Armor Class 16. Fortitude 15. Reflex 11. Will 14. Initiative -1. Speed 6. Action Point. Hit Points (bloodied at 16) Healing Surges (regain 8 HP)

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1 Level 1 Earthbender Roleplaying Notes: Earth is the element of substance, making earthbenders and their people diverse, strong, persistent, and enduring. The key to earthbending is utilizing neutral jing, which involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively and with unyielding force. You may have failed out of Toph s metalbending academy, but stayed fast friends with Lin Beifong. Abilities and Skills Strength Athletics +10 Constitution Endurance +7 Dexterity 8-1 Acrobatics -2 Stealth -2 Thievery -2 Intelligence History +1 Spirit +1 Technology +1 Wisdom Dungeoneering +9 Heal +2 Insight +2 Nature +9 Perception +2 Charisma Bluff +0 Diplomacy +0 Intimidate +0 Streetwise +0 Defenses Armor Class 16 Fortitude 15 Other Statistics Action Point (free extra action) Reflex 11 Will 14 Initiative -1 Speed 6 Hit Points (bloodied at 16) 33 Healing Surges (regain 8 HP) Traits Font of Life: At the start of your turn, roll a saving throw. Powerful Athlete: Roll twice when using the Athletics skill. Armor of Earth: When you use your second wind, instead add +6 to AC, and +3 to your other defenses. Earthbending: Dungeoneering is your bending skill.

2 Tactics: You can soak damage like a rock. Take advantage of that by getting in the thick of things, using Earth s Wrath to focus your adversaries on you and not your allies. If you think you re going to be attacked a lot in the next round, use Stone Panoply or Stone s Endurance (they do not stack) for the resistance, or Second Wind for the defense. During non-combat situations, remember that you are the strongest and toughest member of your team use that to your advantage! Also, your knowledge of natural things, especially the earth, is practically unsurpassed. Attack Powers M Stone Fist Target: One creature Attack: 1d vs AC Hit: 2d6 + 6 damage R Kick Stone Ranged 5/10 Target: One creature Attack: 1d vs AC Hit: 1d6 + 4 damage Special: it takes a minor action to summon the stone Strength of Stone Target: One creature Attack: 1d vs AC Hit: 2d6 + 6 damage. You gain 3 temporary HP. Weight of Earth Target: One creature Attack: 1d vs AC Hit: 2d6 + 6 damage. The target is slowed until the end of your next turn. Stone Panoply Close burst 1 Target: Ea. creature in burst Attack: 1d vs AC Hit: 2d6 + 6 damage. Effect: Until the end of your next turn, you are slowed and gain resist 5 to all damage. Hungry Earth Close burst 1 Target: Ea. enemy in burst Attack: 1d vs Fort Hit: 2d6 + 6 damage. Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies. Ally Defense Powers Earth s Wrath Free Action Close burst 1 Effect: Each adjacent enemy is marked until the end of your next turn. Earth s Fury Immediate Interrupt Melee 1 Target: Triggering enemy Attack: 1d vs Fort Trigger: An enemy marked by you makes an attack that does not include you as a target. Hit: 2d6 + 6 damage. The target grants combat advantage until the end of your next turn. Earth s Grasp Immediate Reaction Close burst 5 Target: Triggering enemy Trigger: An enemy marked by you makes an attack that does not include you as a target. Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. Utility Powers Stone s Endurance Minor Action Effect: Until the end of your next turn, you gain resist 5 to all damage. Second Wind Effect: You spend a healing surge and regain 8 HP. Until the start of your next turn, you gain a +6 bonus to AC and a +3 bonus to all other defenses. Rooted in Rock Daily Minor Action Effect: Until the end of this encounter, you cannot be pulled, pushed, or slid. Also, adjacent allies gain a +2 power bonus to Fortitude. Special: Once during this encounter, you can use the Allied Armor attack power. Allied Armor Immediate Interrupt Melee 1 Target: Triggering enemy Attack: 1d vs AC Requirement: You must be Rooted in Rock. Trigger: An adjacent enemy makes an attack roll against your ally. Hit: 2d6 + 6 damage. The target takes a -4 penalty to the triggering attack roll. Miss: Half damage. The target takes a -2 penalty to the triggering attack roll.

