**Abilities** No increase in abilities of the base creature.
**Skills** The Avatar gains an additional bonus skill point per level that must be placed in a bending discipline's skill for every style he knows.
**Environment** Same as the base creature.
**Challenge Rating** Special
**Alignment** Usually good.
**Level Adjustment** Special
\pagebreakNum # Chapter 3 : Non-bender classes The non-bender classes are Chi-blocker, Fighter, Ranger, and Rogue. Ch-blocker is an added class, the other classes have small changes. Only the changes are listed in this section. ## Chi Blocker A lithe figure springs into sight. At first they appear to be an airbender dressed in fire nation colors, but they do not bend. Instead, with steps as light as air and fists as sharp as steel, they jump around their opponent like a rabbit-hound, and before you know it they're gone just as quickly. It takes more time to realize what just happened than it took to execute the move. By the time you realize it, it is far too late. Without more than a few light jabs, the chi blocker has taken out a half dozen men and women more than twice her size. Benders, fighters, monks or soldiers, they're all the same to her. Everyone shares the same nervous system whether you use it to bend water, earth, or tempered steel. Chi blockers have been trained from birth in everything from acrobatics to acupuncture. They've forgotten more about the human body than most ever learn, and use their knowledge to take down opponents with frightening ease. ### Chi Blocking You have been groomed from birth to learn the art of Chi-blocking. First your parents had you study feats of acrobatics and contortion, performing daily stretches and excercises to ensure you gained and reatined the necesary flexibility, strength, and control needed. Then you studied anatomy; learning the human body inside and out to know its weak points. After a brief foray into acupuncture and an overview of waterbending healing, you learned, beginign at the age of 10, the chi paths and points of the body; the places where our energy flows through us, where our nerves intersect, and how to use this information to incapacitate even the strongest of opponents. Chi-blocking is the ability to use small pointed jabs to incapacitate individuals in different ways. Simply put, you disrupt the flow of energy in the body. This can prevent people from using limbs by hitting nerves, or prevent benders from bending using a part of the body by hitting their chi points. Chi blockers also make excellent acupunturists, as they are taught how to insert needles into chi points in order to prevent prisoners from using bending. You never use weapons, as you have no need. By performing successful martial arts attacks, you render opponents limbs useless for the rest of battle instead of lowering their HP. \pagebreakNum
##### Chi Blocker
| Level | Proficiency Bonus | Features |
|:-----:|:-----------------:|:---------|
| 1st | +2 | Chi BLocking |
| 2nd | +2 | Surprise Attack |
| 3rd | +2 | Archetype feature |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Uncanny Dodge |
| 6th | +3 | ─ |
| 7th | +3 | Evasion |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Archetype Feature |
| 10th | +4 | Ability Score Improvement |
| 11th | +4 | Reliable Talent |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Archetype Feature |
| 14th | +5 | Empowered |
| 15th | +5 | ─ |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Archetype Feature |
| 18th | +6 | Elusive |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | ? |
### Rareified Art
Chi blocking is a rare art, and those that are to be taught must fit a certain profile, or must be raised to fit a certain profile. Light, flexible, acrobatic and athletic. Lithe but strong. You must be intelligent and confident, and unafraid of getting too close to your opponent when your only weapons are your fists.
There are very few people able to teach chi blocking. Mostly the art is passed down in families or through very elite warrior sects. The Kyoshi Warriors began chi blocking in the early 100s, but before that it was an art forgotten to everyone but the Fire Nation.
\columnbreak
### Creating a Chi Blocker
As you build your Chi Blocker, consider some important things: Where, how, and why did you receive your training? Were you scouted and recruited as a candidate or born or adopted into a family of Chi blockers? Were you trained specifically to Chi block as a way to carry on the art or as a way to serve your Nation?
What do you do with your skill now? A bounty hunter of dangerous benders? An assassin who knows how to incapacitate but only kill the intended target? Perhaps you have left chi blocking behind to utilize your other talents as an acrobat or an acupuncturist. Perhaps you've even taken up medicine to heal those with chronic ailments that permeate their daily lives.
#### Quick Build
You can make a Chi Blocker quickly by following these instructions. First, make Dexterity your highest ability score. Your next highest ability score should be Wisdom. Finally, choose a background suited to your character such as performer, assassin, bounty hunter, or healer. If you're not sure what to pick, choose ?.
\pagebreakNum
## Class Features
As a Chi Blocker, you gain the following class features.
#### Hit Points
**Hit Dice:** 1d8 per level
**Hit Points at 1st Level:** 8 + your Dexterity modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Dexterity modifier for every level after 1st
#### Proficiencies
**Armor:** Light
**Weapons:** None
**Tools:** Acupuncturists kit, Herbalist kit, Poisoner's kit **Saving Throws:** Dexterity, Wisdom **Skills:** Choose two from Acrobatics, Athletics, Medicine, Sleight of Hand, Stealth, Performance #### Equipment You start with the following equipment, including the equipment provided by your background: - Light armor - Bandages - An acupuncture kit or an herbalist's kit - An Entertainer's pack or an Explorer's pack
### Fighting Style Chi blockers practice hand-to-hand combat as well as chi blocking. At second level, you adopt a particular level of fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. #### Hung Gar (Earth Style) You choose to follow the art of Hung Gar, a martial art hailing from the North Eastern Earth Kingdom, and closely following the tenets of Earthbending. Hung Gar teaches self control and wisdom, with a focus on waiting for the right moment to strike. Like earthbending, there is a significant component of physical strength involved. #### Northern Shaolin (Fire Style) You choose to follow the art of Shaolin, a martial art hailing from the Fire Nation's Capital island, and closely following the tenets of Firebending. The most important philosophy in both Norhtern Shaolin and Firebending is Wu De, or martial ethics. It is the difference between honor and ignominy. #### Bagua (Air Style) You choose to follow the art of Bagua, a martial art hailing from the Nuns of the Western Air Temple, and closely following the tenets of Airbending. Bagua emphasizes circular movements and are known for their ability to flow like the airbenders. Like the wind and most natural forces, they follow the path of least resistance. \columnbreak #### Tai Chi (Water Style) You choose to follow the art of Tai Chi, a martial art hailing from the Northern Water Tribe originally, and closely following the tenants of Waterbending. The push and pull of energy in a fight leads you to turn your opponents energy against them. ### Chi Blocking Starting at level 1, you have the ability to Chi block. You can only block those of equal or lower hp level to yourself. Chi blocking is the ability to render an opponents limbs useless for the rest of combat. In order to successfully execute a chi blocking maneuver, you must have a limb targeted, and sucseed in a contest of Dexterity with advantage. If you do not sucsseed, they succesfully block you, and the fight continues. Humans who have been chi blocked cannot perform with that limb, and attack at disadvantage. Chi blocks wear off after one hour. You cannot chi block spirits or animals. ### Surprise Attack Given the rarity of Chi blockers, they come as a surprise in combat. Starting at 2nd level, the first time you encounter any human opponent or group of opponents you gain the element of surprise against the first two opponents. ### Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: x, y, or z, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and again at 9th, 13th, and 17th level. ### Ability Score Improvement W hen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certian area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. \pagebreakNum ### Empowered Starting at level 14, you have acquired greater flexibility. You gain proficiency in Strength saving throws. ### Elusive Beginning at level 18, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. ### At 20th level, ## Archetypes Chi Blockers have many features in common, including their emphasis on perfecting their skills, their precise and non-lethal approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the chi blocker archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques. ### Hunter of Man Your focus is on the hunt of a single person, and generally on their safe retrieval. You don't care about others safety, necessarily, and you wont kill when you have other tools at your disposal. But if it suits your goals more #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. #### Assassinate At level 3, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. #### Infiltration Expertiese Starting at level 9, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. #### ? At level 13, #### Death Strike At level 17, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. ### Healer Your focus has shifted to supporting others, using your skills to incapacitate to instead repair. Through your inside-out knowledge of the human nervous systems and musculature, you heal chronic ailments and provide therapy for injuries. You have not, however, taken the traditional healer's oath to help all and do no harm. You have the freedom to be as biased