Born from the descendants of elemental air, Air tribes are a shy and reclusive race consumed by intense curiosity. Air tribes spend their lives blending into the the wild and traveling large domains, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many Air tribesmen it becomes an obsession. Air tribes rely on their capable, calculating intellects to further their interests and on knowledge and practiced skill to deliver them from danger.
Physical Description: Most Air tribesmen tend to be pale colors such as greys or whites. In other parts of the world, Air tribes sport feathers of brilliant colors or have complex blue markings that swirl across their skin to reveal their elemental ancestry. Air Benders also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go. These signs become more pronounced as a Air Benders experience intense passion or anger, spontaneous gusts of wind tousling the Bender’s hair or hot blusters knocking small items to the ground.
Society: Air tribes tend to be nomadic and settlements are usually temporary constructions comprising tents or huts, that are effective, but simple to build and easy to deconstruct. Many Air tribes mirror the movements of some specific herd or flock of animals, hunting the beasts and thereby relying on the animals for food, clothing, and materials.
Air tribe society also bears a strong tie to the changing of the seasons, some tribes constantly traveling towards warm climates, while others are superlative hunters in cold weather. By taking advantage of deep snow and chill air, Air Tribe hunters work together masterfully to down massive herd animals.
Relations: Air tribes enjoy prying and dabbling into the affairs of most other races, but have little taste for actually becoming permanently involved with most of them. Air tribes can relate on some level with birds, who migrate to new terrain with each passing season. Air Tribesmen are amused by the annoyed reactions they provoke in Fire Tribes, and find Earth Tribes too boring to give them much attention.
Alignment and Religion: Air Tribes have little regard for written laws and entrenched traditions, for such strictures often prohibit the very things Air tribes love—mischief and subterfuge. This doesn’t mean Air tribes are opposed to law, merely that they use the most expedient means available to accomplish their goals, legal or not. Most Air tribes are thus neutrally aligned. Air Benders are naturally drawn to deities who focus on secrets, travel, or knowledge.
Adventurers: An inborn urge to get to the bottom of things drives many Air Benders to the adventuring life. A Bender who runs across the trail of a mystery will never be satisfied until she has uncovered every thread of evidence, followed up on every lead, and found the very heart of the trouble. Such Benders make plenty of enemies by poking around into other peoples’ affairs, and usually turn to their roguish talents or cleverness to defend themselves.
Air Bender Racial Traits
+2 Dexterity, +2 Intelligence
Darkvision: Air Benders can see in the dark up to 60 feet.
Spell-Like Ability: Feather fall 1/day (caster level equals the Bender’s total level).
Energy Resistance: Air Benders have electricity resistance 5.
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
Associated Domain: Air.
Replacement Power: The following granted power replaces the electricity resistance power of the Air domain.
Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells: 4th—solid fog, 9th—storm of vengeance.
Associated Domain: Air.
Replacement Power: The following granted power replaces the lightning arc power of the Air domain.
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—whispering wind, 6th—wind walk, 9th—winds of vengeance.
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Associated Domain: Weather.
Replacement Power: The following granted power replaces the storm burst power of the Weather domain.
Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—goodberry, 4th—blight, 8th—sunburst.
Associated Domain: Weather.
Replacement Power: The following granted power replaces the lightning lord power of the Weather domain.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Replacement Domain Spells: 5th—call lightning storm, 6th—sirocco.
Foothold (Su): As a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature standing in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb it. The stone remains altered for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Thin Air (Su): At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.
Domain Spells: 1st—stone fist, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocation, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks.
Additional Racial Traits
The following racial traits may be selected in addition to the existing Air Bender racial traits. Consult your GM before selecting any of these new options.
Air Insight: Air Benders sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature’s ally spells that the Bender casts last 2 rounds longer than normal when used to summon creatures with the air subtype.
Breeze-Kissed: Breezes seem to follow most Air Benders wherever they go, but some Air Benders are better able to control these winds than others. A Bender with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The Bender can calm or renew these winds as a swift action. Once per day, the Bender can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the Bender’s AC for 24 hours.
