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
Base Attack Bonus|
1st|+0|+0|+2|+2|Air Blast, Wind Shaping, Body of Air|+0|1|+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
8th|+6/+1|+2|+6|+6|Fly (40 ft/poor)|+2|5|+6
12th|+9/+4|+4|+8|+8|Fly (50 ft/average)|+3|7|+8
16th|+12/+7/+2|+5|+10|+10|Fly (60 ft/average)|+4|9|+9
20th|+15/+10/+5|+6|+12|+12|Fly (70 ft/good)|+5|11|+10[/table]
Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.
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.
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.
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.
Base DC: 10
By kicking up small particles of dust and sand into the air, an airbender can obscure vision and blind opponents.
• Dust cloud: An airbender may make a hemisphere of dust anywhere within his bending range with a radius of 10 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. Increasing the radius of the cloud adds +5 to the Airbending DC per 5-foot increase. This seed does not work unless there’s a generous supply of sand or similar material in the affected area, and does not work underwater.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an airbender can try to temporarily blind the creature. The airbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.
Run as the Wind
Base DC: 10
Among the most frustrating of airbender qualities is the near-impossibility to pin them down.
• Burst of Speed: By creating air currents in front of and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed as a swift action to increase his base land speed by 5 feet, plus an additional 5 feet for every four points by which the Airbending check exceeds the DC. Note that the actual movement involved still takes a move action to use.
• On the Walls: By manipulating small currents of air around him, an airbender can support his own weight even against the force of gravity. On any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal. Use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.
Base DC: 15
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
By adding an additional +10 to the bending check, the airbender may apply this template to any seed that targets one or more creatures. The seed will now be applied to all targets (friend or foe) within five feet of the airbender’s location. The airbender may bend this airflow around targets caught in the burst radius by increasing the DC by a further +5 per target ignored by the airburst and may increase the radius of the form by 5 ft for every 5 points by which the bending check exceeds the DC.
Base DC: 10
You create an outline of his body composed of compressed air and send it charging toward your target.
• Applications: The airbender sends a blast of air similar to that of the Air Blast towards a target within a line 50 feet. The target takes 1d4 points of bludgeoning damage and is knocked back as if hit by an Air Blast and may take additional damage if applicable. The airbender may increase the concussive force of this blast to do more damage by increasing the DC of the check by +5 per die of damage to a maximum of 1d4 per class level.
Sustained Gusts (Template)
Base DC: +10
This template can be applied to an airbender’s Air Blast, transforming the normally-instantaneous burst of air into a sustained gust. This sustained gust takes the form of a line with a length equal to the airbender’s bending range. It no longer requires a ranged touch attack to hit the target, but the target is allowed a Reflex save to negate the effect of the Air Blast. Targets that fail their Reflex save are affected as normal by the airbender’s Air Blast, take a -4 penalty to opposed ability checks to resist bull rush, trip, and overrun attempts, and are considered checked. Targets that fail their Reflex save but successfully resist the effects of the Air Blast can make a DC 15 Strength check to move out of the area of the gust.
Using an Air Blast in conjunction with this template requires a full-round action to initiate and maintain. An airbender can maintain a Sustained Gust for a number of rounds equal to his class level. An airbender can increase the maximum duration of a Sustained Gust by increasing the DC of the seed by +5 for every extra round.
There are many throughout the four nations that celebrate the airbenders' practice of ahisma, as should they ever wage war, no wall would stand in their way.
• By making a jump as a full-round action, an airbender gains a bonus to his Jump check equal to his Airbending check. Also, as normal for airbenders, this jump is not limited by height.
Base DC: 15
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.
Base DC: 15
By manipulating air currents and ‘thickening’ or ‘thinning’ the air, the airbender may muffle the sounds he makes to move as quietly as a gentle breeze or as loudly as an avalanche.
• Stillness: By speeding the air up and forcing it away from himself, the airbender can slow or even cancel sound waves through the air around herself as he moves, granting him a bonus on Move Silently checks equal to his airbender level. He can extend this to a friendly creature within a 5ft radius by adding +10 to the DC per person. This seed requires concentration, so the airbender may only make a move action each round while using it.
• Resonating Sound: By thickening the air and compressing it, the airbender increases the potential for resonating sound energy. The airbender solidifies the air into a line and makes a noise like a crack of thunder through the line of thickened air, causing 1d4 points of sonic damage and forcing those affect to make a Fortitude save or be deafened for a number of rounds equal to the airbender's wisdom modifier, minimum 1. The airbender may increase the damage by 1d4 by increasing the DC by +5 per die to a maximum of the airbender’s class level.
Flowing Air Strike
Base DC: 15
By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
• When attacking in melee combat with unarmed strikes or a light weapon with which he is proficient, an airbender gains a +1 circumstance bonus to attack and damage rolls, plus 1 more for every 5 points by which the Airbending check exceeds the DC. This seed can be maintained as a swift action every round.
Base DC 20
• Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This allows the airbender to move up to 10 ft through the air as a move action. This seed lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to his class level), and the bender can move up or down as he desires. The bender’s maximum speed increases by 5 ft for every 5 by which the Airbending check exceeds DC.
• Twinkletoes (Base DC 10): By pushing the air currents around him enough to make lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature sensing him through tremorsense, and gains a +5 bonus to Move Silently checks as long as he maintains this seed. This seed 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 seed are both swift actions, and the Airbending DC for maintaining this seed increases by a cumulative +2 every round.
Base DC 20
One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
• Buffet: By compressing and suddenly releasing a violent wave of air, and airbender can pound their opponents from afar. As an attack action, an airbender can launch a ranged touch attack dealing 1d6 +1/2 airbender levels bludgeoning damage; plus another 1d6 damage for every 5 points by which the Airbending check exceeds the DC. All damage done with this seed is non-lethal, though an airbender wielding his airbender's staff can choose to deal lethal damage with this seed. An airbender wielding his airbender's staff can use this seed at the rate of his quarterstaff attacks.
Deep Breath (Template)
Base DC: +15
By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), 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 cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.
The Four Winds (Template)
Base DC: +20
This template can be applied to any targeted airbending seed or any area of effect seed 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 his bending range and proceed in any straight line he 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. An airbender can increase the number of possible turns by increasing the DC of the form by +5 for every additional turn.
Base DC: 20
A highly advanced technique in airbending, this allows an airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity. Rarely used as airbenders are notoriously hard to anger, this form possesses devastating potential to all within its path.
• Gale Force: Stormwinds forms a cone of air which extends to the end of the airbender's bending range which he may maintain by making an Airbending check each round at half of the initial DC. Using this technique is a full round action, and the wind blows until the airbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's airbender level. By adding +10 to the Airbending DC, the airbender may increase the force of this wind one stage per increase of the DC.
• Cyclone: The airbender may also funnel the wind around himself in a 20ft radius that reaches 40ft high at an additional +10 DC to the bending check when using Gale Force.
Base DC 25
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.
Base DC: 30
• 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.