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 fFirebenders (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 – d8

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

Class Abilities

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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 +20 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.

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.

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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 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.

Firebending Seeds

Fire Kick (Template, Base DC: +10)
Activation: As original seed
Maintenance: As original seed
Duration: As original seed
By using quick and powerful kicks to propel his firebending, a firebender can greatly increase the range and power of his abilities.
• Applications: Applying this template to a targeted firebending seed doubles the firebender’s effective bending range for the purpose of that firebending seed. This range increase takes effect after determining the firebender’s bending range based on a high Firebending skill check. The seed also allows the firebender to use his firebending abilities while his hands are full or immobilized. Note that this template cannot be applied to any form that cannot be performed with the feet (such as by applying another template involving a body part or when stuck in a waterbender’s Steady Stance). A firebender cannot use his Firestorm ability when using this seed.

Fire Whip (Base DC: 10)
Activation: Move action
Maintenance: Swift action
Duration: As long as maintained, up to one round per class level
• Applications: The firebender forms a long, narrow tongue of fire, coiling around like a rope. This whip has all the statistics of a normal whip with the exception that it deals 1d6 damage (half fire, half slashing damage) and counts as a light weapon for the purposes of two-weapon fighting. Additionally, a firebender may treat it as a normal whip for purposes of weapon-based feats. The fire in this whip can be used to use deflect attacks without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Firebending DC by +10. A firebender can increase damage done by the whip by +1d6 for every 5 points by which his skill check exceeds the base DC. Firebenders are considered proficient with their fire whips, even if they are not proficient with normal whips.

Explosion (Template, Base DC: +10)
Activation: As original seed
Maintenance: As original seed
Duration: As original seed
Rather than simply burning her opponents to a crisp, firebenders often seek to earn a strategic advantage in positioning.
• Application: This template can be applied to any firebending seed or form that deals damage to an opponent. When a firebender damages an opponent with a firebending seed or form, he can initiate a bull rush against that opponent, with his Wisdom score acting as the form’s Strength score. For every 4 points by which the Firebending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent must make a Reflex save or be knocked prone. Opponents affected by this template are pushed directly away from the firebender (in the case of targeted firebending forms) or towards the edges of the firebending form (in the case of area of effect forms).

Additionally, by turning her fire into a forceful explosion, a firebender can deal full damage to even non-flammable objects when firebending, and deals double damage to flammable objects. Applying this template adds +10 to the Firebending DC.

Blades of Fire (Base DC: 10)
Activation: Move action
Maintenance: Swift action
Duration: As long as maintained, up to one round per level
The Fire Nation is notorious for its soldiers and their capabilities with both conventional weapons and the martial use of fire. Their combinations of both are often devastating to the enemy.
• Channel: A firebender is able to channel his internal heat into any melee weapon he wields as a move action. The firebender may attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. A firebender can choose to maintain the flames around his weapon by spending a swift action every turn to continue dealing Fire Blast damage with the weapon. A firebender can apply this seed with two weapons at a time by adding +15 to the Firebending DC.
• Create: Alternatively, a firebender can use this seed to create a weapon completely out of fire. This weapon deals no damage of its own, but rather deals the firebender’s Fire Blast damage, but also allows the firebender to apply weapon-based feats.

Burning Rush (Base DC: Varies)
Activation: Swift action or move action (see text)
Maintenance: Free action or move action (see text)
Duration: As long as maintained, up to a number of rounds equal to the firebender’s Wisdom modifier
The speed and tenacity of the element of a true firebender are seldom told, simply because such power is the last thing many opponents see.
• Speed (Base DC 10): By expelling flames from the soles of his feet, a firebender thrusts himself forward recklessly. The bender increases his base land speed by 5 feet and Jump skill check by +5 (these are circumstance bonuses). This does not give the bender any form of movement that he does not already possess. Initiating this form is a swift action that does not provoke attacks of opportunity and a free action to maintain; however, the bender can only maintain it for a number of rounds equal to his Wisdom modifier (minimum one round).

For every 5 points that the firebender exceeds the Base DC (after all template and quickening modifiers), he gains an additional +5 circumstance bonus to his speed and Jump check.