Like the Wind: An Air Bender with this racial trait gains a +5 foot bonus to her base speed.
Sky Speaker: Air Benders with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level. If the Bender could already speak with such creatures, instead she gains a +4 competence bonus to social skill checks to interact with creatures of the air.
Storm in the Blood: An Air Bender with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The Bender can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Thunderous Resilience: Air Benders with this racial trait gain sonic resistance 5.
Weather Savvy: Some Air Benders are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Benders with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Bender’s prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Whispering Wind: Some Air Benders are especially thin and wispy, as though they were made more of air than flesh. Benders with this racial trait gain a +4 racial bonus on Stealth checks.
The following options are available to all Benders who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Sky Druid (Druid)
Some druids develop ties not to a particular landscape, but instead to the endless blue expanse of the skies. Such are the sky druids, who are more at home soaring through air than standing on the ground. A sky druid has the following class features.
Weapon and Armor Proficiency: A sky druid loses medium armor proficiency.
Sky’s Embrace (Su): At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks.
Resist Storm (Ex): At 4th level, a sky druid gains a +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm).
Skymaster (Su): At 5th level, a sky druid can use the fly spell (self only) for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive.
Soaring Form (Ex): At 9th level, a sky druid is no longer affected by altitude sickness or natural or magical wind.
Into the Wild Blue (Su): At 13th level, a sky druid gains a fly speed equal to twice her base land speed (good maneuverability).
Wind Listener (Wizard)
Wispy Form (Ex): At 10th level, the wind listener gains the ability to become airy and translucent as a standard action, gaining DR 10/magic and the effects of improved invisibility for a number of rounds per day equal to his level. These rounds need not be consecutive. Like the natural invisibility universal monster ability , this ability is not subject to invisibility purge.
Listening to the Wind (Sp): At 15th level, the wind listener can call upon spirits of the air to uncover lost lore about a legendary person, place, or thing. Invoking the spirits takes 10 minutes, during which time the wind listener must be free of distractions and able to concentrate. Once called, the spirits seek out information on the subject of the wind listener’s inquiries. This functions as the spell legend lore (caster level equal to the wind listener’s level), except that the wind listener is free to engage in other activities while spirits investigate on his behalf. The time required for the air spirits to return with this information is equal to what the casting time of the spell legend lore would have been if the wind listener had cast it. The wind listener can use this ability once per week, and only if he does not currently have air spirits searching for information. If the air spirits are currently searching for information, the wind listener can end their task early as a standard action, dismissing the magical effect and not returning any information.
New Racial Rules
The following equipment, feats, magic items, and spells are available to Air Benders. At the GM’s discretion, other appropriate races may make use of some of these new rules.
Air Bender Equipment
Elemental Breath: This vial at first seems to be empty, but when it’s opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.
Wing Cloak: This strange piece of equipment only works for Air Benders and similar creatures, whose light, airy bodies can be borne upon the winds. Looking like a fine silk traveler’s cloak, a wing cloak is secretly reinforced with a series of wooden struts that, when locked into place, stretch the cloak’s fabric into a rudimentary wing. Arranging the struts into a wing or reversing the change is a move action. When the cloak is shaped into a wing, the wearer can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling, the wearer may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet she falls. Readying and using a wing cloak requires two hands and provokes an attack of opportunity. A wing cloak has hardness 0 and 5 hit points. If the wing cloak is broken, the Fly DCs to use it increase by +10.
Air Bender Feats
The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.
Prerequisite: Air Bender.
Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.
Your insight into your elemental heritage gives you a clarity of sight few possess.
Prerequisite: Air Bender.
Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
Your body is suffused with elemental air that provides for all your respiratory needs.
Prerequisites: Character level 11th, Air Bender.
Benefit: You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.
Wings of Air
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, Air Bender.
Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.
AIr Bender Magic Items
Cloudburst (armor special ability): This armor is usually decorated with engravings of storm clouds and lightning bolts. If an attack strikes the wearer and deals at least 10 points of electricity damage, the armor becomes visibly charged with electricity for 1 round. As a swift action on the wearer’s next turn that does not provoke an attack of opportunity, she may use shocking grasp as a spell-like ability, dealing 1d6 points of electricity damage for every 10 points of damage dealt to the wearer since her last turn (maximum 5d6 for 50 or more points of electrical damage taken). Determine the effect of the shocking grasp based on how much damage the triggering electrical attack would have dealt the wearer before any applicable resistances or immunities.
