Elemental Bender, Variant (3.5e Class)
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Bender[edit]
<-general description->.
Making a Elemental Bender[edit]
Abilities: Wisdom For AC. Can Bend Fire(Cha), Air(Wis), Earth(Con), Or Water(Dex).
Races: Any.
Alignment: Any.
Starting Gold: Monk.
Starting Age: Any.
Level | Base Attack Bonus |
Saving Throws | Special | Bends Known | Unarmed Damage | Fast Movement | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Improved Unarmed Strike , AC Bonus , Basic Bends | 2 | 1d4 | - | |||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Bonus Feat | 3 | 1d4 | - | |||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Abilities | 4 | 1d4 | - | |||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Evasion | 5 | 1d6 | - | |||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Flurry of Blows, Fast Movement | 6 | 1d6 | +5 | |||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Bonus Feat | 6 | 1d6 | - | |||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | - | 7 | 1d6 | - | |||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | - | 7 | 1d8 | - | |||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | - | 8 | 1d8 | - | |||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | Talented Bend , Bonus Feat | 8 | 1d8 | +10 | |||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | - | 9 | 1d8 | - | |||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Major Bending | 9 | 1d10 | - | |||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | Bend Precision | 10 | 1d10 | - | |||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Bonus Feat | 10 | 1d10 | - | |||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +9 | - | 11 | 1d10 | +15 | |||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +10 | Improved Evasion | 11 | 2d6 | - | |||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +10 | - | 12 | 2d6 | - | |||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +11 | Bonus Feat | 12 | 2d6 | - | |||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | - | 13 | 2d6 | - | |||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Timeless Body | 13 | 2d6 | +20 | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×6 at 1st level) |
Class Features[edit]
All of the following are class features of the Elemental Bender.
Weapon and Armor Proficiency: Benders are proficient with simple weapons, and light armor but not any type of shield.
AC Bonus: Can add Wisdom Modifier to AC as Monk even when wearing light Armor,stacked armors.(AKA Charar-aina) but not Shields.
Minor Bends : Allows you to choose bends from the Minor Bends list
Bonus Feats: As Fighter but must still meet the requirements.
Fast Movement: Every 5 Lvl's Your Speed Goes Up By 5ft
Talented Bend: A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect.
Major Bending: Allows access to the Major Bends list.
Bend Precision: Bends Are Touch Attacks.Due To The Skill And Precision The Benders Have.
Abilities: Fire(Cha), Air(Wis), Earth(Con), Or Water(Dex) are added to the numerical effects of all bends performed by the bender.
Flurry of Blows: May make one additional attack per round as a full attack action at a -2 to all attacks including the extra attack. This effect is reduced to -1 at LV 12 and again at LV20 to 0.
Bend Save's: Some Bends allow a save to resist. To roll a trap save, roll 10+half bending class lv+bending modifier.
Fire Bending
Minor Bends:
Fire Jabs: The Bender of Fire's jabs and punches produce miniature fireballs and missiles of flame. This is a ranged attack with Close range that deals 1d6 (+1d6/two Bending level after 1st level) points of fire damage. As a full round action, the Bender of Fire may make a number of additional Fire Jab attacks as allowed by his Base Attack Bonus.
Fire Bomb: The Bender of Fire can create a flame at the end of a limb, and thrust the flame down in an explosive burst. Fire Bomb deals 2d6 (+2d6/two bending levels after 1st level) points of Fire damage in one square adjacent to the Bender of Fire (Reflex half). This technique is a standard action.
Fire Burst: The Bender of Fire can create a burst of flame extending outward in all directions, dealing 1d8 points of fire damage (+1d8/two bending levels after 1st level) to targets in each adjacent square (Reflex half). This technique is a standard action.
