Elemental Bender, 2nd Variant (3.5e Class)

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Elemental Bender[edit]

Elemental Benders are individuals who have been born in tune with the natural world at its most primal forces. Over time they are able to train and harness the energy within themselves, the focus and make that energy to express and influence the very world around them. An Elemental Bender is defined less by the class in general and more specifically by the first Element which they learned to bend. Fire Elemental Benders tend to be aggressive and hot headed, Earth are slow and steady and very hardy to the point of being stubborn, Air and water benders are both very laid back and prefer to "Go with the Flow." Though there are exceptions to every rule.

Making an Elemental Bender[edit]

Abilities: Wisdom (determines class features) and Dexterity/Strength

Races: Any

Alignment: Any Good

Starting Gold: 3d6x10 gp

Starting Age: As Monk

Table: Elemental Bender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage AC Bonus
Fort Ref Will
1st +2 +2 +2 +2 Bending Proficiency (+1), Movement Bonuses, Chi Pool, Specialized Movements, AC Bonus, Improved Unarmed Strike 1d6 +0
2nd +3 +3 +3 +3 Evasion 1d6 +0
3rd +4 +3 +3 +3 1d6 +0
4th +5 +4 +4 +4 Bonus Feat 1d8 +0
5th +5 +4 +4 +4 Elemental Bonus +2 1d8 +1
6th +6/+1 +5 +5 +5 1d8 +1
7th +7/+2 +5 +5 +5 1d8 +1
8th +8/+3 +6 +6 +6 Bonus Feat 1d10 +1
9th +9/+4 +6 +6 +6 Improved Evasion 1d10 +1
10th +10/+5 +7 +7 +7 Elemental Bonus +3, Improved Technique, Bending Proficiency (New Element Opportunity) 1d10 +2
11th +11/+6/+1 +7 +7 +7 1d10 +2
12th +12/+7/+2 +8 +8 +8 Bonus Feat 2d6 +2
13th +13/+8/+3 +8 +8 +8 2d6 +2
14th +14/+9/+4 +9 +9 +9 2d6 +2
15th +15/+10/+5 +9 +9 +9 Elemental bonus +4, Bending Proficiency (New Element Opportunity) 2d6 +3
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat 2d8 +3
17th +17/+12/+7/+2 +10 +10 +10 2d8 +3
18th +18/+13/+8/+3 +11 +11 +11 2d8 +3
19th +19/+14/+9/+4 +11 +11 +11 2d8 +3
20th +20/+15/+10/+5 +12 +12 +12 Elemental Bonus +5, Greater Elemental Form, Bending Proficiency (New Element Opportunity), The Avatar State 2d10 +4

Class Skills Class Skills ( 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), 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), and Tumble (Dex).

Weapon and Armor Proficiency Elemental Benders are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, as well as any and all weapons they create through their class features.

Elemental Benders are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a heavy load, an Elemental Bender loses her AC bonus and her ability score bonuses to Perform (Dance) checks for her class features.

Bending Proficiency (Su): An Elemental Bender is born with the talent to manipulate, control, and will an element with focus and practiced movements referred to hereafter as "Bending". Bending is a Supernatural ability.

A Elemental Bender can attack as a monk does, using their fists, feet, knees, elbows, ect, to attack and at the same time (depending on the technique) use their bending techniques. Elemental Benders are unable to use these abilities when in the Astral Plane.

At character creation, the Elemental Bender is allowed one element to bend if their Wisdom score is at least a 12. Later for every permanent point to your Wisdom modifier past the first you gain an additional element. You gain the opportunity to learn one additional element per five full Elemental Bender levels you possess beyond 5th (meaning you gain the ability to learn a new element at 10th level, then at 15th, and finally one at 20th). If you lack the Wisdom to learn a new element at later levels, you will have missed your chance and must wait for the next time you hit your full fifth level beyond what you missed (so if you had the chance to learn a new element at level 10, but missed out, you would only be able to learn a new element later at level 15).

When you would learn a new element, you must spend 3 days of practice and training meditating on and understanding the new element so it does not run out of your control. You can save this three day period of time until later, but you will not be able to bend the new element until it has been performed. When knowing more then one element, you choose one at the beginning of each week. For the duration of that week you are restricted to only that element. At the begining of the next week, you may choose a different element you know to benefit from during that week.

