Airbender

The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all accessible to an airbender, a member of a small group of individuals blessed with the ability to manipulate the air through sheer force of will. 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, airbenders' 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 his 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 his best forms and abilities. 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 good)
Hit Die – d6
Class Skills – Airbending (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (History)(Int), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex)
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 | Dodge | Forms Known | Defense Bonus |
|---|
| 1st | +0 | +0 | +2 | +2 | Air Blast, Wind Shaping, Body of Air | +0 | 1 | +4 |
| 2nd | +1 | +0 | +3 | +3 | Deflect Attack | +0 | 2 | +4 |
| 3rd | +2 | +1 | +3 | +3 | Evasion, Improved Unarmed Strike | +0 | 2 | +5 |
| 4th | +3 | +1 | +4 | +4 | Fly (30 ft/poor) | +1 | 3 | +5 |
| 5th | +3 | +1 | +4 | +4 | | +1 | 3 | +5 |
| 6th | +4 | +2 | +5 | +5 | | +1 | 4 | +6 |
| 7th | +5 | +2 | +5 | +5 | | +1 | 4 | +6 |
| 8th | +6/+1 | +2 | +6 | +6 | Fly (40 ft/poor) | +2 | 5 | +6 |
| 9th | +6/+1 | +3 | +6 | +6 | | +2 | 5 | +7 |
| 10th | +7/+2 | +3 | +7 | +7 | Improved Evasion | +2 | 6 | +7 |
| 11th | +8/+3 | +3 | +7 | +7 | | +2 | 6 | +7 |
| 12th | +9/+4 | +4 | +8 | +8 | Fly (50 ft/average) | +3 | 7 | +8 |
| 13th | +9/+4 | +4 | +8 | +8 | | +3 | 7 | +8 |
| 14th | +10/+5 | +4 | +9 | +9 | | +3 | 8 | +8 |
| 15th | +11/+6 | +5 | +9 | +9 | | +3 | 8 | +9 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Fly (60 ft/average) | +4 | 9 | +9 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | | +4 | 9 | +9 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | | +4 | 10 | +10 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | | +4 | 10 | +10 |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Fly (70 ft/good) | +5 | 11 | +10 |
Class Features
Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.
Air Blast
Base DC: 5
The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path. An
Air Blast is a ranged touch attack that originates in the airbender's square, and an airbender can use as many
Air Blasts in a full-round attack as his base attack bonus allows.
If a creature is struck by an
Air Blast, it resolves as a bull rush attempt, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). 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 his
Air Blasts (this weight limit does not affect the ability of an airbender to bull rush a creature with his
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.
Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, an airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to half his airbender level. Additionally, the maximum height an airbender can jump is not limited by his height.
Wind Shaping
Base DC: 5
With minor effort an airbender may bend the air around him to create simple, pragmatic effects.
•
Body Burst: The airbender may force the air around his body to rush away from him and push small things away. Be they circling insects, dirt and mud on his clothes, or annoying lemurs, the airbender may make an Airbending check to move things away from him in a 5 foot radius, pushing them 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: A 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 his bending range, an airbender may move it anywhere within his bending range. For every 5 by which his Airbending check exceeds the DC, the maximum weight an airbender can manipulate with this ability increases by 5 lbs. Objects shaped so as to catch air (such as an airtight bag) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of Airbending checks used to move them. 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.
Deflect Attack
Base DC: 5
Early in their training, airbenders learn to block or 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 that the airbender succeed in an opposed attack roll. If the airbender’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.
Additionally, an airbender has the option of reserving iterative attacks in order to gain more
Deflect Attack attempts. Whenever he 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, 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 airbender's turn.
If an airbender is caught flat-footed, he can make a Reflex Save (DC 10 + ˝ 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 him to 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 his total to 3 for that round).
Evasion – An airbender can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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. Beginning at 10th level, an airbender gains the
Improved Evasion ability. This ability works like evasion, except that while the airbender still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a
failed save.
Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.
Flight – Beginning at 4th level, an airbender learns to manipulate the air currents around his glider, allowing him 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 his class level before setting down (though he can resume flying again at any time). Beginning at 10th level, an airbender can fly indefinitely before setting down. An airbender must use a glider (such as his staff) in order to fly.
Dodge – Beginning at 1st level, an airbender adds his Wisdom modifier to his AC, as the monk ability. Additionally, beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat. He loses this bonus when he wears armor or is carrying more than a light load.
Airbending Seeds
Particles
Base DC: 10
Run as the Wind
Base DC: 10
Palm Bow
Base DC: 15
Spoiler
By moving his hands in a rapid spiraling motion, an airbender brings in existence a tunnel of rushing winds between his palms. This wind tunnel is able to propel small projectiles with heightened force and accuracy.