Fire Arc: The Bender of Fire can use spinning kicks or sweeping arm movements to create arcs that slice larger, more widely spaced areas. This attack deals 1d6 (+1d6/two Bending levels after 1st level) of fire damage to all targets within a 10 ft (+5 ft/Two Bending levels) cone (Reflex half). This technique is a standard action.
Fire Stream: The Bender of Fire can shoot continuous streams of fire from their fists, mouth, or legs. Fire streams deal 1d6 points of fire damage (+1d6/two Bending levels after 1st level) to targets within a 15 ft (+5 ft/two Bending levels) line (Reflex half). The Bender of Fire may activate one additional Fire Stream beginning at 4th and 7th level. Activating and maintaining one Fire Stream is a standard action, activating and maintaining multiple requires a full round action.
Block Fire: The Bender of Fire can defuse and extinguish an oncoming fire attack with a swift kick, jab, or defensive movement, allowing him to stop attacks. He receives Damage resistance 5 against Fire-based attacks. The Bender of Fire gains an additional 5 points of Damage resistance every third level after 1st(4th, 7th, 10th, etc.).
Redirect Lightning: A number of times per day equal to his Charisma modifier, when hit with an attack which deals electricity damage, the Bender of Fire may elect to use Redirect Lightning and delay taking any damage. On his next turn before taking any other actions, he may spend a standard action to release the electricity damage at a target within Medium range. If he does, the target takes the amount of damage that the Bender of Fire would have taken(Reflex half). If he does not release the electricity damage, he takes twice that much damage.
Fire Jump: The Bender of Fire gains a 30 ft fly speed (poor). The Bender of Fire must land at the end of his movement. His fly speed increases by 10 ft every fourth Bending level (4th, 8th, 12th, etc.)
Kinetic Fire (passive): Anybody dealt fire damage by one of the Bender of Fire's bends may be pushed 5 ft. If a Reflex save was permitted, this only occurs on a failed Reflex save.
Fire Whip: The Bender of Fire can create whips out of fire as a standard action. These function like Whips, except that they deal 1d6 (+1d6 per two Bending levels after 1st level) points of fire damage, and cannot be dropped. Because the Fire Whip can wrap around an enemy's leg or other limb, the Bender of Fire can make trip attacks with them, however, she is not subject to a trip attempt if she fails to trip her opponent. When using Fire Whip, the Bender of Fire receives a +2 bonus on opposed attack rolls made to disarm an opponent. Maintaining a Fire Whip is a swift action.
Flame Daggers: The Bender of Fire's melee touch attacks deal 1d6 (+1d6/two Bending levels after 1st level) points of fire damage. Activating and maintaining this technique is a swift action.
Heat Sense (passive): The Bender of Fire can sense heat. This functions as Blind sense with a range of 20 ft. The range of this ability increases by 10 ft every Five Bending levels (5th , 10th , 15th etc)
Guaranteed Ignition (passive): Anything the Bender of Fire burns catches on fire. Specifically, if the Bender of Fire successfully deals fire damage to anything or anyone with one of his Bends, that thing or person catches on fire, taking 1d6 points of fire damage per round. An affected character may take a full-round action to put out all such flames.
Channel Bend: A Bender can channel his elemental energy into his unarmed attacks; when the Bender makes a full round attack. Damage from the Bend only deals damage if the attack roll is successful. Deals 1d6 (+1d6 per 4 Bending levels)
Major Bends:
Charge Attack: The Bender of Fire can gather his energies as a full-round action. During the next round, he may bend at twice his Bending level. The Bender of Fire may use this technique a number of times/day equal to half his Charisma modifier (rounded down).
Blue Fire (passive): All damage dice for fire damage dealt by the Bender of Fire's bends are increased by one size.
Lightning Bolt: The Bender of Fire can create bolts of lightning to make a ranged touch attack that deals 1d8/Bending level points of electricity damage, with Long range (Reflex negates). Using Lightning Bolt causes 2d8 points of nonlethal damage to the Bender of Fire. This technique requires a full round action.