Each element has a given purpose both in and outside of battle. All Elemental Benders gain a benefit to other ability scores 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 5,+3 at level 10, +4 at level 15,and +5 at level 20. The bonuses count only for elements you control when you reach the level that gives the bonus. Gaining a new element at later levels gives you all of the bonuses of that element as if you had started with it, provided that is the one you have prepared for that week.

Air: These Elemental Benders receive a +1 to their Reflex saves, +10 movement bonus to their base land speed , +1 initiative bonus, and are treated as if under the effects of Feather Fall at all times.
Blood: A rare and difficult to master style of manipulation, these Elemental Benders gain a +2 to Will Saves, as well as the spell-like ability Telekinesis, but this ability only effects living creatures (and plants). Requires your first selected element to be water and requires level 10.
Earth:These Elemental Benders receive a +1 to their Fortitude saves, +1 natural armor bonus, and a +5 resistance to Earth and Acid based damage.
Fire: These Elemental Benders receive a +1 bonus to attack and damage rolls, a +5 resistance to Fire and Electricity damage.
Lava: An advanced and unique style of bending, these benders gain Immunity to Fire and an additional +1 to Attack and Bonus Rolls (stacking with bonuses from Fire). You also gain the spell-like ability Flame Blade. Requires Fire and Earth elements prior to learn this.
Metal: An advanced style of Earth bending that effects all metals, you gain a +1 deflection bonus to AC, Immunity to Electricity, and damage reduction equal to 1/5 your Elemental Bender levels. Requires Earth Bending and level 15.
Sand: A mix of earth and air bending, two opposite elements, this grants unique bonuses. You do not take penalties for difficult terrain in sandy environments, and you do not leave any tracks. You gain a +1 bonus to Fortitude against all poisons. Each time you gain the benefits of this element, you also gain a Tremorsense in 10 feet increments.
Water:These Elemental Benders receive a +1 to their Will saves, +1 deflection bonus to their AC, and a +5 resistance to Cold damage.

Movement Bonuses (Ex): Depending on their elements, Elemental Benders gain unique movement capabilities to reflect their discipline over a particular element. However, not all gain a bonus form of movement or speed for one reason or another. If you are carrying a heavy load you lose the benefits of this ability until remedied.

Air- You gain a Fly speed equal to your base land speed, but may only fly for 1 hour per point of your Constitution modifier.
Earth- You gain a burrow speed equal to half your land speed.
Fire- You gain a +10 to your base land speed. If you do not have a land speed, you gain one equal to half your lowest speed from another form of movement.
Metal- You accumulate bits of metal that you form into a rope, then manipulate it allowing you to attach the end of this rope to an anchor point as if it were a grappling hook, regardless of the surface it attaches to. This gives you a fly speed equal to half your base land movement, but must have at least one hand free, and should the surface your anchor point is attached to be unstable or unable to hold you you fall.
Sand- You gain a dig speed equal to your land speed, but only in sandy environments. If used on the bottom of bodies of water, there must be at least 10 feet between you and the water per size category above medium or the tunnel risks collapse.
Water- You gain a swim speed equal to your land speed as well as the effects of the spell Water Breathing. You may grant others within 15 feet of you the benefits of this water breathing up to a number of allies equal to your Wisdom modifier.

Chi Pool (Su): In a manner similar to a monk, Elemental Benders harvest and influence the energy of not just themselves, but the world around them as well. This control allows them to perform amazing feats of elemental mastery and combat, and in some cases healing. The Elemental Bender has a amount of Chi Points in their pool equal to twice their Elemental Bender Levels plus their wisdom modifier. These points regenerate each round equal to your wisdom modifier. As mentioned above under the class feature Bending Proficiency, these abilities are all considered Supernatural, unless otherwise noted.

When leveling, the Elemental Bender may opt out of taking a feat where they normally would and instead gain a permanent +3 bonus to their total Chi Pool.

The following list shows what abilities are available to each element. Unless noted otherwise, these abilities are counted as standard actions, and do not provoke attacks of opportunity. For spells, treat your Elemental Bender level as your caster level. You do not need any material components, however environmental resources are still needed, for example you need an ample supply of water or ice for Wall of Ice or enough stone nearby for Shape Earth. The Difficulty Check for any of these abilities is equal to 10 + Elemental Bender's class levels + their Wisdom modifier.

