Achan hiArusa
Explorer
That's not what I think of when I hear Bender.
You're not anime enough.
Oh Blargag.
Avatar isn't anime, no matter how you try and twist it.
See?The creators have defintely said there were strong anime influences in Avatar, so yes you can twist it and say it is anime.
Oh Blargag.
Avatar isn't anime, no matter how you try and twist it.
It does draw on martial arts and asian-inspired elemental abilities, but that doesn't make it anime.
Sadly, though, when I hear "Bender" I have to think "Avatar" to prepare myself for these threads. Yet for some reason when I hear "Avatar" I think "Perfection" or "Epitome of one aspect/focus/whatever." Weird, huh?
Slightly more on topic:
Basing the class more on a Warlock makes sense, as does adding traits from other classes that are similar to the element you're focusing on. So instead of completely reflavoring just Warlock abilities, try finding ways to incorporate abilities from other classes to help make a distinction between elements.
Bloodbending was really limited though; the old woman could only use it to control people during a full moon, and Katara could only use it a little bit at other times. Though both could draw moisture out of plants and animals and air and such with ease, which was related to bloodbending. This can be used offensively, similar to a smaller-scale Horrid Wilting spell in D&D.Waterbenders:
The waterbenders in the show tend to gain healing abilities, though nowhere near what a cleric is capable of. Instead, the healing mechanic would be based on the warlock's "fiendish resilience" ability. Once per day, a waterbender can trigger a fast healing effect in a given target (meaning that any one person can only receive healing from a waterbender once per day). The target would heal a certain amount per round based on his/her HD or level. The duration would be based on the level of the waterbender. If a waterbender so chooses, he or she may instead gain further abilities to shape or add effects to their elemental blast. A waterbender can cause piercing or slashing damage when creating ice effects.
-Prestige Class idea: Bloodbender. In the show, a few waterbenders eventually learn to manipulate the water in living creatures, plants, and so on. This would essentially allow a powerful water/bloodbender to cause enemies to attack their own allies and such.
Firebenders aren't necessarily so tough, though, as much as they are just offensively focused. A d8 hit die would probably make sense though, given how martial they are. Full base attack bonus, or medium BAB with a bonus Weapon Focus feat or something. 2 skill points/level, high Fortitude.Firebenders:
Firebenders are the most aggressive benders and we're thinking would have bigger HD, a better BA progression, or gain some Fighter bonus feats as they level up. Fire is the least able to create other effects beyond direct damage, so we felt they deserved to have some other significant ability. We also considered having the damage of their elemental blast increase faster.
-Prestige class idea: Lightningbender. A rare few firebenders learn how to channel lightning from their fingertips. Unlike fire or other elements, lightning cannot be shaped into anything besides a straight line/blast (like a lightning bolt spell).
Hmm. d10 hit dice (maybe d8 if you lower firebenders and waterbenders to d6), medium BAB (they're the second-most martial of the benders), simple weapons and light armor proficiency, 2 skill points/level, high Fortitude and Will saves. And sure, maybe a monkish AC bonus.Earthbenders:
The most defensively oriented of the benders, we thought it would be appropriate to give them the AC bonus from the monk class, as well as allow them to learn more shapes for their blasts that create armor or shield effects. Earthbenders are the only ones whose blasts deal bludgeoning/piercing/slashing damage, depending on the effect desired. Also, we were thinking that perhaps earthbenders would get a bonus to resist bull rush and trip attempts, much like dwarves or four legged creatures.
-Prestige class idea: Metalbender. Only one character in the show ever learns to manipulate metal of any sort, but we figured it would be a cool power to add. Metal is basically pure earth, but is more difficult to work with, so metalbenders aren't able to affect as much metal as earth.
Makes sense. Probably d6 hit dice, low BAB, 6 skill points per level, simple weapon proficiency, high Reflex saving throws, and a monkish AC bonus. Some monkish abilities like fast movement and slow fall and leap of the clouds and such, but no need for a nearby wall with their Slow Fall ability.Airbenders:
Airbenders are all about mobility and evasion. We're thinking it'd be good to basically give them many of the monk abilities from the base class, since many of the monk abilities relate to movement and such. Airbenders are also able to fly via gliders or similar type devices. As they gain levels they'd increase their flight speed and maneuverability. Perhaps granting a skirmish bonus or the AC bonus (similar to the Scout class) would be appropriate.
-Prestige class idea: We don't have a real name yet, but the class would eventually learn to fly without any glider or device and end up being able to fly at will. It's tougher to figure out an Airbender prestige class because there's only one in the show who gets more than a few minutes of screen time, so there's a little less insight into potential other abilities.