Constant Propulsion: The Bender of Fire can only learn this technique if he already knows "Fire Jump." The Bender of Fire is no longer required to land at the end of his Fire Boost movement.
Fire Wall: The Bender of Fire can create a wall of fire (which may be curved as desired) up to 10 ft in length per Bending level, and 5 ft per Bending level in height. Anything passing through the Fire Wall takes 1d6 (+1d6/ Bending level after 1st level) points of fire damage (Reflex half). Characters standing within 1 ft/ Bending level of the Fire Wall take half that much damage (Reflex half). Creating a Fire Wall is a full round action, and can be maintained as long as the Bender of Fire uses full round actions to maintain it or his concentration is broken. Creating and maintaining Fire Wall deals 2d6 points of nonlethal damage to the Bender of Fire.
Water Bending
Minor Bends:
Slicing: The Bender of Water can manipulate water to form a sharp edge which she can use to attack enemies or objects. Treat this bend as a ranged attack with a range increment of 5ft which deals 1d8 points of damage plus an additional 1d8 points of damage every fourth Bending level after first (4th, 8th, 12th, etc.) and has a 18-20/x2 critical. As a full round action, the Bender of Water may make a number of additional Slice attacks as allowed by her Base Attack Bonus. Performing this bend requires at least a half gallon of water to be within the reach of the Bender of Water.
Jetstream: The Bender of Water can throw water she has lifted at opponents to make ranged attacks. Treat this as a ranged attack with a range increment of 20ft which deals 1d6 points of bludgeoning damage plus an additional 1 point of bludgeoning damage for every Bender level. Treat this as a ranged Bull Rush against the target of this bend, with the Bender of Water adding half her Bender level to a Wisdom based strength check in place of her normal check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf).
Ice Spikes: The Bender of Water can use ice she has lifted by hurling shards of ice at her opponents in a 20ft line. Targets within the area of this bend are entitled to a reflex save to take half damage. Ice Spikes deals 1d6 points of piercing damage plus an additional 1d6 points of piercing damage for every two Bender level after level one. This is a standard action.
Encase in Ice: This Bend can only be taken if the Bender of Water already knows "Jetstream". The Bender of Water successfully hits a medium target with a Jetstream attack (2 Small size targets) can encase a large target at5th Level Huge at 10th level Gargantuan at level 15th and colossal at 20th level , she may immediately freeze that water into ice, encasing the target. If the target fails a Reflex save, he becomes completely incapable of moving, although a successful Trap check as a full round actions is sufficient to break free. This bend may also be used against enemies who are completely enveloped in water for any reason. Encase in Ice cannot be used more than once per round. A Reflex Trap Save is permitted for the target to resist being encased in ice. A successful Trap Save leaves the target standing on one side of a block of ice (their choice of side).
Bubble: The Bender of Water can prevent any loose water from entering within close range (or a shorter distance, if desired). This can be initiated or maintained with a swift action. Forcefully thrown water can still enter within this bubble, although any damage or effect caused by that water is halved.
Heal: The Bender of Water can use water to heal injuries to herself and others. She can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Bender level × her Wisdom bonus. For example, a 7th-level Bender of Water with a 16 Wisdom (+3 bonus) can heal 21 points of damage per day. A Bender of Water may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using Heal is a standard action that requires at least one gallon of water within the reach of the Bender of Water.
Gather Water: The Bender of Water can obtain water from inanimate plants, sweat, her own blood (or the blood of those she touches), and the air. In general, 5 cubic feet of air can produce 1/4 gallon of water, but only half as much in arid or dry environments. Performing this bend requires a move action.
Ice Wall: The Bender of Water can turn the water she's levitating, and free water within 10' of its desired location, into a wall of ice 1 foot thick as an immediate action. Note that ice has 3 hp/inch of thickness, and hardness 12.
