Author Topic: Bender  (Read 3245 times)

Offline dman11235

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Bender
« on: March 12, 2012, 09:44:14 AM »
THE BENDER
I control the elements!  Only one of the four, but still!
-unknown bender, taunting opponents.

In the Avatar universe, those that can control the elements are referred to as benders.  Generally, they study one element, and are accomplished at manipulating it.  Benders gain a level of respect from their element, gradually becoming more like it as they gain wisdom.  A bender can move their element with ease, and this leads to a seamless addition of it to their fighting style, which consists primarily of eastern style martial arts.

MAKING A BENDER
Similar to the Monk, the Bender relies on martial arts and little to no armor to provide protection and offense.  Unlike the Monk, the Bender has access to a variety of methods with which to augment their control of one of the four physical elements, earth, fire, air, and water.
Abilities: The most important stat for Benders is Wisdom, due to the bending forms being based on wisdom for power.  Dexterity and Constitution are important secondary stats, providing more AC and more HP.  Strength is also important for Benders focused more on melee attacks.  Both Intelligence and Charisma have uses for Benders, but neither is as important as Wisdom.
Races: Humans make up the majority of benders, due to their adaptability.  In an Avatar setting, this will be the only race available.  Other races that tend to favor this class are halflings, due to their dexterity, and the various fey related races, due to their wisdom and nature orientation.
Alignment: A Bender may be of any alignment.  They tend to be closer to Neutral and Good than Evil, and tend to be closer to Law than Chaos, due to the level of dedication present.  Certain types of Benders are more apt to be certain alignments: Air tends to be closer to Good, Earth tends to be closer to Law, Fire tends to be closer to Chaos, and Water tends to be closer to Good.  This is because the styles present in each form tend to lead practitioners to a certain method of thought.
Starting Gold: 1d4x10(25)
Starting Age: as Monk

Class Skills
The Bender's class skills (and the key ability for each skill) are Balance (dex), Bluff (cha), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Escape Artist (dex), Handle Animal (cha), Heal (wis), Hide (dex), Jump (str), Knowledge (religion) (int), Knowledge (history) (int), Knowledge (planes) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Survival (wis), Swim (str), and Tumble (dex).
Skill points at 1st Level : (6 + int)x4
Skill points at each additional level : 6 + int
Hit Dice: d8
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special Abilities
Elemental Discipline I, Elemental Blast 1d6, Fundamental Forms, AC Bonus
Deflect Attack, Improved Unarmed Strike
Advanced Bending +2
Evasion
Elemental Discipline II, Elemental Blast 2d6
-
Advanced Bending +2
-
Elemental Discipline III
Elemental Blast 3d6
Advanced Bending +2
-
-
-
Advanced Bending +2, Elemental Blast 4d6
-
-
-
Advanced Bending +2
Elemental Blast 5d6, Elemental Apotheosis
DA
-
-6
-6
-6
-6
-8
-8
-8
-8
-10
-10
-10
-10
-12
-12
-12
-12
-14
-14
-14
AC
0
0
0
0
1
1
1
1
1
2
2
2
2
2
3
3
3
3
3
4
Seeds
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12

Class Features

Weapon and Armor Proficiencies: The Bender is proficient with all simple weapons.

Elemental Discipline: Benders have one element they can manipulate.  They choose this element when they take their first level of this class.  This choice is actually a genetic ability, but only manifests itself when they take their first level.  When a bender first takes a level of this class, they choose one of the four elements: water, earth, fire, and air.  This determines the seed list they choose from, as well as their Elemental Discipline abilities.  Once they make the decision, they are known by their element: Waterbender, Firebender, Earthbender, or Airbender.  All benders lose the ability to use their Elemental Discipline abilities (but not seeds) when wearing armor.  Firebenders may wear light armor and still benefit from their abilities.  Earthbenders may wear light or medium armor and still benefit from their abilities.  This applies to the AC bonus and Deflect Attack as well.  They also do not uncur the armor check penalty on bending while wearing these armors.

