Ang, The Last Airbender... In Pathfinder?


Advice


Ok, I've been reading up on threads and stuff about this idea, but it is not going well. I challenge you all to help me make this work:

The Avatar! A monk/arcane caster who is like Ang. The idea is being a monk guy (unarmed strikes, no armor, etc) who also controls the elements (blasting). Probably words of power, because its more fun IMO and it has more blasting versatility.

I was thinking empyreal sorcerer/monk (not sure what, if any, archetype to use). Please critique and offer any advice. This seems to me like a crazy-cool concept to play.


Get me some earth-benders....most likely Oreads or dwarves. Then we are talking.

Actually the ARG has several elemental races such as Ifrits and Slyphes and Undines with strong ties to the specific trait.

Shadow Lodge

Might also look into Sylphs (air-ancestry humans with air pattern tattoos and powers).

And take a look at druid for air magic, especially with the sylph archetype.


No divine magic! Ang didn't heal people, he blasted them with the elements. I'll probably go suli because of its ties to all four elements, but it doesn't give a bonus to WIS.

So, do you think this concept is viable?

EDIT: Actually a dwarf would work well AND be hilarious.


Druid/Monk with lots of air spells. Divine magic doesn't mean healing people, and the druidic spell list is what you'd be looking for (Well, ideally you'd be looking for a "Shaman" class that uses the druid spell list and casts spontaneously, but, out of all options, Druid or Oracle of the winds would work best, and Oracle just isn't as good for the concept)


Ok, let's put it this way: NO DIVINE MAGIC ON THE CHARACTER. The healing comment was just an example. But there is a lot less elemental boom as a divine caster.


Well, If you want to go for an Aang type character, you're better off with Druid than Sorcerer. If you have something against Divine magic, then you have to acknowledge that you'd rather have a character that's less like what you're looking for, just so you can avoid Divine magic.


Why is a druid more blasty than a WoP sorcerer?


I made a firebender style character in a game recently, I combined the Quingongg Monk archetype with the Monk of the 4 Winds archetype. Add in the efreeti style feats, and you have a pretty good version of it.

You could easily make nearly any of the 4 bending styles with those two archetypes, although you would need to talk to the GM to add some thematic spells to the Quingongg list.

The Avatar adds in a whole new level of challenge due to the variety of abilities though.


That's why I want some arcane magic in it.


I Hate Nickelback wrote:
Why is a druid more blasty than a WoP sorcerer?

It's not. But Aang isn't blasty. He has some "blasty" bending, but so does a Druid who preps the right spells.


Some of the Druids abilities just don't fit thematically (Aang was not capable of shape changing, for example).


Pathfinder Adventure Path Subscriber
Grey Lensman wrote:

I made a firebender style character in a game recently, I combined the Quingongg Monk archetype with the Monk of the 4 Winds archetype. Add in the efreeti style feats, and you have a pretty good version of it.

You could easily make nearly any of the 4 bending styles with those two archetypes, although you would need to talk to the GM to add some thematic spells to the Quingongg list.

The Avatar adds in a whole new level of challenge due to the variety of abilities though.

Agreed, I thought of Quingongg Monk of the 4 Winds too.

With Aang specifically, it might not be too difficult though. Remember, Aang struggled immensely with fire and earth, so focus on swapping Quingongg powers with water and wind themes, with maybe Scorching Ray to represent fire, and for earth, invest in feats or Quingongg-gained feats like Power Attack and Improved Bull Rush to show the greater stregth earth benders tend to be able to draw upon.

The other thing you could do is do Master of Many Styles with the different elemental styles. Then as you level, you basically become better at combining them until you can do them completely in sync. Unfortunately, unless your GM is generous you can't combine Four Winds and Master of Many Styles (which synergize well to create a complete Aang), as they both replace the capstone ability.


That makes a lot of sense. I think I'll talk to my DM about 4 winds with MOMS. Thanks, I got this from here.

Shadow Lodge

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This is actually pretty easy: Ang is a Ki Mystic/Four Winds/Qinggong monk. For Pathfinder, after meeting Toph, he acquires Additional Traits for Adopted:gnome (plus a second trait), thereby qualifying for the Earth Child Style feat chain.

Ang begins play as a 20th character with amnesia frozen in a block of ice (Four Winds/"Avatar" 20th level immortality) who must rediscover all of his powers. E.g., at the end of "Siege of the North", he rediscovers Aspect of the Carp (his fusion with the water spirit). He has Leadership for an "Air Bison" size=huge six-legged flying cohort (somebody else can work out its stats) with an exotic saddle; and also owns an exotic staff weapon/conveyance which permits him to fly (stat per flying broom, but requires both hands to operate) and which has a +5 enhancement bonus (because it's apparently impervious to sunder, and, despite its flimsy appearance, he uses it to smash things on occasion).

