View Full Version : [class] Bender (Avatar: The Last Airbender Themed)

Holocron Coder
2007-06-30, 09:35 PM
Alright, I know there was this giant thread for compiling several Avatar: The Last Airbender themed classes. Kudos to those who put it together. I personally have a different idea of how it should be represented, so I'm going to make my attempt at it here.

To those who look at this, it bases heavily on the framework present in the new Star Wars d20: Saga Edition book. Thus, trained talents, etc.

Basically, I need suggestions for more Talent, Feats, and Bending Arts. Plus, anything else you think may be useful :)

Benders combine physical training with master of their chosen element. Individually, each element has its own flavor in relation to combat and lifestyle. Regardless, benders fall into almost every category of life, although many tend to be revered in their own society. No training or right of blood gives a bender her powers. Only through a blessing from the world she lives in does she manipulate her element.

Benders come from many different backgrounds and thus have many different reasons to travel the world. Some wish to expand their knowledge of their element. Others are in the service of a leader. Still more simply enjoy the oddities of other cultures. Regardless of their element, benders seem apt to travel when the circumstance calls for it.

The bender's ability to manipulate their cultural element is the primary focus of their power. Benders can be anything from nature lovers to strict militants. Wisdom is a primary attribute of the bender, although the direction of its use varies.

Benders are often trained in their discipline from an early age, sometimes even from toddlerhood. Some learn of their abilities and train them at a later age, although these are rare. Some benders, after their initial training, return to their normal lives of farming and village life. Others join the military, either to server or conquer. Still more become learning travelers or masters of their art.

Examples of Benders in Avatar: The Last Airbender
Aang, Iroh, Katara, Toph, Zuko

Game Rule Information
Benders have the following game statistics.

A bender relies heavily upon Wisdom to power her bending abilities. The physical scores all rank equally important, with Constitution slightly higher than Strength and Dexterity, although the latter two are important depending on the bender's style.

Hit Points
Benders being play at 1st level with a numbe rof it points equal to 30 + their Constitution modifier. At each level after 1st, Benders gain 1d10 hit points + their Constitution modifier.
SEE Alternate Rule #1

Game Rule Information
All of the following are features of the Bender class.

Defense Bonuses
At 1st level, you gain a +1 class bonus to your Fortitude Defense, Reflex Defenese, and Will Defense.
SEE Alternate Rule #2

Starting Feats
At 1st level, you gain the following bonus feats:
Bending Ability (any)
Weapon Proficiency (one martial weapon of choice)
Weapon Proficiency (simple weapons)

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must be the prerequisites (if any) of the chosen tree and talent. No talent may be selected more than once unless expressly indicated.

Bending Combat Tree
A bender's element is her chosen weapon as well as her life. The following talents allow you to improve your bending abilities in combat.
Block: As a reaction, you may negate a ranged attack by making a successful Bend check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block since the beginning of your last turn. You must have your element at hang and prepared to use this talent, and you must be aware of the attack and not flat-footed.
Bending Defense: As a swift action, you can use small amounts of your element to parry your opponent's attacks, gaining a +1 deflection bonus to your Reflex Defense until the start of your next turn. You must have your element at hang and prepared to use this talent, and you don't gain the deflection bonus if you are flat-footed or otherwise unaware of the incoming attack.
You can take this talent multiple times; each time you take this talent, the deflection bonus increases by +1 (maximum +3).

Movement Tree
Bending training assists not only a bender's combat abilities, but also various ways of locomotion.
Bending Boost:
Bending Dash:

Bonus Feats
At each even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Bending Training, Skill Focus, Skill Training

A 1st-level Bender starts play with 3d4x100 coins.