Faint abjuration and evocation; CL 5th; Craft Magic Arms and Armor; resist energy, shocking grasp; Price +5,000 gp.
Elixir of Forceful Exhalation (Liquid Sky)
Aura faint evocation; CL 3rd
Slot none; Price 900 gp; Weight 1 lb.
This fizzy, sky-blue liquid leaves its drinker feeling buoyant, yet bloated. The drinker gains a +4 competence bonus on Acrobatics checks made to make high or long jumps and on Swim checks for up to 1 hour after consuming the elixir. As a standard action, the drinker can exhale a 15-foot-long gust of wind. The drinker can exhale up to three gusts, after which the elixir’s effect is discharged and the skill bonuses end. Unused gusts dissipate after 1 hour.
Requirements Craft Wondrous Item, gust of wind; Cost 450 gp
The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all possible for an airbender, a member of a small group of individuals blessed with the ability to manipulate the air. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.
Adventures – Craving freedom above all else, many airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.
Characteristics – Airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All airbenders, however, are agile fighters who can knock their enemies away and soar through the skies on wooden gliders.
Alignment – While an airbender can be of any alignment, the disciplined nature of their training tends to make it more attractive to those with a lawful bent and the airbender’s emphasis of ahimsa (nonviolence) tends to attract more good than evil. However, the airbender’s philosophical quest is one for ultimate liberation, and anyone who completes the training, whether good or evil, chaotic or lawful, can become an airbender.
Religion – Airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few airbenders worship any of the spirits, though nothing prevents them from doing so.
Background – Airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often, an airbending Master will take a young student under her wing and help the student on an individual level.
Races – All airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads.
Other Classes – Airbenders are masters of defense and evasion. They work well with almost all other classes, though they find the confrontational style of earthbenders difficult to understand and deal with. Airbenders’ emphasis on non-violence and defense can sometimes be frustrating for more offensively-minded individuals (especially firebenders and members of the martial classes) but they work well with members of these classes as often as not.
Abilities – A high Wisdom score is essential to an airbender as it determines the save DC’s for many of her best forms and abilities as well as providing a needed AC boost. A high Dexterity is also important, as it affects many of an airbender’s best skills and provides additional AC.
Alignment – Any (though tending towards law and good)
Hit Die – d6
Class Skills – Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Jump, Hide, Knowledge (Arcana), Knowledge (Bending), Knowledge (History), Knowledge (History), Move Silently, Listen, Perform, Profession, Ride, Spot, Swim, Tumble
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Weapon and Armor Proficiency
An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.
Airbenders are highly skilled at evading blows, often manipulating air currents to help them dodge attacks. When unarmored and unencumbered, an airbender adds her Wisdom bonus (if any) to her AC. This bonus applies even against touch attacks or when the airbender is flat-footed. Additionally, airbenders gain a dodge bonus to Armor Class as shown on the above table. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
At 1st level, an airbender begins to study the art of controlling the air. She learns a single airbending form that she can use at will. As an airbender gains levels, she learns more airbending forms, as shown on the above table. An airbender can choose any airbending form from the list below for which she fulfills the prerequisites. At 1st level, she can learn any of the lesser forms. Beginning at 6th level, she can learn any of the lesser or moderate forms. Beginning at 16th level, she can learn any of the lesser, moderate, or greater forms.
Airbending forms are spell-like abilities; using an airbending form is therefore a standard action that provokes an attack of opportunity (unless stated otherwise in the form’s description). An airbending form can be disrupted, just as a spell can be ruined during casting. An airbender is entitled to a Concentration check to successfully use an airbending form if she is hit by an attack or otherwise disrupted while using the form. An airbender can chose to use an airbending form defensively by making a successful Concentration check to avoid provoking an attack of opportunity. Unlike most spell-like abilities, however, airbending forms all have somatic components that require the use of the airbender’s hands unless stated otherwise in the form’s description. They are also subject to arcane spell failure for any medium or heavier armor.
