Blue Fire Bender (3.5e Prestige Class)

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Blue Fire Bender
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Blue Fire Bender Bender[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-Humman-> <-Bender (Fire)-> Very strong class in fight but not so good on ref fort and will....
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<-fluff about this prestige class->

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: Chi playing.
Feats: <-feat requirements->.
Spellcasting: <-spellcasting requirements->.
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, Improved Unurmed Strike +0 1d6
2nd +2 +0 +3 +3 +0 1d6
3rd +3 +1 +3 +3 Elemental Bonus +2 +1 1d8
4th +4 +1 +4 +4 +1 1d8
5th ++5 +1 +4 +4 Elemental Bonus +3, Improved Bending +2 1d10
6th +6/+1 +2 +4 +4 +2 1d10
7th +7/+2 +2 +5 +5 Elemental Bonus +4 +3 1d12
8th +8/+3 +2 +6 +6 Elemental Mastery First +3 2d12
9th +9/+4 +3 +6 +6 +4 2d12
10th +10/+5 +3 +7 +7 Primal Elemental shape 1/day +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]

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). 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

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

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

Bending Proficiency: 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.

Fire benders forgo this bonus in exchange for their combat specialization and focus.

Chi Points: A Bender must spend Chi points for the type of the bending they wish to perform. A bender has chi points equal to their class levelx2 + her wisdom modifier. When used these points regenerate at a rate of 5 per every round. A Bender has a different Chi 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 two chi 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 chi points per level. So their chi point pool is equal to their level times 2 + wisdom modifier.

Bending: In order for an Elemental Bender to bend their element they must first have expand a number of Chi points that varies depending on the use of the bending. As a single action a Bender may remove Chi points to manipulate the element that they wish to use. Th number of Chi points removed is equal to x.

====(Fire Bending)====:

2x Chi points: Ray of Fire deals fire damage equal to 2d6/lvl + 2xd4 burn with a range of 10 feet every bender level.

5x Chi points: Ray of Lightning deal electric damage equal to 2xd6 + 2d4/lvl with a range of 10 feet every bender level.

20x Chi points: Wall of Fire spell. Caster level equal to bender level(2xd6/lvl passed, 2xd6 from 10 ft).

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

Campaign Information[edit]

Playing a <-class name->[edit]

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Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

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<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-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->

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