Block (passive): The Bender of Water gets a +2 shield bonus to AC while levitating at least 20 gallons of water within her square. She gains an additional +1 to her shield bonus granted from the use of this ability every fourth Bending level after first (4th, 8th, 12th, etc.) Fog: The Bender of Water can turn up to 1 gallon of water per Bending level within Close range into fog. 1 gallon of water becomes one 5' cube of fog. Fog prevents sight as obscuring mist.
Tentacles: The Bender of Water shields her arms with tentacles of water that provide a +1 bonus to Grapple checks per Bending level. Maintaining these tentacles is a swift action, but creating them is a standard action that requires at least 25 pounds of water.
Form of the Octopus: The Bender of Water surrounds herself with a ring of water from which sprout eight tentacles of water. This ring occupies the same space as the Bender of Water and threatens opponents within a 10ft reach. The Bender of Water and can take up to eight attacks of opportunity per round with the Bender of Water's attack bonus. These attacks deal 1d8 points of bludgeoning damage (+1d6 per three Bending levels). Creating, maintaining and utilizing Form of the Octopus is a full-round action.
Water Walk (passive): The Bender of Water has mastered the art of holding herself aloft upon the surface of a body of water. She may move up to half her speed across the surface of water while using Water Walk. The Bender of Water may use this ability to stand on water which she is manipulating, provided that she lifts at least 20 gallons of water and succeeds on a DC 20 balance check to avoid loosing her balance and falling prone
Ice Claws: The Bender of Water can sheathe her fingers in claws made of ice. Any unarmed attacks she makes with her hands deal an additional 1d6 points of cold damage plus 1d6 points of additional cold damage every fourth Bending level after first (4th, 8th, 12th, etc.)
Major Bends:
Tidal Wave: With a standard action, the Bender of Water can raise a swell of water with a height equal to her Bending level or less, and a length not greater than 10' per Bending level. She can then move that wave up to 5' per Bending level as a standard action. Targets hit by the wave must make a Fortitude save or be brought with it. A Reflex Trap Save is permitted for the target to resist being knocked into a dangerous spot, such as in a whirlpool, falling off a cliff, or in a cage. A successful Trap Save stops the target at the edge of that spot.
Bend Elemental: The Bender of Water can bend water, vines, or seaweed around herself to form a giant dangerous monster that must be destroyed before damage can be dealt to her. Treat this as an alternate form ability, although destroying her in the alternate form returns her to her normal form with an amount of nonlethal damage equal to the amount of damage the alternate form suffered. Monsters bent out of water as Water Elementals with HD equal to her Bending level. Treat monsters bent out of vines or seaweed as Tendriculosi without the Swallow Whole ability with HD equal to her Bending level.
Long Distance Bending (passive): The Bender of Water becomes adept at manipulating water further than normal. She treats all her bends as having the range descriptor Close being changed to Medium for the purposes of determining the range of her bending abilities.
Sense Water (passive): The Bender of Water can sense and pinpoint all water within Close range (Medium if she has "Long Distance Bending"). Among other things, this lets her automatically notice living creatures (or other beings that contain water) and ignore concealment against them. If it's raining or underwater, she can ignore movement penalties for being blind.
Distortion Effect: The Bender of Water can bend water around herself in layers, using refraction to make herself invisible. Activating this is a full round action. It takes a move action to sustain this ability. While she is using this ability, the Bender of Water and all of her equipment are invisible.
Earth Bends
Minor Bends:
Rock Throw: The Bender of Earth can hurl stones she has levitated at foes with punching or kicking motions. Treat this as a ranged attack with a 30 ft. range increment which deals 1d6/two LV's of bludgeoning damage. This is a standard action.
Rock Bullets: The Bender of Earth can break 5 cubic ft of levitated rock into 3 Rock Bullets and propell them at foes with great speed. Treat this technique as 3 seperate ranged attacks with 20 ft. range increments, which each deal 1d6 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. The Bender of Earth gains additional sets of Rock Bullet attacks every fourth level (5th, 9th, and 13th) with a maximum of 4 sets of Rock Bullets at 13th level. Attacking with one set of Rock Bullets is a standard action, attacking with multiple sets of Rock Bullets requires a full round action.
