direct and pull the water. They also con-cern themselves with the inner chi of the body, heal-ing wounds miraclously. They move and concentratethe chi down paths within the body, using water as abase for that power.

    As a waterbender, you are concerned for the lives of those around you: if any element is the base for life,it is water. Stay calm and steady and use the water toadvance yourself, physically and philosophically.

    WATERBENDER

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    CREATING A WATERBENDERWaterbenders can use their powers in many dif-ferent ways, but can be generalized in two ways.

    CALMING WATERBENDERTheres no need to be offensive with it. Being

    calm and content, you bend the water with ease,helping your allies and hindering your enemies.Steady as the stream, complacent as the pond.Make Wisdom your primary as it dictates your powers. Make Charisma your secondary as youllrely on it to remain calm in the heat of battle.Make Strength your tertiary, as youll need to betorrential occasionally.Suggested Feat: Waterbending ExpertiseSuggested Skills: Diplomacy, Heal, History,NatureSuggested At-Will Powers: Water Whip, Shield-ing IceSuggested Encounter Power: Freezing RaySuggested Daily Power: Chi Funnel

    TORRENTIAL WATERBENDERDespite your calm demeanor, you direct the water in overtly erce ways, creating dangerous tidalwaves and torrential conditions. You intend to

    drown your enemies and batter them with terriblewaves of water. Make Wisdom your highest statas it determines your general bending prowess.Dexterity should be your second highest stat asyou need bursts of quickness to direct such ter-rible power. Charisma should be your third statas youll channeling the calming powers of water-bending as well.Suggested Feat: Frozen TorrentSuggested Skills: Athletics, Endurance, Insight,Nature

    Suggested At-Will Powers: Water Bullet, Wav-ing UppercutSuggested Encounter Power: Wave of Water Suggested Daily Power: Arctic Blast

    CLASS FEATURESHEALING WATERSYou can heal your allies with a simple touch,rapidly directing the chi in their body using water.You gain the healing waters power.

    MOON S BLESSINGChoose one style of waterbending.Torrential: Whenever an enemy bloodies an ally,you may slow that enemy until the end of your next turn as a free action.Calming: Whenever an enemy bloodies an ally,that ally may shift a number of squares equal toyour Charisma modi er towards you.

    WARRIOR S INSTINCTFor the rst round of combat, excluding a surpriseround, you and each ally within 10 squares whocan see and hear you gain a +2 power bonus toattack rolls.

    WATERBENDER OVERVIEWCharacteristics: Waterbenders are a calmpeople, often thinking before they act. When-ever they have an ideal, they are passionateabout and often go out of their way to solveproblems related to it.Religion: The rst waterbenders replicatedthe push and pull of the ocean the moon

    did, so they respect it greatly along with theocean itself. The push and pull are yin andyang are waterbenders strive to achieve that.Races: Because of their adherence to themoon, shifters (especially razorclaw) makestupendous waterbenders, as they are al-ready keen to the moons powers. Other races, such as hal ings, deva, and elves,also make greater waterbenders.

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    Healing Waters Waterbender Feature The waters surrounding your hands glowssilver as you heal your ally.Encounter (Special) Elemental, HealingMinor Action Melee touch.

    (5 at 11th level, 10 at21st level)

    Target: You or one ally in range.Effect: The target can spend a healing surgeand regain additional hit points equal to your Wisdom modi er. The target may also make asaving throw.Level 6: 1d6 + Wisdom modi er additional hit

    points.Level 11: 2d6 + Wisdom modi er additional hitpoints.Level 16: 3d6 + Wisdom modi er additional hitpoints.Level 21: 4d6 + Wisdom modi er additional hitpoints.Level 26: 5d6 + Wisdom modi er additional hitpoints.Special: You can use this power twice per en-counter, but only once per round. At 16th level,you can use this power three times per encoun-ter, but only once per round.

    WATERBENDER POWERSA waterbenders powers are called techniques.They are studied and emotional powers displayedby many waterbenders.

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    Bursting Geysers Waterbender Attack 1Lifting your arms, the ground cracks as water explodes.At-Will Elemental, TechniqueStandard Action Line 2Target: Enemies within line.Attack: Wisdom vs. Re ex.