3 Level 1 Waterbender Roleplaying Notes: Water is the element of change. The fighting style of waterbending is mostly fluid and graceful, acting in concert with the environment. Waterbenders deal with the flow of energy; they let their defense become their offense, turning their opponents own forces against them. You are from the Northern Water Tribe, and are in Republic City training with Katara. Your lynx-wolf is your best friend and constant companion. Abilities and Skills Strength Athletics -1 Constitution Endurance +2 Dexterity 8-1 Acrobatics -2 Stealth -2 Thievery -2 Intelligence History +2 Spirit +2 Technology +2 Wisdom Dungeoneering +4 Heal +11 Insight +13 Nature +9 Perception +9 Charisma Bluff +0 Diplomacy +2 Intimidate +0 Streetwise +0 Defenses Armor Class 17 Fortitude 15 Other Statistics Action Point (free extra action) Reflex 13 Will 14 Initiative -1 Speed 6 Hit Points (bloodied at 14) 29 Healing Surges (regain 7 HP) Traits Group Diplomacy: Allies within 10 get +1 to Diplomacy. Infuse Water: You and your allies add +2 to surge values during short rests. Watchful Rest: You and your allies take no penalty to Perception for sleeping. Waterbending: Insight is your bending skill. Your bending attacks ignore partial cover and partial concealment. Companion Animal: You share your surges and actions with your companion.

4 Tactics: You are the party healer. Keep an eye on your allies health and use Healing Waters when the situation calls for it. When dealing with several enemies, use your waterbending attacks, especially if you can create an advantageous situation. Your bending attacks ignore partial cover and concealment use that when possible. Otherwise, your companion is an excellent melee attacker. Out of combat, use your Insight to read people, Heal to help people, and Perception to catch finer details. Animal Companion Combined Attack Melee 1 (from you) Target: One creature Attack: 1d vs AC Hit: 1d8 + 4 damage Effect: Your companion can take a free action to move up to its speed and make an attack. M Animal Attack Target: One creature Hit: 1d8 + 7 damage Armor Class 16 Fortitude 14 Reflex 14 Will 14 Speed 8 Perception +11 Melee 1 (from companion) Attack: 1d vs AC Hit Points (bloodied at 7) 14 Weapon Attack M Scimitar Target: One creature Attack: 1d vs AC Hit: 1d8 damage Utilities Second Wind Effect: You spend a healing surge. Both you and your companion regain 7 HP. Until the start of your next turn, you gain a +2 bonus to all defenses. Healing Waters Minor Action Close burst 5 Target: You or one ally Effect: The target spends a healing surge and regains 1d6 additional HP. Lynx-wolf: You share your surges and actions with your companion that is, you must spend a standard or minor action so your companion can take one. You can both move with a single move action. If your companion drops to 0 HP, it will immediately run away from combat. You may lose a healing surge (as a minor action or during a short rest) to recall your companion to an adjacent square and restore it to 7 HP. At the end of any short rest, your companion is restored to full HP. You can communicate telepathically with your companion, as long as you are within 20 squares. With only animal intelligence, your companion cannot communicate or understand complex concepts. Enemies adjacent to your ally grant Combat Advantage. Waterbending Grasping Tide Area burst 1 in 10 sq Target: Ea. creature in burst Attack: 1d vs Fort Hit: 1d6 + 4 damage. Until the end of your next turn, you can make a secondary attack if the target leaves the burst s area of effect. Secondary Attack: 1d vs Reflex Hit: You knock the target prone. Battering Wave Close blast 3 Target: Ea. creature in blast Attack: 1d vs Fort Hit: 1d6 + 4 damage, and push 1. If the target moves closer to you on its next turn, it takes 3 damage. Ice Slick Close blast 3 Target: Ea. creature in blast Attack: 1d vs Fort Hit: 1d6 + 4 cold damage, and the target falls prone. Ice Storm Daily Close burst 3 Target: Ea. creature in burst Attack: 1d vs Fort Hit: 2d cold damage. Miss: Half damage. Effect: You gain a +2 power bonus to all defenses until the end of the encounter.

5 Level 1 Airbender Roleplaying Notes: Harnessing the element of freedom, airbenders detach themselves from worldly problems and concerns; peace and freedom are the keys to solving flaws in life. The focus of airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost entirely defensive, as well as the most dynamic of the four bending arts. You are the youngest of Avatar Aang and Katara s children, and you share a special relationship with Lin Beifong. Abilities and Skills Strength Athletics +3 Constitution Endurance +2 Dexterity Acrobatics +1 Stealth +1 Thievery +1 Intelligence History +4 Spirit +9 Technology +9 Wisdom Dungeoneering +3 Heal +3 Insight +8 Nature +5 Perception +10 Charisma Bluff +0 Diplomacy +0 Intimidate +0 Streetwise +0 Defenses Armor Class 14 Fortitude 11 Other Statistics Action Point (free extra action) Reflex 14 Will 15 Initiative +1 Speed 6 Hit Points (bloodied at 11 ) 22 Healing Surges (regain 5 HP) Traits Mountain Air: You have cold resistance 5. Staff Expert: Your ranged attacks do not provoke opportunity attacks. Your melee reach is 2. Meditation: You can use meditation effects up to three times in this adventure. Airbending: Spirit is your bending skill.

