Blue Fire Bender (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 06:48, 6 September 2019 (MDT) because: Issue(s) unaddressed for over 5 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing Campaign Information

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Blue Fire Bender Bender[edit]

To gain the powers of this class you must meditate for 24 hours, in this state you do not require any food or water as your mind and body become very in tuned with your element and being a fire bender is the only way you are allowed to this way. Other benders must learn from a master of this bender.
—Humman Bender (Fire) Very strong class in fight but not so good on ref fort and will....

Becoming a Blue Fire Bender[edit]

Blue Fire Benders are Fire benders, but that powerfull that the fire they produse turns blue and its much stronger!

Entry Requirements
Base Attack Bonus: +4.
Race: Human, Half-Elf, Elf.
Skills: Fire abilities. 3 levels in a Bending class or 5 or more ranks in Knowledge (bending).
Special: Blue Fire Bend.

Table: The Blue Fire Bender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Armor bonus Unarmed Damage
Fort Ref Will
1st +1 +0 +2 +2 Bend element, Blue Fire Bend, Elemental Bonus +1 +0 1d6
2nd +2 +0 +3 +3 +0 1d6
3rd +4 +1 +3 +3 Elemental Bonus +2,Jet propulsion +1 1d8
4th +5 +1 +4 +4 +1 1d8
5th +6/+1 +1 +4 +4 Elemental Bonus +3, Improved Bending +2 1d10
6th +8/+3 +2 +4 +4 +2 1d10
7th +9/+4 +2 +5 +5 Elemental Bonus +4, Elemental Mastery +3 1d12
8th +10/+5 +2 +6 +6 +3 2d12
9th +11/+6/+1 +3 +6 +6 +4 2d12
10th +12/+7/+2 +3 +7 +7 Primal Elemental shape 1/day, Lightning Redirection +4 3d10

Class Skills (6 + Int modifier x2 per level)
list of Blue Fire Bender class skills (and the key ability for each skill) are Balance Dex, Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide Dex, Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble Dex, Bluff (Cha).

Table: The Epic Blue Fire Bender Hit Dice: d8
Level Special
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

Class Features[edit]

Chakra Points: A Bender must spend Chakra points for the type of the bending they wish to perform. A bender has chakra points equal to their bender level + 2 times her charisma modifier. When used these points regenerate at a rate of 2 per every round. A Bender a single chakra 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 four chakra 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 chakra points per level. So their chakra point pool is equal to their bender level times 2 + wisdom modifier.

Blue Fire Bend: A bender may chose to turn their fire bending into blue flames at will, also if they can focus deeper within themsleves and pay 1 chakra to increase their damage dice for that round by 1. Ex: 2d10 of damage becomes 3d10.

Bending: In order for an Elemental Bender to bend their element they must first have expand a number of chakra points that varies depending on the use of the bending. As a single action a Bender may remove chakra points to manipulate the element that they wish to use. Th number of chakra points removed is equal to x. Also select one of your other bending classes and half the LVs you gain into this class count as if you leveled into that class. You gain everything but saves and BAB. Fire benders forgo this bonus in exchange for their combat specialization and focus.

Elemental Bonus: 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. So if a bender ability uses CHA, STR, WIS, ect they get an aditional bonus eqaul to their current "Elemental Bonus".

Jet propulsion: At 3rd level a fire bender can harness their fire and make a bull rush at an opponent receiving a bonus +1 for each bender their have. If successful deal damage equal to their regular bending damage.

Improved Bending: Starting at 5 level, once per round a bender can now use one bending ability as a free action.

Elemental Mastery(Ex): At 7th level a bender is immune to damage from the element they chose at first level. At 10th level an elemental bender gains immunity to an extra element.

Lightning Redirection(Ex): At 10th level you have mastered the ability to bend lightning, when hit with lightning damage you can redirect it in any direction you wish as the exact same values as it hit you with at the cost of 15 chakra. Ex: Lightning bolt hits you for 20 damage in a line 30ft across, you can send it back ina line in any direction with you as a starting point.

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) and they are multiplied by 2, as well all his damage is multiplied by 2. 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.

Fire Bending: The following three techniques can be used once every 4 rounds.

4: chakra points: Ray of Fire deals fire damage in a 20ft cone +5ft for every 2 levels of bending you have in this class, dealing 3d6 fire damage.

8: chakra points: Ray of Lightning deals 5d6 electric damage in a 30ft line +5ft for every 2 levels in this class.

20: chakra points: Wall of Fire spell. Caster level equal to bender level(1d8/lvl+ 2d6 being in it, but take half for being with in 15 ft every round). The wall is height and length are 10 feat/lv and last 1 round/lv. The wall of fire can be dismissed early by a standard action, projectiles are unable to pass the wall.

Bending Movement Bonuses: Fire benders forgo this bonus in exchange for their combat specialization and focus.

Ex-Blue Fire Benders[edit]

Campaign Information[edit]

Playing a Blue Fire Bender[edit]




Blue Fire Benders in the World[edit]

NPC Reactions:

Blue Fire Bender Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Blue Fire Benders in the Game[edit]


Sample Encounter:

EL whatever:

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!