• Flight (Base DC 45): The firebender causes intense flames to burst from his feet, propelling him through the air. Using this seed, a firebender gains a fly speed of 50 ft with clumsy maneuverability. This form is initiated and maintained as a move action (which includes moving at the firebender’s fly speed), for a maximum number of rounds equal to the firebender’s Wisdom modifier (minimum one round).

For every 5 points that the firebender increases the Base DC (after all template and quickening modifiers), he gains an additional +5 circumstance bonus to his speed.

For every 5 points that the firebender increases the Base DC (after all template and quickening modifiers), the firebender can increase his maneuverability by one step. (Clumsy → Poor → Average → Good → Perfect)

Heat Wave (Template, Base DC: +10)
Activation: As original seed
Maintenance: As original seed
Duration: As original seed
Though a fast defeat is the usual way of firebending, sometimes lingering damage can get the job done more efficiently.
• Conflagrate: If a firebender successfully affects a target with a firebending attack (either by a successful attack roll or a failed save), the target catches on fire, taking extra fire damage as normal beginning on the firebender’s next turn. The target can make a Reflex save on its turn to extinguish the fire. The DC for this save is equal to 10 plus half the firebender’s class level plus the firebender’s Wisdom modifier.
• Sweltering Blasts: Even the most agile of opponents gets worn down under a firebender’s assault if they don’t know when to move, as the air itself begins to heat up. A target of your sweltering blast that doesn’t move out of their square on their next turn must make a Fortitude Save or become fatigued, regardless if the attack actually hit or not.

Fire Sweep (Base DC: 15)
Activation: Attack action
Maintenance: None
Duration: Instantaneous
As an attack action, a firebender uses a high, aggressive spinning kick or punch to create a 15-foot cone of fire, affecting all creatures and objects therein with his Fire Blast damage. Creatures within this area take half damage on a successful Reflex save. The range of the cone is increased by 5 feet for every 5 points by which the Firebending check exceeds the DC.

Fire in the Stomach (Base DC: 15)
Activation: Full round action
Maintenance: None
Duration: A number of rounds equal to 5 times the firebender’s Constitution score (see text)
Firebending is all about breath control; applying this properly allows a firebender incredible resilience to harsh outer cold.
• As a full-round action that doesn’t provoke attacks of opportunity, a firebender can take a deep breath and hold it for a number of rounds equal to 5 times his Constitution score. While holding his breath this way, a firebender maintains his body temperature at normal levels and is immune to nonlethal damage by exposure to cold environments. After letting out his breath, a firebender cannot use this seed for at least five minutes. For every point by which the Firebending check exceeds the DC, the firebender holds his breath one additional round.

Incandescence (Base DC: Varies)
Activation: Full round action
Maintenance: None
Duration: A number of rounds equal to the firebender’s Wisdom modifier
• Heat Substance (Base DC 10): As a full round action that provokes attacks of opportunity, the firebender can heat an object within sixty feet. On the first round this form is used, the object becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes damage equal to half the firebender’s Fire Blast damage. In subsequent rounds, the metal is searing hot, dealing damage equal to the firebender’s Fire Blast. This damage does not affect the object itself unless it is particularly flammable or easy to melt, in which case it takes damage equal to the damage it deals. Flammable substances do not light until they have lost all HP. This seed lasts a number of rounds equal to the firebender’s Wisdom modifier.

Attended objects get a Reflex save to avoid damage when the seed is initially used; if they make their Reflex save they take no damage and the firebender’s next use of the ability has to start over from scratch.

• Melt Substance (Base DC 35): Often used by canny Fire Nation soldiers in the mountains to discourage enemy forces, a firebender can heat up stone and other materials to the point of melting into liquid lava. A firebender can affect one 5-foot cube of non-flammable material as the Heat Substance use of this form, above. Once the cube has taken 20 damage from the use of this form, it begins to melt, dealing damage as lava or boiling water as appropriate.

Attended objects cannot be affected by this use of the form.

For every 5 points that the firebender exceeds the Base DC (after all template and quickening modifiers), a firebender can affect one additional 5-foot cube.