Bending seeds can be found here.

Elemental Discipline II: At level 5 Benders begin to show their specialization in their element.

Circular Attack (ex): Waterbenders know how to turn their opponent's strengths against themselves.  Whenever a Waterbender successfully dodges an attack roll, they may make an Attack of Opportunity against their attacker.  This attack takes a -4 penalty, but gradually lessens in penalty as they level.  Every 3 levels afterwards the penalty is reduced by 2.  This provides a bonus to the attack once it goes positive, to a maximum of +4 at level 17.  This attack may  be made with any melee weapon as normal, or with their Water Blast.  Unlike a normal Attack of Opportunity, a Waterbender may use this to attack anyone within 30' of them.

One with the Ground: Earthbenders gain a measure of stability and mobility when in contact with the ground.  They gain a climb speed equal to their land speed and a +8 bonus on climb checks.  In addition, they gain a +2 bonus to avoid being tripped, bull rushed, overrun, or grappled.  This bonus doubles every 4 levels, to a maximum of +16 at level 17.  Both the bonuses and the climb speed only apply when the Earthbender is in contact with a solid surface that they can bend.  In addition, Earthbenders gain damage reduction equal to one half their class level, rounded up.  This damage reduction is overcome by magic.  At level 13, the damage is overcome by magic and adamantine.  At level 17, it is overcome by nothing.

Flurry of Blows: Firebenders know a good defense is a great offense.  And a great offense is a fast one.  Whenever a Firebender makes a standard Attack action or a Full Attack, they may take a -2 penalty on all attacks that round in order to make an additional attack.  Every 3 levels afterwards, the penalty is reduced by one, providing a bonus eventually, to a maximum of +2 at level 17.  At level 11 they may make two additional attacks instead of one.

Wind Dance: Airbenders learn that mobility is key to avoid being hit.  Once per encounter, an Airbender may enter a state of grace and mobility.  During this, the Airbender may take a full round action to move up to his speed and make a full attack.  However, he must move at least 5' between each attack and cannot move back into the square he previously occupied.  This state lasts for a number of rounds equal to 3+ his Dex modifier.  In addition, he gains a bonus on attack and damage while attacking in this.  The bonus is +1 to begin with, and increases by 1 every 3 levels, to a maximum of +5 at level 17.  As the Airbender levels, this ability becomes more potent.   At level 9, he may move 10' between attacks, at level 13 he may move 15', and at level 17 he may move 20'. Beginning at level 9, he may use any standard action instead of the full attack action in conjunction with this ability.

Elemental Discipline III: The Bender's mobility gains significant boosts as they level.

Swim: Waterbenders gain a measure of subconscious control over their element.  Enough to use it to propel themselves as easily as if they were walking. They gain a swim speed equal to their land speed, and a +8 bonus on all swim checks.  In addition, they can glide across water as if it were land, allowing them to retain the ability to perform tasks normally restricted when swimming.  At level 13 they are able to swim at 1.5 times their land speed (round down).  At level 17 they are capable of swimming at double their land speed.

Burrow: Earthbenders are even more at one with their element than before. They gain a burrow speed equal to half their land speed, rounded down, minimum of 5.  At level 13 this increases to their full land speed.  At level 17 it increases to double their land speed.  They can burrow through anything that they can bend (normally just rock and earth).

Burning Rush: Firebenders gain a measure of the speed and power of their element.  They gain a +10' bonus to their land speed, a +4 bonus on all jump checks, and their damage with fire based attacks increases by 1d6.  At levels 13 and 17, these bonuses increase by 10', +4, and +1d6.  In addition, they gain energy resistance to both fire and cold of 5.  This increases to 15 at level 13 and 30 at level 17.