The Bender
{table=head]Base Level|Base Attack Bonus|Class Features

+0|Defense bonuses, starting feats, talent

+1|Bonus Feat


+3|Bonus Feat


+4|Bonus Feat


+6|Bonus Feat


+7|Bonus Feat


+9|Bonus Feat


+10|Bonus Feat


+12|Bonus Feat


+13|Bonus Feat


+15|Bonus Feat[/table]

Bend (Wis)
Requires the Bending Ability feat
You bend aspects of your element in order to do miraculous feats. You must have the Bending Ability feat (below) to be trained in this skill.
Activate Bending Art (Trained Only): You make a Bend check to use a Bending Art (see Bending Arts, below). This use of the skill requires no action, although the Bending Art itself may.
Combust (Firebender Only, Trained Only):As a free action, you may create a flame of a size up to a normal campfire. This requires a DC 10 Bend check. Any person that comes into contact with the fire takes damage as appropriate to a fire of its size.
Sense Element (Trained Only): You automatically detect sources of your element with 10 meters (30 feet) of your position. A DC 15 Bend check allows you to extend this range to 50 meters (150 feet).
Transport Element (Trained Only): As a move action, you may move a portion of your element. A succesful DC 10 Bend check allows you to move and control an amount equal to one cubic meter (3 cubic feet). As a standard action, you may hurl your element at a target, but the DC increases to 15. If your Bend check beats the target's Reflex Defense, the object hits and eals 1d6 points of damage of bludgeoning damage.
Special: You can't make Bend checks unless you have the Bending Ability feat (see below). Bend is a class skill for any character with the Bending Ability feat.
You can take 10 on a Bend check, but you can't take a 20.

Bending Ability
You are a bender, allowing you to call on your element and learn to control it.
Prerequisite: Character level 1.
Benefit: You can make Bend checks, and Bend is considered a class skill for you. Once you take this feat, you choose an element from the following list: Air, Earth, Fire, Water. Once this is chosen, it cannot be changed, exchanged, or lost. Additionally, this choice must match your human subrace (Air Nomad, Earth Kingdom Citizen, Fire Nation Patriot, or Water Tribe Villager).
Normal: You can't make Bend checks (above) or select Bending Talents.

Bending Training [Bending]
You learn to use your bending abilities in combative situations, expanding your knowledge.
Prerequisite: Bending Ability, trained in the Bend skill.
Benefit: You add to your Bend power suite a number of Bending arts equal to 1 + your Wisdom modifier (minimum 1). You can add the same power more than once.
Special: You can take this feat more than once. Each time you take this feat, you add to your Bending suite a number of new Bending arts equal to 1 + your Wisom modifier (minimum 1).
If your Wisdom modifier permanently increases, you immediately gain a number of Bending arts equal to the number of Bending Training feats you have taken. This only applies if you would have gained a larger number of Bending arts had your Wisdom modifier been the value it is now when you first took the feat.
Example: Admiral Zhao has a Wisdom modifier of 9, which he increases to 10 upon taking his 8th level. As a result, he has a higher Wisdom modifier, but he would not gain new Bending Arts as his new modifier of +0 (against his old modifier of -1) does not change the number of Bending arts gained when taking this feat. (It is 1 in both cases.)

Bending Arts
Elemental Attack
You bend a larger amount of your element up to 6 squares in any direction. Time: Standard Action. Target: One character or object within 6 squares and within line of sight.
Make a Bend check. The result of the check determines the maximum amount that you can lift (see below). Any target struck by the element takes damage based upon the amount of element.
DC 15: Medium amount (deals 2d6 points of damage)
DC 20: Large amount (deals 4d6 points of damage)
DC 25: Huge amount (deals 6d6 points of damage)
DC 30: Gargantuan amount (deals 8d6 points of damage)
DC 35: Colossal amount (deals 10d6 points of damage)
Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Elemental Attack art is a standard action.
Benders of the same element may try to take control of the amount of the element through an Elemental Attack art use and a higher Bend check.

Alternate Rules
Alternate Rule #1: To further differentiate between the bending elements and their practices, the following Hit Point values may be used instead.
Airbender: 30 base, 1d10
Earthbender: 36 base, 1d12
Firebender: 30 base, 1d10
Waterbender: 24 base, 1d8
Alternate Rule #2: To further differentiate between the bending elements and their practices, the following Defensive Bonuses may be used instead.
Airbender: +2 Reflex Defense, +1 Will Defense
Earthbender: +2 Fortitude Defense, +1 Will Defense
Firebender: +2 Fortitude Defense, +1 Reflex Defense
Waterbender: +1 Reflex Defense, +2 Will Defense