• Applications: An airbender using this seed may launch a number of small projectiles (arrows, bolts, shurikens, stones, etc) equal to 1/2 his class level. The projectiles must be within a 5 ft radius of the airbender to be used in this seed, though other characters can supply the airbender with ammunition while he is maintaining the seed. Inititating this seed is a standard action, and an airbender can maintain the tunnel by taking a full-round action each round for a maximum number of rounds equal to his class level (requiring an Airbending skill check each round to maintain the tunnel). The projectiles are launched in a line, the length of which is equal to the airbender's bending range. Creatures caught in the line take 1d6 points of damage for each projectile launched, and are allowed a Reflex save for half damage. If the line deals enough damage to a barrier to break through it, it continues on past the barrier if the range permits; otherwise, it stops at the barrier. An airbender must only make one Airbending check each round for all projectiles thrown.
Air Burst (Template)
Base DC: +10
Air Thrust
Base DC: 10
Sustained Gusts (Template)
Base DC: +10
Airbender's Leap
Base DC:15
Air Scooter
Base DC: 15
Spoiler
By compressing air into a whirling ball, an airbender can make a quick (and entertaining) ride or a useful deterrent to opponents.
• By balancing on his ball of air before it disperses, an airbender can attain great speed and maneuverability. When using this seed, the airbender’s base land speed becomes 60 ft, and he can ride the air scooter on any surface that would normally require a climb check, including vertical surfaces, though he must move at least 30 ft per round to avoid falling to the ground on such a surface. An air scooter can be maintained for a number of minutes equal to half the airbender’s class levels. The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot rise more than a few inches off the ground while the airbender is riding it.
Sound Waves
Base DC: 15
Flowing Air Strike
Base DC: 15
Levitate
Base DC 20
Air Scythe
Base DC 20
Deep Breath (Template)
Base DC: +15
The Four Winds (Template)
Base DC: +20
Stormwinds
Base DC: 20
Air Shield
Base DC 25
Spoiler
The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. An air shield forms as a dome or sphere starting immediately around the airbender and pushes outward to a radius of 5ft, any creatures or objects no more than one size larger than the airbender are pushed to the edge of the air shield, unless a successful strength check with a DC equal to the Airbending check is succeeded. The air shield acts as the Wind Wall spell, preventing any and all projectiles up to the size of the airbender from penetrating the air shield, and creatures attempting to push through the air shield must succeed a strength check with a DC of the original Airbending check result. The shield also protects the airbender from any gases or liquids immediately around him. An airbender can increase the radius of the air shield by 5ft by increasing the DC by +5, up to a maximum of 30ft. Additionally, the airbender may choose to form the air shield around the maximum radius rather then starting around himself.
• Protect Allies: This application does not push any objects or creatures out of area like normal and increases the DC by +5. An airbender must concentrate using a standard action to keep the air shield, an airbender may also move with the airshield, but only at half speed, any actions besides movement and concentration results in the lose of the air shield.
• Flight: A highly skilled airbender has learned how to manipulate the air currents and the swirling air of the shield to allow limited flight while the air shield is active. Whenever an air shield is active, the airbender can make an Airbending check with a DC of the original DC to form the air shield +10, this allows the airbender to move with the shield with a fly speed of 20ft (good). The airbender must make this check each round to continue flying with a colmunalitive +2 to the DC. If the airbender fails the check while airborne, the air shield disappears and the airbender falls, but takes damage as if he fell 20ft plus the radius of the air shield less than the actual distance.
Tornado
Base DC: 30
Spoiler
• Disperse: By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 40 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 stunned for one round and flung 5 ft per level in a horizontal direction of the airbender’s choosing. Even if the creature passes the Reflex Save, he/she 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. Objects inside the tornado are flung 5 ft per class level of the airbender in a direction of the airbender’s choosing.
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. For every 10 the Airbending check exceeds the DC the height and width (at both top and bottom) of the tornado increases by 5ft.
• Capture: By manipulating air currents into a tight spiral, the Airbender can create a massive vortex of wind that forms as a tornado. This seed takes a full-round action to create a tornado around the airbender with a base 5ft wide and 15ft wide at the top and 30ft high. An airbender must remain within the radius of this tornado, and can move with the tornado at a rate equal to the airbender’s base land speed.
Whenever a creature of up to huge size or smaller occupies the same space as the tornado, that creature must succeed in a Reflex save. If the creature fails the Reflex save they are carried into the air along with the tornado, otherwise they take 2d6 damage. The creature is carried 5ft up on the first round and another 5ft every other round until it reaches the top. Each round the creature may make a Reflex save to exit the tornado at any square adjacent to the creature’s current location in the tornado. If the creature remains in tornado that creature takes 2d6 damage per round. Creatures in the tornado are considered prone and have total concealment. Additionally, the tornado protects all the occupants from projectile attacks as a Wind Wall spell.
The airbender may locate himself any where inside the 5ft wide section of the tornado and may change position as a swift action. The tornado takes a certain amount of concentration that takes a full-round action on the part of the airbender. If the airbender is hit by an attack, she must make an Airbending check to keep the tornado, otherwise the tornado disappears and the airbender is falls prone on the ground. For every 10 the Airbending check exceeds the DC the height and width (at both top and bottom) of the tornado increases by 5ft.