Stone Wall: The Bender of Earth can raise earth or rock within a distance of 5 ft/Bending level into a 5 ft (+5 ft/two Bending levels) x 5 ft (+5ft/two Bending levels) wall of rock that is 1 ft thick. Note that stone has hardness 8, and 15 HP/inch of thickness. Using this technique is a standard action
Seismic Sense (passive): The Bender of Earth gains 30 ft Tremorsense when standing on solid earth or rock, which increases by 10 ft every five levels (5th , 10th , 15th , 20th )
Rock Shield (passive): The Bender of Earth can use a levitated slab of rock to double as a shield when positioned in front of a bender. The Bender of Earth gains a +2 shield bonus to her AC while levitating at least one rock within 5 ft of herself.
Stone Armor: The Bender of Earth can shape stone into Full Plate, and Gauntlets. The Bender of Earth gains a +8 armor bonus to AC from Stone Armor, wich does not suffer the usual Maximum Dexterity Bonus penalty because of the Bender of Earth's ability to bend the earth around himself so it does not impede his movement. Unarmed attacks are considered armed attacks while using Stone Armor. Stone Armor also provides Damage Resistence 15 against fire attacks. Assembling Stone Armor is a standard action, maintaining this equipment is a move action.
Stone Hands: The Bender of Earth can levitate a small chunk of rock into the air, and then propel it through the air to strike or grab opponents. Treat this as a ranged attack with Close range that deals 2d4 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. Or, Stone Hands may be used as a ranged touch attack to grapple a target within Close range. If the Stone Hands succeed on the ranged touch attack, an opposed grapple check determines whether the target becomes grappled. The Bender of Earth uses her Constiution modifier + BAB to determine her grapple check. If the Bender of Earth wins the opposed Grapple check, the target is grappled by stone manacles with a burst/escape artist DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's class levels. Using this technique is a standard action.
Rock Climb (passive): The Bender of Earth can magnetize his limbs to stone, allowing him to climb sheer walls and cliffs. The Bender of Earth can climb and remain off of the ground for long periods of time without requiring a climb skill check.
"Monolith Attack": The Bender of Earth can stamp the ground and shoot a column of rock out of the ground at his opponent. A target within Close range who is standing on earth or rock must make a Reflex Save or be catapulted 5 ft/Bending level into the air. The Bender of Earth can choose any place within 5 ft/Bending level of the target's original location for the target to land. OR, treat this as a ranged attack against a target within Close range who is standing within 5 ft (+5 ft/two Bending levels) of earth or rock, which deals 1d8/two Levels plus the Bender of Earth's Constitution modifier of bludgeoning damage. Monolith Attack is a standard action.
Boulder Run: The Bender of Earth uses the earth beneath her feet to push herself forward. While using Boulder Run, the Bender of Earth gets a 10 ft bonus/Two Bending levels to land movement speed, but cannot do any other bending. This is a full round action.
Quicksand: The Bender of Earth can make one 5 ft square/Bending level within Medium range into difficult terrain as a standard action.
Rock Encasement: The Bender of Earth stamps the ground, and a target within Close range must succeed on a Reflex Save or become encased in conical sheets of rock. While encased, the target cannot move his limbs. The target may make a Strength check (DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's Bending level) as a full-round action to attempt to get free. An escape artist skill check may be made to escape at the same DC.
Fissure: The Bender of Earth creates a fissure that is 5 ft/four Bending levels wide, 5 ft/Bending levels deep, and 10 ft/Bending level long originating from a point within Close range. Characters of Medium size or smaller within a square occupied by the fissure must make a Reflex Save or fall in. Characters within a square adjacent to the Fissure must make a Balance check or fall prone (DC 10 + half the Bender of Earth's Bending level + Constitution modifier).