Air
Lung Punch: As the spell Gust of Wind. Medium creatures must make a balance check or are knocked prone. Costs 2 Chi.
Deft Winds: As the spell Blur. Costs 5 Chi.
Wind Wall: As the spell Wind Wall, with a few adjustments. You must remain concentrating on the Wind Wall for the duration of the effects until it has ended, or the Wind Wall will end early. Costs 10 Chi.
Whirlwind: As the spell Whirlwind. Costs 20 Chi.
Blood:
Forced Movement: When you make a spot check to notice an opponent casting a spell in combat, you may roll a Concentration check against their will save. If you succeed, you disrupt their spell casting for this round until the end of the next. Costs 7 Chi.
Blood Claws: For this round and the next, you use your own blood to make claws appear on your hands, giving two claw attacks appropriate for your size. In addition, you add your wisdom modifier to your attack roll and damage. These are counted as natural weapons and automatically have proficiency with them. Costs 7 Chi.
Blood Boil: As the spell Blood Boil. Costs 7 Chi.
Earth
Earthen Armor: As the spell Barkskin, save for that your hide is toughened to be like stone, not wood. Additionally, the maximum increases to +7 AC at 18th level. Costs 2 Chi.
Stone Bolt: As the spell Magic Stone, save you do not need a sling for this stone to reach 50 feet increments, and whats more is this may effect up to four stones. These stones can be launched as a ranged attack in place of normal attacks. Provokes attacks of opportunity where applicable. Costs 5 Chi.
Shape Earth: As the spell Stone Shape. Costs 10 Chi.
Stonewall: As the spell Wall of Stone. Costs 20 Chi.
Fire
Fire Blast:As the spell Burning Hands, but the maximum amount of dice is now 10d4. This ability may be used with any melee unarmed attack. Costs 2 Chi.
Fireball: As the spell Fireball. May be used in place of an attack without taking a standard action to perform, but must be performed at range or provoke attacks of opportunity. Costs 5 Chi. At level 10, costs 10 Chi.
Lightning Bolt: As the spell Lightning Bolt. In addition, you may redirect electricity based attacks on a successful reflex save. Both actions cost 10 Chi. Requires Wisdom of 16 or Higher.
Wall of Flames: As the spell Wall of Fire. Costs 20 Chi.
Lava:
Molten Orb:As the spell Molten Orb. Costs 5 Chi.
Magma Shuriken: As the spell Fiery Shuriken. Costs 2 Chi per shuriken.
Wall of Lava: As the spell Wall of Lava. Costs 20 Chi.
Metal:
Shape Iron: As the spell Stone Shape Except you instead effect steel, not stone. Costs 10 Chi.
Wall of Iron: As the spell Wall of Iron.
Iron Armor: You pull nearby metal to you to encase your skin and body in, duplicating the effects of the spell Iron Body. Costs 20 Chi.
Sand:
Sand Blast: As the spell Gust of Wind, but any creature in its path must make a fortitude save as well or be blinded by sand for 1d4 rounds. Costs 2 Chi.
Sand Whirlwind: A whirling cloud of sand strikes the target, blinding it and hampering its ability to speak. While effected the target must make a conentration check to speak. If they try to cast a spell, the concentration DC increases by your caster level. A successful will save negates the blindness of the spell, but not the speech hampering effect. Deals 1d3 damage per round. Lasts for 1 round per Elemental Bender level. Costs 5 Chi.
Shifting Sands: You cause the area within 20 feet of you to shift and churn. Only effects Sandy or earthen surfaces. This makes the area for 1 round per level to be considered by all except the caster difficult terrain. Dexterity based checks in the area take a penalty equal to your Elemental Bender class levels. Creatures entering the area must make a reflex save or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must make a second reflex save or fall prone. As a move action, you may move this area in 10 foot increments in any direction. Costs 10 Chi.
Summon Sand Golem: You may summon a Huge Sand Elemental a number of times per day equal to your wisdom modifier. Costs 20 Chi.
Water
Water Pistol: As the spell Ray of Frost, but instead you deal 1d6 instead of 1d3. At level 10 this may be used twice a round as a standard action. Costs 2 Chi.
Healing Touch: As the spell Cure Light Wounds. At level 10 this becomes Cure Moderate Wounds. Costs 5 Chi. At level 10, it costs 10 Chi.
Plant Shape: As the spell Wood Shape, but you may effect any living plant, not just trees or dead wood. Costs 10 Chi.
Wall of Ice: As the spell Wall of Ice. Costs 20 Chi.