At any level an airbender learns a new form, she can also replace one form she already knows with one of an equal or lower grade.
All saves associated with an airbender’s airbending forms (including Air Blast) are equal to 10 + half the airbender’s class level + the airbender’s Wisdom modifier.
An airbender attacks her foes with a blast of concentrated air at will, driving them backwards with the force of the air. An Air Blast is a ray with a range of 50 ft plus 5 ft/2 levels. It is a ranged touch attack that affects a single target.
If a creature is struck by an Air Blast, it resolves as a bull rush, driving the target backward in the direction of the Air Blast. An airbender uses her Wisdom score instead of her Strength score for the purpose of this check, and has a bonus to this check equal to her class level. Additionally, creatures successfully blasted by an Air Blast must make a Reflex save or be knocked prone at the end of the blast. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take 1d6 points of nonlethal bludgeoning damage for every 5 class levels the airbender has.
An airbender can also affect objects weighing 5 pounds per level with her Air Blasts (this weight limit does not affect an airbender’s ability to bull rush creatures using her Air Blasts). An airbender can hurl an object with a maximum range of 50 ft plus 5 feet per level. Weapons hurled by an Air Blast deal their standard damage and do not benefit from bonuses to damage from a high Strength score or weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6 points of bludgeoning damage for every 25 pounds of weight (minimum 1d6, even for objects weighing less than 25 lbs). Less dangerous objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The Airbender must succeed on a ranged attack roll to hit a creature with a projectile in this manner.
Early in their training, airbenders learn to deflect attacks directed at them and their companions. Once per round, an airbender 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 airbender succeed in an opposed attack roll. If the airbender’s attack roll is less than her 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.
Additionally, an airbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever she makes a full-round attack, an airbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the airbender reserved. Regardless of how many attacks an airbender forgoes, she cannot use more Deflect Attack attempts than she 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 bender’s turn.
If an airbender is caught flat-footed, she 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 airbender can never make more than a single Deflect Attack attempt.
For example, a 15th level airbender’s Base Attack Bonus allows her to make 3 iterative attacks. If she decides to make a full-round attack, she 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).
With minor effort an airbender may bend the air around her to create simple, pragmatic effects.
• Body Burst: The airbender may force the air around her body to rush away from her and push small things away. Be they circling insects, dirt and mud on her clothes, or annoying lemurs, the airbender may move things away from him in a 5 foot radius, pushing them back 5ft. Creatures of size Tiny or larger may resist with a Strength check opposed by the airbender’s Wisdom check, provided they weigh more than one pound.
• Hand of Air: Another technique of convenience, the airbender learns to move objects by manipulating the air pressure and wind currents around an object. So long as an object that weighs less than 5lbs is within 50 ft plus 5 ft/level, an airbender may move it anywhere within this range. The maximum weight an airbender can manipulate with this ability increases by 5 lbs for every four class levels beyond level one. Objects shaped so as to catch air (such as an airtight bag) and objects specifically designed to be transported in this way may count as lighter than they actually are for the purposes of this weight limit, and the discretion of the DM. This object does not travel fast enough to cause damage. This may also be used to simply blow small amounts of air over and around objects, such as to perform minor acts of mischief or to cool hot food.
Improved Unarmed Strike
Airbenders gain the Improved Unarmed Strike feat as a bonus feat at 3rd level.
Beginning at 4th level, an airbender learns to manipulate the air currents around her glider, allowing her to fly. The airbender’s flight speed and maneuverability are shown on the above table. An airbender can fly for a number of rounds at a time equal to her Wisdom score before she must land, though she is not limited to the number of times per day she may use this ability. An Airbender must use a glider in order to fly.
At 6th level and higher, an airbender can avoid attacks with great agility. If she makes a successful Refex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the airbender is wearing light armor or no armor. A helpless airbender does not gain the benefit of evasion.