as you want with your skills, and nothing is stopping you from persuing paths outside of healing as well. #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the Herbalists kit and the Acupuncturists kit. #### Starting at level 3, you know advanced first aid and gain advantage on all medicine checks. #### Physical Therapy At level 9 you learn physical therapy, and can spend time healing injuries by rolling 1d6 per your level. You can also end chi blocks and other forms of paralysis. This takes 30 minutes out of combat, or 1 turn during combat for half of the healing (rounded up). #### Acupuncture Starting at level 13 you learn the art of acupuncture. You can use this to heal any effects, and to insert needles, held in place with tape, into chi points in order to effectively 'shut off' someones bending ability until the needles are removed. This cannot be performed during combat. #### Heal Chi At level 17, your mastery of chi is so complete you can restore people's chi. For fire, air, and waterbenders, you can completely restore chi in 10 minutes. You can also restore ability traits to their full potential. \pagebreakNum # Chapter 4 : Character Details ## Inspiration \pagebreakNum ## Roll your Character Lacking in inspiration? want the dice to choose for you? Look no further! simply roll according to these tables and let fate decide your, well, fate. | d8 | Class | |:---:|:---| |1| Airbender | |2| Chi Blocker | |3| Earthbender | |4| Fighter | |5| Firebender | |6| Ranger | |7| Rogue | |8| Waterbender | Once you've rolled for a class, follow the quick build instructions for that class. Then check below for your resulting hometown. If the story takes place before the existence of the United Republic of Nations, assume you are from the North-western Earth Kingdom or the Fire Nation colonies, depending on when the campaign takes place. Talk to your Game Master about the the timing of your campaign. ### Airbender |d4| Home Temple | |:---:|:---| |1| Northern Air Temple | |2| Southern Air Temple | |3| Eastern Air Temple | |4| Western Air Temple | ### Earthbender |d?| Hometown | |:---:|:---| |1| Ba Sing Se, Upper Ring | |2| Omashu | |3| Gaoling | |4| Southern Earth Kingdom | |5| Western Earth Kingdom | |6| Northern Earth Kingdom | |7| Eastern Earth Kingdom | |8| United Republic of Nations | ### Firebender |d?| Hometown | |:---:|:---| |1| Caldera City | |2| Capitol Island | |3| | |4| | |5| Outer Islands | |6| United Republic of Nations | ### Waterbender |d4| Hometown | |:---:|:---| |1| Northern Water Tribe | |2| Southern Water Tribe | |3| Foggy Swamp Tribe | |4| United Republic of Nations | ### Non-bender Classes |d4| Home Nation | |:---:|:---| |1| Earth Kingdom | |2| Fire Nation | |3| Water Tribes| |4| United Republic of Nations | \pagebreakNum
## Backgrounds
Backgrounds are a general description of your characters history and what benefits they have gained from that. Keep in mind that if your character is very young or sheltered they may have n background, or they may not receive benefits from their background. Talk with your game master about your character's history and what that means for their background. Existing DND backgrounds are allowed at the DM's discretion. These are backgrounds added or edited for *Avatar the Last RPG*.
| Background | Feature | Skill Proficiencies | |:----------------------|:------------------------|:--------------------------| | Air Acolyte | Shelter of the Faithful | Insight, Religion | | | Dai Li Agent | Brainwash | Investigation, Persuasion | | | Earth Cleric | Reasearcher | Insight, Religion | | | Earth Kingdom Royalty | Position of Privilege | Persuasion, History | | | Fire Sage | Researcher | Arcana, History | | | Herbalist | Medical Professional | Nature, Medicine | | | Kyoshi Warrior | Regard | Athletics, Intimidation | | | Soldier | Military Rank | Athletics, Intimidation | | | Rumble Wrestler | Ring Name | Athletics, Performance | | | Water Shaman | Commune with Spirits | Arcana, Religion | | | Water Tribesman | Tradition | Choose three from Nature, Stealth, Animal Handling and Survival | | | White Lotus Memner | ? | ? | |
\pagebreakNum
## Air Acolyte
The Air Acolytes are an order of monks and nuns who reside on Air Temple Island and in the four original air temples. Though most of them are not airbenders, they preserve and practice the teachings, culture, and traditions of the Air Nomads as taught to them by Avatar Aang. The Air Acolytes were founded in 101 AG from the members of the Official Avatar Aang Fan Club. Aang himself taught the members of the group the ways of the Air Nomads and christened them the "Air Acolytes." Although the Air Acolytes carry on many of the traditions of the Air Nomads, they do not observe the practice of gender segregation to the same extent, as while they have separate areas for personal use, both males and females inhabit each air temple.| Background | Feature | Skill Proficiencies | |:----------------------|:------------------------|:--------------------------| | Air Acolyte | Shelter of the Faithful | Insight, Religion | | | Dai Li Agent | Brainwash | Investigation, Persuasion | | | Earth Cleric | Reasearcher | Insight, Religion | | | Earth Kingdom Royalty | Position of Privilege | Persuasion, History | | | Fire Sage | Researcher | Arcana, History | | | Herbalist | Medical Professional | Nature, Medicine | | | Kyoshi Warrior | Regard | Athletics, Intimidation | | | Soldier | Military Rank | Athletics, Intimidation | | | Rumble Wrestler | Ring Name | Athletics, Performance | | | Water Shaman | Commune with Spirits | Arcana, Religion | | | Water Tribesman | Tradition | Choose three from Nature, Stealth, Animal Handling and Survival | | | White Lotus Memner | ? | ? | |
**Skill Proficiencies:** Insight, Religion **Tool Proficiencies:** See Artisan Chart, plus Navigator's Tools **Languages:** Two of your choice **Equipment:** Air Acolyte Robes, incense, a sacred relic, one set of artisans tools of for your chosen tool proficiency, navigator's tools, and a coin pouch containing the equivalent of 10 gp of the nearest currency to your air temple.
**Artisan Acolyte:** Monks and Nuns have an artisan or other tool proficiency in order to serve the temple. |d6|Craft| Tool Proficiency | |:---:|:---|:---| |1| Wood Carving | Woodcarver's Tools | |2| Stone Carving | Mason's Tools | |3| Weaving | Weaver's Tools | |4| Spinning | Spinner's Tools | |5| Dyes | Herbalism Kit | |6| Calligraphy | Calligrapher's Supplies | |7| Mechanics | Tinker's Tools | |8| Cartography | Cartographer's Tools | **Shelter of the Faithful:** As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your spirit. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen spirit, and you have a residence there. While near your temple, you can call upon the monks, nuns, and other acolytes for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
**Suggested Characteristics:** Acolytes are shaped by their experience in temples. Their study of the history and tenets of their faith and their relationships to temples affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Air nomads hold all life sacred, from the largest badgermole to the smallest spiderfly. Air Acolytes hold the preservation and continuation of Air nomad culture as their highest calling. |d8| |Personality trait| |:---:|:---:|:----| |1| |I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.| |2| |I can find common ground between the fiercest enemies, empathizing with them but always working toward peace.| |3| |I see omens in every event and action. The spirits try to speak to us, we just need to listen.| |4| |Nothing can shake my optimistic attitude.| |5| |I quote (or misquote) sacred texts and proverbs in almost every situation.| |6| |I am tolerant (or intolerant) of others lack of faith and respect (or condemn) the lack of respect for spirits.| |7| |I’ve enjoyed fine food, drink, and comfort within my temple’s safety. Rough living grates on me.| |8| |I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.| |d6|ideal| |:---:|:----| |1|Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)| |2|Charity. I always try to help those in need, no matter what the personal cost. (Good)| |3|Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)| |4|Leadership. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)| |5|Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)| |6|Aspiration. I seek to prove myself worthy of the spirit’s favor by matching my actions against his or her teachings.| |d6|bond| |:---:|:----| |1|I would die to recover an ancient relic of my faith that was lost long ago.| |2|I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.| |3|I owe my life to the monk/nun who took me in when my parents died.| |4|Everything I do is for the common people.| |5|I will do anything to protect the temple where I served.| |6|I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.| |d6|flaw| |:---:|:----| |1|I judge others harshly, and myself even more severely.| |2|I put too much trust in those who wield power within my temple’s hierarchy.| |3|My piety sometimes leads me to blindly trust those that profess the same.| |4|I am inflexible in my thinking.| |5|I am suspicious of strangers and expect the worst of them.| |6|Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.| \pagebreakNum ## Dai Li Agent The Dai Li is the secretive and elite police force of Ba Sing Se who work to capture, interrogate, and imprison political dissidents. The organization was founded by Avatar Kyoshi with the aim of "protecting the cultural heritage of Ba Sing Se", effectively protecting the Earth King's interest against subversive individuals and groups. The Dai Li became corrupt over time and did not fulfill the purposes proposed and intended by its founder. After 79 AG, Grand Secretariat Long Feng was able to conspire with the Dai Li and effectively rule Ba Sing Se, reducing the position of the Earth King to nothing more than a figurehead. After the war, however, they regained the trust of the Earth Kingdom's government and began to serve again as the monarchy's secret police, only this time with direct loyalty to the crown itself.