Wind Walking: Airbenders know that the skies hold the secrets to their fighting style.  They gain a limited ability to fly.  They can fly with average maneuverability for a number of rounds equal to half their wisdom modifier (round down, minimum 1) with a speed equal to their land speed.  If they are not on a solid surface at the end of this time, they fall.  Once they run out of time, they must wait for 4 rounds before they can fly again.  This delay is reduced by 1 round every 2 levels to a minimum of 0 at level 17, effectively making it a permanent fly speed.  At level 13 they can fly for a number of rounds equal to their wisdom modifier.  At level 17 they gain a permanent fly speed equal to 1.5x their land speed (round down) with good maneuverability.

AC Bonus (ex): A Bender relies on their ability to avoid rather than on armor for their defense.  They gain a bonus to AC equal to their wisdom modifier, and an additional bonus according to the table.

Fundamental Seeds: Benders gain access to all of the [fundamental] seeds of their element.

Element Blast (su): Benders gain a measure of offense right away, capable of flinging their element at opponents.  This is a ranged attack that deals the damage listed on the table.  Fire benders deal fire damage, and the other three deal either slashing, piercing, or bludgeoning, at their option.  This is an attack action, and as such can be used in a full attack (or any other time an attack action can be made).  See the Blast fundamental seed specific to each element for details.

Improved Unarmed Strike: At level 2, a Bender gains the Improved Unarmed Strike feat.

Deflect Attack (ex): Beginning at level 2, Benders better protect themselves from harm.  They may use an Attack of Opportunity to attempt to deflect an incoming ranged attack or ranged touch attack.  They must declare an attempt before the roll is determined to have hit or not, but they can attempt after the attack has been rolled.  When they do attempt a deflection, the incoming attack receives a -6 penalty on the roll.  This penalty increases as the bender levels, increasing by -2 every 4 levels.  Regardless of how many attacks of opportunities you can make in a round, you can only deflect a number or attacks equal to your wisdom modifier per round.

Advanced Bending (ex): At level 3 the ability for a Bender to control their element increases.  They receive a +2 bonus on all bending checks.  This bonus increases by 2 every 4 levels.

Evasion (ex): At level 4 a Bender gains Evasion.

Elemental Apotheosis (su): At level 20 a Bender becomes truly one with their element.  They become an outsider with the appropriate elemental subtype and the native subtype.  Unlike most outsiders, they can be revived as if they were a member of their previous species.  In addition, any DR granted by race or class is increased by 10.  If they had no such DR, they gain DR 10/magic.  In addition, Benders gain an ability similar to the one they would get with their new subtype, rather than what the subtype normally would grant.  Waterbenders gain the ability to breath water and no longer have to make swim checks in water.  Earthbenders can breath underground and no longer need to make climb checks.  Firebenders are immune to fire.  Airbenders now have perfect maneuverability when flying.

PLAYING A BENDER
The bender focuses on melee combat, but the use of elemental control allows them to affect a much larger area than a normal fighter.  The style of fighting varies from bender to bender, even within each element.  Water benders tend to utilize controller techniques forms to gain a great amount of reach and tripping opponents trying to move around.  Fire benders tend to go all out on offense, using their forms to increase damage.  Air benders go the opposite route, using their forms to be more mobile and defense oriented.  Earth benders hold their spot and make their opponents come to them, and focus on hard hitting accurate attacks.
Religion: In the Avatar setting, there aren't any real deities, just spirits who play the part of god.  Most characters would pay tribute to various spirits based on where they grew up, or based on what discipline they use, but most are not tied to a specific deity.  In other settings, benders tend to worship gods of nature and balance, and sometimes deities representing their element.
Other Classes: Benders like having other classes capable of being on the front lines with them.  Having a spell caster (in non-Avatar settings) is also very beneficial, especially if the caster is providing combat support such as buffing.
Combat: The style of combat differs from bender to bender.

For water benders, control is the preferred style.  Forms such as Water Whip increase reach, allowing for a greater area to be controlled.  They don't do as much damage as the fire benders, but have a more solid defense.

Fire benders focus on taking out threats quickly and efficiently.  They use their Element Blast from a distance, and then various damage boosting forms up close to do extra damage.  They find that the best defense is a good offense.

