Bender, Fire (1/4) (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.
Firebenders Use passion to fuel their Bending. They put their spirit into their attacks. Sometimes the powerful feeling is Rage, and sometimes it is the desire to accomplish some goal, but the Firebenders need a constant fire within them in order to be at their best. Due to this internal fire, all Firebenders share a strong and dominant personality.
Making a Firebender
Firebending as an artform is mainly an overwhelming offensive style. Fire is a powerful force to consume the enemy or damage them bodily, but it is not as useful for defense as Earth or as versatile as water.
Abilities: The Most important ability score for the Firebender is Charisma. Their personal fire fuels their bending.
Alignment: Any non neutral.
|Saving Throws||Special||Fire Damage||Unarmed Damage|
|1st||+1||+0||+2||+0||Bending Style 1st, Improved Unarmed Strike,Malicious Flame||1d8||1d4|
|3rd||+3||+1||+3||+1||Improved Initiative, Flame Shield||1d8||1d6|
|4th||+4||+1||+4||+1||Evasion, Pride of Flame||2d6||1d8|
|5th||+5||+2||+5||+2||Bending Style 2nd, Flying Kick||2d6||1d8|
|10th||+10/+5||+4||+7||+4||Improved Evasion, Lightning Bending||2d10||1d10|
|11th||+11/+6/+1||+4||+8||+4||Above and Beyond,Bending Style; 3rd,||2d10||1d10|
|13th||+13/+8/+3||+5||+9||+5||Destructive Flames, Flameproof||3d8||2d6|
|16th||+16/+11/+6/+1||+7||+10||+6||Bending Style; 4th||3d10||2d8|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Firebender is proficient with all light and medium Armor, as well as all simple and martial weapons.
Improved Unarmed Strike: At First level, the Firebender gains Improved Unarmed Strike as a bonus feat. In addition, the Firebender's unarmed strikes deal more damage than a normal person's. The Firebender's fists begin at first level dealing 1d4 points of damage, and increase as is shown on the Firebender table.
Fire Bending (Su): The Firebender is the only variety of Bender capable of creating their element out of thin air. All other benders must be in the presence of their element in order to bend it. The fire bending's basic fire damage have range 30ft. Your fire damage is added to your bending attacks. All bending techniques have a range of 10ft/lv unless it says otherwise. You can make a Knowledge (Bending) check if a fire ability is used to redirect the attack or diminish it. Check=10+Spell Level+1/2 caster level.
All of the Firebender's Elemental Attacks entail a reflex save to the opponent for half damage, as any spell of the same kind. The Reflex save for any bender's attack is 10 + Class Level + Key Ability Score. The Firebender's Key ability score is Charisma. Recovering 1 chakra back every 3 rounds.
Malicious Flames:All of a Fire Bender's attacks have the ability to set his enemies on fire, dealing a 1d4 of fire damage per round for 5 rounds. REF save halves to d2.
Bending Styles: Starting at 1st level and every 4th level onward, the bender may unlock techniques unique to their bending element. These techniques take up chakra (2+ the Bender's level and x2 WIS mod)
Bending Style; 1st: Searing Flame: By expending 3 chakra, the Bender may whip the enemy with gouts of fire, dealing 1d8 fire damage + the Bender's CHA mod having the range of your normal fire bending attacks. At level 6 you are able to use searing flame like a true fire bender letting you to expand 2 more chakra to deal 2d8+ the Bender's CHA mod instead of the previous amount. Starting at 6th level you can also you can make a concentration check against the target's strength to grapple them with Searing Flame. Each round it drains 1 chakra to keep the grapple in check and forcing another set of checks to keep it on going, the grappled enemy takes 1d6 of fire damage each turn they are grappled.
Fireball: By expending 3 chakra, the Bender forces a searing sphere of fire at his opponenet. Deals 1d10 + STR mod to target creature. Also deals 1d6 of fire damage to any creature within 5 feet of the first. At level 6 you have mastered the Fireball and now able to expend 3 more chakra to deal 3d10+STR mod instead of the normal damage and deal 2d6 of fire damage to all creatures with 5ft of the target.
Bending Style; 2nd: Flame of the Western Sun: By expending 5 chakra, the Bender's palms force a flame of pure passion. The Bender must perform a touch attack. If it succeeds, he deals a number of d8's in fire damage equal to his CHA mod (for example, a Fire Bender with a CHA mod 0f +5 will deal 5d8's. At 10th level fire burns deeper into your body letting able to pay 4 more chakra to turn the d8's into d10's for that turn.