**Skill Proficiencies:** Intimidation, Athletics **Tool Proficiencies:** See Role chart below **Languages:** Earth Kingdom Northern and Coastal **Equipment:** Dai Li Shackles
**Infamy** All Dai Li agents, regardless of role, have infamy. You have a past association which people can recognize (special tattoo, prominent sigil on equipment, or recognized by a witness). You add double your proficiency bonus to any Intimidate checks toward anyone who is aware of your past.
|d8| Role | Additional Proficiencies | |:---:|:---:|:----| |1| Research and Development | Tinkerer's kit | |2| Investigation | Investigation | |3| Extraction | Vehicle (land) | |4| Negotiation | Persuasion | |5| Covert Ops | Disguise Kit and Forgery Kit | |6| Royal Guard | Passive Perception | |7| Monitoring | Passive Perception | |8| Brainwashing | Brainwashing (see below)|
**Brainwash** Dai Li agents whos role was brainwashing have the ability to erase memories, so long as they have a lantern, a dark room, a restrained target, and time. Roll a 3d6 to determine how many hours it takes to complete a brainwashing (each d6 represents one session of brainwashing, with a break in between each). After memories are removed, it is possible to then implant ideas into a victims head. roll one more d6 to determine how many hours this takes.
**Suggested Personality Traits** Dai Li agents are recruited specifically for traits like ruthlessness, a lack of sentimentality, loyalty, and often some degree of psychopathy. |d8| Personality Trait| |:---:|:---| |1| I'm always looking to improve efficiency.| |2| I look out for myself. Eveyone else is on their own. | |3| I never forget an insult against me.| |4| I'm enthusiastic about everything the Dai Li do.| |5| I'm critical of monarchies and believe that the Dai Li should go back to running things.| |6| I'm critical of the Dai Li and believe they shouldn't hold secret power.| |7| |8| |d6| Ideal| |:---:|:---| |1|Common Good. The Dai Li serves a vital function, and its success will help everyone. (Good)| |2|Tradition. I uphold the traditions of my kingdom and bring honor to my family. (Lawful)| |3|Innovation. Abandon old traditions and find better ways to do things. (Chaotic)| |4|Power. I want to ensure the prosperity of the Dai Li and wield its power myself. (Evil)| |5|Discovery. I want to learn all I can, both for the Dai Li and for my own curiosity. (Any)| |6|Loyalty. I am loyal to my superiors, no matter what. (Any)| |d6| Bond| |:---:|:---| |1|The Dai Li is my only family. I would do anything for it.| |2|I love someone from a criminal background, but the relationship is forbidden.| |3|Someone I love was brainwashed by someone in the Dai Li, and I will have revenge.| |4|I don't care about the Dai Li as a whole, but I would do anything for my old mentor.| |5| The Dai Li must evolve, and I'll lead the evolution.| |6|I'm determined to impress the leaders of the Dai Li, and to become a leader myself.| |d6| Flaw| |:---:|:---| |1|I'm fixated on following official protocols.| |2|I'm obsessed with conspiracy theories and worried about secret societies and hidden spirits.| |3|My moral compass is easily swayed by bribes.| |4|My secret could get me brainwashed by the Dai Li and removed from service.| |5|I disagree with the Dai Li's methods and goals, yet I obey orders anyway.| |6|I'm working for a hidden faction within the Dai Li that gives me secret assignments.| \pagebreakNum ## Earth Cleric The Earth Kingdom cleric were a collective of prominent elders who held significant authority over the Earth Kingdom during the late 4th and early 3rd centuries BG. By this point, many in the larger cities have discarded their spiritual roots and instead become de facto officials, exerting political influence over the nation, though those in more rural areas tend to stick to their spiritual roots.
**Skill Proficiencies:** Choose two from Insight, Religion, or History **Tool Proficiencies:** None **Languages:** Two of your choice **Equipment:** A holy symbol (a gift to you when you entered the priesthood), vestments, a set of common clothes, A leather-bound diary, a bottle of ink, an ink pen, and a belt pouch containing 15 ek gp
**Researcher** When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
**Speciality** To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. |d8|Field of Study| |:---:|:---:| |1| Historian | |2| Astronomer | |3| Discredited Academic | |4| Librarian | |5| Meteorologist | |6| Researcher | |7| Apprentice | |8| Scribe | **Suggested Characteristics** Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. |d8| Personality Trait| |:---:|:---| |1| I use polysyllabic words that convey the impression of great erudition. | |2| I've read every book in the world's greatest libraries—or I like to boast that I have. | |3| I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. | |4| There's nothing I like more than a good mystery. | |5| I'm willing to listen to every side of an argument before I make my own judgment. | |6| I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. | |7| I am horribly, horribly awkward in social situations. | |8| I'm convinced that people are always trying to steal my secrets and are out to assassinate me. | |d6| Ideal | |:---:|:---| |1| Knowledge. The path to power and self-improvement is through knowledge. (Neutral) | |2| Beauty. What is beautiful points us beyond itself toward what is true. (Good) | |3| Logic. Emotions must not cloud our logical thinking. (Lawful) | |4| No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) | |5| Power. Knowledge is the path to power and domination. (Evil) | |6| Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) | |d6| Bond | |:---:|:---| |1| It is my duty to protect my students. | |2| I have an ancient text that holds terrible secrets that must not fall into the wrong hands. | |3| I work to preserve a library, university, scriptorium, temple, or monastery. | |4| My life's work is a series of tomes related to a specific field of lore. | |5| I've been searching my whole life for the answer to a certain question. | |6| I sold my soul for knowledge or power. I hope to do great deeds and win it back. | |d6| Flaw | |:---:|:---| |1| I am easily distracted by the promise of information. | |2| Most people scream and run when they see a spirit. I stop and take notes. | |3| Unlocking an ancient mystery is worth the price of a civilization. | |4| I overlook obvious solutions in favor of complicated ones. | |5| I speak without really thinking through my words, invariably insulting others. | |6| I can't keep a secret to save my life, or anyone else's. | \pagebreakNum ## Earth Kingdom Royalty You are technically in line for your cousin's throne, but you're something like 42nd in line, so you tend to get all the benefits of being royalty without the power or responsibility. You understand wealth, power, and privilege. You carry a noble title, and your immediate family owns land, collects taxes, and wields some political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. How much influence does your family wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? How do you feel about your position in the line of succession?