Specialized Movements (Ex): Unlike other fighters, Elemental Benders learn special techniques for fighting defensively or offensively depending on their element. These techniques may only be used once a round and must be declared upon use. Consumes 1 Chi and may be used, even if other Supernatural abilities are otherwise suppressed.

Air: When fighting defensively an air bender gains +4 dodge to her armor class and if an opponent misses her armor class by more than 5 she may move up to half her base land speed away from her attacker. Total defense increases this bonus to +6.
Blood: When moving through an opponent's threatened square, you gain the benefits of the Mobility feat, even if you do not have it. Further more, the bonus to armor class increase to +6 instead of +4. During a full withdraw action this increases to +8.
Earth: When fighting Defensively an earth bender gains +4 deflection bonus to her armor class and gains partial cover with a 25% miss chance. Total Defense increases this bonus to +6 and 50% miss chance.
Fire: When Performing a Full Attack action a fire bender may move up to half her base land speed before making her attack, and after. Total distance moved cannot exceed your total land speed for that action. You provoke attacks of opportunity as normal.
Lava: When fighting defensively, the Elemental Bender may heat the ground beneath their feet, causing everyone (even allies) within 15 feet to take 1d6 points of fire damage per two levels of Elemental Bender you possess. Total Defense actions grant you a +4 deflection bonus to AC.
Metal: When swinging from their steel ropes, the Elemental Bender may make attacks as if they had the feat Flyby Attack. If they fight on the ground, they may use these steel ropes as a whip and gain the benefits of Improved Combat Maneuver feats such as Improved Grapple, Trip, ect, if these steel ropes are used in this manor.
Sand: You gain the benefits of Favored Terrain as a Ranger of equal level, but only for Sandy environments such as deserts.
Water: When fighting defensively a water bender gains a +4 deflection bonus to her armor class and if a melee attack misses her armor class by more than 5, she may make a free attack upon her attacker at a -4 to her attack. Total Defense increases this Bonus to +6 to her armor class and -10 to her counter attack.

AC Bonus (Ex): When unarmored and unencumbered, the Elemental Bender adds her Wisdom bonus (if any) to her AC. In addition, an Elemental Bender gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five bender levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Elemental Bender is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor besides light armor, or when she carries or heavy load.

Improved Unarmed Strike At 1st level, an Elemental Bender gains Improved Unarmed Strike as a bonus feat. An Elemental Bender’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Elemental Bender may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an Elemental Bender striking unarmed. An Elemental Bender may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an Elemental Bender’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A bender’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): At 2nd level or higher if an Elemental Bender makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a bender is wearing light armor or no armor. A helpless Elemental Bender does not gain the benefit of evasion.

Bonus Feats At 4th level and every 4 levels after an Elemental Bender can chose one bonus Combat Feat. She can chose any feat as long as she meets the Prerequisite.

Improved Evasion (Ex): At 9th level, an Elemental Bender’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Elemental Bender does not gain the benefit of improved evasion.

Improved Technique (Su): At 10th level, the Elemental Bender may choose one Standard Action Chi ability per element they know and may instead use it as either a free action or in place of an attack.

Greater Elemental Form (Su): At 20th level an Elemental Bender can now become the most powerful representation of his element. Once per day, as a standard action, the Elemental Bender can become a greater elemental of his choosing of the elements he knows. He keeps all of his mental ability scores (intelligence, wisdom, and charisma) as well as any physical ability scores if they are higher then that elemental. This ability lasts for 1 round per point of constitution modifier you possess. After this, at the beginning of the next round, the Bender must make a will save equal to 20 plus your Constitution modifier If successful, you may remain in this form for one additional round. 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, but is fatigued.

