Elemental Bender (3.5e Class)
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Also see Elemental Bender, Variant (3.5e Class) and Elemental Bender, Variant 2 (3.5e Class) Elemental Bender is a Utility fighter. Like a cross between a rogue a monk and a sorcerer. They use their own energy to bend and shape the elements of the world around them. While able to enter combat and go into the heart of the fray Benders prefer to use their minds and their bending to defeat opponents and protect their allies.
- 1 Elemental Bender
- 1.1 Making an Elemental Bender
- 1.1.1 Class Skills
- 1.1.2 Weapon and Armor Proficiency
- 1.1.3 Bending Proficiency
- 1.1.4 Bending Movement Bonuses
- 1.1.5 Flurry of Blows
- 1.1.6 Bonus Feat
- 1.1.7 Deflect arrows
- 1.1.8 Commune with spirits
- 1.1.9 Avatar State
- 1.1.10 Timeless Body (Ex)
- 1.1.11 Elven Elemental Bender Starting Package
- 1.2 Campaign Information
- 1.1 Making an Elemental Bender
Elemental benders are individuals who have been born in sync with the natural world. Able to train and harness the energy within themselves and make that energy express itself in the 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 heardy 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
When creating an elemental bender one should always bear in mind the nature of the elements in the world and which they wish their character to reflect. The elements are Fire, Earth, Wind, and Water.
Elemental benders are good within combat due to their ability at later levels to use any element in their defence or to make most any terain into a weapon. This holds true only so long as the Elemental Bender retains Chi Points in reserver to use their bending skills. The weakness of this class comes when in another plane where their elements are limited and especially in the astral plane where they can not bend at all. If they should use all their chi points and have none in reserve they are more vunerable to attack and so rash or flashy players will often leave themselves open. This Class should work well as a jack of all trades in a group being able to assist in healing fighting and utility purposes outside of combat.
Abilities: The most important abilities for this class in order are: , Dexterity, Charisma, Constitution, Intelligence, and Strength.
Races: Any race may contain elemental benders within it. The closer linked to nature a given race is however, the more likely they are to produce an elemental bender.
Starting Gold: starting gold; 2d6×10 gp average starting gold.
Starting Age: As Monk.
|Saving Throws||Special||Unarmed Damage||AC Bonus|
|1st||+0||+2||+2||+2||Unarmed Strike, Flurry of Blows, First Element, Elemental Bonus +1||1d6||+0|
|5th||+3||+4||+4||+4||Elemental Bonus +1||1d8||+1|
|7th||+5||+5||+5||+5||Commune with Spirits||1d8||+1|
|10th||+7/+2||+7||+7||+7||Elemental Bonus +1, Bonus Feat, Avatar State||1d10||+2|
|15th||+11/+6/+1||+9||+9||+9||Elemental Mastery First, Elmental bonus +1||2d6||+3|
|20th||+15/+10/+5||+12||+12||+12||Elemental Mastery Second, Elemental Bonus +1||2d10||+5|
Class Skills 
Class Skills ( 6 + Int modifier per level, ×4 at 1st level)
The Elemental Bender’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency
Elemental Benders are proficient with unarmed fighting techniques and all bended weapons they form. They are also proficient with common monk weapons such as club, crossbow(light or heavy),dagger, punching dagger,handaxe, javelin, kama, nunchaku, qaurterstaff, sai, shuriken,siangham, and sling. Elemental benders are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a bender loses her AC bonus and her perform dance check to her bending.
A bender is born with the talent to bend an element with focus and practiced movements. Bending is a Supernatural ability.
Elemental benders gain one element at first level and one additional element every four levels there after until their final element at 12th leve. Each element has a given purpose in battle and outside for utility purposes. Choose yours carefully. All benders gain a benefit to other stats that go along with their style of bending. These bonuses are cumulative from the time you learn your Element, gaining their modifiers over again each time you gain an “Elemental Bonus” increase. The bonuses count only for elements you control when you reach the level that gives the bonus. Ending with +5, +4, +3, +2 bonuses to your elements at 20th level.
Fire benders receive a +1 bonus to attack and +2 bonus to damage and a +5 resistance to Fire and Electricity damage.
Earth Benders receive a +1 to their fortitude saves and +1 natural armor bonus as well as a +5 resistance to Earth and Acid based damage.