**Skill Proficiencies:** History, Persuasion **Tool Proficiencies:** One type of gaming set **Languages:** Earth Kingdom Northern **Equipment:** A set of fine clothes, a signet ring, a scroll of pedigree
**Position of Privilege:** Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
**Suggested Characteristics** Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. |d8| Personality Trait | |:---:|:---| |1|My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.| |2|The common folk love me for my kindness and generosity.| |3|No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.| |4|I take great pains to always look my best and follow the latest fashions.| |5|I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.| |6|Despite my noble birth, I do not place myself above other folk. We all have the same blood.| |7|My favor, once lost, is lost forever.| |8|If you do me an injury, I will crush you, ruin your name, and salt your fields.| |d6| Ideal| |:---:|:---| |1|Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)| |2|Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)| |3|Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)| |4|Power. If I can attain more power, no one will tell me what to do. (Evil)| |5|Family. Blood runs thicker than water. (Any)| |6|Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)| |d6| Bond| |:---:|:---| |1|I will face any challenge to win the approval of my family.| |2|My loyalty is to no one but myself.| |3|Nothing is more important than the other members of my family.| |4|I am in love with the heir of a family that my family despises.| |5|My loyalty to my sovereign is unwavering.| |6|The common folk must see me as a hero of the people.| |d6| Flaw| |:---:|:---| |1| I secretly (or not) believe that everyone is beneath me.| |2| I hide a truly scandalous secret that could ruin my family forever. | |3| I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.| |4| I have an insatiable desire for carnal pleasures.| |5| In fact, the world does revolve around me.| |6| By my words and actions, I often bring shame to my family.| \pagebreakNum ## Fire Sage Fire Sages, like spiritual leaders across all nations, are meant to serve the avatar first and the Fire Nation second. They serve their country in all manner of ways, from being the keepers of knowledge in the Nation, to performing coronations and other ceremonies, to studying the skies for warnings of approaching tropical storms.
**Skill Proficiencies:** Arcana, History **Languages:** Fire Nation Court and Common **Equipment:** A bottle of black ink, a quill, a writing brush, a sheaf of blank parchment, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes and a set of formal robes
**Researcher** When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, temple, university, or a sage, cleric, priest, or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
**Speciality** To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. |d8|Field of Study| |:---:|:---:| |1| Historian | |2| Astronomer | |3| Discredited Academic | |4| Librarian | |5| Meteorologist | |6| Researcher | |7| Apprentice | |8| Scribe | **Suggested Characteristics** Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. |d8| Personality Trait| |:---:|:---| |1| I use polysyllabic words that convey the impression of great erudition. | |2| I've read every book in the world's greatest libraries—or I like to boast that I have. | |3| I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. | |4| There's nothing I like more than a good mystery. | |5| I'm willing to listen to every side of an argument before I make my own judgment. | |6| I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. | |7| I am horribly, horribly awkward in social situations. | |8| I'm convinced that people are always trying to steal my secrets and are out to assassinate me. | |d6| Ideal | |:---:|:---| |1| Knowledge. The path to power and self-improvement is through knowledge. (Neutral) | |2| Beauty. What is beautiful points us beyond itself toward what is true. (Good) | |3| Logic. Emotions must not cloud our logical thinking. (Lawful) | |4| No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) | |5| Power. Knowledge is the path to power and domination. (Evil) | |6| Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) | |d6| Bond | |:---:|:---| |1| It is my duty to protect my students. | |2| I have an ancient text that holds terrible secrets that must not fall into the wrong hands. | |3| I work to preserve a library, university, scriptorium, temple, or monastery. | |4| My life's work is a series of tomes related to a specific field of lore. | |5| I've been searching my whole life for the answer to a certain question. | |6| I sold my soul for knowledge or power. I hope to do great deeds and win it back. | |d6| Flaw | |:---:|:---| |1| I am easily distracted by the promise of information. | |2| Most people scream and run when they see a spirit. I stop and take notes. | |3| Unlocking an ancient mystery is worth the price of a civilization. | |4| I overlook obvious solutions in favor of complicated ones. | |5| I speak without really thinking through my words, invariably insulting others. | |6| I can't keep a secret to save my life, or anyone else's. | \pagebreakNum ## Herbalist flavortext
**Skill Proficiencies:** Nature, Medicine **Tool Proficiencies:** Herbalism kit, Poisoner's kit **Languages:** **Equipment:** An herbalism kit, a merchant’s scale, a set of common clothes, and a belt pouch containing 10 gp
**Medical Professional:** You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment — even if protocol would normally prevent you from doing so — simply by agreeing to offer your assistance. By spending a few moments examining a chemical — a vial of liquid, a packet of ground powder, or the like — you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.
**Suggested Characteristics** Herbalists are defined by their attention to detail. Because so many of the illnesses they treat often have similar symptoms, they are careful about the things they say and the questions they ask, always looking to gather precise and accurate information. They tend towards cleanliness and organization, as they need to keep their tools sterile and their supplies ready at all times. | d8 | Personality Trait | |:---:|:---| | 1 | I distance myself from everyone, even those I care about. | | 2 | I keep all of my possessions meticulously clean, and I hate any kind of filth. | | 3 | I am honest to a fault; knowing all of the information is the only way to make an accurate diagnosis. | | 4 | I make incredibly poor jokes in an attempt to put others at ease. | | 5 | I talk down to others when speaking on a field I believe myself to be knowledgeable in. | | 6 | I present everything I say as a guess or estimate so that I don’t look bad if it turns out to be wrong. | | 7 | It seems like I always try to strike up a conversation at the worst possible moment. | | 8 | I set very high standards for myself, and expect others to follow my example. | | d6 | Ideal | |:---:|:---| | 1 | Aid. Every sick or wounded person deserves my help, regardless of the life they lead. (Good) | | 2 | Control. By deciding who lives and who dies, I can shape the world to my liking. (Evil) | | 3 | Loyalty. It is my duty to treat those to whom I have sworn allegiance. (Lawful) | | 4 | Efficiency. I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral) | | 5 | Prevention. Stopping the spread of sickness is better than treating it. (Any) | | 6 | Research. In order to treat patients effectively, we must understand the maladies afflicting them. (Any) | | d6 | Bond | |:---:|:---| | 1 | I share my discoveries with my fellow Herbalists, to further the goals of our trade. | | 2 | I give my aid to those who protect my country and my ruler. | | 3 | Many medicinal reagents are rare or hard to find; those who secure them deserve respect. | | 4 | I seek a cure to a mysterious disease that afflicts one of my loved ones. | | 5 | I wish to prove that “mundane” healing is just as viable as bending. | | 6 | I work closely with a group that aims to eliminate a particular disease from existence. | | d6 | Flaw | |:---:|:---| | 1 | I use unproven treatments on my patients without their knowledge. | | 2 | I refuse to give aid to those of a certain race or nationality, no matter how desperately they need it. | | 3 | If a disease is particularly deadly, I refuse to treat it out of fear for my own health. | | 4 | Memories of a horrible plague that I failed to cure still haunt me to this day. | | 5 | The sight of blood makes me queasy, and I can only treat those who have no external wounds. | | 6 | I am only interested in the ailments my patients suffer from, not the people themselves. | \pagebreakNum ## Kyoshi Warrior You hail from one of the villages on Kyoshi island, and have been training since your not-so-distant youth to be a member of the elite all-female kyoshi warriors.
**Skill Proficiencies:** Athletics, Intimidation **Languages:** Two of your choice, but one must be either Earth Coastal or Southern Water Tribe **Equipment:** Pair of metal Kyoshi's War Fans, Warpaint, and Kyoshi Warrior Armor
**Warrior's Regard:** The Kyoshi Warriors have become well known for their part in the war and in the rebuilding that followed. You receive shelter and succor from former residents of Kyoshi and those who are sympathetic to its cause. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed warrior, or those who support the order helping to smuggle a warrior out of town when he or she is being hunted unjustly.
