Bender, Air, Variant (3.5e Class)

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Airbender[edit]

All Airbenders are wistful and contemplative, being a spiritual people the air nation spends a lot of time working on their inner Ki. That is not at the sacrifice of a childlike enthusiasm for pranks and merriment though, this shows in their constant use of their bending abilities to entertain and wow passerby, and their cunning ways to "set up" or "trap" their friends.. As one of the four elemental bending arts, airbending is the aerokinetic ability to control and manipulate currents of air. The peaceful Air Nomads utilized this type of bending in their everyday lives. Air is the element of freedom. The Air Nomads detached themselves from worldly problems and concerns; finding peace and freedom was the key to solving their difficulties in life. Airbenders continually sought spiritual enlightenment, and, as a result, all children born into the Air Nomads were benders. The first airbenders learned their art from the flying bison. The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Airbenders can overwhelm many opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of the Air Nomads, such attacks are rarely used. Due to aforementioned spirituality, they often adapt to the situation surround them and prefer to dodge an opponent instead of a direct attack.

Making an Airbender[edit]

Airbending is a very interesting style of bending, given that it is difficult to deal damage with a simple stream of Air. Airbenders are often craftier then other benders, finding interesting ways to utilize their bending in a formidable, but harmless, way..

Abilities: An airbenders primary attribute is dexterity, they are focused on speed to help their attacks land. Their next most important ability is Intelligence, since they have to always be thinking of different ways to use their bending to get them out of tight spots..

Races: any.

Alignment: any.

Starting Age: Simple.

Table: The Airbender

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Air
Damage
Unarmed
Damage
-
-
Fort Ref Will
1st +1 +0 +2 +0 Fundamentals 3 rounds, + 1 Fundamental, Improved Unarmed Strike, Air Scooter, Flurry of Blows 1d8 1d8
2nd +2 +0 +3 +0 Apprentice Bending Technique, Meditation, Enhanced Speed 1, Ki Strike 1d8 1d8
3rd +3 +1 +3 +1 Enhanced Agility 1, Pride of Air, Spring Attack, Gliding 2d8 1d10
4th +4 +1 +4 +1 Apprentice Bending Technique, Unbalancing Strike 2d8 1d10
5th +5 +1 +4 +1 Fundamentals 5 rounds, Enhanced Speed 2, Evasion 3d8 2d6
6th +6/+1 +2 +5 +2 Apprentice Bending Technique, Enhanced Agility 2 3d8 2d6
7th +7/+2 +2 +6 +2 Apprentice Bending Technique, Combat Expertise, +1 Fundamental 4d8 2d6
8th +8/+3 +2 +6 +2 Expert Bending Technique, Enhanced Speed 3 4d8 2d8
9th +9/+4 +3 +7 +3 Flying Kick 5d8 2d8
10th +10/+5 +3 +7 +3 Expert Bending Technique, Enhanced Agility 3, Cloud Manipulation 5d8 2d10
11th +11/+6/+1 +3 +8 +3 Whirlwind Attack, Enhanced Speed 4 6d8 2d10
12th +12/+7/+2 +4 +8 +4 Expert Bending Technique, Fundamentals 10 rounds 6d8 3d6
13th +13/+8/+3 +4 +9 +4 Mastery of Air, + 1 Fundamental 7d8 3d6
14th +14/+9/+4 +4 +9 +4 Master Bending Technique, Enhanced Speed 5 7d8 3d6
15th +15/+10/+5 +5 +10 +5 Enhanced Agility 4, Grace of Air 8d8 3d8
16th +16/+11/+6/+1 +5 +10 +5 Master Bending Technique, Quivering Palm 8d8 3d8
17th +17/+12/+7/+2 +5 +11 +5 Enhanced Speed 6 9d8 3d8
18th +18/+13/+8/+3 +6 +11 +6 Master Bending Technique 9d8 3d10
19th +19/+14/+9/+4 +6 +12 +6 Master Bending Technique, Fundamentals 15 rounds 10d8 3d10
20th +20/+15/+10/+5 +6 +12 +6 Master Bending Technique, Greater Air, Enhanced Speed 7, Enhanced Agility 5 10d8 4d10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge (bending), Sleight of Hand, Tumble..

Class Features[edit]

Weapon and Armor Proficiency: Air Benders are proficient with all light armor and the quaterstaff..

