Dungeons and Dragons Wiki
(more bends)
(Grammar fix in "Abilities")
Tag: Visual edit
 
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Benders of Earth reshape the battlefield, flinging enemies into the air and creating defensive fortifications.
 
Benders of Earth reshape the battlefield, flinging enemies into the air and creating defensive fortifications.
   
'''Abilities:''' Constitution is the ability score for their saving throws. Dexterity is good for attack rolls, as is Strength.
+
'''Abilities:''' Constitution is the key ability score for their saving throws. Dexterity is good for attack rolls.
   
 
'''Races:''' Races without any connection to dirt or rock are unlikely to have many Benders of Earth.
 
'''Races:''' Races without any connection to dirt or rock are unlikely to have many Benders of Earth.
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|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
! rowspan="2" | [[BAB|Base<br />Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
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! Minor || Major
 
! Minor || Major
 
|-
 
|-
|1st||class="left" | +0 || +2 || +0 || +0
+
|1st|| class="left" | +0 || +2 || +0 || +0
 
| class="left" | [[#Basic Bends|Basic Bends]]
 
| class="left" | [[#Basic Bends|Basic Bends]]
|1||0
 
|-
 
|2nd||class="left" | +1 || +2 || +0 || +0
 
| class="left" |
 
|2||0
 
|-
 
|3rd||class="left" | +2 || +3 || +1 || +1
 
| class="left" |
 
 
|3||0
 
|3||0
 
|-
 
|-
|4th||class="left" | +3 || +4 || +1 || +1
+
|2nd|| class="left" | +1 || +2 || +0 || +0
| class="left" |
 
|3||0
 
|-
 
|5th||class="left" | +3 || +4 || +1 || +1
 
 
| class="left" |
 
| class="left" |
 
|4||0
 
|4||0
 
|-
 
|-
|6th||class="left" | +4 || +5 || +2 || +2
+
|3rd|| class="left" | +2 || +3 || +1 || +1
 
| class="left" |
 
| class="left" |
|4||0
+
|5||0
 
|-
 
|-
|7th||class="left" | +5 || +5 || +2 || +2
+
|4th|| class="left" | +3 || +4 || +1 || +1
 
| class="left" |
 
| class="left" |
|5||1
+
|5||0
 
|-
 
|-
|8th||class="left" | +6/+1 || +6 || +2 || +2
+
|5th|| class="left" | +3 || +4 || +1 || +1
| class="left" |
 
|5||1
 
|-
 
|9th||class="left" | +6/+1 || +6 || +3 || +3
 
 
| class="left" |
 
| class="left" |
 
|6||1
 
|6||1
 
|-
 
|-
|10th||class="left" | +7/+2 || +7 || +3 || +3
+
|6th|| class="left" | +4 || +5 || +2 || +2
 
| class="left" |
 
| class="left" |
 
|6||1
 
|6||1
 
|-
 
|-
|11th||class="left" | +8/+3 || +7 || +3 || +3
+
|7th|| class="left" | +5 || +5 || +2 || +2
 
| class="left" |
 
| class="left" |
|7||2
+
|7||1
 
|-
 
|-
|12th||class="left" | +9/+4 || +8 || +4 || +4
+
|8th|| class="left" | +6/+1 || +6 || +2 || +2
 
| class="left" |
 
| class="left" |
 
|7||2
 
|7||2
 
|-
 
|-
|13th||class="left" | +9/+4 || +8 || +4 || +4
+
|9th|| class="left" | +6/+1 || +6 || +3 || +3
 
| class="left" |
 
| class="left" |
 
|8||2
 
|8||2
 
|-
 
|-
|14th||class="left" | +10/+5 || +9 || +4 || +4
+
|10th|| class="left" | +7/+2 || +7 || +3 || +3
 
| class="left" |
 
| class="left" |
 
|8||2
 
|8||2
 
|-
 
|-
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5
+
|11th|| class="left" | +8/+3 || +7 || +3 || +3
 