**Suggested Characteristics** Use the tables for the soldier background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Kyoshi Warrior. Your bond almost always involves the Kyoshi Warriors (or at least key members of it) or Kyoshi Island itself, and it is highly unusual for a Warrior's ideal not to reflect the agenda, sentiment, or philosophy of the Kyoshi Warrior's or Kyoshi herself. \pagebreakNum ## Soldier flavor text
**Skill Proficiencies:** Athletics, Intimidation **Tool Proficiencies:** One type of gaming set, vehicles (land) **Languages:** Fire Nation Standard or one Earth Kingdom language **Equipment:** An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of Fire Nation Fire Resistant Armor or Set of Earth Kingdom Engineered Armor (both med) and one Fire Nation Sword or Earth Kingdom Hammer
**Military Rank** You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
**Specialty** During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: |d8|Specialty| |:---:|:---| |1|Officer| |2|Scout| |3|Infantry| |4|Cavalry| |5|Healer| |6|Quartermaster| |7|Standard-bearer| |8|Support Staff (cook, blacksmith, etc)| **Suggested Characteristics** The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. |d8|Personality Trait| |:---:|:---| |1| I'm always polite and respectful.| |2| I'm haunted by memories of war. I can't get the images of violence out of my mind.| |3| I've lost too many friends, and I'm slow to make new ones.| |4| I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.| |5| I can stare down an angry spirit without flinching.| |6| I enjoy being strong and like breaking things.| |7| I have a crude sense of humor.| |8| I face problems head-on. A simple, direct solution is the best path to success.| |d6| Ideal | |:---:|:---| |1| Greater Good. Our lot is to lay down our lives in defense of others. (Good)| |2| Responsibility. I do what I must and obey just authority. (Lawful)| |3| Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)| |4| Might. In life as in war, the stronger force wins. (Evil)| |5| Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)| |6| Nation. My city, nation, or people are all that matter. (Any)| |d6| Bond | |:---:|:---| |1| I would still lay down my life for the people I served with.| |2| Someone saved my life on the battlefield. To this day, I will never leave a friend behind.| |3| My honor is my life.| |4| I'll never forget the crushing defeat my company suffered or the enemies who dealt it.| |5| Those who fight beside me are those worth dying for.| |6| I fight for those who cannot fight for themselves.| |d6| Flaw | |:---:|:---| |1| The monstrous enemy we faced in battle still leaves me quivering with fear.| |2| I have little respect for anyone who is not a proven warrior.| |3| I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.| |4| My hatred of my enemies is blinding and unreasoning.| |5| I obey the law, even if the law causes misery.| |6| I'd rather eat my armor than admit when I'm wrong.| \pagebreakNum ## Rumble Wrestler flavortext
**Skill Proficiencies:** Athletics, Performance **Tool Proficiencies:** Disguise Kit **Languages:** Earth Kingdom Coastal and/or EK Northern **Equipment:** A costume, a trinket (such as a title belt, ornate sash, badge, or trophy) from a gladiatorial competition that you won, an unusual weapon (such as a net, scimitar, or trident), and a purse containing 15 gp.
**Ring Name:** Your skill as a gladiator has brought your fame (or infamy) and you are known widely by a ring name – a moniker that protects your true identity. This ring name may be a fictional first name and surname, a nickname (“Jumbo Joe”), or a descriptive title (“The Brutal Barbarian”). Many gladiators develop this ring name into a full-blown stage persona, including gimmicks and exaggerated quirks which make their performance more exciting and more memorable. You are encouraged to work with your DM to flesh out the details of this persona. Your ring name functions effectively as a second identity. You may not be recognized while wearing normal clothing, and travelling under your real name, but people far and wide will recognize you and treat you accordingly when you are wearing your costume and being called by your stage name. Fans may shower you with gifts and provide you food and a place to sleep. However, you are also likely to be challenged by opportunists hoping to become famous by defeating you.
**Suggested Characteristics** Gladiators are generally outspoken and prideful even to the point of boasting. However, their true personality may be quite different than the character they play in the arena. |d8|Personality Trait| |:---:|:---| |1| You strongly dislike one type of wild beast (bears, wolves, lions, etc.) that you once faced in combat. | |2| You try to infuse your actions with a theatrical flourish, but will never admit that your showmanship is anything but genuine. | |3| You only ever speak about yourself in the third person. | |4| You have a short catch phrase which you try to use in battle (and sometimes in conversation) whenever possible. | |5| You insist that others always (or never) call you by your ring name and will correct them whenever they do otherwise. | |6| You pretend to be from a foreign land even though you actually grew up nearby (or vice versa). | |7| You often use large, important sounding words when speaking, even if you don’t always know what the words actually mean. | |8| You are prone to telling stories of your past arena combats, even to people who have heard the same stories many times before. | |d6|Ideal| |:---:|:---| |1| Freedom. Now that I have gained my independence, I will never submit again. | |2| Championship. I turn everything I do into a competition and I always strive to win. | |3| Exaltation. The roar of the crowd chanting my name is all I need to be reinvigorated. | |4| Justice. Every man must pay for their bad deeds – but I will make those who have hurt me pay for their deeds before it comes time to pay for mine. | |5| Comradery. I treasure the friendship and fraternity of my fellow gladiators above all else. | |6| Anonymity. I have grown tired of fame and fighting and wish now to put my past behind me. | |d6|Bond| |:---:|:---| |1| A foe that you once humiliated (or were humiliated by) in the arena has sworn vengeance against you (or you against them). | |2| You have sworn to oppose the person, organization, or government that forced you into the gladiatorial life. | |3| You have vowed to protect the family of a fellow gladiator that you once fought with (or against). | |4| | |5| The organization or individual that sponsored your gladiatorial matches is now indebted to you for all the profit that your fights generated for them. | |6| | |d6|Flaw| |:---:|:---| |1| You have become so immersed in your gladiatorial persona that you now have a hard time separating yourself from it. | |2| You can be short-sighted and myopic, pursuing a single goal tenaciously, while overlooking other peripheral matters. | |3| You have a tendency to be unintentionally insulting or boastful. | |4| You sometimes overestimate your abilities due to years of theatrically manufactured success. | |5| You feel like a fraud and fear that your fans will discover that most of your victories were fixed. | |6| You have a hard time trusting people, feeling that everyone is always trying to use you in some way. | \pagebreakNum ## Water Shaman You serve as a mouthpiece and protector for the moon and the ocean spirits, Tui and La, and a spiritual guide for your respective nation. You live your life as a mediator, diviner, storyteller, healer, and psychopomp. Among your people you serve as a carrier of traditions and conduit of archaic wisdom.
**Skill Proficiencies:** Arcana, Religion **Equipment:**
**Commune with Spirits:** If confronted by a spirit, you can attempt to force the situation - treat this as a turn undead attempt. If successful, you have made a great display of respect and tradition, and the target is inclined to avoid attacking the group, or leave combat if it has begun. Communing only gives an opening. An intelligent spirit may give a chance to talk, a friendly spirit will be more helpful, and a hostile spirit may rethink a violent act. If the attempt would destroy creatures of a given CR, then instead the spirit is definitely helpful or flees. If you do not have the Channel Divinity class feature, you gain one Channel Divinity, only usable for Commune with Spirits.
**Suggested Characteristics:** Shamans are shaped by their experience in religious communities. Their study of the history and tenets of their faith and their relationships to spiritual centers affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Shamans of the Water Tribes look to the moon and oceans, and the push and pull that they hold in balance. With the idea of balance can come ideas of justice, an eye for an eye, or ideas of seperation, such as the North's history of strict gender roles. |d8| |Personality trait| |:---:|:---:|:----| |1| |I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.| |2| |I can find common ground between the fiercest enemies, empathizing with them but always working toward peace.| |3| |I see omens in every event and action. The spirits try to speak to us, we just need to listen.| |4| |Nothing can shake my optimistic attitude.| |5| |I quote (or misquote) sacred texts and proverbs in almost every situation.| |6| |I am tolerant (or intolerant) of others lack of faith and respect (or condemn) the lack of respect for spirits.| |7| |I’ve enjoyed fine food, drink, and comfort within my temple’s safety. Rough living grates on me.| |8| |I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.| |d6|ideal| |:---:|:----| |1|Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)| |2|Charity. I always try to help those in need, no matter what the personal cost. (Good)| |3|Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)| |4|Leadership. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)| |5|Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)| |6|Aspiration. I seek to prove myself worthy of the spirit’s favor by matching my actions against his or her teachings.| |d6|bond| |:---:|:----| |1|I would die to recover an ancient relic of my faith that was lost long ago.| |2|I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.| |3|I owe my life to the monk/nun who took me in when my parents died.| |4|Everything I do is for the common people.| |5|I will do anything to protect the temple where I served.| |6|I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.| |d6|flaw| |:---:|:----| |1|I judge others harshly, and myself even more severely.| |2|I put too much trust in those who wield power within my temple’s hierarchy.| |3|My piety sometimes leads me to blindly trust those that profess the same.| |4|I am inflexible in my thinking.| |5|I am suspicious of strangers and expect the worst of them.| |6|Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.| \pagebreakNum ## Water Tribesman Hailing from one of the Northern, Southern, or Foggy Swamp Tribes, your tribe is your family, and family sticks together.
