Blood Bender (3.5e Prestige Class)
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|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-Humman-> <-Bender (Water)->|
<-fluff about this prestige class->
Becoming a Blood Bender
<-Blood Benders are Water benders, but that powerful that they can bend the water in the blood!->
|Base Attack Bonus:||5.|
|Saving Throws||Special||Armor bonus||Unarmed Damage|
|1st||+2||+0||+2||+0||Bend element, Blood bend, Elemental Bonus +1, Improved Unurmed Strike||+0||1d6|
|3rd||+6/+1||+1||+3||+1||Elemental Bonus +2||+1||1d8|
|5th||+10/+5||+1||+4||+1||Elemental Bonus +3, Improved Bending||+2||1d10|
|7th||+14/+9/+4||+2||+5||+2||Elemental Bonus +4||+3||1d12|
|8th||+16/+11/+6/+1||+2||+6||+2||Bonus Feat, Elemental Mastery First||+3||2d12|
|10th||+20/+15/+10/+5||+3||+7||+3||Bonus Feat, Primal Elemental shape 1/day, Elemental Mastery Second||+4||3d10|
Class Skills (4 + Int modifier x2 per level)
|12th||Greater Elemental Bonus (+10)|
|13th||Greater Elemental Bonus (+15)|
|15th||Greater Elemental Bonus (+20), Primal Elemental shape 2/day|
|17th||Greater Elemental Bonus (+25)|
|19th||Greater Elemental Bonus (+30)|
|20th||Primal Elemental shape 3/day|
The Blood Bender can now remove the bending of an other bender, by grappling him. (DC 15 + 2x Wis mod Will save for enemy)
Primal Elemental Shape
At 10th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action. Primal Fire Elemental Primal Water Elemental Primal Earth Elemental Primal Air Elemental
At 7th level a bender is immune to damage from the element(s) they chose at first level. At 10th level an elemental bender gains immunity to any other element(s).
Starting at 5 level, once per round a bender can now use one bending ability as a free action.
At 4th level and every 4 levels after a bender can chose one bonus feat. She can chose any feat as long as she meets the Prerequisite.
All benders gain a benefit to other stats that go along with their style of bending. At 1st level you gain +1 to the stats that are related to their element, the bonuses increase to +2 at level 3,+3 at level 5, +4 at level 7,and +5 at level 10. The bonuses count only for elements you control when you reach the level that gives the bonus.
Water Benders receive a +1 to their Will saves and a +1 deflection bonus to their AC as well as a +5 resistance to Water and Cold based damage.
A Bender must spend Chi points for the type of the bending they wish to perform. A bender has chi points equal to their class levelx2 + her wisdom modifier. When used these points regenerate at a rate of 5 per every round. A Bender has a different Chi point pool for every element they are able to bend. As an alternative to taking a feat every third level a bender may choose to sacrifice a single feat to gain an additional two chi points instead. Or at creation they may choose to Sacrifice all feats gained every three levels for the next twenty levels to gain double the normal chi points per level. So their chi point pool is equal to their level times 2 + wisdom modifier.
In order for an Elemental Bender to bend their element they must first have expand a number of Chi points that varies depending on the use of the bending. As a single action a Bender may remove Chi points to manipulate the element that they wish to use. Th number of Chi points removed is equal to x.
2x Chi points: Ray of Water deals cold damage equal to 1d6xlvl with a range of 10 feet every bender level.
5x chi points: Heal Hp equal to 5xd4.
10x chi points: Blood bend enemy, 5d12 dmg and control his body for 1 round (DC 18 + wis mod for enemy str check)
20x Chi points: Wall of Ice spell. Caster level is equal to bender level (unbreakable DC 4/lvl + wis mod for enemy str check).
Bending Movement Bonuses
Water benders receive a swim speed equal to their base land speed when in the water. The swim speed is never affected negatively due to currents and weather conditions as they may bend the water around them to ease their passing.
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