Feats: Merid, Earth Child and Efreeti Style Chains. ...The only Pathfinder thing which doesn't fit is the Djinni Style feat chain, which emphasizes electricity (as an element) rather than air. So, some home-rule modifications are in order:

Djinni Style: Cloak of Winds, one round duration unless move-action to maintain
* "Avatar state": Hurricane Blast

Djinni Spin: Fickle Winds, at will, self only, swift action to maintain
* "Avatar state": Hurricane Blast plus Sirocco

Djinni Spirit: Fickle Winds plus Winds of Vengeance
* "Avatar state": Hurricane Blast plus Sirocco plus Winds of Vengeance, and increase to 30' the reach of your Elemental Fist flurry attacks. You may perform more than one Elemental Fist attack per round, but no more than one of each type, and only if you have all three Style feats in the Elemental style (Marid/Djinni/Efreeti/Earch Child) you seek to additionally perform.

20th level "Avatar state": You temporarily acquire the Celestial template if you are not evil (and may Smite Evil accordingly if your alignment is good). All of your flurry unarmed strikes become Elemental Fist attacks with a 60' reach. There is no Ki cost for Elemental Fist attacks during the Avatar state. The Avatar state may be entered more than once per day at the cost of ten Ki points per additional instance.

*"Avatar state": These powers may be used only once per day for up to monk level rounds, plus one level per point of Ki spent. Immortality is suspended during "the Avatar state". At the end of the Avatar state, the monk is depleted of half monk level points of Ki (down to zero), and is Exhausted (no save).

Shadow Lodge

BTW, Ang is unquestionably the most powerful person in the whole world at the conclusion of the TV series, capable of thwarting the ambitions of entire nations full of magic users, and is already the equivalent of at least a 7th or 9th level character when discovered. Arguably, the "Avatar State" is an epic level power (one which he drastically under-utilizes initially).


I don't really think you can replicate Aang decently in Pathfinder. While a monk might fit thematically in some ways, the class is far to weak to represent the guy.

To say nothing of how bending in general just doesn't have a decent equivalent in the magic system.

Really, you'd have to homebrew something.

Dark Archive

I know someone made a homebrew 3.5 conversion of Avatar. I even thought it was free to download. You might find it on the web still lingering since I saw it a couple of years ago.


Also, air bending is not meat to be blasts. It is more defensive, defelective, and sweeping then blast. Yes it has powerful techniques, any true master has capabilities in any of the bending arts, but it's not meat to be like fire bending wit it's powerful blast like attacks. It is similar to water bending, but with less substance. Also, since he is the avatar, and all the elemental bending is given by nature it seems to me to be more divine than arcane. It's not something you learn.


Grizzly the Archer wrote:
Also, air bending is not meat to be blasts. It is more defensive, defelective, and sweeping then blast. Yes it has powerful techniques, any true master has capabilities in any of the bending arts, but it's not meat to be like fire bending wit it's powerful blast like attacks. It is similar to water bending, but with less substance. Also, since he is the avatar, and all the elemental bending is given by nature it seems to me to be more divine than arcane. It's not something you learn.

It IS something you learn, just not everyone has the ability to learn it. You could consider benders to be like sorcerers.

Air bending certainly has some attacks, but it certainly isn't the most offensive of the bending arts. It's kind of like the Aikido of bending.

I don't think an arcane/divine split really matters as far as bending goes. That's not how the Avatar world works.

Shadow Lodge

Drachasor wrote:
I don't really think you can replicate Aang decently in Pathfinder. While a monk might fit thematically in some ways, the class is far to weak to represent the guy.

Through Book 1:Water, Aang was pretty crappy unless he was using elemental powers (which flummoxed mooks, but typically failed versus named NPCs) -- he's DEX 20, STR 8 with maxed acrobatics and no Amulet:Agile. He spends most of the series dodging and running away...or escaping after getting caught (which happens frequently). He's only formidable during the Avatar state (which happens only twice in B1:W, IIRC)

-- Can anyone recall if Aang ever actually decked anybody throughout the entire series without using an elemental attack, his flying stick, or Appa? (Does he even have FoB?)

Of the "party", Sokka racked up the biggest body-count of the show wiping out the Fire Nation zeppelin fleet.