**Skill Proficiencies:** Survival, Nature **Tool Proficiencies:** One type of musical instrument or artisan's tools **Languages:** Northern WT, Southern WT, or Earth Coastal **Equipment:** A hunting trap, a machete, spear, or club, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing the local equivalent of 10 ek gp
**Tribe Heritage:** You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.Additionally, you can call upon the hospitality of your people, and those allied with your tribe.
**Specialty** | d10 | | |:---:|:---| | 1 | Forester | | 2 | Trapper | | 3 | Homesteader | | 4 | Guide | | 5 | Exile or Outcast | | 6 | Tribal Nomad | | 7 | Hunter-Gatherer | | 8 | Tribal Marauder | | 9 | Warrior | | 10| Tribal Marauder | **Suggested Characteristics** Often considered rude and uncouth among civilized folk, Tribesmen have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most Water Tribesmen. | d8 | Personality Trait | |:---:|:---| |1| I'm driven by a wanderlust that led me away from home. | |2| I watch over my friends as if they were a litter of newborn pups. | |3| I once ran twenty-five miles without stopping to warn to my clan of an approaching enemy. I'd do it again if I had to. | |4| I have a lesson for every situation, drawn from observing nature. | |5| I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry ahklut. | |6| I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |7| I feel far more comfortable around animals than people. | |8| I was, in fact, raised by wolves. | |d6| Ideal | |:---:|:---| |1| Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | |2| Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) | |3| Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) | |4| Might. The strongest are meant to rule. (Evil) | |5| Nature. The natural world is more important than all the constructs of civilization. (Neutral) | |6| Glory. I must earn glory in battle, for myself and my clan. (Any)| |d6|Bond| |:---:|:---| |1| My family, clan, or tribe is the most important thing in my life, even when they are far from me. | |2| An injury to the unspoiled wilderness of my home is an injury to me. | |3| I will bring terrible wrath down on the evildoers who destroyed my homeland. | |4| I am the last of my tribe, and it is up to me to ensure their names enter legend. | |5| I suffer awful visions of a coming disaster and will do anything to prevent it. | |6| It is my duty to provide children to sustain my tribe. | |d6|Flaw| |:---:|:---| |1| I am too enamored of ale, wine, and other intoxicants. | |2| There's no room for caution in a life lived to the fullest. | |3| I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. | |4| I am slow to trust members of other races, tribes, and societies. | |5| Violence is my answer to almost any challenge. | |6| Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. | \pagebreakNum ## White Lotus Member As a White Lotus agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. **Skill Proficiencies:** Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction **Tool Proficiencies:** Pick any 1 **Languages:** Pick any 3 **Equipment:** Lotus Pai Sho tile, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
**Safe Haven:** As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
**Suggested Characteristics:** Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.) Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature. \pagebreakNum
# PART VI
##### Weapons and Equipment
# Weapons
### Airbender's Staff
*Two-Handed Simple Melee Weapon* *Air Nomad Weapon*
### **Damage:** 1d6/1d6
**Critical:** 20/x2
**Range Increment:** -
**Type:** Bludgeoning
**Weight:** 2 lbs
**Cost:** NA
### The Airbender Staff counts as a quarterstaff in terms of proficiency and weapon-based feats, and is always considered a masterwork weapon. The Airbender Staff can also unfold into a glider by pushing a simple lever in the side, allowing the airbender's ability to fly, though it doesn't grant any special benefits to non-airbenders. The Airbending Staff is included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms.The staff also grants a +1 to any Airbending checks made while wielding it, and affects airbending seeds in different ways (see the individual seeds for details). \columnbreak ### Battle Club *Simple Melee Weapon*
*Southern Water Tribe Weapon*
### **Damage:** 1d4
**Type:** Bludgeoning
**Weight:** 2 lb
**Cost:** 15 gp
### A weapon used in the Southern Water Tribe. Its base is carved from a polar bear femur and a design is painted in blue on either side of the blade. There is also a heavy ball and a notch on the end of the blade for hooking opponent's weapons, with a leather strap attached for a more secure grip. \pagebreakNum ### Boomerang *One-handed Ranged Weapon*
*Southern Water Tribe Weapon*
### **Damage:** 1d6
**Range:** 30-120ft
**Type:** Bludgeoning
**Weight:** 2 lb
**Cost:** 5 gp
### Unless it comes in contact with something, a boomerang is designed to return to their owner after being throw. Boomerangs are typically made out of wood or bone, and used for hunting and, occasionally, combat. **Returning:** When the boomerang is thrown, you may catch it in the same round as part of the attack, alternatively you can choose to catch it in the following round as a bonus action. If you throw it further than 60ft you can only catch it in the following round. \columnbreak ### Dai Li Shackles *Earth Kingdom Weapon*
### #### Earthbending Version **Damage:**
**Critical:**
**Range Increment:**
**Type:**
**Weight:** 5 lbs
**Cost:** 200gp
These shackles consist of expertly-crafted chains and manacles with small quantities of earth mixed in with the iron. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them. Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. Doing so requires a DC 15 Earthbending check. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful Earthbending check opposed by the target’s Strength check or Earthbending check (see the rules for contested bending). If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt. ### #### Non-Bending Version **Damage:**
**Critical:**
**Range Increment:**
**Type:**
**Weight:** 7 lbs
**Cost:** 300gp
### These shackles consist of expertly-crafted chains and manacles with a powerful launching device at their base. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them. Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful opposed Strength check against the target. If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt. \columnbreak \pagebreakNum ### Jaw Blade *martial melee weapon*
*Water Tribe Weapon*
### **Damage:** 1d12
**Range Increment:**
**Type:** slashing
**Weight:** 10 lbs
**Cost:** b
Primarily a hunting tool, one side of the blade is rigid and used as a saw while the other is used for scraping skins clean. It is also capable of amplifying vibrations in the environment, allowing the wielder to accurately detect intruders. Sokka's blade was made by sharpening the jawbone and teeth of a large arctic wolf, and the handle was leather-wrapped for improved grip. Normally carried in a small pouch, Sokka used it to shave the sides and back of his head. Jaw blades come in various sizes, and the teeth attached to the blade can vary in shape. ### Jawbone Spear *simple melee weapon*
*Water Tribe Weapon*
### **Damage:** 1d6
**Range Increment:** 20/60
**Properties:** Range, Thrown, Versatile **Type:** Piercing
**Weight:** 3 lbs
**Cost:** b
A weapon used in the Southern and Northern Water Tribe by warriors in battle and for hunting animals for food. The handle is made of wood and the spearhead of bone. ### Kyoshi War Fans *martial melee weapon*
*Earth Kingdom Weapon*
### **Damage:** 1d6 ea
**Range Increment:**
**Type:** slashing
**Weight:** 3 lbs
**Cost:** 25 gp ea
Unlike their gentle fabric versions, bladed fans are composed of many sharp thin slat blades. It makes a good secret weapon for those not expecting it, is light, and can still provide the benefits of a fan. If open and the subject is not paying attention directly to it, it takes a DC 15 Spot check to realize it is a weapon, or may make an opposed bluff or sleight of hand check if you wish. If a person is aware and suspicious they get a +5 bonus to their spot check. Kyoshi's unique fans can also become shields, increasing your armor class by two. Shields can also be used as a 1d4 bludgeoning weapon. If held by an airbender, fans can be used while excecuting airbending forms. Each fan grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details). \pagebreakNum ### Metal War Fans *martial melee weapon*
*Air Nomad Weapon*
### **Damage:** 1d6 ea
**Range Increment:**
**Type:** slashing
**Weight:** 2 lbs
**Cost:** 15 gp
Unlike their gentle fabric versions, bladed fans are composed of many sharp thin slat blades. It makes a good secret weapon for those not expecting it, is light, and can still provide the benefits of a fan. If open and the subject is not paying attention directly to it, it takes a DC 15 Spot check to realize it is a weapon, or may make an opposed bluff or sleight of hand check if you wish. If a person is aware and suspicious they get a +5 bonus to their spot check. If held by an airbender, fans can be used while excecuting airbending forms. Each fan grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details). \columnbreak ### Sai Dagger (collapsable) *simple melee weapon*
