Bender, Air (3/4) (3.5e Class)
From D&D Wiki
1 out of four Classes I intend to make, as this site has plenty of "Bender" Classes, but in the series the different styles were too different to be looped into the same class.
- 1 Airbenders
- 1.1 Making an Airbender
- 1.2 Air Bender Feats
- 1.3 Epic <-class name->
- 1.4 Campaign Information
All Airbenders are wistful and contemplative, but they also share a childlike enthusiasm for pranks and merriment.
Making an Airbender
Airbending is a very interesting style of bending, given that it is difficult to deal damage with a simple stream of Air. Airbenders are often craftier then other benders, finding interesting ways to utilize their bending in a formidable, but harmless. All damage an Airbender does regardless of the source is non-lethal.
Abilities: An Airbender's chief ability is Dexterity.
Races: Context (Depends on the world in which this class is used.)
Alignment: Any non evil
|Saving Throws||Special||Speed bonus||Unarmed Damage||Wind Damage|
|1st||+0||+0||+0||+2||Bending Style 1st, Improved Unarmed Strike||+0||1d4||1d6|
|2nd||+1||+0||+0||+3||Bonus Feat, Evasion||+0||1d4||1d6|
|3rd||+2||+1||+1||+3||Fast Movement, Unbalancing Strike||+10||1d4||1d6|
|6th||+4||+2||+2||+5||Bonus Feat, Uncanny Dodge||+20||1d6||1d10|
|7th||+5||+2||+2||+5||Flying Kick, Bending Style 2nd||+20||1d6||1d10|
|12th||+9/+4||+4||+4||+8||Whirlwind Attack, Bending Style 3rd||+40||1d10||2d10|
|14th||+10/+5||+4||+4||+9||Bonus Feat, Improved Uncanny Dodge||+40||1d10||2d10|
|17th||+12/+7/+2||+5||+5||+10||Bending Style 4th||+50||2d6||2d12|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Air Benders are nimble and dexterous, just like the wind. Has prociciency with all the weapons a monk can use.
AC bonus: Benders are nimble fighters, allowing them to add their WIS mod to their AC, for as long as they are unarmored
Air Bending (Su): By focusing on the air around you can deal force damage based on your current level, the ranage of the bending attack is 45ft in a line and stops when the target is hit. Attacking this way consumes 1 chakra. Your wind damage is added to your bending attacks. All bending techniques have a range of 10ft/lv unless it says otherwise.
Most of a Bender's Elemental Attacks entail a reflex save to the opponent for half damage, as any spell of the same kind. The saves for some of the bender's attack is 10 + Class Level + Key Ability Score. The Airbender's Key ability score is Dexterity. Recovering 1 chakra back every 4 rounds.
Bending Styles: Starting at 1st level and onward, the bender may unlock techniques unique to their bending element. These techniques take up chakra (2+ the Bender's level+ WIS mod)
Bending Style; 1st: Whirlwind: by expending 2 chakra, the Bender creates a small vortex of wind to slice and cut the enemy. Deals 2d4 force damage to target creature and their movement speed is decreased by 10 for 1 minute. At level 6 you can consume 2 more chakra to deal 4d4 force damage instead to the target and for 1d4 rounds the target can only make a single action if they fail there Fort Save (10+ 1/2 the Airbender's level + Wis Mod).
Fleet of Foot: By expending 3 chakra, the Bender accelerates one allies actions. Same effect as haste for 1d4 rounds. At level 7 pay an additional 1 chakra to add your DEX mod to the amount of turns the ally is hasted.
Bending Style; 2nd: Wing Blast: By expending 4 chakra, the Bender creates a blusterous wind, proning enemies within 15 feet in a cone. FOR save negates (DC 10 + 5 + 1/2 Bender's level). At level 11 the range is extanded to 20ft, also you can pay an additional 5 chakra to use this as a swift action, allowing you to use it when it is not your turn. Using the ability this way you won't be able to use it until the end of your next turn.
Drop Kick: By expending 6 chakra, the Bender delivers a swift kick to the enemy, infusing his foot with a great breeze. Deals unarmed strkie damage + 4d6 force damage and target is stunned for 2 rounds unless they pass a FOR save (DC 10 + Bender's DEX mod + 1/2 the Airbender's level). At level 10 you can consume additional chakra to increase the DC by +1 and deal an extra 1d6 of force damage for each 2 chakra you consume after the initail pay to a max of +5.
Bending Style; 3rd: Tornado Burst: By expending 8 chakra, the Bender summons a large tornado to slash enemies deals 4d8 force damage within 30 feet of the user and pushes all creatures within range back 15 feet back by 5ft unless they are two size categories larger than the user. At level 15 if you expand 5 more chakra as a full round action you can deal 6d8 force damage to all creatures within 45 feet and pushing back all creatures within 30ft back 10 feet unless they are two size categories larger than the bender.