Airbending: All of the techniques used by the airbender take chakra (lvl x [5+WIS mod]) For example, a level 5 airbender with an WIS mod of 5 would have 50 chakra. All bending techniques have their individual damage which is to be added with the air damage as seen on the table above. Most of a Bender's Elemental Attacks entail a reflex save to the opponent for half damage. (all techniques subject to this will be marked REF) The Reflex save for airbender's attack is 10+ Class Level+WIS mod. Each technique is considered to use either your full attack or 2 attack bonuses, whichever is less. (For example a level 12 airbender would be able to use one technique and still get a single melee attack, where as a level 1 could either melee attack once or use a single technique.) When using a technique you only get to roll for one attack bonus, even if its expending two.

Fundamentals: These abilities are so well practiced by the bender that to use them requires little excersion on his part. Upon 1st level the bender will choose a single apprentice bending technique that cost 2 chakra or less to make his fundamental. At level 1 he can use any fundamental for the first 3 rounds in the first combat of the day, and after a 2 hour meditation the next combat, without having to pay the chakra cost of that technique. After this 3 rounds the cost for these techniques returns to normal. This increases to 5 rounds of free use at level 5, 10 rounds of free use at level 12, and 15 rounds of free use at level 19. At level 7 and 13 he may pick any technique he knows and make it a fundamental.

Improved Unarmed Strike: At First level, the airbender gains Improved Unarmed Strike as a bonus feat. In addition, the bender's unarmed strikes deal more damage than a normal person's, see the chart shown on the airbender table.

Flurry of Blows: When unarmored, an airbender may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the airbender might make before his next action. When an airbender reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. An airbender must use a full attack action to strike with a flurry of blows. When using flurry of blows, an airbender may attack only with unarmed strikes or with his airbender weapon(quaterstaff). He may attack with unarmed strikes and airbender weapon interchangeably as desired. When using weapons as part of a flurry of blows, an airbender applies his Strength bonus (not Str bonus x 1-1/2 or x 1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, an airbender may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so. When an airbender reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

Airscooter: The air scooter, a form of ground transportation invented by Aang, is a spherical "ball" of air that can be ridden balancing on it like a top. When on top of the air scooter your movement speed is increased by +30ft. It can move over any surface without taking penalties for rough terrain, and can move in any direction, other than upside down, as long as it is always within five feet of a surface. (For example, you could ride the air scooter up a vertical wall so long as you stay close to the wall while ascending)

Meditation: You can regenerate chakra at a rate of 1 every 20 minutes as long as you are in a meditation state, this means being at rest and being at peace. This rate increases to 2 at level 4, and increases by one every 3 levels afterwards. (Total of 7 chakra every 10 minutes at level 20) This can be accomplished from atop a mount or on a carriage as well as resting on the ground.

Enhanced Speed: Airbenders enhance their movement in battle; they can run swiftly by decreasing air resistance around them and even sprint across or run up vertical surfaces by generating a wind current behind themselves to propel them forward. At 2nd level the airbender is becoming more adept at moving the air around him to suit his needs, you gain a +10ft. on your movement speed and are treated as having the run feat. This increases by an additional +10ft. at level 5 and increases in that manner every 3 level thereafter. (For example an airbender of level 20 would have +70ft. on his movement speed) At level 11(Enhanced Speed 4) the airbender can infuse his bending even further to increase his speed, by expending chakra each round he may increase his speed by a set amount. 1 chakra will grant you a +25ft. on your movement speed, there is no limit to the amount of chakra you can spend on this, but its effects only last for one round.

Ki Strike: At 2nd level, an airbender’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s airbender level. At 10th level, hhis unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, hisunarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Enhanced Agility: Airbenders jump high and far by riding on strong gusts of wind, and can slow or deflect falls by creating cushions of air. The constant movement required by this art makes airbenders naturally flexible and agile. Even without bending they can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. Beginning at level 3, this skill grants the airbender a +2 deflection bonus to their AC, the ability to slowfall 10ft. (without the use of chakra, another skill, or a technique) a + 5 on all jump checks, and a +2 on attack rolls when an opponent has missed you within the last round. These numbers increase as the airbender levels up, At level 6 you gain a +3 deflection bonus, slowfall 20ft., +10 on jump checks, and +3 on attack rolls when missed. At level 10 they increase to +4 deflection bonus, slowfall 30ft., +15 on jump checks, and +4 on attack rolls when missed. At level 15 they increase to +6 deflection bonus, slowfall 40ft., +20 on jump checks, and + 6 on attack rolls when missed. At level 20 they increase to +8 deflection bonus to AC, slowfall 50ft., +25 on all jump checks, and +8 on attack rolls when missed within the last round.