*Fire Nation weapon*
### **Damage:**
**Range Increment:**
**Type:** piercing
**Weight:** lbs
**Cost:** gp
\pagebreakNum ### Silk Fans *martial airbending weapon*
*Air Nomad weapon*
### **Damage:** 1d6 ea
**Range Increment:**
**Type:**
**Weight:** .5 lbs
**Cost:** 10sp ea
Silk fans are only a weapon in an airbender's hands. Outside of them, they are only a method for keeping cool. Silk fans are included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms. Each fan also grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details). \pagebreakNum ### Stilettos *Simple ranged weapon*
*Fire Nation weapon*
### **Damage:** 1d4
**Range Increment:** 20/60
**Properties:** finesse, hidden, undersized **Type:** piercing
**Weight:** 1/2 lbs
**Cost:** 20gp/4sp ea
Stilettos are carried in spring-loaded holsters on your wrists, fireable with a single gesture. Holsters each cost 20gp, and stiletto knifes each cost 4sp. Each holster can hold 10 stiletto knifes. These darts can be fired with such velocity that they have the potential to pierce wood. Stilettos are best used when the need arises for speed, maneuverability, and surprise, particularly when otherwise unable to properly use knives. \columnbreak ### Tiger Head Hook Swords *One-Handed Exotic Melee Weapon*
*Earth Kingdom Weapon* ### **Damage:** 1d6 (primary) OR 1d4 (cross guard and hilt spike)
**Critical:** 20/x2 (primary) OR 19-20/x2 (cross guard) OR 20/x3 (hilt spike)
**Range Increment:** -
**Type:** Slashing (primary and cross guard) OR Piercing (hilt spike)
**Weight:** 3 lbs
**Cost:** 800 gp
### Tiger Head Hook Swords are always sold as a set of two Masterwork weapons, which is reflected in the above cost. The different blades of a set of Tiger Head Hook Swords are used for different purposes and have different benefits and drawbacks. Only one blade may be used per round, with the player choosing which blade to employ at the beginning of his or her turn. Striking with the primary blade (the long hooked blade) grants the wielder a +2 bonus to Trip and Disarm attempts. Striking with the cross guard grants the user a +2 shield bonus to AC when fighting defensively, using Combat Expertise, or taking a total defensive action. Finally, the hilt spike may be used while grappling as a dagger, but striking with it outside of a grapple results in a -2 penalty to attack rolls. Tiger Head Hook Swords count as one weapon for the purpose of enhancements; while a one-handed weapon, you may wield two as if they were light weapons; may be used with weapon finesse, but not with power attack. All bonuses when wielding two Tiger Head Hook swords stack (i.e. you get +4 to Trip and Disarm attempts), but if you opt to drop a weapon due to a failed trip attempt, you must drop both if you used both bonuses. You may use the hooks to hang on to an outcropping, branch, etc. \pagebreakNum ### Throwing Knifes *martial ranged weapon*
*Fire Nation weapon*
### **Damage:** 1d4
**Range Increment:** 10/120
**Properties:** finesse, thrown **Type:** piercing
**Weight:** 1lbs
**Cost:** 2gp
What these daggers lack in size and weight, they make up for in versatility. You may throw up to three of these weapons as an attack, decreasing all daggers thrown as that action’s damage by 1 and range by 5 feet for each additional dagger thrown. You get a +2 bonus on Sleight of Hand checks made to conceal a throwing knife on your body. A character using a throwing knife as a melee weapon takes a -1 penalty to their attack rolls because the throwing knife is balanced and designed for ranged use. \columnbreak ### Twin Dao and Dao *One-Handed Martial or Exotic Melee Weapon*
*Fire Nation Weapon*
### **Damage:** 1d8
**Range Increment:** -
**Type:** Slashing
**Weight:** 4 lbs
**Cost:** 400 gp
### The twin dao is both a single weapon and a set of two weapons. Both are masterwork, and fit into the same scabbard as though they were a single sword. Twin dao must be used as a set; attempting to use a single twin dao as a normal dao gives a -4 penalty to attack rolls due to the strange balance the swords have. A twin dao may, however, be used as a single sword when held together. All feats that apply to normal dao (such as Weapon Focus) also apply to twin dao, whether used as a single sword or when used as a set. When used as a pair, one in each hand, however, the twin dao show their true colours. They are perfectly balanced for wielding in two hands; while they are one-handed weapons, they can be used as if they were light for the purposes of two-weapon fighting, but only when paired together. Additionally, the wielder may add their full strength bonus to damage to both dao as if wielding them in their primary hand. Twin dao are a Fire Nation weapon. If the wielder is a Firebender, and has the Channel Blast feat, they may Firebend as normal even with both hands occupied \pagebreakNum # Equipment ### Waterskin *Martial Melee Weapon*
*Standard Item/Waterbending Weapon*
### **Weight:** 5 lbs full/ .5 lbs empty
**Cost:** 10sp
Holds just over 1 gallon (.25 cubic feet) of water ### \pagebreakNum # Packs and kits ### Acupuncturist's kit *Tools.* 5 gp, 2 lb Acupuncturist's kits allow you to perform acupuncture so long as you have proficiency in this kit (Chi Blockers and Medical Professionals pretty much exclusively). **Components:** Acupuncture needles, Blocking needles, bandages, tape, small hammer, bamboo and stone massage tools, human anatomy book **Arcana:** Your knowledge of chi paths and your study in spirituality add insight into arcana checks. **Medicine:** Your mastery of human anatomy improves your ability to treat illnesses and wounds by augmenting your methods of care with acupuncture. ### Spinner's Tools *Artisan's Tools.* 1 gp, 1 lb Spinner's tools allow you to create yarn from animal wool and hair, and knit or crochet clothing. **Components:** swift (yarn baller), bobbins, spinning oil, whorl drop spindles, hand carders, cloth bags, leather ties, ring distaff, gauge, combs, crochet hooks, knitting needles, scissors, tapestry needle. **Repair:** As part of a short rest, you can repair a single damaged knit or crochet object. **Craft Clothing:** Assuming you have access to sufficient materials, you can create an article of clothing for a creature as part of a long rest. | Activity | DC | |:---|:---:| | Spin yarn | 10| | Mend a hole in a knit or crochet article | 10| | Crochet an article (uses 2x the yarn as knitting) | 10 | | knit an article (uses 1/2 the yarn as crochet) | 15| ### Weaver's Tools *Artisan's Tools.* 1 gp, 5 lb Weaver's tools allow you to create cloth and tailor it into articles of clothing. **Components:** Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport. **Arcana, History:** Your expertise lends you additional insight when examining cloth objects, including cloaks and robes. **Investigation:** Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items. **Repair:** As part of a short rest, you can repair a single damaged cloth object. **Craft Clothing:** Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest. | Activity | DC | |:---|:---:| | Repurpose cloth | 10| | Mend a hole in a piece of cloth| 10| | Tailor an outfit | 15| \pagebreakNum
# Part III
##### Supplementary
\pagebreakNum
# Appendix A : World Building
This Appendix deals with the nitty gritty of how the world works: The calender, the currency, languages and holidays. For more information visit [*Avatar the Last RPG*](https://www.worldanvil.com/w/avatar-the-last-rpg-hannahfuqua) by [Hannah Fuqua](https://www.worldanvil.com/author/hannahfuqua) on World Anvil. My World Anvil page is currently a work in progress and is constantly being updated, so check back for more in depth details of the RPG *Avatar* world!
##### Calendar
The *Avatar* world uses a 12 month Lunar Calendar, with each month being 29 or 30 days. Months are seperated into three 'weeks,' called *jun.* The first is Upper Jun, the second Middle Jun, and the Last Lower Jun. The lower jun just shortened to 9 days if the month lasts only for 29 days. Months begin on the astronomical new moon, when sun earth and moon are aligned.
| Real-world month | | Month | Solar events |
|:----------------:|:----|:----------:|:--------------:|
|feb | 1 | Zhǔnbèi | |
|mar | 2 | Zhòngzhí | Spring Equinox |
|apr | 3 | Chéngzhǎng | |
|may | 4 | Shūkaku | |
|jun | 5 | Taiyō | Summer Solstice |
|jul | 6 | Moyasu | |
|aug| 7| Sebun | |
|sep| 8| Arashi | Autumn Equinox |
|oct| 9| Nain | |
|nov | 10 | Suru | |
|dec | 11 | Sai | Winter Solstice |
|jan | 12 | Modosu | |
Both the months and the years are grouped by 3 per element (for example, the 7th, 8th, and 9th groups of fall are the air months, just as every 7th, 8th, and 9th years are the air years. It is considered good luck to be born in the year and month of your own nationality.)
