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Bender of Fire (3.5e Class)

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Revision as of 21:00, July 16, 2012 by 24.131.42.103 (Talk)

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Foxwarrior (talk)
Date Created: 3/20/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=Benders of Fire conjure fire and electricity to slay their enemies, deflect blows, and sometimes even fly. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |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}}

Zukofinalefirebend

Benders of Fire seemed to be the weakest form of Bender for a long period of time due to their overreliance on generic fire bolt-like Bends.

Bender of Fire

Benders of Fire are people who have control over the element of fire. They can use it for a variety of purposes, from heating tea to burning down villages.

Making a Bender of Fire

Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. Benders of Fire draw their strength from their sense of passion and are often rapid and violent, with a capacity for plenty of collateral damage.

Abilities: Charisma is the ability score Benders of Fire use for saves. Dexterity and Constitution are quite important abilities for a Bender of Fire.

Races: Races that live in airless or non-flammable environments tend to have fewer Benders of Fire than other races do.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: As sorcerer.

Table: The Bender of Fire

Hit Die: d8

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

Class Skills (Skill Points::4 + 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 (the planes) (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 Fire.

Weapon and Armor Proficiency: The Bender of Fire is proficient with light armor, and simple weapons.

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

Ecliptic Failure: The Bender of Fire loses all class abilities during an eclipse.

Powerful Comet: The Bender of Fire's Bending level is doubled while a particular comet that passes by every 100 years is passing by.

Basic Bends: The Bender of Fire can control fires within Close range as a free action. He can extinguish or reduce such fires. In addition, he can make any such fires burn twice as hot, dealing twice as much damage. The Bender of Fire may warm or cool physical matter to the touch.

Bending: The Bender of Fire 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 Fire's Bending level is equal to his Bender of Fire 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. All abilities of the Bender of Fire create light like a torch when active.


Minor Bends:

  • Fire Jabs: The Bender of Fire's jabs and punches produce miniature fireballs and missiles of flame. This is a ranged attack with Close range that deals 1d6 (+1d6/two Bending level) points of fire damage. The Bender of Fire gains one additional Fire jab attack at 8th & 16th level. Using one Fire Jab is a standard action, using multiple requires a full round action.
  • Fire Bomb: The Bender of Fire can create a flame at the end of a limb, and thrust the flame down in an explosive burst. Fire Bomb deals 2d6 (+2d6/two bending levels) points of Fire damage in one square adjacent to the Bender of Fire (Reflex half). This technique is a standard action.
  • Fire Burst: The Bender of Fire can create a burst of flame extending outward in all directions, dealing 1d8 points of fire damage (+1d8/two bending levels) to targets in each adjacent square (Reflex half). This technique is a standard action.
  • Fire Arc: The Bender of Fire can use spinning kicks or sweeping arm movements to create arcs that slice larger, more widely spaced areas. This attack deals 1d6 (+1d6/two Bending levels) of fire damage to all targets within a 10 ft (+5 ft/Bending level) cone (Reflex half). This technique is a standard action.
  • Fire Stream: The Bender of Fire can shoot continuous streams of fire from their fists, mouth, or legs. Fire streams deal 1d6 points of fire damage (+1d6/two Bending levels) to targets within a 15 ft (+5 ft/two Bending levels) line (Relfex half). The Bender of Fire may activate one additional Fire Stream beggining at 4th and 7th level. Activating and maintaining one Fire Stream is a standard action, activating and maintaining multiple requires a full round action.
  • Block Fire: The Bender of Fire can defuse and extinguish an oncoming fire attack with a swift kick, jab, or defensive movement, allowing him to stop attacks. He recieves Damage resistance 5 against Fire-based attacks. The Bender of Fire gains an additional 5 points of Damage resistance every third level after 1st(4th, 7th, 10th, etc.).
  • Redirect Lightning: When hit with an attack which deals electricity damage, the Bender of Fire may elect to use Redirect Lightning and not take that damage. During his next turn, he must spend a standard action to release the electricity damage at a target within Medium range. If he does, the target takes that damage (Reflex half). If he does not release the electricity damage, he takes twice that much damage.
  • Fire Boost: The Bender of Fire gains a 30 ft fly speed (poor). The Bender of Fire must land at the end of his movement. His fly speed increases by 10 ft every fourth Bending level (5th, 9th, 13th, etc.)
  • Kinetic Fire (passive): Anybody dealt fire damage by one of the Bender of Fire's bends may be pushed 5 ft. If a Reflex save was permitted, this only occurs on a failed Reflex save.
  • Fire Whip: The Bender of Fire can create whips out of fire as a standard action. These function like Whips, except that they deal 1d6 (+1d6 per two Bending levels) points of fire damage, and cannot be dropped. Because the Fire Whip can wrap around an enemy's leg or other limb, the Bender of Fire can make trip attacks with them, however, she is not subject to a trip attempt if she fails to trip her opponent. When using Fire Whip, the Bender of Fire recieves a +2 bonus on opposed attack rolls made to disarm an opponent. Maintaining a Fire Whip is a swift action.
  • Flame Daggers: The Bender of Fire's melee touch attacks deal 1d6 (+1d6/two Bending levels) points of fire damage. Activating and maintaining this technique is a swift action.
  • Heat Sense (passive): The Bender of Fire can sense heat. This functions as Blindsense with a range of 20 ft. The range of this ability increases by 10 ft every third Bending level (4th, 7th, 10th, etc.).
  • Guaranteed Ignition (passive): Anything the Bender of Fire burns catches on fire. Specifically, if the Bender of Fire successfully deals fire damage to anything or anyone with one of his Bends, that thing or person catches on fire, taking 1d6 points of fire damage per round. A full-round action puts out all such flames in the user's space.

Major Bends:

  • Charge Attack: The Bender of Fire can gather his energies as a full-round action. During the next round, he may bend at twice his Bending level. The Bender of Fire may use this technique a number of times/day equal to half his Charisma modifier (rounded up).
  • Blue Fire (passive): All damage dice for fire damage dealt by the Bender of Fire's bends are increased by one size.
  • Lightning Bolt: The Bender of Fire can create bolts of lightning to make a ranged touch attack that deals 1d8/Bending level points of electricity damage, with Long range (Reflex negates). Using Lightning Bolt causes 2d8 points of nonlethal damage to the Bender of Fire. This technique requires a full round action.
  • Constant Propulsion: The Bender of Fire can only learn this technique if he already knows "Fire Boost." The Bender of Fire is no longer required to land at the end of his Fire Boost movement.
  • Fire Wall: The Bender of Fire can create a wall of fire (which may be curved as desired) up to 10 ft in length per Bending level, and 5 ft per Bending level in height. Anything passing through the Fire Wall takes 1d6 (+1d6/ Bending level) points of fire damage (Reflex half). Characters standing within 1 ft/ Bending level of the Fire Wall take half that much damage (Reflex half). Creating a Fire Wall is a standard action, and can be maintained as long as the Bender of Fire uses full round actions to maintain it or his concentration is broken. Creating or maintaing Fire Wall deals 2d6 points of nonlethal damage to the Bender of Fire.

Bend Invention: Imaginative characters can invent new bends, with DM supervision. Keep in mind that it is difficult to manipulate fire that is beyond Close range.





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