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Old 01-04-2008, 03:31 PM   Top  -  End  -  #5
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
Location: 
At the home of the blues
Gender: Male
Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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+2Fire Blast 1d6, Play with Fire, Child of the Sun1+3
2nd+1+0+3+3Deflect Attack2+3
3rd+2+1+3+3Improved Unarmed Strike2+4
4th+3+1+4+4Fire Blast 2d63+4
5th+3+1+4+4Endure Elements3+4
6th+4+2+5+5Firestorm4+5
7th+5+2+5+5 4+5
8th+6/+1+2+6+6Fire Blast 3d65+5
9th+6/+1+3+6+6 5+6
10th+7/+2+3+7+7Fire Resistance 56+6
11th+8/+3+3+7+7 6+6
12th+9/+4+4+8+8Fire Blast 4d67+7
13th+9/+4+4+8+8 7+7
14th+10/+5+4+9+9 8+7
15th+11/+6/+1+5+9+9Cold Resistance 58+8
16th+12/+7/+2+5+10+10Fire Blast 5d69+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+12Fire Blast 6d6, Cold and Fire Resistance 1011+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

Spoiler

Fire Whip
Base DC: 10

Spoiler


Explosion (Template)
Base DC: +10

Spoiler


Blades of Fire
Base DC: 10

Spoiler

Intensity (Template)
Base DC: +10

Spoiler


Burning Rush
Base DC: 10

Spoiler


Fire Sweep
Base DC: 15

Spoiler


Fire in the Stomach
Base DC: 15

Spoiler


Incandescence
Base DC: Varies

Spoiler


Breath of the Dragon (Template)
Base DC: +25

Spoiler


Fire Burst
Base DC: 25

Spoiler


Wall of Fire
Base DC: 25

Spoiler


Blue Fire (Template)
Base DC: +20

Spoiler


Flamethrower
Base DC: 35

Spoiler


Lightning
Base DC: 45

Spoiler


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.
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Last edited by Mephibosheth : 07-22-2008 at 04:42 PM.
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