    Hit: 1d6 + Wisdom modi er damage. Allieswithin the line get a +2 to their next damageroll.21st Level: 2d6 + Wisdom modi er damage.

    Water Whip Waterbender Attack 1With a crack, a stream of water lurches up and knocks your opponent.At-Will Elemental, TechniqueStandard Action Ranged 10Target: One creature.

    Attack: Wisdom vs. Re ex.Hit: 1d6 + Wisdom modi er damage and thenext attack against the target gets a +2 to their attack roll.21st Level: 2d6 + Wisdom modi er damage.

    LEVEL 1 AT -WILL TECHNIQUES

    Water Bullet Waterbender Attack 1You smash an enemy with a cascade of water.At-Will Elemental, TechniqueStandard Action Ranged 10Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 2d4 + Wisdom modi er damage and untilthe end of your next turn, if the enemy moveshis full speed, he falls prone at the end of it.21st Level: 4d4 + Wisdom modi er damage.Waving Uppercut Waterbender Attack 1You raise your hands and a bolt of water liftsup, connecting to the targets chin.At-Will Elemental, TechniqueStandard Action Ranged 10Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 1d8 + Wisdom modi er damage and oneally of your choice does not provoke an attackof opportunity from moving from the target untilthe end of their next turn.21st Level: 2d8 + Wisdom modi er damage.Shielding Ice Waterbender Attack 1

    After blasting an enemy, you use the residue of the water to protect an ally.At-Will Elemental, Technique

    Standard Action Ranged 10Target: One creature.Attack: Wisdom vs. Fortitude.Hit: 2d4 + Wisdom modi er damage and anadjacent ally to the target gains a number of temporary hit points equal to your Wisdommodi er.21st Level: 4d4 + Wisdom modi er damage.

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    LEVEL 1 ENCOUNTER TECHNIQUESFreezing Ray Waterbender Attack 1You slide the water across the ground and it connects with your target, freezing him.Encounter Elemental, TechniqueStandard Action Path 3Target: Enemies within line.

    Attack: Wisdom vs. Re ex.Hit: 1d10 + Wisdom modi er damage and thetarget is immobilized until the end of your nextturn.Calming: The target also grants combat ad-vantage until the end of your next turn.

    Wave of Water Waterbender Attack 1Pushing and pulling the water into a rhythm,you crash a wave into your enemies.Encounter Elemental, Technique

    Standard Action Close blast 3Target: Enemies within blast.Attack: Wisdom vs. Fortitude.Hit: 1d12 + Wisdom modi er damage and thetarget is pushed 1 square.Torrential: The target is pushed a number of squares equal to your Dexterity modi er.

    Greater Water Whip Waterbender Attack 1Surging water into your whip, you crack it up-side a foes head.Encounter Elemental, TechniqueStandard Action Ranged 10Target: One creature.Attack: Wisdom vs. Re ex.Hit: 1d8 + Wisdom modi er damage and anally adjacent to the target may make a basicmelee attack against the target.

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    LEVEL 1 DAILY TECHNIQUES

    Cascade of Water Waterbender Attack 1You bring down a waterfall of force down on agroup of enemies.Daily Elemental, TechniqueStandard Action Area burst 1 within 10Target: Creatures within burst.Attack: Wisdom vs. Re ex.Hit: 2d6 + Wisdom modi er damage and thetarget is knocked prone.

    Chi Funnel Waterbender Attack 1Pulling the water of life from an enemy, you direct it instead to an ally.Daily Elemental, TechniqueStandard Action Ranged 10Target: One creature.

    Attack: Wisdom vs. Fortitude.Hit: 2d8 + Wisdom modi er damage. One allywithin 5 may spend a healing surge.Calming: The ally also regains a number of hits equal to your Charisma modi er.

    Arctic Blast Waterbender Attack 1The ground underneath an enemy freezes and he trips over himself trying to get away.Daily Elemental, TechniqueStandard Action Ranged 10Target: One creature.Attack: Wisdom vs. Re ex.Hit: 3d6 + Wisdom modi er damage and thetarget is slid 1 square and is prone (save ends).Torrential: The target is slid a number of squares equal to your Dexterity modi er.