| class="left" |
 
| class="left" |
 
|9||3
 
|9||3
 
|-
 
|-
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5
+
|12th|| class="left" | +9/+4 || +8 || +4 || +4
 
| class="left" |
 
| class="left" |
 
|9||3
 
|9||3
 
|-
 
|-
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5
+
|13th|| class="left" | +9/+4 || +8 || +4 || +4
 
| class="left" |
 
| class="left" |
 
|10||3
 
|10||3
 
|-
 
|-
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6
+
|14th|| class="left" | +10/+5 || +9 || +4 || +4
 
| class="left" |
 
| class="left" |
 
|10||4
 
|10||4
 
|-
 
|-
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6
+
|15th|| class="left" | +11/+6/+1 || +9 || +5 || +5
 
| class="left" |
 
| class="left" |
 
|11||4
 
|11||4
 
|-
 
|-
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6
+
|16th|| class="left" | +12/+7/+2 || +10 || +5 || +5
 
| class="left" |
 
| class="left" |
|11||5
+
|11||4
 
|-
 
|17th|| class="left" | +12/+7/+2 || +10 || +5 || +5
 
| class="left" |
 
|12||5
 
|-
 
|18th|| class="left" | +13/+8/+3 || +11 || +6 || +6
 
| class="left" |
 
|12||5
 
|-
 
|19th|| class="left" | +14/+9/+4 || +11 || +6 || +6
 
| class="left" |
 
|13||5
 
|-
 
|20th|| class="left" | +15/+10/+5 || +12 || +6 || +6
 
| class="left" |
 
|13||5
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br />
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
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All of the following are class features of the Bender of Earth.
 
All of the following are class features of the Bender of Earth.
   
'''Weapon and Armor Proficiency:''' Benders of Earth are proficient with light, medium, and heavy armor, and simple weapons.
+
'''Weapon and Armor Proficiency:''' Benders of Earth are proficient with light and medium armor, and simple weapons.
   
 
'''Saving Throws:''' The DC for any saving throw for the Bender of Earth's abilities are equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's class level.
 
'''Saving Throws:''' The DC for any saving throw for the Bender of Earth's abilities are equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's class level.
   
'''{{Anchor|Basic Bends}}:''' The Bender of Earth can shape up to one contiguous 5' cube of dirt or stone per Bending level with a touch as a standard action. No part of that dirt or stone may be moved more than 5' per Bending level in this way.
+
'''{{Anchor|Basic Bends}}:''' The Bender of Earth can cause rocks or earth that he touchs to crumble or condense as a free action. He can cause up to 5 cubic feet/Bending level of rocks or earth to levitate/rise at a speed of 5 ft/Bending level , or to sink/rearrange rock or earth at a speed of 5 ft/two Bending levels as a move action.
   
'''{{Anchor|Bending}}:''' The Bender of Earth gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. Sustaining a bend is a standard action. The Bender of Earth's Bending level is equal to her Bender of Earth 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.
+
'''{{Anchor|Bending}}:''' The Bender of Earth gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. The Bender of Earth's Bending level is equal to her Bender of Earth 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.
   
'''{{Anchor|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:'''
 
'''Minor Bends:'''
   
* ''Rock Throw:'' The Bender of Earth can levitate a chunk of rock into the air and then propel it at an enemy as an attack action. This attack deals 1d12 (+1d10 per three Bending levels) points of bludgeoning damage if it hits. Treat the attack as a throwing attack with a range increment of 40'.
+
* ''Rock Throw:'' The Bender of Earth can hurl stones she has levitated at foes with punching or kicking motions. Treat this as a ranged attack with a 30 ft. range increment which deals 1d6/5 cubic ft of stone being levitated plus the Bender of Earth's constitution modifier points of bludgeoning damage. This is a standard action.
   
