Bender, Water (2/4) (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 waterbenders are kind and gentle at heart, but can tend to change their mood with the tide.
Making a Waterbender
Waterbending is a very Versatile style of bending, which can be used to deal nonlethal damage, as well as lethal damage. Waterbenders can even use their water to heal the sick and injured.
Abilities: A Waterbender's most important ability is Wisdom. It powers his bending, it gives a bonus to his AC and influences the bender chi pool.
Races: Most Benders are human, but some exotic races choose to follow this path as well
|Saving Throws||Special||Water Damage||Unarmed Damage|
|1st||+0||+2||+2||+2||Bending Style 1st, Improved Unarmed Strike||1d8||1d4|
|3rd||+2||+3||+3||+3||Evasion, Unbalancing Strike||2d8||1d4|
|5th||+3||+4||+4||+4||Water is in my Blood||3d8||1d6|
|6th||+4||+5||+5||+5||Uncanny Dodge, Bending Style 2nd||4d8||1d6|
|10th||+7/+2||+7||+7||+7||Master of Water||6d8||1d8|
|11th||+8/+3||+7||+7||+7||Improved Water Bending, Bending Style 3rd||6d8||1d8|
|12th||+9/+4||+8||+8||+8||Using Her Resources||7d8||1d10|
|15th||+11/+6/+1||+9||+9||+9||Ways of the Sea||8d8||1d10|
|16th||+12/+7/+2||+10||+10||+10||Bending Style 4th||9d8||2d6|
|20th||+15/+10/+5||+12||+12||+12||Yin and Yang, Bending Style 5th||11d8||2d8|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Benders are proficient with all simple weapons. They are not proficient with armors of any kind.
AC bonus: Benders are nimble fighters, allowing them to add their WIS mod to their AC, for as long as they are unarmored.
Water Bending (Su): All Benders must be in the presence of their element in order to bend it. The waterbending's basic attack have range 30ft. Your water damage is added to your bending attacks.
Bending Styles: Starting at 1st level and every 5th level afterward, the bender may unlock techniques unique to their bending element. These techniques take up Chi to activate. Your Chi Pool is equal to 4+ the Bender's level and 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 water 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 Waterbender'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 + Key Ability Mod.
The Waterbender's Key ability is Wisdom.
Bending Style; 1st: Healing Dew: By expending 2 Chi, the Bender may heal 1d8 for every 2 Bender levels + her WIS mod from her or her allies and remove all negative effects from them. Range=touch.
Water Bolt: By expending 1 Chi, the Bender deals 1d6 water damage and target is soaked in water, taking double damage from electricity. Range = 30ft(+5ft every 2 levels).
Bending Style; 2nd: Great Wave: By expending 2 Chi, the Bender summons a great wave, dealing 3d6 water damage to creatures in a 50 ft radius.
Aqua Barrier: By expending 1 Chi, the Bender envelopes an ally in a bubbly shield of water, granting them a +4 bonus to AC and protecting them from missle attacks for 1 round + the benders level.
Waterfist: By expending 2 Chi, the Bender can create a large-sized fist from any sort of water source and attack a target, using it's Touch AC. If the target is hit, it must make a Reflex save or be knocked prone. For every six levels of Water Bender, the fist may strike another target 10ft from the original target.
Bending Style; 3rd: Watery Revival: By expending 8 Chi, the Bender may bring one recently deceased creature back to life, restoring it to half HP. Range=Touch
Healing Wave: By expending 3 Chi, the Bender uses soothing waters to mend her allies wounds, healing 3d10 + WIS mod to any ally within a 30 foot radius of the Bender.
Bending Style; 4th: Diamond Dust: By expending 3 Chi per spike, the Bender shoots spikes of frozen water at target creature(s). Each spike attack is rolled separately and deals 4d6 cold damage to one or multiple creatures on a hit, at a -2 penalty after the first spike if more then one target is chosen.
Icy Choke: By expending 8 Chi, the Bender turns the liquid in the creatures lungs to ice, killing any creature with 6 HD or less or at 1/4 total HP unless they pass a Fort check (DC 10 + haf the Bender's Class level + the Bender's WIS mod).
Bending Style; 5th: Leviathan: By expending 8 Chi, the Bender may summon a dragon shaped whip of water, dealing 4d10 + WIS mod water damage to target creature and possibly causing it to drown (DC 10 + haf the Bender's Class level + the Bender's WIS mod)
Glacial Storm: By expending 10 Chi, the Bender summons a storm of meteor-shaped icicles, dealing 6d10 cold damage to creatures within a 60 foot radius.
Improved Unarmed Strike: At First level, the Waterbender 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 Waterbender table.
Evasion: At 3rd level, if a Waterbender 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 three 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.
Water Is In My Blood: At 5th level, a Bender may use a heal check, once per day, as a swift action to heal herself HP equal to her check plus half her level. May do an additional time every 5 levels (max 4 at level 20).
Uncanny Dodge: At 6th level, a Bender 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.
Improved Evasion: At 9th level, improved evasion is like evasion, except that even on a failed saving throw, the Bender takes only half damage.
Master of water: At 10th level, when a Bender makes a unarmed attack, she may bend water simultaneously, dealing water damage equal to her WIS mod along with the unarmed attack
Improved Water Bending: At 11th level, the Bender may water bend with water molecules in the air, not needing an immediate water source.
Using Her Resources: At 12th level, a Bender may use a water-based enemy as a source for her bending, controlling the creature to some extent. This may happen only once and at night.
Improved Resources: At 14th level, the Bender may do "Using Her Resources" three times per day, even when its not night.
Ways of the Sea: At 15th level, when a Bender is fighting in water, she gains a +8 to her AC
Yin and Yang: At 20th level, a Bender gains + 10 to all her attack/damage rolls with water and cold-based attacks if it is night
Playing A Bender
Religion: Water Benders are free flowing, just like the sea, but commonly follow any religion that use water for worship
Other Classes: Water benders despise any race associated with fire, but especially Fire Benders, as they destroy much of their homelands
Combat: Water Benders may take on a multitude of rolls. Whether they choose to whip their enemies with water, heal and support their allies, or fight as a front line martial artist, they can do so efficiently
Advancement: Typically, Water Benders multi-class with Wizards, as they can further their training in cold spells and talents. Some Water Benders also multi-class with a Cleric, going towards support and healing within a group
Waterbenders in the World
"Water is beautiful and forever flowing. Like the moon, I will push and pull at the tide." (Keona 2 Tails, FoxFolk, Waterbender)