Lesser FormsRun as the Wind: The most frustrating of airbender qualities is the difficulty of pinning her down. On the Walls: The Airbender manipulates air currents to support her as she runs along steep surfaces. The Airbender can move normally on surfaces that usually require a climb check to negotiate. However, she must end her turn on a level surface. This form can be used as a swift action. Burst of Speed: The Airbender creates small currents of air behind her as she runs and reduce air resistance, increasing her base land speed by 10 ft + 5 ft/5 levels. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. An Airbender can use this form as a swift action, and must move at least 30 ft each round in order to continue using this form. This effect lasts a number of rounds equal to the Airbender’s class level. Levitate Hover: As a move action, an airbender can create rushing winds around her entire body, slowly lifting her into the air. This allows the airbender to move up to 10 ft through the air as a move action. This form lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to her class level), and the bender can move up or down as she desires. Twinkletoes: By pushing the air currents around her enough to make lighten her weight, an airbender can make herself exceptionally light on her feet. The airbender gains partial concealment against any creature sensing her through tremorsense, and gains a +5 bonus to Move Silently checks as long as she maintains this form. This form can also be used to walk across surfaces that would usually not support an airbender’s weight; such as thin ice, weak branches, floating leaves or similar surfaces. Executing and maintaining this form are both swift actions, and an airbender can maintain this form for a number of rounds equal to her class level. Dust Cloud: An airbender may surround herself with a hemisphere of dust with a radius of 20 ft. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. This form does not function underwater. This form does not work unless there’s a generous supply of sand or similar material in the affected area. Lesser Tornado: By manipulating air currents into a tight spiral, the airbender can severely impede the movement of her foes. This form creates a small tornado in any square adjacent to the airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 20 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex save or be entangled. Even if the creature passes the Reflex save, it still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the airbender concentrates to maintain it (a standard action), up to a maximum number of turns equal to the airbender’s class level. Lesser Air Shield: An airbender gains the ability to shape air currents into a swirling shield as a standard action that provokes an attack of opportunity. This shield can take the form of a sphere, a dome, or a disk, each with a radius of 10 feet. An Air Shield cannot penetrate solid objects, so using a spherical Air Shield on the ground (for example) is impossible. Once established, an airbender can move her Air Shield 30 feet per round as a move action. An airbender must concentrate to maintain an Air Shield. The Lesser Air Shield functions as the Wind Wall spell with the exceptions noted above. Airbender’s Leap: The airbender creates a gust of wind beneath herself, allowing jumps that would otherwise be impossible. As a move action that includes the jump itself, an airbender can create air currents to help her jump, gaining a circumstance bonus a single Jump check equal to 10 + the airbender’s class level. The height and distance of the airbender’s jumps are no longer limited by the airbender’s height when using Airbender’s Leap. Flowing Air Strike: The airbender manipulates the air currents around her limbs, causing her strikes to come harder and more quickly. When engaged in melee combat with unarmed strikes or any weapons with which she is proficient, the airbender gains a +1 circumstance bonus to attack and damage rolls. This bonus increases by +1 for every 5 airbender levels a character has. An airbender can maintain this form as a swift action each round, up to a maximum of 1 round per level. Stillness: When using this form, an airbender creates an area of calm with a radius of 10 ft. Within this radius, she is able to limit the transmission of sound through the air, allowing those within the radius to move more stealthily, gaining a circumstance bonus to Move Silently checks equal to half the airbender’s class level (minimum 1). The airbender must concentrate to maintain this ability.
