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- Avatar the last Airbender
- The gang has gone searching for an ancient air temple that Aang has never heard of, on the word a trader from the fire nation. The story is that the temple is still inhabited by living air nomads who managed to avoid the war by hiding away.
- Avatar Aang 100 HP 15 AC
- The protagonist of the original series, and in it, the current Avatar, a being who exists through reincarnation to maintain world balance. A reluctant hero, Aang often acts in a fun-loving, carefree manner. His pacifist and vegetarianism demonstrates his love for life, a primary trait of Buddhism. Aang tries to "defeat enemies with his wits" and is a "trickster hero". Though Aang is often frivolous and enthusiastic, he becomes serious during a crisis.
- In the original series, Aang is rescued from a century of suspended animation by Katara and Sokka. Having already mastered his native Airbending, Aang learns Waterbending at the North Pole in Book One and continues his instruction from Katara in the rest of the series, Earthbending from Toph in Book Two, and Firebending from Zuko in Book Three. Throughout the series, Aang comes to the aid of Water Tribes and Earth Kingdom oppressed by the Fire Nation.
- Aang is the master of all 4 elements, and can cast spell of any element up to 3rd level as an at-will.
- Aang is best with his original air spells, and has one air spell slot for levels 4-9.
- Aang can invoke the avatar state with great personal effort, allowing him to cast any elemental spell as an at-will.
- STR +0
- DEX +4
- CON +2
- INT +3
- WIS +5
- CHA +3
- Katara 80 HP 11 AC
- Aang's best friend and eventual girlfriend. In the original series, she had mastered the art of waterbending at the end of Book One, and therefore began teaching Aang the art alongside his study of earthbending in Book Two. Katara is known for resisting gender stereotypes; but acts as den mother to the other protagonists. As a waterbender, she is able to heal injuries, change water into ice, and use it to cut through solid objects. She is known to become enamored easily, and is often angered by treachery or dishonesty.
- Katara is a master waterbender, and can cast any water spells up to 4th level as an at-will.
- Katara can cast more powerful water spells with enough of her daily energy, giving her 2 water spell slots for levels 5-7, and 1 water spell slot for 8-9.
- Under the light of a full moon, Katara can blood bend.
- STR +1
- DEX +2
- CON +3
- INT +4
- WIS +4
- CHA +4
- Sokka 120 HP 14 AC
- Sokka is a 15-year-old warrior of the Southern Water Tribe, and Katara's elder brother. With no bending power of his own, Sokka relies largely on a metallic boomerang, a blunt metal club, a machete, and later a black jian created from the metals of a meteorite. Surprisingly in an inhabitant of a mystical world, Sokka is an engineer and something of a jack-of-all-trades, in which respect he is easily able to understand the Fire Nation's advanced technology, and perfects the design of the hot air balloon. In addition, he is both heterodox and resourceful in his endeavors, and a source of comic relief throughout the series. Sokka was in love with the Northern Water Tribe princess Yue at the end of Book One and later shifted his affections to the Kyoshi Warriors' leader Suki in Books Two and Three.
- Sokka can attack with his boomerang or his jian.
- + 5 to hit 80/160, 2d10 bludgeoning, you have to wait for it to come back before you can throw a second time
- +10 to hit, 3d10 piercing damage.
- Sokka is skilled in all aspects of life, and adds a +5 bonus to any ability checks he does.
- When Sokka tells a joke that makes someone laugh, he feels inspired in his next check.
- STR +3
- DEX +3
- CON +4
- INT +3
- WIS +0
- CHA +5
- Toph Beifong 60 HP 15 AC
- Toph Beifong is a blind Earthbending grandmaster of the prestigious Bei Fong family in the Earth Kingdom.
- In the original series, Toph helps Aang master Earthbending after leaving her home. Toph is often sarcastic, direct, and confrontational; commonly depicted as the choleric and tomboy of the group. Though blind, Toph has the ability to "feel" vibrations in the earth, be it the presence of trees and buildings or the march of ants several meters away. Through this heightened sense, she can identify people's locations, their distance from her, and their physical build. This 'seismic sense' provides her with a distinct advantage when facing other Earthbenders in combat, as they characteristically require contact with the ground and extract rocks from their surroundings. As another result of her blindness, Toph has an acute sense of hearing, enabling her to recognize people by the sound of their voices and to eavesdrop on distant conversations. Unlike other Earthbenders, Toph has a distinct style of earthbending not based on Hung Gar but on the Southern Praying Mantis, featuring quick generation of energy and low kicks, to suit her small stature. Toph taught herself metalbending by manipulating the metals' impurities at the end of Book Two and throughout Book Three. She enjoys making blind jokes.