6 Tactics: Your big advantage is mobility. You can fly (up a 9-story building if you run with both flight powers), and most of your powers scoot others around the map. Use this to position your enemies in situations where your colleagues have advantage. Outside of combat, social situations have you stumped, but your perception is exceeded only by the lynx-wolf. Your command of spiritual and technical knowledge is also a great asset. M Staff Blast Melee 2 Target: One creature Attack: 1d vs AC Hit: 1d8 + 1 damage Second Wind Effect: You spend a healing surge and regain 5 HP. Until the start of your next turn, you gain a +2 bonus to all defenses. Airbending Defense Air Bubble Minor Action Ranged 5 Target: One unattended object weighing < 20 lbs. Effect: Basically, think telekinesis. Sustain: Minor. You may switch targets. Forceful Push Free Action Ranged 10 Target: One creature Effect: Slide the target 1 square, but not into hindering terrain. Windwalker Move Action Effect: Fly 8 squares. If you don t end on solid ground, you float down without falling damage. Airbending Attacks Breath Points Use these to augment your bending attacks. R Pulling Draft Ranged 10 Target: One creature Attack: 1d vs Reflex Hit: 1d8 + 4 damage. Pull the target 1 square. Special: You can use this as a ranged basic attack. 1 Breath: 1d damage. Pull the target 3 squares. 2 Breaths: 2d damage. Pull the target 3 squares. Windy Blast Target: One creature Attack: 1d vs Fort Hit: 1d8 + 4 force damage. Push the target and each adjacent enemy 1 square. 1 Breath: Push the target 3 squares instead of 1. 2 Breaths: Extra 3 damage and knock the target prone. Wind Fury Assault Melee 2 Effect: You fly up to your speed. At any point during this movement, you may make this attack. Target: One creature Attack: 1d vs AC Hit: 1d8 + 4 damage. Slide the target 1 square. Whirlwind Cage Daily Ranged 10 Target: One creature Attack: 1d vs Fort Hit: The target is immobilized (save ends). Miss: The target is slowed (save ends). Effect: You may use Living Missile while the target is slowed or immobilized. Living Missile Minor Action (1/turn) Ranged 10 Primary Target: Creature affected by Eye of the Storm Effect: Slide the primary target 10 squares. Secondary Target: One creature adjacent to the primary target at any point during the slide Attack: 1d vs Reflex Hit: 2d6 + 4 damage. The primary target takes half damage. Both targets fall prone. Miss: Half damage. The primary target falls prone. Meditation Persistent Air Bubble Limited 10 minutes Duration 24 hours You create an air bubble capable of carrying up to 500 lbs. It remains within 5 squares of you, following you without requiring your concentration. Light as a Feather 1 minute Duration 8 hours You and up to five allies leave fewer tracks. The DC to track you increases by 5.

7 Level 1 Firebender Roleplaying Notes: Fire is the element of power, both to create and to destroy, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. You are the youngest of Firelord Zuko s five children, and you ve moved to Republic City to learn as much as you can about other techniques. You have an aching need to prove yourself and your honor to the other members of the royal family, at any cost. Abilities and Skills Strength Athletics +0 Constitution Endurance +3 Dexterity Acrobatics +2 Stealth +4 Thievery +2 Intelligence History +1 Spirit +1 Technology +6 Wisdom 8-1 Dungeoneering -1 Heal -1 Insight -1 Nature -1 Perception -1 Charisma Bluff +6 Diplomacy +9 Intimidate +9 Streetwise +9 Defenses Armor Class 13 Fortitude 13 Other Statistics Action Point (free extra action) Hit Points (bloodied at 14 ) 28 Reflex 12 Will 16 Initiative +2 Speed 6 Healing Surges (regain 7 HP) Traits Flame-blocking Technique: You have fire resistance 5. Bloodhunt: You gain a +1 on attacks vs. bloodied foes. Firebending: Intimidate is your bending skill.

