Bender (A Good One) (3.5e Class)

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Making a Bender[edit]

Abilities:Wisdom For AC. Can Bend Fire(Cha), Air(Wis), Earth(Con), Or Water(Dex).

Races: Any.

Alignment: Any.

Starting Gold: Monk gp.

Starting Age: Any.

Table: The Bender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known Bends Per Day Ac Bonus Unarmed Damage Unarmed Speed Bonus Flurry Of Blows
Fort Ref Will
1st +0 +2 +2 +2 Flurry Of Blows,Unarmed Strike,Bonus Feat,Bend Damage(1d6),Elemental Resistance 1 1 +0 1d6 +0Ft -2/-2
2nd +1 +3 +3 +3 Bonus Feat, Evasion 1 2 +0 1d6 +0Ft -1/-1
3rd +2 +3 +3 +3 Bend Damage(2d6),Fast Movement 1 3 +0 1d6 +10Ft +0/+0
4th +3 +4 +4 +4 Improved Disarm, Talented Bend 2 4 +0 1d6 +10Ft +1/+1
5th +3 +4 +4 +4 Bend Element (3d6) 2 5 +1 1d8 +10Ft +2/+2
6th +4 +5 +5 +5 Slow Fall 20 ft 2 6 +1 1d8 +20Ft +3/+3
7th +5 +5 +5 +5 Bend Element (4d6) 2 7 +1 1d8 +20Ft +4/+4
8th +6/+1 +6 +6 +6 Slow Fall 30 ft,Channel Bend 3 8 +1 1d8 +20Ft +5/+5/+0
9th +6/+1 +6 +6 +6 Improved Evasion,Bend Element (5d6), Improved Trip 3 9 +1 1d10 +30Ft +6/+6/+1
10th +7/+2 +7 +7 +7 Slow Fall 40 ft, Create Element 3 10 +2 1d10 +30Ft +7/+7/+2
11th +8/+3 +7 +7 +7 Greater Bend Element (6d6),Major Bends 3 11 +2 1d10 +30Ft +8/+8/+3
12th +9/+4 +8 +8 +8 Slow Fall 50 ft 4 12 +2 1d10 +40Ft +9/+9/+4
13th +9/+4 +8 +8 +8 Greater Bend Element (7d6) 4 13 +2 2d6 +40Ft +9/+9/+4
14th +10/+5 +9 +9 +9 Slow Fall 60 ft, Improved Channel Bend 4 14 +2 2d6 +40Ft +10/+10/+5
15th +11/+6/+1 +9 +9 +9 Greater Bend Element (8d6) 4 15 +3 2d6 +50Ft +11/+11/+6/+1
16th +12/+7/+2 +10 +10 +10 Slow Fall 70 ft 5 16 +3 2d6 +50Ft +12/+12/+7/+2
17th +12/+7/+2 +10 +10 +10 Timeless Body,Greater Bend Element (9d6) 5 17 +3 2d6 +50Ft +12/+12/+7/+2
18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft, Death Bend 5 18 +3 2d8 +60Ft +13/+13/+8/+3
19th +14/+9/+4 +11 +11 +11 Greater Bend Element (10d6) 5 19 +3 2d8 +60Ft +14/+14/+9/+4
20th +15/+10/+5 +12 +12 +12 Slow Fall Any Distance, Primal Elemental shape 6 20 +4 2d8 +60Ft +15/+15/+10/+5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Bender.

Weapon and Armor Proficiency: Benders are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Benders are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Bender loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the Bender adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five 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 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 a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a Bender may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Bender. This penalty applies for 1 round, so it also affects attacks of opportunity the Bender might make before her next action. When a Bender reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Bender must use a full attack action to strike with a flurry of blows. When using flurry of blows, a Bender may attack only with unarmed strikes or with special Bender weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special Bender weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Bender applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Bender can’t use any weapon other than a special Bender weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Bender may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a Bender reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: 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. A Bender also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Bender. The unarmed damage on Table: The Bender is for Medium Bender. A Small Bender deals less damage than the amount given there with her unarmed attacks, while a Large Bender deals more damage; see Table: Monk Unarmed Damage by Size.