Eras are internationally marked by Avatars, and otherwise nationaly marked by rulers and leaders in the Fire Nation, and Air Nomad temples respectivly, and by periods of cultural change in the Earth Kingdom, Water Tribes, and United Republic of Nations.
| | Year| Animal | Element |
|:---:|:---:|:-------|:--------:|
| | 1 | flying boar | |
| | 2 | Badgermole | earth |
| | 3 | Mooselion | |
| | 4 | Rabiroo | |
| | 5 | Dragon | fire |
| | 6 | Fox Snake | |
| | 7 | | |
| | 8 | Flying Bison | air |
| | 9 | Monkey Lemur | |
| | 10 | Arctic Rooster-rat | |
| | 11 | Wolf | water |
| | 12 | Polar Bear Dog | |
##### Currency
**Air Nomads:** no dedicated currency.
**Earth Kingdom:** circular copper, silver, and gold pieces with a square hole in the center (EK cp, sp, and gp)
**Fire Nation:** square copper, silver, and gold pieces with a flame on them (FN cp, sp, and gp)
**Water Tribes:** decoratively carved bone and wood pieces called beads (WT bd)
**United Republic of Nations:** Bank notes of paper printed with pink ink or coins, called Yuan (URN Yn)
*see *Exchange Rate* for more info
FN and EK currency is based purely on the value of the metal, not on a banking or bartering system. URN Yuans and WT beads are not intrinsicly valuable- they are paper and wood and bone respectively. As such, the value of FN and EK money is more universally accepted, and more stable. ##### Exchange Rate | | | | |:---------------------:|:---:|:-------------------:| |25 EK/FN copper pieces | = | 1 EK/FN silver piece| |25 EK/FN silver pieces | = | 1 EK/FN gold piece | |1 FN gold piece | = | 1 EK gold piece | |50 WT bead | = | 1 FN/EK gold piece | |60 URN Yn | = | 1EK/FN gold piece | \pagebreakNum ##### Holidays (National and International) All nations celebrate the soltices and equinoxes, though the celebrations turn into large festivals for each corresponding elements nation (ie: the winter solstice for the Water Tribes). However, the fire nation does not traditionally celebrate the autumn equinox. It is a day of mourning for those lost to the storm season that it falls in the middle of, and after the war became significant as a day of rememberance. The Fire Nation and Earth Kingdoms also celebrate the birthdays and major life events of its current and most well-respected rulers. Water Tribes celebrate the full moon each month, staying up through the night until the moon sets, celebrating with food and dance, as well as performances and feats of waterbending. ##### Language All languages in the *Avatar* world have a single ancestor in common that has long since become extinct, though it still remains enough that many people can speak conversationally with speakers of other languages with some confusion but with most of the meaning getting across. **Air Nomads:** Nomadic. Each temple has its own dialect and writing system, as each temple is influenced by its nearest neighbors. However, they remain closely similar as the nomadic traditions mean a constant exposure to each other, despite being in different corners of the globe. **Earth Kingdom:** Two different languages: Earth North and Coastal. They each have a clerical script (used for writing on paper) and a seal script (used for carving in stone using earth bending). **Fire Nation:** Two dialects with different writing styles of the same language: Common and Court. Everyone speaks and writes common, court is taught fully in capital schools, but only at a basic level throughout the rest of the country. **Water Tribes:** Each tribe has its own dialect: North and South. They use a writing system that originated from the Coastal Earth Clerical Script. The Foggy Swamp Tribe speaks a creole-like combination of Water and Coastal Earth Kingdom. **United Republic of Nations:** Official languages are Fire Common and Western Earth. ##### Time Days in the *Avatar* universe are broken up differently in each nation. **Air Nomads:** Days are not organized by a standard system of time, but by the bodies natural rythym. You wake when your body wakes, and you sleep with your body sleeps. Eat when it is hungry and rest when it is tired. Nomads do not have a standard unit of time, but temples will sometimes borrow systems from their closest neighboring kingdom. **Earth Kingdom:** Days are broken up into 24 equal hours and minutes, calculated from sun clocks, and kept track of using sand clocks and candle clocks. Hours are then broken up into quarters. **Fire Nation:** Days are broken up into hours and degrees of the sun, kept track of using shadow clocks, mechanical clocks, and a firebenders natural ability to know where the sun is at all times. Even non-benders with firebender ancestors have this ability. There are 24 hours in a day, and 15 degrees an hour. The day is then split in half: ante zennith (az) and post zennith (pz), refering to the zennith of the sun. On an average day, sunrise is at 6az, and the work day stars at 7az, which is when the sun rises over the caldera walls in the capital. However, the time at which the work day starts depends on the position of the sun: if sunrise is later, the day starts later, and so will the work day, which starts one hour, or 15 degrees, after sunrise. **Water Tribes:** No dedicated timekeeping method beyond the time of day relative to the position of the sun. Eventually borrow the Kingdom's method of timekeeping. **United Republic of Nations:** Originally used the FN method of time keeping, it has since adapted its own method in which days are broken up into 24 hours and hours into 60 minutes (4 minutes per degree). \pagebreakNum # Appendix B : Spirits and Religion While religion does not feature strongly in *Avatar: the Last Airbender* spirits canonically exist, and somewhat take the place of gods in this world. The pantheon of spirits in the *Avatar* world consist of **elemental spirits** that control a part of one of the four bending elements, **primordal spirits** that have existed since before humanity, and **?**. For more information about Spirits and for stat blocks for them, check out *Avatar: the Last RPG* [Creature Compendium and Spirit Guide](https://www.gmbinder.com/share/-MTWSWl80RefDKA5ljrp). ## Air ### Major Kami #### The Wind Horse The wind horse is what we in our world would call a hippogriff. He is the first of the air spirits and the center of the compass, and he granted a cardinal direction to each of the four secondary air spirits. #### The Four Directions ##### Xuanwu Xuanwu is the black lion turtle of the North, and the bringer of winter. ##### Chu Turak Chu Turak is the vermillion bird of the south and the bringer of summer. ##### Seiryu Seiryu is the azure dragon of the east and the bringer of spring. ##### Baiyu Baiyu is the white bison of the west and the bringer of fall. ### Minor Kami ## Earth ### Major Kami #### The Triple Spirits ##### Ghati Ghati is the elemental earth spirit of the valley, and what has been. ##### Jamina Jamina is the elemental earth spirit of the ground, and what is. ##### Parvata Parvata is the elemental earth spirit of the mountain, and what shall be. ### Minor Kami ## Fire ### Major Kami #### Agni Agni, the sun spirit, is the sole Major Kami and primordal elemental spirit of the Fire Nation. ### Minor Kami ## Water ### Major Kami #### Tui (Yue) #### La ### Minor Kami \pagebreakNum # Appendix C : Geography \pagebreakNum \pagebreakNum # Index \pagebreakNum # Character Sheets \pagebreakNum # Credits - **Avatar the Last Airbender** created by: *Michael Dante DiMartino* - Bender Classes originally by **Guaritor** on GMbinder - Earth elemental spirits: **zenzanightwing** on AO3 - Flavor Text: Avatar Wikia - im working on it \pagebreakNum
Intrigue
Exploration
Combat
Roleplay
Long ago, the four rpg genres lived together in harmony. Then, everything changed when the Combat attacked. Only the Game Master, master of all games, could stop them, but when the world needed them most, they vanished.
A hundred years passed and we've discovered the new Game Master, an RPG called *Avatar*, and although his roleplay skills are great, they have a lot to learn before they're ready to save anyone.
But I believe *Avatar* can save the world.
[WWW.GMBINDER.COM](https://www.gmbinder.com)