  +
* ''Rock Bullets:'' The Bender of Earth can break 5 cubic ft of levitated rock into 3 Rock Bullets and propell them at foes with great speed. Treat this technique as 3 seperate ranged attacks with 20 ft. range increments, which each deal 1d6 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. The Bender of Earth gains additional sets of Rock Bullet attacks every fourth level (5th, 9th, and 13th) with a maximum of 4 sets of Rock Bullets at 13th level. Attacking with one set of Rock Bullets is a standard action, attacking with multiple sets of Rock Bullets requires a full round action.
* ''Rock Block:'' The Bender of Earth can move one 5' cube of dirt or rock within 5' per Bending level a distance of 5' as an immediate action. A Reflex Trap Save is permitted for a target (a character on or next to the cube) to resist being stuck in a pit or trapped somewhere. A successful Trap Save lets the target move to a space adjacent to the cube.
 
   
* ''Foot Vision:'' The Bender of Earth gains 30' Tremorsense (+10' per Bending level). The Bender of Earth can detect the one (+1 per Bending level) heaviest mobile character in contact with the earth within 500' (+200' per Bending level) and get a guess as to their general direction.
+
* ''Stone Wall:'' The Bender of Earth can raise earth or rock within a distance of 5 ft/Bending level into a 5 ft (+5 ft/two Bending levels) x 5 ft (+5ft/two Bending levels) wall of rock that is 1 ft thick. Note that stone has hardness 8, and 15 HP/inch of thickness. Using this technique is a standard action
   
  +
* ''Seismic Sense (''passive''):'' The Bender of Earth gains 30 ft Tremorsense when standing on solid earth or rock, which increases by 10 ft every other level (3rd, 5th, 7th, etc.).
* ''Stone Armor:'' The Bender of Earth can shape stone into [[SRD:Breastplate|Breastplate]], [[SRD:Full Plate Armor|Full Plate]], or [[SRD:Gauntlet|Gauntlets]] as a standard action. Maintaining this equipment is a swift action.
 
   
* ''Stone Hand:'' The Bender of Earth can levitate a small chunk of rock into the air, and then propel it into the air and turn it into a grabbing hand. Make a ranged touch attack against a target within Close range. That target must make a grapple check opposed by her Bending level check. If she wins, the target is grappled for 1 round. This is a standard action.
+
* ''Rock Shield (''passive''):'' The Bender of Earth can use a levitated slab of rock to double as a shield when positioned in front of a bender. The Bender of Earth gains a +2 shield bonus to her AC while levitating at least one rock within 5 ft of herself.
   
  +
* ''Stone Armor:'' The Bender of Earth can shape stone into [[SRD:Full Plate Armor|Full Plate]], and [[SRD:Gauntlet|Gauntlets]]. The Bender of Earth gains a +8 armor bonus to AC from Stone Armor, withoubut does not suffer the usual Maximum Dexterity Bonus penalty becaues of the Bender of Earth's ability to bend the earth around himself so it does not impede his movement. Unarmed attacks are considered armed attacks while using Stone Armor. Stone Armor also provides Damage Resistence 15 against fire attacks. Assembling Stone Armor is a standard action, maintaining this equipment is a move action.
* ''Rock Fingers (''passive''):'' The Bender of Earth adds twice her Bending level to her Climb checks when climbing rock or stone.
 
   
  +
* ''Stone Hands:'' The Bender of Earth can levitate a small chunk of rock into the air, and then propel it through the air to strike or grab opponents. Treat this as a ranged attack with Close range that deals 2d4 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. Or, Stone Hands may be used as a ranged touch attack to grapple a target within Close range. If the Stone Hands succeed on the ranged touch attack, an opposed grapple check determines whether the target becomes grappled. The Bender of Earth uses her Constiution modifier + BAB to determine her grapple check. If the Bender of Earth wins the opposed Grapple check, the target is grappled by stone manacles with a burst/escape artist DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's class levels. Using this technique is a standard action.
* ''Monolith Shove:'' The Bender of Earth stamps the ground, and a target within Medium range who is touching the ground must make a Reflex Trap Save or be catapulted 5' into the air per Bending level. The Bender of Earth can choose any place within 10' per Bending level of the target for the target to land. Monolith Shove is a standard action.
 