Bonus Feat: At 1st level, a Bender may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. A Bender need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): 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 monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a Bender gains an enhancement bonus to her speed, as shown on Table: The Bender. A Bender in armor or carrying a medium or heavy load loses this extra speed.

Slow Fall (Ex): At 6th level or higher, a Bender within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Bender’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Bender level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

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 monk does not gain the benefit of improved evasion.

Timeless Body (Ex): Upon attaining 17th level, a Bender no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Bender still dies of old age when her time is up.

Bend Element (Ex): A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his bending ability modifier + his bends Per Day. Bending takes a standard action, and requires a free hand. The Bends Must Be Chosen At The Lvl Where You Can Learn Them. The Six types of bends are as follows.

1) A Touch attack. on success does damage and pushes the target back 5 feet.

2) A 10 foot cone. Reflex save DC=10+half of level+ bending ability modifier,and half damage for a successful save

3) A 50 foot ray. ranged touch attack.

4) A 20 foot burst. Reflex save DC=10+half of Level+ bending ability modifier. Half damage for a successful save.

5) A 20 Foot High Wall. Acts Like Wall Of {insert Element Name Here} Spell.

6) A 20 Foot Self Burst. Reflex save DC=10+half of Level+ bending ability modifier. Half damage for a successful save.

The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his bending ability modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage. Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added. Your Bursts Can Be Made To Not Affect Your Party By Spending +3 Bends.

A Bender uses their bending ability modifier on attack rolls when using Touch attack or ray attack.

Bending does not provoke an attack of opportunity.

Major Bends:

1)Healing Bend-Can Change Your Bend To Heal Party -5 Bends

2)Weakening Bend-Bend Can Deal Ability Damage Instead Of Bend Damage(3d2 Str Damage) -3 Bends Fort Save DC=10+half of Level+ bending ability modifier.

Talented Bend: A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect.

Elemental Resistance: A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=Sonic, Fire=fire, Water=cold, Earth=Force. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level.

Improved Disarm: At 3rd level a Bender gains Improved Disarm as a bonus feat.

Channel Bend: Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's bending ability modifier. Damage from the Bend only deals damage if the attack roll is successful.

Improved Trip: At 9th level a Bender gains Improved Trip as a bonus feat.

Create Element: At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will.

Greater Bend Element: A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Sonic Or Force damage. A Waterbender can deal cold or slashing damage. An Earthbender can deal Force Or Acid damage. And a Firebender can deal fire or electricity damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst's increases to 40 feet, And His Wall Increases To 40 Feet High.

Improved Channel Bend: At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used Once/Bender Ability Modifier Per day.

Death Bend: At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 10+ the Bender's bending ability modifier+Benders Lv, or die. Upon a successful saving throw, the opponent still takes 10d6 damage.

Primal Elemental Shape: At 20th level a Bender can now become the most powerful representation of his element. Once per a day equal to the Bender's bending ability modifier, 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 10 Will save. The DC for the save increases by 3 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.



Epic Bender[edit]

Table: The Epic Bender

Hit Die: d8

Level AC
Speed Bonus
Special Bends Per Day
21st +4 +70 ft. Bonus Feat,Greater Bend Element (11d6) 12
22nd +4 +70 ft. 12
23rd +4 +70 ft. Greater Bend Element (12d6) 12
24th +4 +80 ft. 13
25th +5 +80 ft. Bonus Feat,Greater Bend Element (13d6) 13
26th +5 +80 ft. 13
27th +5 +90 ft. Greater Bend Element (14d6) 13
28th +5 +90 ft. 14
29th +5 +90 ft. Greater Bend Element (15d6) 14
30th +6 +100 ft. Bonus Feat 14

4 + Int modifier skill points per level.

AC Bonus: The Bender’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Unarmed Strike: The damage for a Bender’s unarmed strike does not increase after 20th level.

Fast Movement: The epic Bender’s speed when wearing no armor increases by 10 feet every three levels higher than 18th.

Greater Bend Element(Ex): Goes Up 1d6 Every 2 Lvls

Bends Per Day: Increases By 1 Every 4 Levels.

Bonus Feats: The epic Bender gains a bonus feat (selected from the list of epic Bender bonus feats) every five levels higher than 20th.

Epic Bender Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Bender Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Bender[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Benders in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Bender Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Benders in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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