Fires of Passion: By expending 7 chakra, the Bender may draw the deepest fire of love and passion from himself, imploding one enemy, which kills them outright unless they pass a FOR save (DC is 10 + the Bender's CHA mod + 1/2 his level. At level 15 you may add +1 DC to the save for each 2 extra chakra consumed to a maxium of +5.
Bending Style; 3rd: Flaming Dragon: By expending 8 chakra, the Fire Bender channels the full passion of his fire into a flaming whip in the shape of a dragon. Deals 4d12 fire damage + CHA mod taking a full round action to use.
Agni-Kai: By expending 10 chakra, the Fire Bender turns his fire into a chain of lighting, electrocuting his enemies. Deals 5d10 electricty damage + CHA mod and target becomes paralyzed for 1d6 rounds unless they pass a FOR save (10 + 1/2 the Bender's level + Bender's CHA mod)
Bending Style; 4th: Lavabending/Magmabending: By expending 6 chakra and focusing for a full round you can pull magma from the earth moving to closer to the surface and get 1d4+WIS mod uses out of it. Afterwards with the hot molten rock being so close to the surface you can expand 4 chakra to control the lava and use it against your opponent's. This deals 8d8 fire damage to an enemy and a 20% to deal this damage to any equipment hit by the lava.
Lightning Generation: By expending 10 chakra you can focus your mind to to master lightning, you deal 4d8 of lightning damage to an enemy. If there is an enemy within 20ft of them the lightning jumps to them and deals a d8 less. The lightning keeps jumping until there is no enemy within range or there is no more d8's of damage.
Improved Initiative: At 3rd level, the Bender gains this feat. If he already knows this feat, he may choose one from the general feats he has the requirements for instead
Flame shield: At 3rd level, a Fire Bender may envelope himself in a cone of flame, dealing 2d10 of fire damage to any creature who makes an attack on you. Lasts 1d4 rounds
Evasion: At 4th level, if a Fire Bender makes a successful REF save, he takes no damage damage instead of half
Pride of Flame: At 4th level, a Fire Bender may make an unarmed strike, adding his fire damage to it. Usable twice per day at 4th level, three times per day at 8th, and five times per day at 11th level
Flying Kick: At 5th 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
Uncanny Dodge: At 7th level, a Bender can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if his is caught flat-footed or struck by an invisible attacker. However, his still loses his Dexterity bonus to AC if immobilized
Roundabout Kick: At 8th level, if a Bender strikes a successful critical hit with an unarmed attack, he can immediately make an additional unarmed attack against the same opponent, as if he hadn’t used his attack for the critical hit. He uses the same attack bonus that he used for the critical hit. For example, Shi deyang can make three unarmed attacks in a round, at base attack bonuses of +9, +6, and +3. If he gets a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. he then makes his third attack (at +3) as normal
Improved Evasion: At 10th level, the Fire Bender gains Improved Evasion as a bonus feat. Similar to Evasion, but if the Bender fails a REF save, he still only takes 1/2 damage
Lightning Bending: By level 10 the bender is able to push beyond using just fire by turning the flames into lightning. This does the same amount of damage that her fire damage does but has double the reach. The reflex save is increased by 5 if the target is wet by water or has metal on their person.
Above and Beyond: At 11th level, the Fire Bender gains the ability to infuse his life force into his attacks. Each time the Fire Bender makes an unarmed strike, he may pump fire through his veins. He may deduct a number of his hit points (max of 10) and deal 2 damage for each hit point deducted.
Destructive Flames: At 13th level, the Fire Bender may control his bending. Enemies no longer gain a REF save against his bended fire
Flame Proof: At 13th level, the Fire gains a -10 damage reduction to fire
Greater Initiative: At 15th level, the Fire Bender gains a +6 to initiative instead of a +3
Flaming Hands: At 17th level, if a Fire Bender is near a source of fire, he gains a +5 to all damage from his fire bending. Also, he may use a flaming creature as a source for his bending, killing it instantly unless it passes a FOR save (10 + 1/2 Bender's level + the Bender's CHA mod)
Greater Flames: At 20th level, the Fire Bender has become a true master of fire, adding his CHA mod x2 to all his bending instead of the original score