Air Elemental
Water Elemental
Earth Elemental
Fire Elemental

The Avatar State (Su):

Prerequisite: Must have access to the elements of Earth, Water, Fire, and Air.

At 20th level, having mastered all four elements, you can enter a state of supreme power up to twice a day. You may stay in this state for a number of rounds equal to your constitution modifier plus your wisdom modifier. At the end of this time, the state immediately ends and you are exhausted.

While under the effects of The Avatar State, you gain the ability to have access to all the elemental techniques you know from each element you know. This includes Bending Proficiency Bonuses, Movement Bonuses, and Chi Pool abilities. You may not use Greater Elemental Form or any other effect that would change your form while under these effects; doing so immediately ends The Avatar State.

Spells cast from the the Chi Pool abilities while in The Avatar State, are treated as if under the effects of the Metamagic feats Maximize, and Heighten at no extra Chi Cost. If you choose to forgo these metamagic benefits, your Chi Pool abilities are free.


Ex-Elemental Benders[edit]

Ex-Elemental Benders who become so from multi-classing lose no abilities or class features as long as they remain of a Good alignment. Ex-Elemental Benders who are so because of violating their alignment lose all class features related to the elements they knew. This can be reversed if they have Atonement cast on them and perform a task given to them by each elemental from each element they knew.

Epic Elemental Bender[edit]

Table: The Epic Elemental Bender

Hit Die: d10

Level Special
21st Bending Proficiency (+6)
22nd
23rd Bending Proficiency (+7)
24th The Avatar State 3/day
25th Bending Proficiency (+8)
26th Greater Elemental Form 2/day
27th Bending Proficiency (+9)
28th
29th Bending Proficiency (+10)
30th Greater Elemental Form 3/day, The Avatar State 4/day

6 + Int modifier skill points per level.

The Avatar State: Mastery At Epic levels, the Elemental Bender no longer suffers fatigue when exiting The Avatar State of her own free will, but is still subject to exhaustion if the will saves to remain in it are failed or she is forced out of it.

Campaign Information[edit]

Playing an Elemental Bender[edit]

Religion: Elemental Benders have no set patron deity and may worship any of their choosing however it is common to find them worshiping gods who are more closely associate with Nature than anything else.

Other Classes: Elemental Benders get along decently well with most classes, but they are especially friend towards Druids and Rangers who are equally friendly in return.

Combat: Combat Role is flexible but often Elemental benders attack at range with their bending or look for ways to shift the terrain in their favor.

Advancement: Advancement with this class is strictly limited to advancement in this class.

Elemental Benders in the World[edit]

"Fire burns, Wind blows, Water flows, but earth. Earth remains."
—Terran, Dwarven (Earth) Elemental Bender

Daily Life: Day to day life with an elemental bender is often quiet. Preferring to go about their lives and employ their powers to make life easier rather than to win great renown. Festival times will be times of exhibitions of bending powers and competitions for the pleasure of the masses. Benders often seek out masters our take on students in the early and later years of their lives.

Notables: Zed, Human Master Elemental Bender. "Won great renown when being threatened by an advancing army focused his bending till in one moment he stopped the army's march by raising a mountain Range before them."

Organizations: While no formal organizations exist Elemental Benders will often take on students later in live. Students and masters have strong ties and bonds and will often remain life long friends.

NPC Reactions: Druids and Rangers react favorably to Elemental benders while other classes tend to be indifferent. In town most all members of society mistake Elemental Benders for monks, occasionally even other monks will fall prey to this mistaken identity.

Elemental Bender Lore[edit]

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

Knowledge (Nature)
DC Result
15 There are rumors of monks who have focused their lives so much on there training with the elements. They can punch and fire appears!
20 Benders are not Monks but children of nature, born in tune with it and its primal forces. They are bound to an element, but there are rumors of some bending more than one element.
25 The Elemental Bender has many elements they will learn to bend in their life time. Not all members of the class are the same. They vary greatly by what elements they learned and in what order.
30 Legends of Elemental Benders are through history, and the places where some of the great ones trained to focus their skills.

Elemental Benders in the Game[edit]

Many Elemental benders who seek a quiet life are farmers. Using their talents to help in the fields. While others who are more showy go in as performers. Others will be hired as personal body guards or muscle depending on their backgrounds.


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