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 their employers. Alternatively, they may travel on more personal quests, seeking to regain lost honor or improve their standing within a 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, underneath their apparent calm is a chaotic maelstrom, much like their unpredictable medium. They can be of any alignment, and can undergo alignment shifts as their beliefs change, though they are often chaotic.

Religion – Firebenders uses revere Enigma, the Burning Question, above all others. His burning flames coursing through the veins of his followers lead many to become firebenders. Those with a more chaotic bent find themselves drawn to Elimanishon as well.

Background – Many firebenders receive their training through the military, becoming soldiers in one army or another. Others seek out individual masters or train at temples dedicated to the art.

Races – The vast majority of firebenders come from the ranks of the Flameborn, who are themselves composed of living flames. A number of Athiks who have an affinity for fire often follow this path as well.

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.


Game Rule Information

Firebenders have all the following game statistics.

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.

Alignment – Any, though usually chaotic.
Hit Dice – d8

Class Skills – Balance (Dex), Bending (Fire) (Wis), Climb (Str), Concentration (Con), Craft (Int), 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 Seeds
Known
1 +0 +0 +2 +2 Fire blast 1d6, play with fire, child of the question/the sun 1
2 +1 +0 +3 +3 Deflect attack 2
3 +2 +1 +3 +3 Improved Unarmed Attack 3
4 +3 +1 +4 +4 Fire blast 2d6 3
5 +3 +1 +4 +4 Endure elements 4
6 +4 +2 +5 +5 Firestorm 4
7 +5 +2 +5 +5 5
8 +6/+1 +2 +6 +6 Fire blast 3d6 5
9 +6/+1 +3 +6 +6 6
10 +7/+2 +3 +7 +7 Fire resistance 5 6
11 +8/+3 +3 +7 +7 7
12 +9/+4 +4 +8 +8 Fire blast 4d6 7
13 +9/+4 +4 +8 +8 8
14 +10/+5 +4 +9 +9 8
15 +11/+6/+1 +5 +9 +9 Cold resistance 5 9
16 +12/+7/+2 +5 +10 +10 Fire blast 5d6 9
17 +12/+7/+2 +5 +10 +10 10
18 +13/+8/+3 +6 +11 +11 10
19 +14/+9/+4 +6 +11 +11 11
20 +15/+10/+5 +6 +12 +12 Fire blast 6d6, fire resistance 10 12

Class Features

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 Question/the Sun - When a firebender begins his training, he chooses a single source of power, either Enigma or Elimanishon. Firebenders who draw from Enigma are known as Children of the Question while those who draw from Elimanishon are known as Children of the Sun.

Children of the Question draw their power from the god of fire, the original source of fire, and have an insatiable need to answer questions which incessantly burn in their minds. Each day, a child of the question rolls 1d6. On a result of a 6, their mind overflows with burning questions, giving them a +5 circumstance bonus on Bending (Fire) checks. On a result of 3-5, a single burning question dominates their thoughts, giving them a +2 circumstance bonus of Bending (Fire) checks. On a result of 1 or 2, all questions have been answered, giving them no bonuses but also no penalties. Additionally, during the passage of a comet near the planet, Firebenders gain an additional +20 circumstance bonus to Bending (Fire) checks. Being tied to Enigma has its drawbacks. During the winter, firebenders receive a -1 circumstance penalty to all Bending (Fire) checks.

Children of the Sun draw their power from the sun itself, the perceived ultimate source of fire. During the day, children of the sun gain a +2 circumstance bonus on Bending (Fire) checks due to the influence of the sun. During equinoxes and solstices, children of the sun gain a +15 circumstance bonus to Bending (Fire) 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.

Play With Fire
Fire Size    Example    Damage    DC
Fine Tindertwig 1 0
Diminutive Torch 1d3 5
Tiny Small Campire 1d6 10
Small Large Campire 2d6 15
Medium Forge 3d6 25
Large Bonfire 4d6 35
Huge Burning Shack 5d6 45
Gargantuan Burning Tavern 6d6 55
Colossal Burning Inn 7d6 65
Colossal+ Burning Village 8d6 80
Play with Fire
Base DC: Varies (see table)
A firebender learns to finely manipulate fire. As a move action that provokes attacks of opportunity, he can create or control a fire according to the table below. 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 10 feet per move action, 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. Fire moved using this form deals damage per round depending on its size.

Fire of Small size or larger grants concealment on ranged attacks made through it, must be created in its own space, and any creature occupying that space gets a Reflex save to avoid the damage and move into an adjacent space. The bender cannot create a fire where one already exists.

As a move action that provokes attacks of opportunity, the firebender may increase or decrease the size of the fire by one step, up to that of the largest his bending check allows. However, one round after the firebender ceases to focus on the flames, they begin returning to their natural state as the environment dictates. If the fire is paired with the Explosion template, it gains its size modifier as a bonus to the bull rush (+4 for every size category larger than Medium).

Attempting to quench or control a flame on a highly flammable or volatile substance such as firework powder adds up to a +30 to the effective difficulty class, while trying to expand or maintain a flame under heavy precipitation also adds up to +30 on the Difficulty Class. Expanding a flame on highly flammable substances or quenching one that is being doused gives you up to a +15 circumstance bonus to your bending check.

If you focus on a creature caught on fire, the normal DC 15 Reflex Saving Throw is replaced by a standard bending saving throw (10+½Class Level+Wis) and you may increase the damage as you wish.

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 his opponent’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 when deflecting any element or attack other than a firebending attack.

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 Bending 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 + ½ 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).

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.



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