   
* ''Boulder Run:'' The Bender of Earth uses the earth beneath her feet to push herself forward. Beginning or ending this ability is a standard action. While using Boulder Run, the Bender of Earth gets a +5' bonus per Bending level to land movement speed, but cannot do any other bending.
+
* ''Rock Climb (''passive''):'' The Bender of Earth can magnetize his limbs to stone, allowing him to climb sheer walls and cliffs. The Bender of Earth can climb and remain off of the ground for long periods of time without requiring a climb skill check.
   
  +
* ''Monolith Attack:'' The Bender of Earth can stamp the ground and shoot a column of rock out of the ground at his opponent. A target within Close range who is standing on earth or rock must make a Reflex Save or be catapulted 5 ft/Bending level into the air. The Bender of Earth can choose any place within 5 ft/Bending level of the target's original location for the target to land. OR, treat this as a ranged attack against a target within Close range who is standing within 5 ft (+5 ft/two Bending levels) of earth or rock, which deals 1d8/5 cubic ft of stone plus the Bender of Earth's Constitution modifier of bludgeoning damage. Monolith Attack is a standard action.
* ''Master Builder (''passive''):'' The Bender of Earth can move dirt and stone up to 5' per Bending level while using the Basic Bend, and can move twice as much dirt or stone.
 
   
  +
* ''Boulder Run:'' The Bender of Earth uses the earth beneath her feet to push herself forward. While using Boulder Run, the Bender of Earth gets a 10 ft bonus/Bending level to land movement speed, but cannot do any other bending. This is a full round action.
* ''Fissure:'' The Bender of Earth creates a fissure that's 5' deep per Bending level. This fissure is a line that's 5' long per Bending level originating from a point within 5' per Bending level. Anybody of Medium size or smaller within a square occupied by the fissure must make a Reflex Trap Save or fall in. Anybody within or adjacent to a square occupied by the fissure must make a Balance check or fall prone (DC 10 + Bending level + Constitution modifier).
 
   
* ''Quicksand:'' The Bender of Earth can make one 5' square per Bending level within Close range into difficult terrain as a standard action. In addition, she is immune to falling damage when landing on dirt or stone.
+
* ''Quicksand:'' The Bender of Earth can make one 5 ft square/Bending level within Medium range into difficult terrain as a standard action.
   
* ''Impale:'' The Bender of Earth stamps the ground, and a target within Medium range who is within 5' of dirt or stone must make a Reflex save or take 1d10 points of Piercing damage (+1d8 per two Bending levels). This is a standard action.
+
* ''Rock Encasement:'' The Bender of Earth stamps the ground, and a target within Close range must succeed on a Reflex Save or become encased in conical sheets of rock. While encased, the target cannot move his limbs. The target may make a Strength check (DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's Bending level) as a full-round action to attempt to get free. An escape artist skill check may be made to escape at the same DC.
   
 
* ''Fissure:'' The Bender of Earth creates a fissure that is 5 ft/four Bending levels wide, 5 ft/Bending levels deep, and 10 ft/Bending level long originating from a point within Close range. Characters of Medium size or smaller within a square occupied by the fissure must make a Reflex Save or fall in. Characters within a square adjacent to the Fissure must make a Balance check or fall prone (DC 10 + half the Bender of Earth's Bending level + Constitution modifier).
'''Major Bends:'''
 
   
 
'''Major Bends:'''
* ''Bend Metal (''passive''):'' The Bender of Earth can bend metal as though it was dirt or rock.
 