Air Benders receive a +1 to their Reflex saves and a +1 initiative bonus as well as +5 resistance to Air and Sonic based damage.
Water Benders receive a +1 to their Will saves and a +1 deflection bonus to their AC as well as a +5 resistance to Water and Cold based damage.
Bending Movement Bonuses
The four benders receive bonuses to their movement and mobility.
Fire benders are able to use their flames to rocket themselves forward gaining a +10 to their base land speed per elemental bonus movement bonus. Fire benders may also fly with good maneuverability up to their movement speed, but if not on some sort of support by the end the flames flicker out and the bender falls to the ground.
Air benders are able to manipulate air currents around them and receive a fly speed equal to their base land speed with perfect maneuverability. (Fly speed of a Air bender is never affected negatively by winds as they can bend the wind currents around them).
Water benders receive a swim speed equal to their base land speed when in the water. (Swim speed is never affected negatively due to currents and weather conditions as they may bend the water around them to ease their passing).
Earth benders receive a dig/burrow speed equal to their base land speed. They however are not effected by the type of terrain they borrow through so long as it is of an earth base. (stone to sand makes no difference as the bender may bend the earth).
Chi Points and Bending
A Bender must spend Chi points for bending ability they wish to perform. A bender has chi points equal to her class level + her Charisma modifier. When used these points regenerate at a rate of 5 per minute or one every two rounds.
<New Feat> Extra Chi: Upon taking this feat you gain an additional three chi points.
2 chi points: Persistence, by expending 2 chi points you allow any formation of fire air or water to remain for an additional hour past when it would have naturally expended itself. 10 Chi points extends this by 1 day. 20 Chi points makes the effect permanent.
1 chi point : Focused, by expending 1 chi point every two rounds and concentrating. You may add an additional target onto your next attack bending. Or deal that damage to your target over again for every two rounds you wait up to a maximum number of times equal to half your level.
1 chi point: Bonus level, For every chi point expended on top of the cost of your bend you increase your effective level for that bending by one.
1 Chi Point : Bonus Damage, For every chi point expended past the cost of the additional attacks a bender may empower their bend and allow it to do an extra 1d6 of damage to their attack.
Bending Special Attacks and Uses
This list includes preconceived uses of bending arts. Other uses of your bending skills may be thought of but be sure to talk to your DM about implication of those uses into the game.
Special Defenses may only be used one at a time and must be declared upon use. Consumes 1 chi point.
Water: When fighting defensively a water bender gains a +4 bonus to her armor class and if an 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.
Earth: When fighting Defensively an earth bender gains +4 bonus to her armor class and gains cover with a 25% miss chance. Total Defense increases this bonus to +6 and 50% miss chance.
Air: When fighting defensively an air bender gains +4 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 and 3/4ths her base land speed.
Fire: When Performing a Full Attack action a Fire Bender may move up to half her base land speed before making her attack.
Bending Forms Known
An Elemental Bender can perform up to her chi in Bending forms. She may select from any of the forms from elements she can bend so long as that form's chi point cost is not more than two thirds her max chi point total.
Bending damage does the standard damage of the bender plus bender lvl per chi point expended. In addition to an extra 1d6 per chi point expended past the standard cost of the bend atttack. The attack is of the appropriate element and is considered magical for purposes of bypassing damage reduction. A bender may select an additional target for their bending for each additional attack they receive when making a full attack action.
1 chi point per minute: Air Globe/Bubble: Create a bubble of air that allows you to breathe underwater.
1 chi point: Black Ice : Melt a small ammount of the ice to form a layer of water over top of it. Reducing the friction on that ice to almost nothing causing all others who walk on it or try to hold it to slip and fall or lose their grips. (Renders target(s) prone on failed balance check DC 15).
1 chi point: Ice Shards: Propel ice shards towards target within range. 1d4 per level (max 3d4) Distance = 10feet per level.
1 chi point: Water Blade: Fling water out and pull it back towards yourself in an ever narrowing blade. Bypassing 1 point of damage reduction/hardness per level.
1 chi point: Purify Water: Purify existing water of all contaminants. Volume = 5 gallons per level.
