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*Pathfinder & Starfinder
Creating a "Bender" class
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<blockquote data-quote="Arkhandus" data-source="post: 4598948" data-attributes="member: 13966"><p>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.</p><p></p><p>Of course, there was a similar technique of the swamp-folk that bent the water in plants to make them move at any time, but they needed really moist plants. They never bent trees or nothin'. So this kind of technique might be mixed into the Bloodbender stuff, maybe leading up to true bloodbending.</p><p></p><p>I figure the Waterbender would be a balanced/middling class stat-wise; medium BAB, d6 or d8 HD, good Reflex saves, 4 skill points/level maybe, simple weapon proficiency. They might get a few bonus feats over time from the monk's list or something, with Improved Unarmed Strike also there as an option.</p><p></p><p>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.</p><p></p><p>Firebenders probably have the least bending focus of them all, since theirs is more limited to just fire blasts and such. They'd be able to do a little bit of defensive stuff, but are still very limited in their bending. So better physical stats would make sense.</p><p></p><p>Lightning bending wasn't quite that rare, though. It just took more patience and focus than fire. And it wasn't strictly limited to bolts, really. Azula used waves of lightning sometimes, as I recall, and I think she released an a spherical burst of it alll around her once.... And it was used in both cones and lines by Azula, Ozai, and Iroh. So don't limit it too severely, though it clearly took more time to build up the lightning charge than to just hurl fire.</p><p></p><p>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.</p><p></p><p>Their elemental attack should progress slowly, and never get quite as powerful as a firebender's. Earthbending seems to take more physical exertion sometimes, requiring more brute strength and endurance, so it should cause some nonlethal damage or fatigue/exhaustion to the Earthbender over time when in use. Like 1 point per use of the elemental blast, and 1 or more points for each use of other abilities. Earthbenders are tough, but they have to struggle and force their element to bend, not guide or coerce it like other benders, so they can't just nudge Earth into motion, they have to beat it into submission with their muscles and willpower. This would help balance out the higher basic stats than other benders.</p><p></p><p>Seems like you got the right idea with metalbending. Toph does some cool stuff with it, but only on a very small scale. Bending an airship's rudder is the biggest thing she manages to pull off with metalbending.</p><p></p><p>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.</p><p></p><p>They might get a small attack bonus for movement, similar to Skirmish but not damage, but Airbenders are by far the least combat-focused and least offensively-focused of the benders. Their elemental blast should do the least amount of damage, and only nonlethal damage, but have a knockback effect and sometimes knocking enemies prone. They can move over water and other things while floating on the air-ball, but can't maintain the air-ball for terribly long. Maybe 2 or 3 rounds in D&D combat terms. So if they try crossing an ocean that way, no chance, but they could cross a river probably without getting wet.</p><p></p><p>I can't really think of anything a prestige class for them would do, but greater flight doesn't seem like it would quite fit. Aang can only fly (without a glider) in the Avatar State, where he's drawing on the power of his earlier incarnations, who were masters of their elements. And it isn't until he masters the Avatar State that he can actually fly without riding a whirlwind a mere few dozen feet off the ground, at best.</p><p></p><p>It seems like a variant of airbending might be soundbending, if nothing else. So maybe a sonics-oriented prestige class, a Soundbender or Thunderbender. All I can think of that might fit.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4598948, member: 13966"] 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. Of course, there was a similar technique of the swamp-folk that bent the water in plants to make them move at any time, but they needed really moist plants. They never bent trees or nothin'. So this kind of technique might be mixed into the Bloodbender stuff, maybe leading up to true bloodbending. I figure the Waterbender would be a balanced/middling class stat-wise; medium BAB, d6 or d8 HD, good Reflex saves, 4 skill points/level maybe, simple weapon proficiency. They might get a few bonus feats over time from the monk's list or something, with Improved Unarmed Strike also there as an option. 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 probably have the least bending focus of them all, since theirs is more limited to just fire blasts and such. They'd be able to do a little bit of defensive stuff, but are still very limited in their bending. So better physical stats would make sense. Lightning bending wasn't quite that rare, though. It just took more patience and focus than fire. And it wasn't strictly limited to bolts, really. Azula used waves of lightning sometimes, as I recall, and I think she released an a spherical burst of it alll around her once.... And it was used in both cones and lines by Azula, Ozai, and Iroh. So don't limit it too severely, though it clearly took more time to build up the lightning charge than to just hurl fire. 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. Their elemental attack should progress slowly, and never get quite as powerful as a firebender's. Earthbending seems to take more physical exertion sometimes, requiring more brute strength and endurance, so it should cause some nonlethal damage or fatigue/exhaustion to the Earthbender over time when in use. Like 1 point per use of the elemental blast, and 1 or more points for each use of other abilities. Earthbenders are tough, but they have to struggle and force their element to bend, not guide or coerce it like other benders, so they can't just nudge Earth into motion, they have to beat it into submission with their muscles and willpower. This would help balance out the higher basic stats than other benders. Seems like you got the right idea with metalbending. Toph does some cool stuff with it, but only on a very small scale. Bending an airship's rudder is the biggest thing she manages to pull off with metalbending. 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. They might get a small attack bonus for movement, similar to Skirmish but not damage, but Airbenders are by far the least combat-focused and least offensively-focused of the benders. Their elemental blast should do the least amount of damage, and only nonlethal damage, but have a knockback effect and sometimes knocking enemies prone. They can move over water and other things while floating on the air-ball, but can't maintain the air-ball for terribly long. Maybe 2 or 3 rounds in D&D combat terms. So if they try crossing an ocean that way, no chance, but they could cross a river probably without getting wet. I can't really think of anything a prestige class for them would do, but greater flight doesn't seem like it would quite fit. Aang can only fly (without a glider) in the Avatar State, where he's drawing on the power of his earlier incarnations, who were masters of their elements. And it isn't until he masters the Avatar State that he can actually fly without riding a whirlwind a mere few dozen feet off the ground, at best. It seems like a variant of airbending might be soundbending, if nothing else. So maybe a sonics-oriented prestige class, a Soundbender or Thunderbender. All I can think of that might fit. [/QUOTE]
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Creating a "Bender" class
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