Moderate FormsAir Scooter: The airbender forms a whirling ball of air and rides this ball as it speeds along the ground, attaining great speed and maneuverability. When using the Air Scooter form, an airbender gains several benefits. First, her base speed increases to 60 ft. Second, she can ride the Air Scooter on any surface that would normally require a climb check, though she must move at least 30 ft per round in order to avoid falling. Third, she ignores any movement penalties due to sand, snow or similar difficult terrain, and she can use the Air Scooter to transport herself over water, lava, or any other surface that could not support the airbender’s weight at no penalty. While using an Air Scooter, an airbender must move at least 30 feet each round and cannot perform any other bending forms. An airbender can maintain her Air Scooter for a number of rounds equal to her class level. Air Scythe: Forming the air into a thin blade of compressed molecules, the airbender can deal substantial damage to creatures and objects. An Air Scythe is a ranged touch attack (50 ft plus 5 ft/2 levels) that deals 1d6+1 points of slashing or bludgeoning damage per 2 class levels. In addition, an Air Scythe is ideal for attacking objects, ignoring the first 10 points of the object’s hardness. Deep Breath: By exhaling a high-pressure stream of air, the airbender is able to move at great speeds, knocking down all in her path. The airbender gains a circumstance bonus to bull rush and overrun attempts equal to half her class level (minimum 1). If the airbender successfully bull rushes an opponent into a solid obstacle (wall, cliff face, large rock, etc), the opponent takes damage as if he had fallen the distance of the bull rush. This damage cannot be negated by Tumbling, Slow Fall, or any other ability. Additionally, this form can be used even if the airbender’s hands are immobilized, but not if the airbender’s mouth is securely covered. Tornado: As Lesser Tornado, except that creatures within the radius who fail their Reflex save are stunned for the duration of the effect. Additionally, the radius of the tornado created by this form is 5 ft per 5 airbender levels. Air Step: Creating small cushions of air beneath her feat, the airbender can move over surfaces that would normally not support her weight, including water, lava, thin ice, and similar surfaces. This does not allow the airbender to fly or levitate. This effect lasts a number of rounds equal to the airbender’s class level. Wind Gust: An airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects in a line with her Air Blast. The length of this line is equal to the length of the airbender’s Air Blast ray. Using this form of Air Blast counts as expending all of the Airbender’s Air Blasts for the round. Air Shield: This form functions as Lesser Air Shield. However, it is much more powerful, deflecting all ranged attacks with the exception of massive projectiles (boulders, siege weapon projectiles, etc). It also deflects all melee attacks that originate outside the Air Shield and Medium and smaller creatures must succeed on a Reflex save to pass through the Air Shield. Body of Air Thrust: The airbender creates an outline of herself from compressed air and sends it towards a target within 50 ft. The target takes 5d4 bludgeoning damage and is knocked back as if hit by an air blast and may take additional damage if applicable.
Greater FormsGreater Air Scythe: As Air Scythe, but it ignores all hardness and deals an additional 2d6 damage. Greater Tornado: As Tornado, except that creatures within the radius who fail their Reflex save are held for the duration of the effect. Air Burst: An airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects within a 10 foot radius of herself with her Air Blast. Using this form of Air Blast counts as expending all of the airbender’s Air Blasts for the round. Greater Air Shield: – As Air Shield, except that it deflects massive projectiles and all forms of bending, regardless of element. Also, any Large or smaller creatures must succeed on a Reflex Save) to pass through the Air Shield. Reap the Whirlwind: The airbender creates a flat blade of compressed air which she wields in combat as she would a normal weapon (the airbender is considered proficient with this weapon). This weapon deals 1d6/2 levels of slashing damage. Once summoned (a standard action that provokes an attack of opportunity) an airbender can maintain this weapon for a number of rounds equal to her class level. Blast of the Four Winds: This form modifies any targeted airbending form or any area of effect form that takes the shape of a line. Point of Origin: Using this application, an airbender can cause the selected airbending form to originate at any point within her bending range and proceed in any straight line she chooses, including vertical lines. Twists and Turns: Using this application, an airbender can cause the path of an airbending form to turn and twist. The path of the form may include a number of turns equal to half the airbender’s class level, with each turn having a maximum of 45 degrees. Ensnaring Wind: An airbender using this form creates an area around a single foe where strong winds impede movement and combat. The airbender can target any creature size Large or smaller with this ability. The targeted creature’s combat abilities are hindered, and it takes a penalty to attack and damage rolls equal to -1 per 3 airbender levels. The target can attempt to avoid this penalty with a Fortitude save. An airbender must concentrate in order to maintain this ability (up to 1 round/level). Storm Winds: Using this form, an airbender can create a wall of air that rushes away from her. She may affect every creature or object within a 60 ft cone with her Air Blast. Using this form is a standard action that provokes an attack of opportunity.