2 chi points: Water Whip: Forms a globe of water around your hands which may be used as a whip and may reach out and strike at an enemy within its reach. This whip deals slashing damage. Damage 1d4 per level + 1 per level (max 4d4 + 4). Length = 10ft per level
2 Chi Points: Water to Ice / Ice to Water: Freely changes ice to water or water to ice to fit your need. Type – Volume = 10 10ft cubic feet per level.
2 chi point: Shape Ice: Shape ice into any shape you desire. Volume = 5 10ft cubes per level.
2 Chi Points: Pull Water: Pull water from the surrounding life and air in order to gain water for bending. If from one source, deals 1d6 damage to plants animals and vegetation. Volume = 5 Gallons per level.
2 Chi Points: Mist: By vaporizing water around you and/or condensing the water in the air you form a wall of thick mist around you. This mist has a radius of 10 feet per level and functions as the Obscuring mist spell.
2 Chi Points: Move Currents: Propel water currents within a body of water along a desired direction. Speed = 3 miles per hour per level.
3 Chi Points: Form Wave: Create a wave of water pushing forward and then crashing down on your target and nearby targets. Fortitude Save 10 + 1/2 bender level + Wis modifier. Moves enemies 10 feet per 2 levels (max 50 feet) if save failed. Deals 2d4 water damage per two bender levels (max 6d4). Volume = up to 10 10ft cubes per level.
4 Chi points: Healing Hands: Focus the currents of energy and fluids within a body in order to heal the body of wounds. Heals 1d6 per level.
6 Chi points: Form Whirlpool: Form a strong whirlpool around target location within existing body of water. Size = 50 foot radius per level at a point up to 100 feet away per level.
10 Chi Points: Octopus stance: By bringing water together around your body you form a ring of tentacle shaped formations of water. These tentacles last for 1 round for every five levels and allow you to make up to five additional attacks in a round all attacks are at your highest base attack bonus minus 4. Range for an attack is 5 feet per level, your threatened area is equal to half your range while in this stance.
15 Chi Points: Blood Bend: Immobilize target, and impose rudimentary control over them. Every round, target gets fortitude save DC 10 + wisdom modifier + 1 per bender level to break free. Push target into unconsciousness (Target gets separate fortitude save), or deal unarmed attack damage each round.
1 Chi point: Air Blast : Push a current of air in a mighty blast to attack your target. Range = 20 feet per level.
1 Chi point: Mirage : By spinning the air around you you are able to create a mirage of yourself. You create one copy per 4 levels. Enemy must either hit and dispell the copy or you must choose to dispel the effect yourself. Lasts 1min per 4 binder levels.
2 Chi points: Manipulate Air Currents: Move objects by manipulating the air currents around them. Up to 25 lbs per level.
2 Chi points: Deflect Projectiles : While fighting defensively you may deflect up to 1 arrow per level. While in total Defense you may deflect up to 2 arrows per level.
2 Chi points: Air Scooter : Concentrate to form a ball of circling air underneath you. This ball of air adds 20 feet to your base land speed and allows you to travel over water, lava, sand, quick sand and all other similar forms of difficult terrain without penalty. Type – Special. Concentration check DC 15 to maintain the scooter, Balance/ride check DC 10 to ride the scooter (which ever is higher)
3 Chi points: Amplify Sound: Cause noise to travel much further, or become much louder. Anything with hearing must make a DC 13 + 1 per level Fortitude save or become deafened. Increases distance a noise can be heard by 50 ft. per level.
3 Chi points: Control Weather: Swirling the air currents you bring warm and cold air at your whim. You are able to effect changes in the local weather. with a radius of 10miles per level. Bringing rain, snow, and any other natural weather for the area.
5 Chi points: Air Sphere: Maintain a sphere of air around you to protect you from harmful gasses or ranged attacks. Blocking a splash attack (or similar AoE attack) automatically disrupts the sphere. 5 chi for 1 minute.
8 Chi points: Hurricane: Form wind tunnels or air currents of varying strengths. Winds circle around you and spread outward as a tornado or other wind funnel or blow in a given direction of your choice. Up to 5 miles per hour per level.
1 Chi points: Stone Bullets: Shoots a large rock or multiple rocks directly at an enemy. 1d8 + 1 per bender level (max 5). Range = 10 feet per level .
2 Chi points: Stone Rain: Lob Rocks up into the air and drop them upon your enemies. Reflex Save 10 + 1/2 Bender level + wis mod. 1d10 + 1 per caster level (max 10) for each rock. One rock per 4 bender levels. Range = 20 feet per level.
