Firebender

Quick, chaotic, and destructive, Firebending is a difficult art that only the most dedicated are able to master. Firebenders are always of the offensive, overwhelming their foes with barrage after barrage of fiery kicks, jabs, and sweeps.
Adventures – Often, Firebenders serve as part of military detachments and adventure under the orders of their superior officers or on their own initiative, seeking to advance the interests of the Fire Nation. Alternatively, they may travel on more personal quests, seeking to regain lost honor or improve their standing within the Fire Nation political hierarchy. Still others adventure to prove and increase their power and command of their destructive art.
Characteristics – Firebenders are fast, powerful, and aggressive. Lacking the potent defensive moves of the other bending disciplines, Firebenders seek to strike quick and hard, defeating their opponent before defense is necessary. They use a variety of attacks to project their fire, with quick hand jabs and punches resulting in short bursts of fire while sweeping kicks create arcs of flame. Some of the most powerful Firebenders are able to create walls of fire, or generate blue fire or electricity, the most powerful forms of the Firebending art.
Alignment – Master Firebenders, like all other benders, show a high degree of discipline and self control, though like their unpredictable medium, they can lose control of their emotions. They can be of any alignment, and can undergo alignment shifts as their beliefs change.
Religion – While the extent of Firebender spirituality is unknown, it is commonly thought that Firebenders revere the sun as the source of their powers. It is also thought that some Firebenders revere past Avatars from the Fire Nation. Many Firebenders are stubbornly individualistic and do not profess any strong religious beliefs.
Background – Many Firebenders receive their training through the military, becoming soldiers in the Fire Nation army. Others seek out individual masters or train at temples dedicated to the art.
Races – All Firebenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Fire Nation.
Other Classes – Of all the other bending disciplines, Firebenders are the most individualistic and the least likely to work well with other benders. That said, they can benefit from working with Airbenders or Waterbenders, who can provide some defensive capabilities to augment the Firebenders’ offensive bent. They also work well with the martial classes, often serving amongst them in the Fire Nation army.
Abilities – Wisdom is the most important ability for Firebenders, as it governs the save DC’s for some of their best abilities. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their Fire Blasts, as is Constitution, which provides needed hit points for a class that often enters combat.
Hit Dice – d6
Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Forms Known | Defense Bonus |
|---|
| 1st | +0 | +0 | +2 | +2 | Fire Blast 1d6, Play with Fire, Child of the Sun | 1 | +3 |
| 2nd | +1 | +0 | +3 | +3 | Deflect Attack | 2 | +3 |
| 3rd | +2 | +1 | +3 | +3 | Improved Unarmed Strike | 2 | +4 |
| 4th | +3 | +1 | +4 | +4 | Fire Blast 2d6 | 3 | +4 |
| 5th | +3 | +1 | +4 | +4 | Endure Elements | 3 | +4 |
| 6th | +4 | +2 | +5 | +5 | Firestorm | 4 | +5 |
| 7th | +5 | +2 | +5 | +5 | | 4 | +5 |
| 8th | +6/+1 | +2 | +6 | +6 | Fire Blast 3d6 | 5 | +5 |
| 9th | +6/+1 | +3 | +6 | +6 | | 5 | +6 |
| 10th | +7/+2 | +3 | +7 | +7 | Fire Resistance 5 | 6 | +6 |
| 11th | +8/+3 | +3 | +7 | +7 | | 6 | +6 |
| 12th | +9/+4 | +4 | +8 | +8 | Fire Blast 4d6 | 7 | +7 |
| 13th | +9/+4 | +4 | +8 | +8 | | 7 | +7 |
| 14th | +10/+5 | +4 | +9 | +9 | | 8 | +7 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | Cold Resistance 5 | 8 | +8 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Fire Blast 5d6 | 9 | +8 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | | 9 | +8 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | | 10 | +9 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | | 10 | +9 |
| 20th | +15/+10/+5 | +1 | +12 | +12 | Fire Blast 6d6, Cold and Fire Resistance 10 | 11 | +9 |
Class Abilities
Weapon and Armor Proficiency – A firebender is proficient with all simple weapons, short swords, longswords, glaives and padded, leather, and studded leather armor.
Improved Unarmed Strike – A firebender gains Improved Unarmed Strike as a bonus feat at third level.
Child of the Sun - Firebenders draw much of their power from the sun, the ultimate source of fire. During the day, firebenders gain a +2 circumstance bonus on Firebending checks due to the influence of the sun. Additionally, during the passage of a comet near the planet, Firebenders gain an additional +5 circumstance bonus to Firebending checks. However, the close link between the sun and firebending has its drawbacks. During a solar eclipse, firebenders are unable to use any firebending abilities.
Fire Blast
Base DC: 5
The first ability a firebender learns is
Fire Blast. The firebender generates fire using the heat inside his body and propels it at great speeds toward his foe using a quick jab with his fist. A blast deals 1d6 damage at 1st level (dealing half damage to non-flammable objects) and increases in power as the firebender gains levels, as shown above. A blast is a ranged attack, and a firebender can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB).
In addition to using his
Fire Blasts to attack from range, a firebender can channel his blasts through his unarmed strike, dealing
Fire Blast damage in addition to unarmed strike damage for each blow. A firebender must make a successful melee attack in order to channel his
Fire Blast.