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    LEVEL 2 UTILITY TECHNIQUESProtective Wall Waterbender Utility 2You slide the water across the ground and it connects with your target, freezing him.Encounter ElementalImmediate Reaction Ranged 10Trigger: An ally is anked.

    Target: One enemy anking an ally.Effect: The target is pushed 3 squares.

    Soothing Mists Waterbender Utility 2You manipulate the water in the air to sootheand conceal your friends.Encounter ElementalStandard Action Area burst 1 within 10Target: Allies within the burst.Effect: The target regains 5 hit points and istotally concealed until the end of your next turn.

    Waterwalk Waterbender Utility 2Before they take their rst step, you solidify thewater beneath them.Encounter ElementalImmediate Interrupt Ranged 10Trigger: You or an ally step into water.Target: You or one ally.Effect: The target may walk on water. Theymust nish their turn on solid ground or sink.

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    LEVEL 3 ENCOUNTER TECHNIQUESMoons Push Waterbender Attack 3

    A jet of water propels your allys weapon deep-er into foes.Encounter ElementalStandard Action Line 3Target: Enemies within line.

    Attack: Wisdom vs. Re ex.Hit: 1d6 + Wisdom modi er damage.Effect: One ally within the line deals an addi-tional 3 damage until the end of their next turn.Calming: One ally within the line deals ad-ditional damage equal to 3 + your Charismamodi er until the end of their next turn.

    Moons Push Waterbender Attack 3 A jet of water propels your allys weapon deep-er into foes.

    Encounter ElementalStandard Action Line 3Target: Enemies within line.Attack: Wisdom vs. Re ex.Hit: 1d6 + Wisdom modi er damage.Effect: One ally within the line deals an addi-tional 3 damage until the end of their next turn.Calming: One ally within the line deals ad-ditional damage equal to 3 + your Charismamodi er until the end of their next turn.

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    FEATSHEROIC TIER FEATS

    AIRBENDING EXPERTISE Prerequisite: Airbender Bene t: You gain a +1 to attack rolls with at-tacks with the Technique keyword.

    Special: This increases to +2 at 11th level and+3 at 21st Level.

    CALM BLESSINGPrerequisite: Waterbender, Calming Moons

    Blessing feature

    Bene t: You may shift 2 squares when an allyis bloodied.

    EARTHBENDING EXPERTISE Prerequisite: Earthbender Bene t: You gain a +1 to attack rolls with at-tacks with the Technique keyword.

    Special: This increases to +2 at 11th level and+3 at 21st Level.

    FIREBENDING EXPERTISE Prerequisite: Firebender Bene t: You gain a +1 to attack rolls with at-tacks with the Technique keyword.

    Special: This increases to +2 at 11th level and+3 at 21st Level.

    FROZEN TORRENTPrerequisite: Waterbender, Torrential Moons

    Blessing feature

    Bene t: Whenever an enemy bloodies an ally,you may immobilize that enemy until the end of your next turn instead of slow it.

    HARMONIOUS BACKLASH Prerequisite: Firebender, Harmony Source of Strength feature Bene t: Once per day, you can increase your maximum damage (instead of 2 + Charisma,it would be 4 + Charisma) from your Source of Strength by two points if an ally within 5 squares

    drops to 0 or lower.

    HEAL WITH HASTEPrerequisite: Waterbender

    Bene t: Before you use your healing waters power, you may use your move action to shift half you speed.

    RAGE UNLEASHED Prerequisite: Firebender, Rage Source of Strength feature Bene t: Once per day, you can increase your maximum damage (instead of 2 + Constitution,it would be 4 + Constitution) from your Source of Strength by two points if an enemys attack dropsyou to 0 or lower.

    IMMOVABLE GUARDIANPrerequisite: Earthbender

    Bene t: If you do not leave the square youoccupied at the beginning of your turn, you gaina +1 bonus to hit with both shifting ground andearthen shard until the beginning of your nextturn.

    SPLIT THE BLAST Prerequisite: Any elemental class Bene t: You may convert any power with therange of close blast 3 into two separate line 2attacks.

    WATERBENDING EXPERTISE Prerequisite: Waterbender Bene t: You gain a +1 to attack rolls with at-tacks with the Technique keyword. Special: This increases to +2 at 11th level and

    +3 at 21st Level.