Earth benders focus on self improvement and debilitating their opponents through blinding and immobilization.  Their forms don't rely on moving around as much, and provide bonuses to staying in one spot, upright, and free of influence.  Even if you hit them, the won't really care.

Air benders move around.  A lot.  They have forms focused on speed, boosting their own, and reducing other's.  Their combat strategy is based on the fact that you can't hurt what you can't hit.

Advancement: It is generally best to remain a single classed bender, due to the form's power dropping off if you don't, but other classes can provide a great addition to your arsenal.  Monks make an obvious choice, due to the shared talent in martial arts.  As do Swordsages, Warblades, and Crusaders, for the same reason.  Your forms can provide self-boosting effects that don't need to be improved as much, allowing you to multiclass without missing out on the best forms.  Psionics, especially the Psychic Warrior, offer an additional resource to buff yourself with.
Benders should focus on feat that either improve their bending ability or martial ability.  Feats that grant or improve combat maneuvers, such as Improved Trip and Improved Disarm, are great for melee combatants that focus on the tactical element of combat like Benders do.  Feats that improve defense are also a great choice.  The sacred vow from Book of Exalted Deeds can prove to be a great combination with this class, especially the Vow of poverty.

BENDERS IN THE WORLD
That kid's alright.  I was caught out in that river and she just made the water pick me up and put me on the shore.
-Dax Vermithouth, shortly after being rescued from drowning
Benders are mostly revered for their ability to be in tune with the spirit world.  Some Benders use their power to advance their own agendas, and some use them to help others.  Since there is no set belief shared among Benders, there is no common belief about them.
Daily Life: Most Benders go about life like any normal person would, only using their abilities to make life easier for themselves and often those around them as well.  Some take a more spiritual approach however, and live the lives of monks in monastaries.
Notables: Katara was perhaps the most famous Waterbender, and quite possibly the most powerful.  The legends have lost her full name, but during her time with the Avatar during the 100 Year War she racked up a very impressive array of accomplishments, including the defeat of the Firelord's prodigy daughter, Azula.  She was also rumored to have held off the entire Dai Li by herself at one point during their journey.  Her skills as a healer were unmatched, as she was capable of reviving the dead, at least as far as the legends go+.  Firelord Sozin was the man responsible for starting the 100 Year War, utilizing the power of the comet named after him to start the invasion of the world, taking out the entirety of the Air Nomads at the time.  Although he was not as powerful as other firebenders, he was among the most powerful.  He was also responsible for the death of Avatar Roku, triggering the start of the events that led to the invasion being possible, including the killing of the next Avatar, born into the Air Temples.
Organizations: The Order of the White Lotus is an underground government of sorts, comprised of all sorts of Benders and even some non-Benders.  While they have little noticeable power, the upper ranks of the Order are comprised of the most powerful Benders alive, both with regards to political and martial strength.

The Dai Li are an elite group of earthbenders, once serving the Earth King's chief general, but now existing to serve those seeking to claim more power on the world stage.  Thought to have been dissolved after the 100 Year War, they still exist, serving as the faction opposing the Order of the White Lotus, even though neither order really knows each other exists.

NPC Reaction
Most Benders are revered in their society.  Shortly after the 100 Year War however, an anti-bender sentiment started to flourish, those people condemning all those who can bend.  They were blamed for causing the war and the suffering caused by it

BENDERS IN THE GAME

This class is designed primarily for the Avatar setting presented with it, but there is no reason it cannot be used in other settings.  The various references to setting specific concepts can be adjusted to refer to similar concepts in almost any setting.
Adaptation: References to things such as the Spirit World would have to be changed, but mechanically nothing needs to be changed for this class to be used in a different setting.
Encounters: Most Benders will keep their distance at between melee range and 20', depending on the combat style used.  Some will use a longer range, and focus on ranged attacks, but most will keep to the melee range, putting distance between themselves and their opponents only when it is tactically beneficial, such as when setting up a charge, or forcing their opponent into a trap.
« Last Edit: March 23, 2012, 12:56:28 PM by dman11235 »
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