Channel Bend: A Bender can channel his elemental energy into his unarmed attacks; when the Bender makes a full round attack. Damage from the Bend only deals damage if the attack roll is successful. Deals 1d6 + 1d6 per 4LV's.
Major Bends:
Sinking Encasement: The Bender of Earth must already know "Rock Encasement" before learning this technique. The Bender of Earth can forcibly sink opponents into the ground, imprisoning them in earth. A target of Medium size or smaller within Close range must succeed on a Reflex save or become trapped up to their waist in the ground they had been standing on. The target takes 1d6/two Bending levels points of damage as their sunken extremities are crushed into the earth. The Bender of Earth gains the ability to encase Large targets at 8th level, and Huge targets at 15th level. This is a full round action which deals 1d8 points of nonlethal damage to the Bender of Earth.
Bend Metal (passive): The Bender of Earth can bend metals as though they are dirt or rock, albeit, at half her normal bending level.
Remote Earthbending: The Bender of Earth can focus his energies and bend earth that is out of his physical reach out of sheer concentration. The Bender of Earth becomes capable of bending earth or rocks within Close range even without maintaining physical contact with the ground.
Earthquake: The Bender of Earth must already know "Fissure" before learning this technique. The Bender of Earth can create localized earthquakes by striking the ground with her feet, fists, or hammers. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. This technique functions as the spell earthquake, with the exception that it affects a 20 ft (+10 ft/two Bending levels) radius within Medium range. Creating and maintaining Earthquake is a full round action that deals 2d6 points of nonlethal damage to the Bender of Earth.
Quick as Dirt (passive): The Bender of Earth gains a Burrow speed equal to her land speed. In addition, her Burrow speed increases by 10 ft/three Bending levels. She can choose whether or not to leave a tunnel behind.
Air Bending
Minor Bends:
Air Punches/Kicks: The Bender of Air can fire off compressed formations of air from his fists or feet. This is a ranged attack with Close range that deals 1d4 points (+1d4/three Bending levels) of bludgeoning damage. The Bender of Air may make one additional air punch attack every Five levels (5th , 10th , 15th , and lastly 20th) with a maximum of 5 attacks at 20th level. Using one Air Punch is a standard action, using multiple requires a full round action.
Air Slice: The Bender of Air swings his arm, propelling a blade of air at the target. This is a ranged attack with Medium range that deals 1d6 points (+1d6 per Four Bending level) of slashing damage. With an equipped polearm, the increase the size of the Air Slice damage die to d8s. This is an standard action.
Air Blast: The Bender of Air can generate a direct pulse or jet of almost solid wind from the hands or feet. Treat this as a ranged Bull Rush against all targets in a 30 ft. line (+5 ft/ Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
Air Sweep: The Bender of Air can send large, wide-spanning waves of air toward multiple enemies with one long, sweeping motion from an airbending staff or from his limbs. Treat this as a ranged Bull Rush against all targets within a 15 ft. cone (+5 ft/ Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
Air Bomb: The Bender of Air can create a powerful, outward-moving air current in all directions around the bender. Usually performed after landing on the ground from above, this airbending form has great concussive force, and the capacity to completely blow away anything within its radius. Air Bomb deals 1d8 (+1d8/ two Bending levels) points of bludgeoning damage (Relfex half) against all targets within a 5 ft radius (+5 ft/ two bending levels). Also treat this as a ranged Bull Rush against all targets within its radius, with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
Air Scooter: The Bender of Air creates a bubble of air that he sits on to speed around. Beginning or ending this ability is a move action. While using Air Scooter, the Bender of Air may travel at twice his normal base land speed, as well as gain an equivalent climb speed. The Bender of Air may not end his movement using Air Scooter in the middle of a climb without losing momentum. While using Air Scooter, the Bender of Air recieves a +1 dodge bonus to AC per Bending level. This bonus does not stack with dodge bonuses from other sources. Maintaining the Air Scooter is a swift action.
