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.
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 can be 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|
|20th||+15/+10/+5||+6||+6||+12||Bending Style 5th||+60||2d10||3d10|
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): All Benders must be in the presence of their element in order to bend it. The Airbending's basic attack have range 30ft. Your air damage is added to your bending attacks.
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 Chi to activate. Your Chi Pool is equal to 2+ your Bender Class level + your WIS mod. You restore 1 Chi every 2 rounds. All Bending Style techniques have a range of 10ft for every 2 Bender levels unless it says otherwise. You can make a Knowledge (Bending) check if a air ability is used near you to redirect or diminish it. Check=10+Foe Bender's Key Ability Mod+half Foe Bender's Class Level.
All of the Airbender's Elemental Attacks entail a reflex save to the opponent for half damage. The Reflex save for any bender's attack is 10 + Bender Class Level + DEX Mod.
The Airbender's Key ability score is Dexterity.
Bending Style; 1st: Whirlwind: by expending 2 Chi, 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 10ft for 1 minute. At level 6 you can consume 2 more Chi to deal 4d4 force damage instead to the target and for 1d4 rounds the target can only make a single action if they fail a Fort Save (DC 10+ half the Bender Class Level + DEX Mod).
Fleet of Foot: By expending 3 Chi, the Bender accelerates one allies actions. Same effect as haste for 1d4 rounds. At level 7 you may pay an additional 1 Chi to add your DEX mod to the amount of turns the ally is hasted.
Bending Style; 2nd: Wing Blast: By expending 4 Chi, the Bender creates a blusterous wind, proning enemies in a 15ft cone. FORT save negates (DC 10 + DEX Mod + half Bender Class Level). At level 11, the range is extanded to 20ft, also you can pay an additional 5 Chi to use this as an immediate 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 Chi, 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 FORT save (DC 10 + DEX Mod + half Bender Class Level). At level 10 you can consume additional Chi to increase the DC by +1 and deal an extra 1d6 of force damage for each 2 Chi you consume after the initail pay (max of 5 times).
Bending Style; 3rd: Tornado Burst: By expending 8 Chi, the Bender summons a large tornado to slash enemies. Deals 4d8 force damage within 30 ft of the user and pushes all creatures within range back 15 ft unless they are two size categories larger than the user. At level 15, if you expend 5 more Chi, as a full round action, you can deal 6d8 force damage to all creatures within 45 ft and pushing all creatures 30ft back unless they are two size categories larger than the Bender.
Air funnel: By expending 7 Chi, the bender can take a defensive stance to redirect 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 Chi.
Bending Style; 4th: Air sheild : By spending 6 Chi, as an immediate action, the Bender can make a dome of air 10ft around him which can deflect all ranged and physical attacks. This can be sustained, however it costs 3 Chi per round, as well as a Concentration check DC 16.
Echolocalization: The Bender always have this technique activated at no cost. The bender is always emitting small and imperceptible sound waves around himself, allowing him to see clearly everything that is around him. Bender receives a +2 dodge bonus in his AC and can no longer be surprised and does not suffer Penalties for fighting blind.
Bending Style; 5th: Suffocation: By expending 8 Chi, the Bender creates a air buble around target creature's head and sucking all the air out of his lungs, killing any creature with 6 HD or less or at 1/4 total HP unless they pass a Fort save (DC 10 + haf the Bender's Class level + the Bender's DEX mod).
Flight: By spending 4 Chi the Bender can move the air around him gaining flight = to his speed. This lasts as long as the bender spends 2 chakra every round.
Improved Unarmed Strike: At First level, the Airbender gains Improved Unarmed Strike as a bonus feat. In addition, the Airbender'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 Airbender table.
Evasion: At 3rd level, if a Airbender makes a successful REF save, he takes no damage damage instead of half.
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 at level 19 you can add your bending damage to your unarmed strikes a number of times per day equal to your DEX mod.