Pride of Air: At 4th level, an airBender may make an unarmed strike, adding his air damage to it. This skill cost chakra to activate, it is 2 chakra to apply it to your first attack bonus, 5 chakra to apply it to your second attack bonus, and it increases by 5 for each consecutive attack bonus after the second. (For example, if Yin Lau has six attack bonuses and he wants to apply this to all six then he would spend 77 chakra all together, 2 for first, 5 for second, 10 for third, 15 for fourth, 20 for fifth, and 25 for sixth.) Activating this skill grants each attack bonus it's used on +5 to the roll.

Spring Attack: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.

Gliding: Although all airbenders can levitate or extend jumps via airbending, most if not all airbenders possess a glider for mid range flight. These hand-crafted portable wood and canvas structures can collapse into a staff for storage and as an aid when bending. (In glider form, it is used in conjunction with bending to fly (with average maneuverability at level 3, good at level 6, and perfect at level 12) as long as the bender has the strength to maintain the air currents{2 chakra/mile}. Normal flight speed is 2x faster than your movement speed. With stronger winds, multiple people can be carried for short distances{2 chakra/person per round} .) As a normal staff, it can be used as a weapon in battle(mastercrafted quaterstaff), to aid in bending(adds +1d8/Chakra to air damage when used in conjunction with any airbending technique by expending 1 chakra/damage die increase. This can not exceed your level, and has a max of 8), and even as a levitation aid when spun above the head like a helicopter propeller(ascend at a rate of 50ft./round).

Unbalancing Strike: At 4th level, if a bender strikes a successful critical hit, he may attempt to trip the opponent by bending air behind the them while landing his blow, toppling them backwards into a prone position on the ground.

Evasion: At 5th level, If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

Combat Expertise: At 7th level, When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Flying Kick: At 9th level, an airbender starts this maneuver off by performing a Jump check. He attacks a target no further away from him than 5x his weapon reach. If his attack hits, he adds half the result of his Jump check to the damage of the attack.

Cloud manipulation: At 10th level, by working together, an airbender and a waterbender can easily manipulate clouds, which are made of air and water, to create various shapes. This can be used to pass messages across greater distances than what would normaly be possible.

Whirlwind Attack: At 11th level, When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within 10ft.

Mastery of Air: At 13th level, the airbender gains an air/sonic resistance of 15

Quivering Palm: Starting at 16th level, an airbender can set up vibrations within the body of another creature that can thereafter be fatal if the airbender so desires. He can use this quivering palm attack once a week, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the airbender strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the airbender can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his airbender level. To make such an attempt, the airbender merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the airbender's level + airbender's DEX mod), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Grace of Air: At 15th level, the airbender is so used to mixing hand to hand combat and airbending that he may apply Pride of Air to his first attack bonus for free, and pays half the cost for all additional attacks he applies Pride of Air to

Greater Air: At 20th level, the bender has become a true master of air, adding his DEX mod x2 in damage to all techniques, this replaces any instance where you would already add your DEX mod to a technique. Also your air is so quick and powerful that your opponents no longer get REF saves against your airbending techniques.

Apprentice Bending Techniques:[edit]

Air Ball: An airbender can create a compressed ball of air{6in.x6in.} by moving their hands together in a circular motion. This technique has many applications such as levitating small objects or tripping opponents. You can levitate any object of 5lbs./lvl or make a trip attempt against any opponent by sending the Air Ball shooting towards their feet. Range 25ft. +5ft./2 lvls, Chakra consumption 1, REF

Air Blast: A more offensive move involving a direct pulse or jet of strong wind from the hands, feet, or mouth. The force of the attack is generated more from the bender's own power, rather than assisted by momentum. This direct blast deals a number of D8's equal to half the benders DEX mod to the opponent. (for example, an airbender with a DEX mod of 5 rolls 3d8) Range: 10ft. +5ft./lvl Chakra consumption 3 REF

Air Bullets: An airbender can place two small objects + 1 object/3 lvls (max 5), such as marbles or pebbles in between his hands and spin them at high velocity and then shoot them out like a bullet. These projectiles deal 1d6/bullet Range:25ft. +5ft./2 lvls Chakra consumption 2 REF