Assist Flight (passive): The Bender of Air can fly with the assistance of a glider. While in possession of a Glider, the Bender of Air may use it to achieve a 50 ft fly speed (Average). In addition, his flight speed improves by 10 ft every three Bending level (4th , 7th , 10th , 13th , etc.).
Air Suction/Yank: The Bender of Air swings his arm inwards, propelling a wave of air from the target towards himself. Treat this as a ranged reverse Bull Rush against a target within Close range, with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may pull his targets in an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may pull his targets in an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. Performing this bend is a standard action.
Air Shield (passive): The Bender of Air can deflect attacks as needed by throwing up gusts of air close to his body as a shield. This technique allows the Bender of Air to trade a use of an Attack of Opportunity to instead grant himself Damage Resistance 5 against an attack made against him. In addition, this Damage Resistance increases by 5 every fourth Bending level after first (4th, 8th, 12th, etc.).
Swipe: The Bender of Air can deflect a projectile that has a trajectory that passes within 5 ft/Bending level of the Bender of Air. The Bender of Air may attempt to redirect the projectile by making an opposed attack roll. If the Bender of Air wins the opposed attack roll check the projectile is redirected, and the Bender of Air makes a new attack roll for the projectile against a target within the projectile's remaining range. This bend may be performed as an immediate action.
Air Spout: The Bender of Air can use his land movement to levitate up to 5 ft/Bending level in the air. Creating and maintaing the Air Spout is a swift action.
Amplified Shout: The Bender of Air can amplify his voice to incredible levels. As a standard action, he can deal 1d4 points of sonic damage (+1d4/three Bending levels) to everything within a 30 ft cone, and half that much to everything within a 100 ft cone. A successful Fortitude save negates this damage.
Misdirected Bending (passive): The Bender of Air can make gusts of wind that neither go towards nor away from himself. He may treat any Air bend he does as emanating from a location within Close range, but if he does so, his Bending level is halved for that bend.
Channel Bend: A Bender can channel his elemental energy into his unarmed attacks; when the Bender makes a full round attack. Damage from the Bend only deals damage if the attack roll is successful. Deals 1d6 + 1d6 per 4LV's.
Major Bends:
Shield Bubble: An invisible swirling curtain of wind appears in a 10 ft radius around the Bender of Air. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments swirl around the Bender of Air when caught in the gust of a Shield Bubble. Arrows and bolts are deflected and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall(although it is no barrier to incorporeal creatures). Maintaining the Shield Bubble is a move action that deals 2 point of nonlethal damage to the Bender of Air.
Quick Bending: The Bender of Air can perform his bends faster than other benders. During a round in which the Bender of Air utilizes this ability, he may reduce the required action time of one bend by one degree. For example, a bend which normally requires a full-round action would instead require a standard action; standard actions/move actions instead require a swift action; swift actions instead require a free action. A Bender of Air may utilize this ability a number of rounds per day equal to his Dexterity modifier.
Air Concussor: The Bender of Air sends a concussive burst of air traveling through the air, which blasts apart anything in its path. Everything in a 15 ft wide, 30 ft (+5 ft/Bending level) line take 6d6 points of sonic damage (Relfex half). Also, treat this as a ranged Bull Rush against all targets in a 30 ft. line (+5 ft/Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result.
Strong Winds: The Bender of Air may bend at twice his Bending level a total number of times/day equal to half his Widsom modifier (rounded down).
Air Sphere: The Bender of Air must already know "Shield Bubble." The Bender of Air may now fly while maintaining the "Shield Bubble" bend. The Bender of Air gains a 50 ft fly speed (Perfect) while maintaining Air Sphere. Maintaining Air Sphere is a swift action that deals 2 points of nonlethal damage to the Bender of Air.
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29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
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