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    TECHNIQUESSting of the Scorpion Level 2+You move quickly and decisive, like that of thescorpions tail.Lvl 2 +1 520 gp Lvl 14 +4 21,000 gpLvl 6 +2 1,800 gp Lvl 18 +5 85,000 gpLvl 10 +3 5,000 gp Lvl 22 +6 325,000 gpTechnique (Firebender)Enhancement: Attack and damage rolls.Critical: +1d8 per plusPower (Daily): Standard action. Dexterity +2 vs.Fortitude. One creature. 2d8 + Dexterity modi-

    er re damage and the target takes 5 ongoingpoison damage (save ends).Level 10: 3d8 + Dexterity modifer re damage, 10

    ongoing poison damage.Level 18: 5d8 + Dexterity modi er re damage,15 ongoing poison damage.

    Fangs of the Snake Level 3+Unexpectedly, you strike forward, your amesgrasping like a snake.Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpTechnique (Firebender)

    Enhancement: Attack and damage rolls.Critical: +1d6 per plusPower (Encounter): Standard action. Dexterityvs. Re ex. One creature. 2d6 + Dexterity modi er damage and the target is immobilized until theend of your next turn.Level 13: 3d6 + Dexterity modi er damage.Level 23: 4d6 + Dexterity modi er damage.

    Roar of the Lion Level 5+Brandishing a loud warcry, like that of a lion, you shake your enemies.

    Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gpLvl 10 +2 5,000 gp Lvl 25 +5 625,000 gpLvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gpTechnique (Firebender)Enhancement: Attack and damage rolls.Critical: +1d10 per plusPower (Daily): Standard action. Dexterity vs.Will. Close blast 3. Creatures within burst. 3d6+ Dexterity modi er damage and the target ispushed a number of squares equal to your Cha-risma modi er.

    Level 15: 5d6 + Dexterity modi er damage.Level 25: 7d6 + Dexterity modi er damage.

    Rebirth of the Phoenix Level 10+ As your life fades away, you burst in a rey explo -sion, rising back to life.Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gpLvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gpLvl 20 +4 125,000 gpTechnique (Firebender)Enhancement: Attack and damage rolls.

    Critical: +1d6 per plusPower (Daily): When making death savingthrows, you may spend a healing surge on a rollof 18-20. When you do spend a healing surgethis way, enemies adjacent to you take 1d10 +Dexterity modi er re damage.Level 15: 2d10 + Dexterity modi er re damage.Level 25: 3d10 + Dexterity modi er re damage.

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    The Might of Zhu-Rong Level 18+Demostrating the rst technique given to re -benders, you expel the fury of the dragon, Zhu-Rong.Lvl 18 +2 85,000 gp Lvl 30 +5 3,125,000 gpLvl 22 +3 325,000 gpLvl 26 +4 1,125,000 gp

    Technique (Firebender)Enhancement: Attack and damage rolls.Critical: +1d8 per plusPower (Daily): Standard action. Dexterity vs. Re-

    ex. Path 5. Creatures within line. 3d12 + Dexter -ity modi er re damage and the target is stunneduntil the end of your next turn.Level 26: 5d12 + Dexterity modi er re damage.

    Bellow of the Whale Level 3+ As you waterbend, your foes can hear the angry cry of a whale.Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpTechnique (Waterbender)Enhancement: Attack and damage rolls.Critical: +1d8 per plusPower (Daily): Minor action. When you use awaterbender power, make a Wisdom vs. Will at-tack against each target that the triggering power targetted. The target grants combat advantage

    (save ends).Level 13: The target is dazed (save ends).Level 23: The target is stunned until the end of your next turn.

    Ram of the Dolphin Level 5+ As the dolphin targets soft spots on its enemysbody, you do the same with your bending.Lvl 5 +2 1,000 gp Lvl 20 +4 125,000 gpLvl 10 +3 5,000 gp Lvl 25 +5 625,000 gpLvl 15 +4 21,000 gp Lvl 30 +6 3,125,000 gp

    Technique (Waterbender)Enhancement: Attack and damage rolls.Critical: +1d10 per plusPower (Daily): Free action. When you hit with awaterbender power. Apply this weapons critical