In book 1:water he went into avatar state:
At the iceberg, remembering Guatso and his now perished nation, invoking roku at fire temple, and northern water temple. IIRC.


Sir Thugsalot wrote:
Drachasor wrote:
I don't really think you can replicate Aang decently in Pathfinder. While a monk might fit thematically in some ways, the class is far to weak to represent the guy.

Through Book 1:Water, Aang was pretty crappy unless he was using elemental powers (which flummoxed mooks, but typically failed versus named NPCs) -- he's DEX 20, STR 8 with maxed acrobatics and no Amulet:Agile. He spends most of the series dodging and running away...or escaping after getting caught (which happens frequently). He's only formidable during the Avatar state (which happens only twice in B1:W, IIRC)

-- Can anyone recall if Aang ever actually decked anybody throughout the entire series without using an elemental attack, his flying stick, or Appa? (Does he even have FoB?)

Of the "party", Sokka racked up the biggest body-count of the show wiping out the Fire Nation zeppelin fleet.

Well, yeah, if you take away his bending he's not that impressive. But he does quite a lot without the avatar state, including being able to match up to Zuko and even Azula in combat.

Also, Sokka wasn't able to do that alone. Don't ignore the people helping him out. And tearing up the guidance on some ships doesn't really make you an awesome combatant (not that Sokka was bad by the end of the show).

As for spending most of the time dodging and running away, that's because he actually has places to be. The are working to get him training in all the elements, which won't happen if he sticks around and fights guys all the time. Also, you can't have recurring villains if they kill the people chasing after them.

I'm not sure what show you watched if your impression of the whole thing is that Sokka was the best warrior. That's pretty much 180 degrees from the truth. He was the most clever.

Grand Lodge

I don't think that you can do better than what we came up with in the Elemental Monk thread.

It's not exactly a fruitful task to replicate the TV show, but to come up with an analog that has some of the flavor, I think we did it in that thread.

As far as Sokka is concerned, by the time he develops I'd say he'd be an excellent candidate for a Lore Warden fighter.

Scarab Sages

I still think a Monk of the Four Winds/Storm Druid/Master of Storms Prc is the best option using Pathfinder. Storm Druid has plenty of blast spells, and can cast several of them spontaneously.


If you truly want to create a character that represents an element-bender, I would strongly encourage you to develop a home-brew class, prestige class or perhaps even a class archetype, depending on exactly how close you would like to come to an accurate representation of the character versus how much work you would like to put into making it work.

I think that LazarX is quite right in that you should check out the Elemental Monk thread, even if it's only the basis for your own rendition of an element-bender (Aang or otherwise).


Ok, I'll look at master of storms and the elemental monk thread.


If you try to represent Aang in PF/D20, then the Avatar State is more like a temporary, storyline-induced application of the Gestalt rules. He normally is a Monk with various Su and Sp abilities, but when he goes into Avatar State he gets the equivalent of a Wis-based Sorcerer (Empyreal, I believe you said?) equal to his level dropped alongside his regular class abilities. The Avatar state isn't just "More Powers", but the access to powers, abilities, and skills that are a collective sum total of his past lives.

Might be kind of hard to get a DM to allow that.

On the OTHER hand, if you can convince your DM to actually run a campaign where each player is the descendant of some Epic hero from an age long past and can temporarily 'channel' them in critical situations, then it could be a really awesome campaign setting.


I am a bit surprised that this hasn't been brought up, but Oracle with the wind Revelations might be a good Aang. Lots of wind themed powers, gets most of the cool Druid air spells. slightly better attack bonus then the sorcerer so he could get into some fights, maybe take weapon finesse and improved unarmed combat (or a level of monk) and then i think you might get a pretty decent low level Aang.

Grand Lodge

Arturius Fischer wrote:

If you try to represent Aang in PF/D20, then the Avatar State is more like a temporary, storyline-induced application of the Gestalt rules. He normally is a Monk with various Su and Sp abilities, but when he goes into Avatar State he gets the equivalent of a Wis-based Sorcerer (Empyreal, I believe you said?) equal to his level dropped alongside his regular class abilities. The Avatar state isn't just "More Powers", but the access to powers, abilities, and skills that are a collective sum total of his past lives.

Might be kind of hard to get a DM to allow that.

On the OTHER hand, if you can convince your DM to actually run a campaign where each player is the descendant of some Epic hero from an age long past and can temporarily 'channel' them in critical situations, then it could be a really awesome campaign setting.