Air Shield: By kicking up in a circle the airbender creates a barrier of air around themselves that grants them a 35% miss chance, + 2 deflection bonus to AC(+1 AC/4 lvls), and 3 damage absorption/3 lvls. Range: personal Chakra consumption 3 for first round, 1 for each consecutive

Air Swipe: The air swipe is both a defensive and offensive technique in which an airbender kicks or slices the air to conjure a crescent-shaped structure of compressed air 5ft. across + 5ft./ 2 lvls (max 25ft.) capable of deflecting colossal projectiles, or swiping at foes to knock them back. The bender can deflect any projectile no more than double the Air Swipe size by expending the chakra for this technique upon making a successful REF save against any incoming attacks. Air Swipe can also be used in offense to deal 1d6 + DEX mod and knock the the opponent back 5ft./3lvls. Range: 25ft. +5ft./2 lvls Chakra consumption 2 REF, an opponent who makes a successful REF save is not subject to the knockback.

Blocking Air: A skilled airbender can blast another airbender's technique out of the air by using a swift kick, jab, or any other defensive maneuver, allowing them to stop attacks. You have a grasp on how airbending works, so by rolling a d20 + airbending level vs. their d20 + airbending level you can attepmt to overcome an incoming air attack, completely negating its affects. Range: personal. Chakra consumption 4.

Expert Bending Techniques:[edit]

Air bomb: A technique which is usually performed after landing on the ground from above, but can be done from the ground as well. It creates a powerful, outward-moving air current in all directions around the bender that will knockback 10ft./2lvls and deals a number of D8's equal to the airbender's DEX mod (For example, an airbender with a DEX mod of 5 rolls 5d8). Range: 10ft./2lvls Chakra consumption 7 or 4 if landing from above REF, a successful save will only half damage, knockback is automatic. PREREQISITE: Air Blast.

Air Funnel: The airbender holds puts both arms into a ring shape and holds them to the side of his body, creating a miniature vortex that can pick up and eject loose material. As you gain strength in airbending you can lift heavier material which allows for more damage, this move deals a number of D6's equal to your level divided by 2. Range: 100ft. +10ft./lvl Chakra consumption 5 for the first round, 1 for each consecutive round REF

Air Punch/Kick: Another more offensive move than is typical of airbending discipline, air punches or air kicks are small, compressed formations of air {1ft.x1ft.} that can be fired off the fists or feet of an airbender. The bender can create {1 compressed air formations/3 lvls} and they deal 1d8/punch or kick Range:25ft.+5ft./2 lvls Chakra consumption 4 REF

Air Manipulation: The airbender uses circular, evasive movements, to build up massive momentum; this build up of energy is released as massive power. It also allows for wind-based counter-attacks that knock opponents off-balance, mimicking the sudden directional shifts of air currents. This grants the bender 45% miss chance (+5% miss chance/6 lvls), +3 deflection bonus to AC (+1 AC/3lvls), +20ft. movement speed, and if an opponent misses him, the airbender may make an automatic attack of opportunity (even if he could not typically make one) that gets a +5 on the attack roll and will deal the airbenders air damage in addition to the melee attack. Range: Personal Chakra consumption 6 for the first round, 2 for each consecutive round PREREQUISITE: Air Shield.

Air Suction: The airbender moves his hands in tiny circular motions to create a suction that will pull anything it is directed it at towards them, allowing for direct control over what gets moved and what does not. This can be used to pull anything that is within the benders weight limit {20lbs./lvl} towards themselves at a rate of 60ft./round. Range: 25ft.+5ft./2 lvls. Chakra consumption 4 REF, an opponent who saves against this is moved half the distance

Air Wheel: This is a modified version of the air ball. Air is rapidly spun around the airbender and carries the person as inside a wheel made of super compressed air refined to a point. This wheel is can cut through objects or people with relative ease, granting you a +5 on attack rolls, +40ft. movement speed, and dealing 1d8 + 1d8/lvl. (max 10). Range: 5ft Chakra consumption 6 for first round, 3 for each consecutive round REF PREREQUISITE: Air Ball.

Multi-target Attack: An airbender can send large, wide-spanning waves of air toward multiple enemies with one long, sweeping motion from an airbending staff or from the bender's limbs. This move creates a huge crescent of air {5ft. across/lvl} that will knockback enemies {10ft./lvl(max 100ft.)} and deals 3d8 + DEX mod. Range: 100ft. +10ft./lvl. Chakra consumption 8 REF PREREQUISITE: Air Swipe.