Deflect Attack
Base DC: 5
Early in their training, firebenders learn to block or deflect attacks directed at them and their companions. Once per round, a firebender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the firebender succeed in an opposed attack roll. If the firebender’s attack roll is less than hisopponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial
Deflect Bending attempt counts as an immediate action. Because of fire's insubstantial nature and offensive outlook, firebenders take a -4 penalty on this opposed attack roll.
Additionally, a firebender has the option of reserving iterative attacks in order to gain more
Deflect Attack attempts. Whenever he makes a full-round attack, a firebender may choose to forgo a number of iterative attacks, gaining a number of additional
Deflect Attack attempts equal to the number of attacks the firebender reserved. Regardless of how many attacks a firebender forgoes, he cannot use more
Deflect Attack attempts than he has iterative attacks due to high Base Attack Bonus. These subsequent
Deflect Attack attempts do not count as actions, and can be used any time during the round, even when it is not the firebender's turn.
If a firebender is caught flat-footed, he can make a Reflex save (DC 10 + ˝ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a
Deflect Attack attempt. A flat-footed firebender can never make more than a single
Deflect Attack attempt.
For example, a 15th level firebender’s Base Attack Bonus allows himto make 3 iterative attacks. If he decides to make a full-round attack, he can reserve as many as 2 of these attacks in order to gain 2 additional
Deflect Attack attempts (bringing her total to 3 for that round).
Play with Fire
Base DC: 5
A firebender learns to finely manipulate fire. He gains the ability to draw fire from any source (including the Firebender’s own body heat) within his bending range, alter its basic shape, move it around at a rate of 5 feet/round, and hold it in his hands. Firebenders can warm their tea, create balls of fire to act as torches, or start campfires using this ability. Moving the fire an additional 5 feet adds +2 to the Firebending DC. Fire moved using this seed deals damage per round depending on its source; for example, natural fire deals 1d6 damage, and fire produced by the firebender’s body deals damage equal to his Fire Blast.
Endure Elements - Beginning at 5th level, a firebender learns to harness his internal heat as protection from extreme temperatures. A firebender gains a +4 bonus on saves to resist the effects of cold weather, but not fire or cold damage from any other source.
Firestorm – Of all the bending disciplines, firebending is the most offensive, truly embodying the belief that the best defense is a good offense. Beginning at 6th level, whenever a firebender spends a full round attacking, he may make an extra attack at his highest base attack bonus. The extra attack may not be used in a Deflect Bending attempt, and the firebender must make at least two Fire Blasts in a turn in order to use this ability. When using a Firestorm, the firebender takes a -2 penalty to all attacks made that round.
Energy Resistance - At level 10, a firebender gains Fire Resistance 5. At level 15, a firebender gains Cold Resistance 5. At level 20, a firebender's Fire Resistance increases to Fire Resistance 10.
Firebending Seeds
Fire Kick (Template)
Base DC: +10
Fire Whip
Base DC: 10
Explosion (Template)
Base DC: +10
Blades of Fire
Base DC: 10
Intensity (Template)
Base DC: +10
Burning Rush
Base DC: 10
Fire Sweep
Base DC: 15
Fire in the Stomach
Base DC: 15
Incandescence
Base DC: Varies
Spoiler
• Heat Metal (Base DC Varies): By focusing upon a piece of metal every round on a piece of metal within his bending range, a firebender can cause damage upon contact. On the first round this seed is used, the metal becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes 1d4 damage and in subsequent rounds, the metal is searing hot, dealing 2d4 damage. Any cold intense enough to damage the creature negates fire damage from this seed (and vice versa) on a point-for-point basis. Using this seed on unattended metal or one’s own equipment has a base Firebending DC of 15 and requires a swift action every round, and affecting another’s equipment has a base Firebending DC of 30 and requires a move action every turn. This form can also be used to deal damage to ice, in which case the damage dice increase to d6's.
• Melt Stone (Base DC 35): Often used by canny Fire Nation soldiers in the mountains to discourage enemy forces, a firebender can heat up stone to the point of melting into liquid lava. A firebender can affect one 5-foot cube of stone as the Heat Metal use of this seed, above. Once the stone cube has taken 20 damage from the use of this seed (ignoring hardness), it begins to melt, dealing damage as lava. A firebender can affect one additional 5-foot cube of stone for every 5 points by which the Firebending check exceeds the DC.
Breath of the Dragon (Template)
Base DC: +25
Fire Burst
Base DC: 25
Wall of Fire
Base DC: 25
Spoiler
A firebender learns to make an immobile, blazing curtain of shimmering fire springs into existence, discouraging others from passing through an area.
• Plane: The wall sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the bender’s turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire to any creature passing through it. The wall is a 10-foot square, but a firebender can choose to make the wall wider by increasing the DC by 4 points for every 5 foot increase, and the height can be doubled by halving the width. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Fire can be maintained with a Concentration check each round equal to the Firebending check -5.
• Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of fire with a radius of 10 feet, plus another 5 feet for every 4 points by which Firebending check exceeds the DC.
Blue Fire (Template)
Base DC: +20
Flamethrower
Base DC: 35
Lightning
Base DC: 45
Note
All firebending abilities set fire to combustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. A creature who catches on fire can make a DC 15 Reflex save each round to extinguish the fire. Dousing the fire with water or smothering it automatically extinguishes the fire.