No, that's far from a correct definition of the Avatar State. What it is... what it truly is... is GM Fiat Unfettered. It's a story element to make certain things happen. The real problem with making game rules on this story type is that the Avatar is the 800 lb elephant in the room. Fortunately you really don't need the Avatar to make a good story with this material. The avatar is a singular creature, and tons of good stories can be made by dispensing with it. That said, even with the thread I mentioned, I think that GURPS, HERO, or BESM, is a far better vehicle for this endeavour. But if you're that determined to force this round hole into a square peg, the EM thread mentioned above is the way to go, especially since the author and others did put a ton of fairly well thought out work into it.


Monk of the 4 winds and pick few feats and you got him. there a feat that lets you air walk half you slowfall = him on running around on his little air ball, ect. ect. ect. I got a guy in my group now that did this. Worked out well for him we just end and he made it level 17 and only died once and that when we where testing out mythic playtest he rolled a one on a save or die spell. The cleric in my group is the only one that never died. everyone else 2 or 3 times.


Just make a magus with the Improved Unarmed Strike Feat and take it from there. Magical Blasty Character that incorporates fighting styles into his spells, done and done.


LazarX wrote:
No, that's far from a correct definition of the Avatar State. What it is... what it truly is... is GM Fiat Unfettered. It's a story element to make certain things happen. The real problem with making game rules on this story type is that the Avatar is the 800 lb elephant in the room. Fortunately you really don't need the Avatar to make a good story with this material. The avatar is a singular creature, and tons of good stories can be made by dispensing with it. That said, even with the thread I mentioned, I think that GURPS, HERO, or BESM, is a far better vehicle for this endeavour. But if you're that determined to force this round hole into a square peg, the EM thread mentioned above is the way to go, especially since the author and others did put a ton of fairly well thought out work into it.

That's even less accurate. Aang has control over himself in the Avatar state and isn't suddenly controlled by some outside force that he is slaved to and determines his actions for him, unless you possibly count the time the Sea Spirit merged with him at the end of Book One.

GURPS, HERO, or BESM might in some way be better for this (which I'd whole-heartedly disagree with, mind you, but see no point to argue it), but as these ARE the Pathfinder boards and we're trying to assist the original poster with what he wanted help with--bringing for Aang in PF.

I already presented a solution for the 'singular creature' problem if the DM was up for it. I actually intend to try this in the next game I DM, though I hope none of my players read this until I do. ;)


I know that the temptation is to make Aang, and the other benders, monks. But I don't think it's accurate because, with a few exceptions, most of the Benders never actually *fight* hand to hand. They bend the elements at their enemies. They use martial arts moves to do it, but that isn't the same thing as fighting.

I would suggest going pure sorcerer, focusing on air spells. I'd also suggest a Wind Oracle, but the OP said no divine casters. Use spells like mage armor to simulate air bending attacks away. Gust of wind is obvious. Use expeditious retreat to replicate Aang's fast running speed, and later use haste to spread the love to the rest of the party.


The Avatar would be more easily represented by a sorcerer picking the right spells. Or even the Sorcerer with the alternate class features in Unearthed Arcana (medium weapons allowed, 3/4 BAB, hit die up by one step, one less known spell per level, IIRC).

The Avatar State would then temporarily increase Known spells to all or most of the entire spell list. And possibly allowed infinite casting. Not a balanced ability, of course.


It's worth mentioning the avatar state should take no less than 1 round to transform into (As azula KILLED him while transforming). I think the power of "The Avatar" is vastly overstated in this thread. The only explicit powers are

Capacity to use all kinds of bending (magic) at the same time. This would be a gestalt class between say druid and sorcerer or something like that.

Reincarnation form of immortality. Druids are the one to have this archetype.

Capacity to access past lives. There's actually a spell for this I believe it's ancestral memory which is a druid/cleric spell.

Highly buffed casting. Spells are approximately two to three times as effective but not by a factor of 10 as some seem to believe.

Even the cheesie deus ex machina power at the end isn't something EXCLUSIVE to the avatar it's just that he never taught anyone else the power like toph did with her created form of bending.

The avatar state on the show however was treated as a deus ex machina which took a near villain sue to even DAMAGE. Practically speaking the avatar state is held back by storytelling. If we look at it from any crunch perspective (Even if the show makers gave us the crunch) It falls to the old adage "If you stat it we will kill it." The avatar isn't even a real god, we kill those on thursdays. At best Anng is a big fish in a small pond dump him in the ocean and he'll find far bigger fish like the old ones.

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