   
  +
* ''Sinking Encasement:'' The Bender of Earth must already know "Rock Encasement" before learning this technique. The Bender of Earth can forcibly sink opponents into the ground, imprisoning them in earth. A target of Medium size or smaller within Close range must succeed on a Reflex save or become trapped up to their waist in the ground they had been standing on. The target takes 1d6/two Bending levels points of damage as their sunken extremities are crushed into the earth. The Bender of Earth gains the ability to encase Large targets at 8th level, and Huge targets at 15th level. This is a full round action which deals 1d8 points of nonlethal damage to the Bender of Earth.
* ''Bend Flesh (''passive''):'' The Bender of Earth can bend dead organic matter as though it was dirt or rock.
 
   
 
* ''Bend Metal (''passive''):'' The Bender of Earth can bend metals as though they are dirt or rock, albeit, at half her normal bending level.
* ''Rock Encasement:'' The Bender of Earth stamps the ground, and a target within Medium range must make a Reflex Trap Save or become encased in conical sheets of rock. While encased, the target cannot move his limbs. The target may make a Strength check (DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's Bending level) as a full-round action to attempt to get free. The Escape Artist check to escape has a DC equal to 15 + the Bender of Earth's Constitution modifier + the Bender of Earth's Bending level.
 
   
  +
* ''Remote Earthbending:'' The Bender of Earth can focus his energies and bend earth that is out of his physical reach out of sheer concentration. The Bender of Earth becomes capable of bending earth or rocks within Close range even without maintaining physical contact with the ground.
* ''Fast Bender (''passive''):'' "Monolith Shove", "Stone Armor", and "Boulder Run" become move actions.
 
   
  +
* ''Earthquake:'' The Bender of Earth must already know "Fissure" before learning this technique. The Bender of Earth can create localized earthquakes by striking the ground with her feet, fists, or hammers. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. This technique functions as the spell ''[[SRD:Earthquake|earthquake]]'', with the exception that it affects a 20 ft (+10 ft/two Bending levels) radius within Medium range. Creating and maintaining Earthquake is a full round action that deals 2d6 points of nonlethal damage to the Bender of Earth.
* ''Quick as Dirt (''passive''):'' The Bender of Earth gains a Burrow speed equal to her land speed. She can choose whether or not to leave a tunnel behind.
 
   
 
* ''Quick as Dirt (''passive''):'' The Bender of Earth gains a Burrow speed equal to her land speed. In addition, her Burrow speed increases by 10 ft/two Bending levels. She can choose whether or not to leave a tunnel behind.
* ''Rocks Fall, Everyone Dies:'' While underground, the Bender of Earth can spend a full round shaking the cave. At the beginning of her next turn, any number of 5' squares within Close range have rocks fall on them. A successful Reflex Trap Save has a character who would be crushed be moved to an adjacent square without rocks in it or miraculously end up on top of the rocks in their own square. Squares with rocks in them are difficult terrain. Anyone left in a square which has rocks fall on it takes 2d6 points of damage per Bending level.
 
   
 
'''Bend Invention:''' Imaginative characters can invent new bends, with DM supervision.
 
'''Bend Invention:''' Imaginative characters can invent new bends, with DM supervision.
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|}
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
====<-pluralized class name-> in the Game====

Latest revision as of 05:53, 16 August 2014

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

{{#set:Summary=A manipulator of dirt and stone, Benders of Earth make excellent builders, demolishers, and tunnelers. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Poor |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}}

Earth shield

Earth is the best form of Bending for blind people. It also results in the best protection.

Bender of Earth[]

Benders of Earth are students of the badger moles, crafting grand cities and ridiculous fortifications.

Making a Bender of Earth[]

Benders of Earth reshape the battlefield, flinging enemies into the air and creating defensive fortifications.

Abilities: Constitution is the key ability score for their saving throws. Dexterity is good for attack rolls.

Races: Races without any connection to dirt or rock are unlikely to have many Benders of Earth.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: As sorcerer.