8 Tactics: You deal a ton of damage. Pester a big bad with Fiery Bolt and the advanced techniques, or harry several foes with Ignition. You sacrifice your defenses for such a powerful offense, so take care to be out of the way of return fire. You face a similar situation in non-combat. You re not sure what s going on around you, but you re really quite good at making people do what you want, through whatever means necessary. M Martial Strike Target: One creature Attack: 1d vs AC Hit: 1d4 damage Second Wind Effect: You spend a healing surge and regain 7 HP. Until the start of your next turn, you gain a +2 bonus to all defenses. Firebending Attacks R Fiery Bolt Ranged 10 Target: One creature Attack: 1d vs Reflex Hit: 1d12 + 1d6 + 8 fire damage Special: You can use this as a ranged basic attack. Ignition Area burst 1 within 10 sq Target: Ea creature in burst Attack: 1d vs Fort Hit: 1d damage. Effect: The burst creates a zone that lasts until the start of your next turn. Any creature entering or ending its turn in the zone takes 3 fire damage, once per turn. Advanced Techniques Burning Escalation Free Action Trigger: You use a firebending attack. Target: Fiery Bolt targets one additional creature within 5 squares of you. Ignition targets an additional creature adjacent to the burst. Effect: Every target hit takes 1d10 extra damage. You may shift up to 3 squares as a free action. Hellfire Heart No Action Trigger: You hit an enemy with an attack. Effect: The enemy takes 5 fire damage. Until the start of your next turn, the enemy takes a -2 penalty to attack rolls of attacks that include you as a target. Infernal Wrath Free Action Close burst 10 Trigger: An enemy within the burst hits you. Target: The triggering enemy Effect: The target takes 1d6 + 5 fire damage.

9 Level 1 Kyoshi Warrior Roleplaying Notes: Clad in ornate, armored, green kimonos inspired by Kabuki theater, Kyoshi Warriors use metal headdresses and white-faced makeup designed to intimidate opponents, and wield metal fans as their main weapons. For almost 50 years, a specialized branch of the Kyoshi Warriors has been sworn to protect the royal family of the Fire Nation. You have been assigned to the firebender s safety, and are one of the very few people the firebender trusts. Abilities and Skills Strength Athletics +3 Constitution Endurance +3 Dexterity Acrobatics +9 Stealth +9 Thievery +9 Intelligence History +8 Spirit +1 Technology +1 Wisdom Dungeoneering +1 Heal +1 Insight +1 Nature +1 Perception +6 Charisma Bluff +0 Diplomacy +0 Intimidate +2 Streetwise +0 Defenses Other Statistics Action Point (free extra action) Hit Points (bloodied at 12 ) 24 Healing Surges (regain 6 HP) Traits Armor Class 16 Swift Charge: Charge with a +2 bonus to speed. Fortitude 14 Reflex 15 Will 13 Initiative +4 Speed 6* Skirmishing Leader: When an ally spends an Action Point, they can shift 1 before or after their extra action. Kyoshi Resilience: Gain 5 temp HP the first time you re bloodied in an encounter. Kyoshi Disciplines: Your disciplines have move and standard actions that you can use in any order. You cannot use more than one different discipline in a round.

10 Tactics: You want to get close to a couple enemies, and whatever technique you use let loose with Fan Flurry. Spinning Leopard is incredible in situations with several enemies bunched up, and Savage Wind is an excellent tactical power. Don t forget your traits! They ll make a difference. Out of combat, you re basically a ninja. Infiltration is somewhat of a specialty. Use history to recall tactics and precedents. Let the firebender do your convincing for you. Standard Attacks M Fan Strike Target: One creature Attack: 1d vs AC Hit: 1d8 + 3 damage R Shuriken Ranged 6/12 Target: One creature Attack: 1d vs AC Hit: 1d4 + 4 damage Disrupting Advance Target: One creature Attack: 1d vs AC Hit: 2d8 + 4 damage. Push the target 2 squares. The target and each enemy adjacent at the end of the push are slowed until the end of your next turn. Utility Furious Assault Free Action Trigger: You hit an enemy with an attack. Effect: The attack deals 1d8 extra damage. Second Wind Effect: You spend a healing surge and regain 6 HP. Until the start of your next turn, you gain a +2 bonus to all defenses. Kyoshi Disciplines Dragon s Tail Target: One creature Attack: 1d vs Fort Hit: 1d6 + 4 force damage. Knock the target prone. Move Action Effect: Swap positions with an adjacent ally or prone enemy. Five Storms Close burst 1 Target: Ea enemy in burst Attack: 1d vs Reflex Hit: 1d8 + 4 damage. Move Action Effect: Shift 2 squares. Call up the Savage Wind Close blast 3 Target: Ea creature in blast Attack: 1d vs Fort Hit: 1d8 + 4 damage. Effect: Slide each target 1 square. Move Action Effect: Move your speed, ignoring difficult terrain. Special Attacks Fan Flurry Free Action (1/round) Melee 1 Target: One creature Trigger: You hit with an attack during your turn. Effect: 6 damage. If the target wasn t hit by the triggering attack, deal 8 damage. Spinning Leopard Maneuver Daily Effect: Shift your speed. Make this attack once against each enemy you move adjacent to during the shift. Target: One enemy Attack: 1d vs Reflex Hit: 2d6 + 4 damage. Miss: Half damage.

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