2 Chi points: Mud to stone/ Stone to mud: Converts a given amount of Stone, Mud, Sand or other earth based material into another of a chosen type. Up to 10 10ft cubes per level.
3 Chi points: Shape/Move Earth: Craft earth and rock into any desired shape. Form depressions raise mountains, Any shape that is desired can be formed by moving and crafting the earth. Can be used to create and clear difficult terrain. Up to 10 10ft cubes per level.
3 Chi points: Condense Stone: Compress rocks into a more dense mass. Crushing or trapping anything within that mass and making it unable to move. Deals Earth and Constricting damage to targets trapped inside. Reflex save 10 + 1/2 bender level + wis modifier to avoid being trapped. 1d10 initial damage if fail reflex save. If caught, creatures caught inside are allowed a Strength check to avoid being crushed (extra 1d10 damage + bender level). Up to 5 10ft cube per level (Stone takes up 50% less Volume but retains the same weight and mass)
4 Chi points: Ride the stone wave: Lifts the earth or stone around your feet with you while running or making a charge. Enemies within a given radius around you must succeed a balance check equal to your concentration check or fall prone.
4 Chi points: Stone Armor: You gain stone armor that is +6 AC/+1 Dexterity for 1 round per 2 bender levels.
5 Chi points: Metal bending: Shape, move or craft metal with your will. May perform any bending up on metal that you may do with earth but with only half the effectiveness of bending unrefined earth. Replace cubic feet with lbs for volume.
10 Chi points: Diamond Skin: You gain damage reduction 2/-, This Damage reduction increases by 1 every 5 levels and last for 1 minute per level.
10 Chi points: Tremor sense: Gain tremorsense for 10 minuets. Bare foot must contact the ground.
1 chi point: Flash Bang: by forcing your fire at a point and burning the air in an instant you creat a flash of bright light and a deafening boom. All others within a line of effect to the point have a 50% chance to be blinded for 1d4+1 rounds and deafened for 1d4+1 rounds. Range 30ft/level area of effect 5ft/level.
2 Chi points: Blast: Ranged/Melee attack at target, provokes attacks of opportunity when fired at ranged with an enemy near. range = 30 feet per level.
2 Chi Points: Subdue/Endue Flames: May lessen, dismiss, or increase any flame. Amount of flame affected determined by check. Volume = 10 10ft cubes per level .
2 chi points: Shape Flame: Contort and shape flames into any shape or form you can imagine. Volume = 10 10ft cubes per level.
4 chi points: Whip: Forms a whip of fire able to make touch attacks at ranged. Attack is a ranged touch attack that provokes attacks of opportunity. Damage is 1d4 per level (max 6d4) and sets target on fire (1d4 per round secondary damage). Range = 10 feet per level.
4 chi points: Wall: Form a wall of intense fire in any desired shape. Size of wall is based on the desire of the user. Each Cube deals standard bending damage, damage is stacked if cubes are layered together to intensify the fire. Per cube: 1d10 damage (Reflex save halves). Volume = 10 10ft cubes per level.
4 Chi points: Fire Breath: Breathe fire out from your mouth in a cone or line. May also be used to warm your body from the inside out if used as a special bend rather than an attack, 1d4 per 2 levels. Range = 30 foot line or 20 Foot cone per level.
5 Chi points: Lightning Shot: Only useable during full attack action. Deals Electricity damage to opponent that can chain to other targets within 20 feet and combines all attacks into a single attack at your highest base attack bonus. Ranged touch attack. Range = 100 feet per level. (damage counted as from a single attack)
6 Chi points: Re-channel Lightning: When targeted by a lightning attack you may attempt a spot check (DC 20 - 1/5 bender levels) to notice and then a Reflex save (DC 18 - 1/4 bender levels) to re-channel the lightning through your own body and out at a different target of your choosing. Deals damage as described by the original source.
10 Chi points: Heated Blood: You focus the energy in your own body to speed up the healing process. You Gain fast healing. This fast healing is equal to 1 hit point per round per Five levels and last 1 minute per level.
15 Chi points: Explosive Focus: Focus an immense amount of energy into a single attack. Range is 20 ft./level, and has an area of 5 ft./2 levels. It can blow away enemies within range 5 ft. per dice of damage. Deals 1d6/lvl (max 15d6). Anyone caught in the blast gets Reflex save DC 10 + Wisdom modifier + level for half damage.