Table: The Bender of Earth

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known
Fort Ref Will Minor Major
1st +0 +2 +0 +0 Basic Bends 3 0
2nd +1 +2 +0 +0 4 0
3rd +2 +3 +1 +1 5 0
4th +3 +4 +1 +1 5 0
5th +3 +4 +1 +1 6 1
6th +4 +5 +2 +2 6 1
7th +5 +5 +2 +2 7 1
8th +6/+1 +6 +2 +2 7 2
9th +6/+1 +6 +3 +3 8 2
10th +7/+2 +7 +3 +3 8 2
11th +8/+3 +7 +3 +3 9 3
12th +9/+4 +8 +4 +4 9 3
13th +9/+4 +8 +4 +4 10 3
14th +10/+5 +9 +4 +4 10 4
15th +11/+6/+1 +9 +5 +5 11 4
16th +12/+7/+2 +10 +5 +5 11 4
17th +12/+7/+2 +10 +5 +5 12 5
18th +13/+8/+3 +11 +6 +6 12 5
19th +14/+9/+4 +11 +6 +6 13 5
20th +15/+10/+5 +12 +6 +6 13 5

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Class Features[]

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

Weapon and Armor Proficiency: Benders of Earth are proficient with light and medium armor, and simple weapons.

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

Basic Bends: The Bender of Earth can cause rocks or earth that he touchs to crumble or condense as a free action. He can cause up to 5 cubic feet/Bending level of rocks or earth to levitate/rise at a speed of 5 ft/Bending level , or to sink/rearrange rock or earth at a speed of 5 ft/two Bending levels as a move action.

Bending: The Bender of Earth gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. The Bender of Earth's Bending level is equal to her Bender of Earth 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.


Minor Bends:

  • Rock Throw: The Bender of Earth can hurl stones she has levitated at foes with punching or kicking motions. Treat this as a ranged attack with a 30 ft. range increment which deals 1d6/5 cubic ft of stone being levitated plus the Bender of Earth's constitution modifier points of bludgeoning damage. This is a standard action.
  • Rock Bullets: The Bender of Earth can break 5 cubic ft of levitated rock into 3 Rock Bullets and propell them at foes with great speed. Treat this technique as 3 seperate ranged attacks with 20 ft. range increments, which each deal 1d6 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. The Bender of Earth gains additional sets of Rock Bullet attacks every fourth level (5th, 9th, and 13th) with a maximum of 4 sets of Rock Bullets at 13th level. Attacking with one set of Rock Bullets is a standard action, attacking with multiple sets of Rock Bullets requires a full round action.
  • Stone Wall: The Bender of Earth can raise earth or rock within a distance of 5 ft/Bending level into a 5 ft (+5 ft/two Bending levels) x 5 ft (+5ft/two Bending levels) wall of rock that is 1 ft thick. Note that stone has hardness 8, and 15 HP/inch of thickness. Using this technique is a standard action
  • Seismic Sense (passive): The Bender of Earth gains 30 ft Tremorsense when standing on solid earth or rock, which increases by 10 ft every other level (3rd, 5th, 7th, etc.).
  • Rock Shield (passive): The Bender of Earth can use a levitated slab of rock to double as a shield when positioned in front of a bender. The Bender of Earth gains a +2 shield bonus to her AC while levitating at least one rock within 5 ft of herself.
  • Stone Armor: The Bender of Earth can shape stone into Full Plate, and Gauntlets. The Bender of Earth gains a +8 armor bonus to AC from Stone Armor, withoubut does not suffer the usual Maximum Dexterity Bonus penalty becaues of the Bender of Earth's ability to bend the earth around himself so it does not impede his movement. Unarmed attacks are considered armed attacks while using Stone Armor. Stone Armor also provides Damage Resistence 15 against fire attacks. Assembling Stone Armor is a standard action, maintaining this equipment is a move action.
  • Stone Hands: The Bender of Earth can levitate a small chunk of rock into the air, and then propel it through the air to strike or grab opponents. Treat this as a ranged attack with Close range that deals 2d4 plus the Bender of Earth's Constitution modifier points of bludgeoning damage. Or, Stone Hands may be used as a ranged touch attack to grapple a target within Close range. If the Stone Hands succeed on the ranged touch attack, an opposed grapple check determines whether the target becomes grappled. The Bender of Earth uses her Constiution modifier + BAB to determine her grapple check. If the Bender of Earth wins the opposed Grapple check, the target is grappled by stone manacles with a burst/escape artist DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's class levels. Using this technique is a standard action.
  • Rock Climb (passive): The Bender of Earth can magnetize his limbs to stone, allowing him to climb sheer walls and cliffs. The Bender of Earth can climb and remain off of the ground for long periods of time without requiring a climb skill check.
  • Monolith Attack: The Bender of Earth can stamp the ground and shoot a column of rock out of the ground at his opponent. A target within Close range who is standing on earth or rock must make a Reflex Save or be catapulted 5 ft/Bending level into the air. The Bender of Earth can choose any place within 5 ft/Bending level of the target's original location for the target to land. OR, treat this as a ranged attack against a target within Close range who is standing within 5 ft (+5 ft/two Bending levels) of earth or rock, which deals 1d8/5 cubic ft of stone plus the Bender of Earth's Constitution modifier of bludgeoning damage. Monolith Attack is a standard action.
  • Boulder Run: The Bender of Earth uses the earth beneath her feet to push herself forward. While using Boulder Run, the Bender of Earth gets a 10 ft bonus/Bending level to land movement speed, but cannot do any other bending. This is a full round action.
  • Quicksand: The Bender of Earth can make one 5 ft square/Bending level within Medium range into difficult terrain as a standard action.
  • Rock Encasement: The Bender of Earth stamps the ground, and a target within Close range must succeed on a Reflex Save or become encased in conical sheets of rock. While encased, the target cannot move his limbs. The target may make a Strength check (DC equal to 10 + the Bender of Earth's Constitution modifier + half the Bender of Earth's Bending level) as a full-round action to attempt to get free. An escape artist skill check may be made to escape at the same DC.
  • Fissure: The Bender of Earth creates a fissure that is 5 ft/four Bending levels wide, 5 ft/Bending levels deep, and 10 ft/Bending level long originating from a point within Close range. Characters of Medium size or smaller within a square occupied by the fissure must make a Reflex Save or fall in. Characters within a square adjacent to the Fissure must make a Balance check or fall prone (DC 10 + half the Bender of Earth's Bending level + Constitution modifier).