Master Bending Techniques:[edit]

Air Blades: A more offensive move than its typical of airbending principle, this involves a focus; making a slicing air current {10ft. wide} that can cut through most things with relative ease. This is frequently conjured with a staff rather than the body, using the narrow profile of the object to create a more focused and precise air movement. The air slice is so sharp and quick that it grants the bender a +7 on the attack roll and it deals 3d8 +1d8/lvl(max 15) Range: 100ft.+10ft./lvl Chakra consumption 11 REF PREREQUISITE: Air Swipe.

Air Grapple: Air is used to pull an object or a person to the bender's direction, and can be used to hold the object or person there once moved. The airbender uses circular arm motions to create a vortex of air around whatever their target is and pull it towards them at a rate of 100ft./round. This object can not exceed the benders weight limit{40lbs./lvl}. Any object or person caught in the Air Grapple is subject to 4d6 of damage every round from the whipping winds. Range: 100ft. +10ft./lvl. Chakra consumption 9 for first round, 4 each consecutive round REF PREREQUISITE: Air Suction.

Air Spout: Master airbenders are able to rotate the winds around themselves and control the direction of the air spout enough to levitate themselves off the ground and remain in the air for as long as they wish to or can maintain it. This spout is 10ft. high/lvl, it grants them +80ft. movement speed, and if an opponent misses the him, the airbender may attempt to use the technique Air Bomb on the enemy as an attack of opportunity, without expending chakra, as long as the airbender is more than 20ft. in the air. Range: personal Chakra consumption 8 for first round, 2 for each consecutive round PREREQUISITE: Air Bomb.

Air Vortex: A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense, since it will deflect and repel any objects and can even throw them back at an opponent. When used in defense the bender creates a vortex around themselves (5ft.radius) and it grants the bender a 55% miss chance (+5% miss chance/4 lvls), +4 deflection bonus to AC (+2 AC/4 lvls), and all incoming projectiles have a 50% chance to shoot back at the attacker. When used in offense the bender creates a vortex (5ft. radius) around the opponent, it causes blindness due to the debris and air currents whipping at their face, every action will require a FORT save (10+airbender level+DEX mod) to not become off balance, {if off balance the enemy can do nothing but try to regain their footing} If the oponnent is off balance then at the begining of their next turn they make a FORT save to attempt to regain their footing, if the enemy fails then they start spinning with the vortex. Enemies caught inside the vortex take 5d8/round, enemies who lost their balance and are spinning with the vortex take x2 damage. Range: 25ft. +5ft/2lvls Chakra consumption 14 for first round, 4 each consecutive round REF, if an oponent successfully saves against this attack when first hit, they are not stuck inside the vortex, and only take half damage while standing next to the vortex. PREREQUISITE: Air Manipulation.

Air Wake: By running in a circle and instantly building massive momentum, a master airbender can shoot a blast of highly compressed air shaped like the user's body at a target. To use this technique the airbender must run at least 20ft. in a cricle before enough momentum is built up to create the wake. The bender runs at such speeds that when he stops an outline of his body made of air slams into the opponent dealing 1d6/lvl to him and knocking him back 5ft., leaving the enemy prone on the ground. Range: 25ft. +5ft./2 lvls. Chakra consumption 10 REF PREREQUISITE: Air Manipulation.

Flight: In the same way flying bison can fly and stay aloft for extended periods of time, a master airbender can achieve this same feat by generating and controlling air currents to form a 'cloud' like board under their feet and surfing through the air, thereby emulating flight. The bender moves at a rate of 6x normal movement speed while flying. Range: personal Chakra consumption 1/round

Mini-tornado: The airbender spin kicks in mid air and conjures a tornado that can either be rapped around the bender for enhanced speed (x8 movement speed) and mobility(the tornado can ascend or descend direction as long as it remains within 50ft. of a surface) or can be sent off as a ranged attack to uleash massive harm on your foes. If it is sent across the battlefield the mini-tornado will damage anything caught in its path, dealing 7d8 to any enemy it touches with a chance to suck them into the tornado(FORT save{10+airbender level+DEX mod}) and damage them each round, enemies inside the tornado take x2 damage. The tornado moves at a rate of 40ft./round will last 3d4 rounds. Range:400ft. +40ft./lvl Chakra consumption 15 REF, a successful REF save prevents to need to FORT save

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