Bender, Variant (3.5e Class)
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Elemental Bender is a Utility fighter. Like a cross between a rogue 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.
Benders are individuals from their respective races, having a connection to a plane of an element. This connection grants them abilities with their element and gives them an interesting form of combat. The benders have often left their homes and made enclaves of individuals of people with the same abilities.
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, while also remembering that this class allows no multi classing and that once they set down the path of a bender they are committed. The base elements are Fire, Earth, Wind, Water and Lightning.
Elemental benders are good within combat due to their ability at later levels to use any element in their defense or to make most any terrain into a weapon. This holds true only so long as the Elemental Bender retains Chi Points in reserve 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 vulnerable 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 ability for this class in order is Dexterity and Intelligence. The bending must act like spells of Wizards or Sorcerers or Clerics.
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.
Alignment: Any, But If the character has deity she can't oppose the alignment of their chosen deity.
Starting Gold: starting gold; 2d6×10 gp average starting gold.
Starting Age: As Rogue.
|Saving Throws||Special||Unarmed Damage||Mana|
|1st||+1||+0||+0||+0||+2||+0||Ability 1, Arte 1, Weapon Choice, First Base Element||1d4||2|
|2nd||+2||+1||+1||+0||+3||+0||Turn / Rebuke||1d4||4|
|4th||+4||+3||+2||+1||+4||+1||Second Base Element||1d6||8|
|8th||+8/+3||+6/+1||+4||+2||+6||+2||Arte 5, Third Base Element||1d8||16|
|11th||+11/+6/+1||+8/+3||+5||+3||+8||+3||Arte 6, Fourth Base Element/ Advanced Element (Low)||1d8||22|
|15th||+15/+10/+5||+11/+6/+1||+7/+2||+5||+10||+5||Ability 4, Arte 11, Fifth Base Element/ Advanced Element (Mid)||2d4||30|
|20th||+20/+15/+10/+5||+15/+10/+5||+10/+5||+6||+12||+6||Ability 5, Energy Bending/ Advanced Element (High)||2d8||40|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Bender.
Weapon and Armor Proficiency: Benders are proficient with light armor only. A Bender wears no armor to light armor when bending. This is so that they can perform all of the stomatic components of their artes. A bender is also trained in a single weapon which allows for them to use that weapon while bending as well. All benders are trained in unarmed combat and are treated as dealing damage like a monk. This includes that damage can be lethal damage; changing the blow to come from hands, elbows, knees, or feet; there is no off-hand when using an unarmed strike; and this counts as a natural and manufactured weapon for magical affects. A bender is trained in different styles based on his element, and each element has a variety of weapons. A bender's weapon dictates his Base Attack Bonus. A bender who dual wields, must wield two of one weapon. The weapons will be displayed as thus: Bending Element: Weapon 1 (BAB), Weapon 2 (BAB),...
All Elements: Unarmed (B)
Fire: Dagger (A), Short Spear (C), Short Sword (B), Scimitar (B), Falchion (C), Bastard Sword (C)
Earth: Heavy Mace (B), Morning Star (B), Battleaxe (C), Long Sword (B), Great Axe (C), Great Sword (C)
Water: Light Mace (B), Short Sword (B), Scimitar (B), Trident (C), Halberd (C), Long Sword (B)
Lightning: Dagger (A), Short Spear (C), Kukri (A), Short Sword (B), Rapier (B)
Wind: Dagger (A), Quarter Staff (C), Kukri (B), Rapier (B), Nunchaku (A)
Mana Points/Day: A Bender’s ability to manifest powers is limited by the Mana Points he has available. His base daily allotment of Mana Points is given on Table: Bender. In addition, he receives bonus Mana Points per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Mana Points). His race may also provide bonus Mana Points per day, as may certain feats and items. Benders recover Mana Points by resting; full recovery for a full rest cycle, half recovery if fatigued before resting, and one-quarter recovery if exhausted before resting. If a bender uses all of his points in a single day, he becomes fatigued. If he is already fatigued, then he becomes exhausted. If a bender is fatigued, he cannot use his highest three ranks of artes. If a bender is exhausted for any reason, he cannot bend.
Elements: Bender chose two base elements and one advanced element or all five base elements and Energy Bending. Energy bending can remove/restore other person's bending ability.
List of advanced elements:
Boil = Fire + Water
Combustion = Fire + Lightning
Magma = Fire + Earth
Scorch = Fire + Wind
Storm = Water + Lightning
Mud = Water + Earth
Cloud = Water + Wind
Magnet = Earth + Lightning
Sand = Earth + Wind
Jet= Wind + Lightning
Artes Known: A Bender gain artes as he levels; each new arte giving him more power. Each arte also differs between elements. Artes are spell like abilities and are treated as spells. Each arte is treated as though it were a spell of a level as shown in this chart
0—Trip/Touch Attack (Arte 1)
1st—Projectile, Element Attack (Arte 2, Arte 3)
2nd—Movement (Arte 4)
3rd—Wall, Defensive Skill (Arte 5, Arte 6)
4th—Storm Ability, High Defensive Move (Arte 7, Arte 8)
5th&mdashGrand Ability (Arte 9)
6th—Final Arte (Arte 10)
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Bender must have an Constitution score of at least 10 + the power’s level.
+ Int modifier skill points per level.
Bonus Feats: The epic Bender gains a bonus feat (selected from the list of epic Bender bonus feats) every levels after 20th.
Epic Bender Bonus Feat List: .
Human Bender Starting Package
Weapons: Kukri (1d4, 18-20 crit. x2, 2 lbs., light)
Skill Selection: Pick a number of skills 4 + Int modifier.
Bonus Feats: Weapon Finesse
Gear: Leather Armor, traveler's outfit,back pack, bedroll, 3 days worth of rations, map of the local area, 50 ft. of Silk Rope, and flask.
Playing a Bender
Other Classes: .
Benders in the World
Daily Life: .
NPC Reactions: .
Characters with ranks in can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Benders in the Game
Sample Encounter: .
EL : .