Intensity (Template, Base DC: +20)
Activation: As original seed or standard action (see text)
Maintenance: As original seed or none (see text)
Duration: As original seed or instantaneous (see text)
• Intensify: Oftentimes, from a firebender’s point of view, a fire is simply not hot enough. A firebender can combine this template with any damage-dealing firebending seed to increase the damage dealt by 1d6. A firebender can similarly increase the damage dealt by an already existing source of fire within his bending range. Using this seed on a firebending seed is part of the action of that seed, while using it on an already-exisiting source of fire is a standard action. A firebender can increase the damage dealt by increasing the base DC by +10 for every additional 1d6 of fire damage.
• Quench: A little-used form among most firebenders, a firebender can use this seed to extinguish fire in a single 5-foot square within his bending range as a standard action. A firebender can affect a larger area of fire by increasing the base DC by 2 for every additional 5-foot square.

Breath of the Dragon (Template, Base DC: +25)
Activation: As original seed
Maintenance: As original seed
Duration: As original seed
• Applications: By adding +25 to a Firebending DC, a firebender can do any form without using somatic components and without provoking attacks of opportunity, as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a stream of fire from the bender’s mouth, a burst of steam from the bender’s nose that makes metal red-hot, or any other appropriate description.

Fire Burst (Base DC: 25)
Activation: Standard action
Maintenance: Full round action
Duration: As long as maintained (see text)
By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
• Applications: Using this seed, a firebender creates a whirlwind of fire surrounding him, extending a 5-foot radius around him. All creatures and objects in the area take 1d6 points of fire damage for every 5 points of the firebender’s skill check. Creatures within the area take half damage on a successful Reflex save. A firebender can increase the radius of this seed by increasing the base DC by 5 for every 5-foot increase in the radius. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaining the form for more than two turns inflicts a cumulative -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.

Wall of Fire (Base DC: 25)
Activation: Standard action
Maintenance: Standard action
Duration: As long as maintained, up to one round per class level
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.

Flamethrower (Base DC: 35)
Activation: Standard action
Maintenance: None
Duration: Instantaneous
Truly, the paragon of the stereotypical firebender, this seed channels the internal heat of a bender through the palm of his hands to create a huge outpouring of flames.
• Using this seed, a firebender deals fire damage for to all creatures or objects in a line. The length of this line is equal to the firebender’s bending range, and the seed deals 1d6 points of damage for every 5 points of the firebender’s skill check. Creatures caught within the line take half damage on a successful Reflex save.

Pyrotechnics (Template, Base DC: +35)
Activation: As original seed
Maintenance: As original seed
Duration: 1d4 rounds or as original seed (see text)
By learning to change the color and brightness of his flame, the firebender can awe and blind her opponents.
• Applications: Your flames dance in bright dazzling colors. Anyone targeted by a firebending seed, form, or ability is dazzled for the rest of the encounter, and must make a Fortitude Save or become blinded for 1d4 rounds. Additionally, anyone who can see a flame affected by this form must make a Will save or become fascinated with it for the duration of the effect. Each creature to be fascinated must be within 30 feet. The distraction of a nearby combat or other dangers prevents the ability from working. Any obvious threat, such as someone drawing a weapon, bending offensively, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is a mind-affecting ability.

Coldblooded Fire (Base DC: 45)
Activation: Full round action
Maintenance: None
Duration: Instantaneous
As all masters of the bending disciplines must understand, all things are made up of the four elements, and the power of the mighty lightning bolt can be harnessed by a firebender with sufficient inner balance.
• Applications: Creating a bolt of lightning involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. When using this seed requires a full round action as the firebender performs a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. At the end of this full round action (but still during the same turn), the firebender releases the contained energy in the form of a lightning bolt dealing 2d6 electricity damage per firebender level to a single target as a ranged touch attack. This seed deals normal damage to objects. All creatures take a -5 penalty on opposed attack rolls made to deflect this attack.

Note
All firebending abilities set fire to combustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. Dousing the fire with water or smothering it automatically extinguishes the fire.

Firebender

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