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Bender of Air (3.5e Class)

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Revision as of 21:14, July 16, 2012 by 24.131.42.103 (Talk)

Created By
Foxwarrior (talk)
Date Created: 3/21/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=A swift wielder of the element of Air, the Bender of Air is a master of movement and defense. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Alternate Magic |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Air Swipe

Although air is particularly good for fast movement, it can be bent into sharp fast shapes.

Bender of Air

Benders of Air are swift scouts and emissaries.

Making a Bender of Air

Benders of Air can fly and speed around the battlefield, but they really don't have the best attack capability.

Abilities: Benders of Air use Wisdom for their saving throws.

Races: Races that live in airless or underground environment seldom have a profusion of Benders of Air.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp) max(200gp).

Starting Age: As sorcerer.

Table: The Bender of Air

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known
Fort Ref Will Minor Major
1st +0 +0 +2 +2 Basic Bends 30
2nd +1 +0 +3 +3 40
3rd +2 +1 +3 +3 50
4th +3 +1 +4 +4 50
5th +3 +1 +4 +4 61
6th +4 +2 +5 +5 61
7th +5 +2 +5 +5 71
8th +6/+1 +2 +6 +6 72
9th +6/+1 +3 +6 +6 82
10th +7/+2 +3 +7 +7 82
11th +8/+3 +3 +7 +7 93
12th +9/+4 +4 +8 +8 93
13th +9/+4 +4 +8 +8 103
14th +10/+5 +4 +9 +9 104
15th +11/+6/+1 +5 +9 +9 114
16th +12/+7/+2 +5 +10 +10 114
17th +12/+7/+3 +5 +10 +10 125
18th +13/+8/+3 +6 +11 +11 125
19th +14/+9/+4 +6 +11 +11 135
20th +15/+10/+5 +6 +12 +12 135

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (history) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Bender of Air.

Weapon and Armor Proficiency: Benders of Air are proficient with simple weapons.

Saving Throws: The DC for any saving throw for the Bender of Air's abilities are equal to 10 + the Bender of Air's Wisdom modifier + half the Bender of Air's class level.

Basic Bends: The Bender of Air can easily jump a distance of 5 ft/ bending level in any direction without the need to make a Jump skill check. The Bender of Air takes falling damage as though he fell one-quarter the actual fall-distance. He can also manipulate the air currents within a 10 ft/ bending level radius around himself to control light objects, such as paper, leaves, and light cloth.

Bending: The Bender of Air gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. The Bender of Air's Bending level is equal to her Bender of Air level. Bending level stacks from multiple sources. If an area of effect is specified, the effective Bending level for determining that area may be reduced as desired.

AC Bonus: The Bender of Air gains an Insight bonus to his AC equal to his Wisdom modifier.

Trap Save: Some Bends allow a trap save to resist. To roll a trap save, roll equal to or less than your current health percentage + the relevant save modifier - the Bender's Bending level on a d100.

Minor Bends:

  • Air Punches/Kicks: The Bender of Air can fire off compressed formations of air from his fists or feet. This is a ranged attack with Close range that deals 1d4 points (+1d4/two Bending level) of bludgeoning damage. The Bender of Air may make one additional air punch attack every third level (4th, 7th, 10th, etc.) with a maximum of 6 attacks at 16th level. Using one Air Punch is a standard action, using multiple requires a full round action.
  • Air Slice: The Bender of Air swings his arm, propelling a blade of air at the target. This is a ranged attack with Medium range that deals 1d4 points (+1d4 per Bending level) of slashing damage. With an equipped polearm, the increase the size of the Air Slice damage die to d6s. This is an standard action.
  • Air Blast: The Bender of Air can generate a direct pulse or jet of almost solid wind from the hands or feet. Treat this as a ranged Bull Rush against all targets in a 30 ft. line (+5 ft/ Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
  • Air Sweep: The Bender of Air can send large, wide-spanning waves of air toward multiple enemies with one long, sweeping motion from an airbending staff or from his limbs. Treat this as a ranged Bull Rush against all targets within a 15 ft. cone (+5 ft/ Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
  • Air Bomb: The Bender of Air can create a powerful, outward-moving air current in all directions around the bender. Usually performed after landing on the ground from above, this airbending form has great concussive force, and the capacity to completely blow away anything within its radius. Air Bomb deals 2d4 (+2d4/ two Bending levels) points of bludgeoning damage (Relfex half) against all targets within a 5 ft radius (+5 ft/ two bending levels). Also treat this as a ranged Bull Rush against all targets within its radius, with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
  • Air Scooter: The Bender of Air creates a bubble of air that he sits on to speed around. Beginning or ending this ability is a move action. While using Air Scooter, the Bender of Air may travel at twice his normal base land speed, as well as gain an equivalent climb speed. The Bender of Air may not end his movement using Air Scooter in the middle of a climb without losing momentum. While using Air Scooter, the Bender of Air recieves a +1 dodge bonus to AC per Bending level. This bonus does not stack with dodge bonuses from other sources. Creating and maintaining the Air Scooter is a swift action.
  • Assist Flight (passive): The Bender of Air can fly with the assistance of a glider. While in possession of a Glider, the Bender of Air may use it to achieve a 50 ft fly speed (Average). In addition, his flight speed improves by 10 ft every other Bending level (3rd, 5th, 7th, etc.).
  • Air Suction/Yank: The Bender of Air swings his arm inwards, propelling a wave of air from the target towards himself. Treat this as a ranged reverse Bull Rush against a target within Close range, with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may pull his targets in an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may pull his targets in an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. This is a standard action.
  • Air Shield (passive): The Bender of Air can deflect attacks as needed by throwing up gusts of air close to his body as a shield. This technique allows the Bender of Air to trade a use of an Attack of Opportunity to instead grant himself Damage Resistance 5 against an attack made against him. In addition, this Damage Resistance increases by 5 every third Bending level (4rd, 7th, 10th, etc.).
  • Swipe: The Bender of Air can deflect a projectile that has a trajectory that passes within 5 ft/Bending level of the Bender of Air. The Bender of Air may attempt to redirect the projectile by making an opposed attack roll. If the Bender of Air wins the opposed attack roll check the projectile is redirected, and the Bender of Air makes a new attack roll for the projectile against a target within the projectile's remaining range. This technique is an immediate action.
  • Air Spout: The Bender of Air can use his land movement to levitate up to 5 ft/Bending level in the air. Creating and maintaing the Air Spout is a swift action.
  • Amplified Shout: The Bender of Air can amplify his voice to incredible levels. As a standard action, he can deal 1d4 points of sonic damage (+1d4/Bending level) to everything within a 30 ft cone, and half that much to everything within a 100 ft cone. A successful Fortitude save negates this damage.
  • Misdirected Bending (passive): The Bender of Air can make gusts of wind that neither go towards nor away from himself. He may treat any Air bend he does as emanating from a location within Close range, but if he does so, his Bending level is halved for that bend.

Major Bends:

  • Shield Bubble: The Bender of Air can bend a 10' radius bubble around himself as a standard action. Ranged attacks must succeed against a DC of 10 + half the Bender of Air's Bending level + the Bender of Air's Wisdom modifier, spells on a similar spell resistance check, and characters attempting to cross the threshold of this bubble must succeed on a strength check or be incapable of penetrating the Shield Bubble. Maintaining the Shield Bubble is a move action that deals 1d6 points of nonlethal damage to the Bender of Air.
  • Tornado: The Bender of Air can conjure a spinning funnel of air. This can be used to trap, disorient, and throw opponents or as a potent defense. This functions like the whirlwind spell, with the exceptions that the Tornado cannot be programmed, has a height of 5 ft/ Bending level, and lasts until the Bender of Air stops using full-round actions to maintain it, or his concentration is broken. Maintaining the Tornado deals 1d6 points of nonlethal damage to the Bender of Air
  • Air Concussor: The Bender of Air sends a concussive burst of air traveling through the air, which blasts apart anything in its path. Everything in a 15 ft wide, 30 ft (+5 ft/Bending level) line take 6d6 points of sonic damage (Relfex half). Also, treat this as a ranged Bull Rush against all targets in a 30 ft. line (+5 ft/Bending level), with the Bender of Air using his Wisdom modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). Each defender rolls an individual strength check against the same check made by the Bender of Air. The Bender of Air may push his targets back an additional 5 ft. for each 5 points by which his check result is greater than the defender's check result. With an equipped polearm or fan, the Bender of Air may push his targets back an additional 5 ft. for each 2 points by which his check result is greater than the defender's check result. Air Concussor is a full round action that deals 1d10 points of nonlethal damage to the Bender of Air.
  • Strong Winds: The Bender of Air may bend at twice his Bending level a total number of times/day equal to half his Widsom modifier (rounded up).
  • Air Sphere: The Bender of Air must already know "Shield Bubble." The Bender of Air may now fly while maintaining the "Shield Bubble" technique. The Bender of Air gains a 50 ft fly speed (Perfect) while maintaining Air Sphere. Maintaining Air Sphere is a swift action that deals 2d6 points of nonlethal damage to the Bender of Air.

Bend Invention: Imaginative characters can invent new bends, with DM supervision.





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