Major Bends:

  • Sinking Encasement: The Bender of Earth must already know "Rock Encasement" before learning this technique. The Bender of Earth can forcibly sink opponents into the ground, imprisoning them in earth. A target of Medium size or smaller within Close range must succeed on a Reflex save or become trapped up to their waist in the ground they had been standing on. The target takes 1d6/two Bending levels points of damage as their sunken extremities are crushed into the earth. The Bender of Earth gains the ability to encase Large targets at 8th level, and Huge targets at 15th level. This is a full round action which deals 1d8 points of nonlethal damage to the Bender of Earth.
  • Bend Metal (passive): The Bender of Earth can bend metals as though they are dirt or rock, albeit, at half her normal bending level.
  • Remote Earthbending: The Bender of Earth can focus his energies and bend earth that is out of his physical reach out of sheer concentration. The Bender of Earth becomes capable of bending earth or rocks within Close range even without maintaining physical contact with the ground.
  • Earthquake: The Bender of Earth must already know "Fissure" before learning this technique. The Bender of Earth can create localized earthquakes by striking the ground with her feet, fists, or hammers. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. This technique functions as the spell earthquake, with the exception that it affects a 20 ft (+10 ft/two Bending levels) radius within Medium range. Creating and maintaining Earthquake is a full round action that deals 2d6 points of nonlethal damage to the Bender of Earth.
  • Quick as Dirt (passive): The Bender of Earth gains a Burrow speed equal to her land speed. In addition, her Burrow speed increases by 10 ft/two Bending levels. She can choose whether or not to leave a tunnel behind.

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




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