Air Benders

Air Benders use the power of Wind. Many people think this element is “weak” or “childish” compared to the more visible powers of Fire and Earth. But Wind users suggest that all magic is equally powerful, but that since theirs is the only one you can’t see coming, that perhaps you should fear it most of all.
Playing an Air Bender: The Air Bender is a user of the bending arts, specifically those that impress the flow of air, which is based on Charisma. But they are also a heavy user of ranged attacks, and those manipulations are Dexterity based. Air Benders have a strong tendency to use staves.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Air Benders are exuberant, sociable people. They show a strong tendency for good, but can make for perplexing, if affable, evil characters.
Hit Die: d8
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Jump, Knowledge (Any), Heal, Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Magic Device.
Skill Points: 4+Int

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 + 0 + 0 + 2 + 2 Wind Blast, Wind Resistance, Message, Ghost Sound, Air Magic
2 + 1 + 0 + 3 + 3 Gust of Wind, Shocking Grasp
3 + 2 + 1 + 3 + 3 Wall of Air, Whispering Winds
4 + 3 + 1 + 4 + 4 More Resistance, Clairaudience
5 + 3 + 1 + 4 + 4 Air Walk
6 + 4 + 2 + 5 + 5 Thunder Clap, Silence
7 + 5 + 2 + 5 + 5 Scary Noises, Pin Drops
8 + 6 + 2 + 6 + 6 Slow, Secrets on the Wind
9 + 6 + 3 + 6 + 6 Chain Lightning, Wind Tunnel
10 + 7 + 3 + 7 + 7 Gaseous Form, Sending
11 + 8 + 3 + 7 + 7 Speed of the Wind, Weather Control
12 + 9 + 4 + 8 + 8 Animate Air, Windwalk
13 + 9 + 4 + 8 + 8 Control Winds
14 + 10 + 4 + 9 + 9 Breath of Life, Calming Voice
15 + 11 + 5 + 9 + 9 Storm of Vengeance, Whirlwind

Weapon and Armor Proficiency: Air Bender are proficient with Simple Weapons. An Air Bender’s Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. An Air Bender may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.
Wind Blast (Sp): An Air Bender can throw blasts of wind as an attack action. A Wind Blast travels out to short range, and inflicts 1d4 of Sonic damage per level. A Wind Blast strikes its target with a ranged touch attack.
Wind Resistance (Ex): An Air Bender has resistance to Sonic and Electricity equal to her level. In addition, she treats wind as being one step less intense.
Message (Sp): An Air Bender can cast message at will.
Ghost Sound (Sp): An Air Bender can use ghost sound at will.
Air Magic (Ex): An Air Bender is considered to have all spells with the [Air] key word on her spell list for purposes of crap like activating magic items. An Air Bender’s caster level is always equal to her character level.
Gust of Wind (Sp): A 2nd level Air Bender can cast Gust of Wind as a standard action, at will.
Feather Fall (Su): A 2nd level Air Mage can use Feather Fall at will. If using a Sanguine Nation staff, they may effectively fly at a speed of 20’ for a number of rounds equal to their character level, after falling at least 20’.
Wall of Air (Sp): A 3rd level Air Bender can create a wall of air at will, as a standard action. The Air Bender can only have 1 such wall in existence at a time for every three whole levels she has. If she creates a new wall while she is already at her maximum, one wall of her choice dissipates. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier.
Whispering Winds (Sp): A 3rd level Air Bender can use whispering winds at will.
More Resistance (Ex): At 4th level a Air Bender may personally ignore Wind Effects. Also her Sonic Resistance improves to twice her level.
Clairaudience (Sp): At 4th level, a Air Bender can hear things at great distances. She can use clairvoyance/clairaudience at will as a free action, but only the audio version.
Air Walk (Su): From 5th level on, a Air Bender constantly benefits from air walk.
Thunder Clap (Sp): At 6th level, a Air Bender can create a tremendous clap of thunder that damages and deafens. The Thunder Clap can be created within Medium range. It is a 20 foot radius burst, and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). Those creatures that fail their save are knocked prone and deafened for 1 round/level. At 11th level, the Wind Mage may make her Thunder Clap larger, doing an extra d8 of damage and having a radius of 30 feet.
Silence (Sp): A 6th level Air Bender can create a zone of silence, as per silence. The Air Bender can only have one such zone active for every three full levels she has attained, and if she creates a new one when she already has her maximum she chooses one to be dispelled.
Scary Noises (Sp): A 7th level Air Bender can use fear as a spell-like ability. Once she has used it, she may not use it again for 10 rounds. Scary Noises is a [Sonic] ability.
Pin Drop (Ex): A 7th level Air Bender gains a bonus to her Listen checks equal to her ranks in Listen.
Slow (Sp): A Air Bender of 8th level can cast slow as a Swift Action at will.
Secrets on the Wind (Sp): An 8th level Air Bender can scry at will with a minute’s concentration. Unlike a normal scrying, the Air Bender cannot see through to the target, but instead can hear from that area as if sh was there herself. There is no literal sensor in this case, the scrying is entirely passive.
Chain Lightning (Sp): A 9th level Air Bender can use chain lightning as a standard action, at will.
Wind Tunnel (Sp): At 9th level, a Air Bender may invoke wind tunnel (Spell Compendium) once per day as a Swift Action.
Gaseous Form (Sp): A 10th level Air Bender can use gaseous form at will. Gaseous Form used by a Air Bender is permanent until dismissed, and Air Benders often use it to bottle captured enemies.
Sending (Sp): A 10th level Air Bender can use sending at will simply by speaking into the wind.
Speed of the Wind (Sp): An 11th level Air Bender can use haste as a Swift Action once per hour.
Weather Control (Sp): An 11th level Air Bender can control the weather every day.
Animate Air (Sp): At 12th level, a Air Bender can animate the very air. By spending a Standard Action, she essentially creates a Huge Air Elemental that follows her orders. She can only have one at a time, and if she creates a new one, the old one dissipates. She can only create one an hour in any case. At 16th level, her Elemental can be made as a Greater Elemental instead. At 20th level, it can be an Elder Elemental.
Wind Walk (Sp): A 12th level Air Bender can invoke or terminate wind walk at will as a Swift Action.
Control Winds (Sp): A 13th level Air Bender can cast control winds as a Druid of her level. This ability can only be invoked once per hour.
Breath of Life (Sp): A 14th level Air Bender can raise the dead a number of times per day equal to her Charisma modifier.
Calming Voice (Sp): Once per hour, a 14th level Air Bender can cast charm monster.
Storm of Vengeance (Sp): Once per hour, a 15th level Air Bender can invoke a Storm of Vengeance as per the Druid spell of the same name.
Whirlwind (Sp): A 15th level Air Bender can use whirlwind or greater whirlwind (Spell Compendium) at will.

Air Benders

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