AC Bonus (Ex)
When unarmored and unencumbered, the Bender adds her Wisdom bonus (if any) to her AC. In addition, a bender gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Elemental 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, when she carries a shield, or when she carries or heavy load.
At 1st level, a bender gains Improved Unarmed Strike as a bonus feat. A bender’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a bender may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a bender striking unarmed. A bender may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a 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.
Flurry of Blows
When unarmed a bender such as a monk may strike a flurry of blows at the expense of accuracy. When doing so, she can make one extra attack equal to her highest attack bonus, but this attack is a -2 penalty, as does every other attack made that round. This penalty last for one round, so it also affects attacks of opportunity before her next action. At 5th level the penalty lessons to -1, at 9th level it disappears. The bender may also use weapons the monk is proficient with and can interchange between fist and weapon. At 11th level the monk gains a second attack giving her a total of three attacks at full base attack bonus.
At 2nd level or higher if a 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 bender does not gain the benefit of evasion.
At 2nd level the bender gets a bonus feat, she gains the stunning fist feat. At 6th level the bender may choose combat reflexes,improved grapple, or improved critical(bending and unarmed only) as a bonus feat. At every 4 levels after she gains a bonus feat of her choosing.
At 3rd level you gain the feat as a class bonus. You must have atleast one free hand to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so you take no damage from it. You must be aware of the attack and this doesn't count as an action.
Commune with spirits
At 7th level the bender can commune with spirits once per day. The bender enters a meditative state allowing her to commune with the spirits. During this time the bender is unable to protect herself as for her spirit is in the spirit plane.
Improved Evasion (Ex)
At 9th level, a 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 Bender does not gain the benefit of improved evasion.
At 10th level the gains the avatar state. The bender gets imbued with the power of the spirits and her eyes and tattoos glow. Once the bender reaches 1/3 her totall health all her bend attacks do max damage. For example when a 5th lvl bender uses ice shards she would do 1d8 plus level for damage and 1d6 for each chi point expended after. But in the avatar state she would do damage Equal to half her chi points plus two times her class level. she can choose to add the 1d6 damage with her remaining chi points but at double the cost. She then gains all her chi points back in 1d4(+1 for each chi pint spent after avatar state damage) rounds as long as she remains at 1/3 her totall health.
At 15th level a bender is immune to damage from the element they chose at first level. At 20th level an elemental bender gains immunity to the element they chose second.
Timeless Body (Ex)
Upon reaching 16th level, a bender no longer takes penalties to her ability scores for aging and can not be magically aged. Any such penalties she has already taken, however, remain in place. Bonuses still accrue, and the bender still dies of old age when her time is up.
Elven Elemental Bender Starting Package
Weapons: None .
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
|Knowledge Nature||4 Ranks||Intelligence||"—"|
|Knowledge Geography||4 Ranks||Intelligence||"—"|
|Escape Artist||4 Ranks||Dexterity||"—"|
Feat: No feats. Feats were exchanged for bonus Chi points.
Gear: Tent, Bed roll, rope, 3 torches, fire wood, flint and steel, water skin, 2 days trail rations.
Gold: 40 gp.
Playing an Elemental Bender
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 terain in their favor.
Advancement: Advancement with this class is strictly limited to advancement in this class.
Elemental Benders in the World
|“||"Fire burns, Wind blows, Water flows, but earth. Earth remains."||”|
|—Terran, Dwarven (Earth) Elemental Bender|
<-Where characters of this class fit in a d20 world.->
Daily Life: Day to day life with an elemental bender is often quiet. Prefering to go about their lives and employ their powers to make life easier rather than to win great reknown. 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
|This section is not complete, and needs to be finished. Edit this Page|
Characters with ranks in Knowledge Nature or Knowledge History 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.
|5||There are rumors of monks who have focused their lives so much on there training with the elements. They can punch and fire appears!|
|10||Benders are not Monks but Children of nature born in sync with it. They are bound to an element, but there are rumors of some bending more than one element.|
|15||The elemental Bender has four 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.|
|20||Legends of Elemental benders through history, the places where some of the great ones trained to focus their skills.|
Elemental Benders in the Game
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.