Air funnel: By expending 7 chakra, the bender can take a defensive stance to re direct an ranged attack back at its user. However while doing this the bender can't attack unless the bender dispells the air. At level 16 the cost of this ability is reduced by 2 chakra.
Bending Style; 4th: Air sheild : By spending 6 chakra, the bender can make a dome of air 10ft around him which can deflect all ranged, and all physical attacks for a short time. This can be sustained however it costs 3 chakra each time as well as a concentration check DC (10+ bender level.
Flight: By spending 4 chakra the bender can move the air around him gaining flight = to his speed this lasts aslong as the bender spends 2 chakra every round.
Evasion: At 3rd level, If subjected to an attack that allows a Reflex save for half damage, a Bender with evasion takes no damage on a successful save. As with a Reflex save for any creature, a Bender must have room to move in order to evade. A bound Bender of one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The Bender need not know that the attack is coming to use evasion.
Unbalancing Strike: At 3rd level, a Bender says she is using the feat before making her attack roll. If she successfully strikes an opponent with an unarmed strike, he must make a Fortitude save (DC 10 + ½ your level + Wis modifier). In addition to suffering normal damage, if the defender fails his saving throw, he is considered flat footed for 1 round. You may use Unbalancing Fist once per day for every four character levels, and no more than once per round.
Combat Expertise: At 4th level, when a Bender uses the attack action or the full attack action in melee, she can take a penalty of as much as –5 on her attack roll and add the same number (+5 or less) as a dodge bonus to her AC. This number may not exceed her base attack bonus. The changes to attack rolls and AC last until her next action.
Dodge: Being more fexable you gain the "Dodge" feat starting at level 5; during your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
Uncanny Dodge: Starting at level 6 you gain the ability of Uncanny Dodge. An Airbender can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Flying Kick: At 7th level, a Bender starts this maneuver off by performing a Jump check. She attacks a target no further away from her than two times her reach. If her attack hits, she adds half the result of her Jump check to the damage of the attack
Spring Attack(Ex):Starting at level 9, when using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
Whirlwind Attack(Ex):Starting at level 12 when you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).
Improved Uncanny Dodge(Ex): An Airbender of 14th level or higher can no longer be flanked.
Air Blade(SU): Starting level 19 you can add your bending damage to your unarmed strikes once time per day eqaul to your WIS mod.
Air Bender Feats
Prerequisites: Bending Style 1st
Benefits: Your level for your bending casting class increases by +4. This can't increase your Bender level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain nonBender-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level Bender/3rd-level fighter who selects this feat would increase his Bender level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his Bender level would become 9th (since he now has 9 HD). This level determines Bending Styles and Air Damage only.
Prerequisites: Bending Style 1st
Benefits: As a Full-Round Action that provokes attacks of opportunity you can meditate to refill half of your total chakra. You must make a DC 15 Concentration Check or this feat has no effect.
Prerequisites: Bending Style 2nd
Benefits: As a standard action you can create a weapon made of your element. This weapon functions normally in all ways except you add your elemental damage to damage rolls. Fire Bender's create two dagger's made of fire, Water Bender's create a whip made of water (This whip deals lethal damage and does damage armored creatures), Air Bender's create a scimitar made of air, Earth Bender's create a heavy mace made of stone. If for any reason these weapons leave the Bender's possesion it return's to it's element.
Special: A fighter may select Elemental Weapon as one of his fighter bonus feats.
Prerequisites: Bending Style 1st
Benefits: A Bender gains +4 on Knowledge (Bending) checks to redirect or diminish an ability of her element.
Prerequisites: Bending Style 1st
Benefits: Whenever you would restore 1 Chakra you instead restore 2. This internal focus distracts you from your surroundings, when your Chakra Pool is not full you receive a -2 penalty on Spot and Listen Checks.
Special: A fighter may select Charka Prodigy as one of his fighter bonus feats.
Ability Focus (Bending):
Prerequisites: Bending Style 1st
Benefits: Add +2 to the DC for all saving throws against the Bending attacks used by this Bender.
Last Second Shift:
Prerequisites: Bending Style 2nd
Benefits: When a Bender attacks and a defender with evasion make's their saving throw there is 50% chance that the attack still does half damage.
Special: A fighter may select Last Second Shift as one of his fighter bonus feats.
Prerequisites: Bending Style 2nd, Elemental Weapon
Benefits: When using your Elemental Weapon you may add your key bending ability modifier to your attack roll instead of your strength modifier.
Special: Bending Finesse can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to your Elemental Weapon. The benefit of Bending Finesse for an Air Bender over Weapon Finesse is that Bending Finesse does not have an armor check penalty incurred by wielding a shield affect attack rolls.
Many Metamagic Feats can be slightly adjusted to become Metabending Feats (e.g. Empower Bending, Maximize Bending, Enlarge Bending ect). When you would normally inrease a spells level just increase the chakra costs by the same amount. Only one Metabending Feat may be used on a Bending at a time.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|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->
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->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.