- Toph is a master earthbender, and can cast any earth spells up to 4th level as an at-will.
- Toph can cast more powerful earth spells with enough of her daily energy, giving her 2 earth spell slots for levels 5-7, and 1 earth spell slot for 8-9.
- Toph can also manipulate metal at-will.
- STR -2
- DEX +2
- CON +5
- INT +3
- WIS +2
- CHA +2
- Prince Zuko 100 HP 13 AC
- Prince Zuko is a central character: the primary antagonist of Book One, an anti-hero of Book Two, and a protagonist in Book Three. Throughout Book 1, he has a shaved head with ponytail. In Book 2, he cuts it off and grows his hair. In Book 3, his hair is shoulder length.
- When exiled, prior to the beginning of the series, by his father Fire Lord Ozai for forfeiting a duel therewith, Zuko believed that capturing the Avatar would regain his honor. In addition to his firebending, Zuko is proficient in the use of double broadswords wielded in his alter ego of the "Blue Spirit". Zuko's ancestry reflects his own anxieties, in that his paternal great-grandfather Fire Lord Sozin started the war while his maternal great-grandfather Avatar Roku attempted to prevent it. In Book One, Zuko fails many times to capture the Avatar, and in Book Two, Zuko and his Uncle Iroh earn further displeasure when they flee into the Earth Kingdom, where he befriends locals and goes so far as to rescuing them from corrupt Earth Army guards. When tempted by his sister Azula's offer of honor's restoration, he betrays his uncle to assist Azula's fight against the Avatar. In Book Three, Zuko eventually rejects his father Ozai's plans. After he learns the secret of Firebending with Aang from two dragons, he becomes Aang's Firebending teacher; helps Sokka rescue prisoners; assists Katara in confronting her mother's killer; and receives his uncle Iroh's forgiveness.
- Zuko is a master firebender, and can cast any fire spells up to 4th level as an at-will.
- Zuko can cast more powerful fire spells with enough of his daily energy, giving him 2 fire spell slots for levels 5-7, and 1 fire spell slot for 8-9.
- Zuko is exceptionally skilled at stealth, and gives the whole group a +3 bonus to stealth checks when he is leading them.
- STR +3
- DEX +5
- CON +2
- INT +1
- WIS +0
- CHA +0
- Spells:
- Earth:
- Mold Earth (Cantrip)
- Catapult (1st Level Attack, must throw earth)
- Earth Tremor(1st Level Attack)
- Maximilian’s Earthen Grasp (2nd Level Attack)
- Erupting Earth (3rd Level Attack)
- Stone Shape (4th Level)
- Transmute Rock (5th Level Attack)
- Wall of Stone (5th Level)
- Bones of the Earth (6th Level Attack)
- Investiture of Stone (6th Level)
- Move Earth (6th Level)
- Earthquake (8th Level Attack)
- Water:
- Shape Water (Cantrip)
- Ice Knife (1st Level Attack)
- Cure Wounds (1st Level Heal)
- Mass Healing Word (3rd Level Heal)
- Tidal Wave (3rd Level Attack)
- Wall of Water (3rd Level)
- Control Water (4th Level Attack)
- Ice Storm (4th Level Attack)
- Watery Sphere (4th Level)
- Cone of Cold (5th Level Attack)
- Mass Cure Wounds (5th Level Heal)
- Investiture of Ice (6th Level)
- Wall of Ice (6th Level)
- Abi Dalzim’s Horrid Wilting (8th Level Attack)
- Tsunami (8th Level Attack)
- Fire:
- Control Flames (Cantrip)
- Produce Flame (Cantrip Attack)
- Aganazzar's Scorcher (2nd Level Attack)
- Scorching Ray (2nd Level Attack)
- Fireball (3rd Level Attack)
- Lightning Bolt (3rd Level Attack)
- Wall of Fire (4th Level Attack)
- Immolation (5th Level Attack)
- Chain Lightning (6th Level Attack)
- Investiture of Flame (6th Level)
- Fire Storm (7th Level Attack)
- Meteor Swarm (9th Level Attack)
- Air:
- Gust (Cantrip)
- Dust Devil (2nd Level Attack)
- Gust of Wind (2nd Level)
- Warding Wind (2nd Level)
- Wind Wall (3rd Level Attack)
- Control Winds (5th Level)
- Investiture of Wind (6th Level)
- Wind Walk (6th Level)
- Whirlwind (7th Level Attack)
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