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    Element Master (Monk Archetype) v10.3

    The element master is connected to the natural world in a way few other creatures—even other element masters—can hope to match. By concentrating his chakra, he can call upon four elements and "bend" them to his will and needs. An element master has the following class features.
     
    Role: Element Master excels at overcoming even the most daunting perils, striking where it’s least expected and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, element masters can navigate any battlefield with ease, aiding allies wherever they are needed most.
     
    Alignment: Any lawful.
     
    Hit Die: d8.
     
    Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Class Skills

    The element master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
     
    Skill Ranks per Level: 4 + Int modifier.

    Table: Element Master

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Fast movement
    1st +0 +2 +2 +2 Element Feat, flurry of blows, Child Power, unarmed strike, Element Kata, Chakra Level 1 –1/–1 1d4 +0 +0 ft.
    2nd +1 +3 +3 +3 Element kata, monk bonus feat +0/+0 1d4 +0 +0 ft.
    3rd +2 +3 +3 +3 Chakra level 2, evasion +1/+1 1d4 +0 +0 ft.
    4th +3 +4 +4 +4 Element kata, Ki pool (magic & kata magic) +2/+2 1d6 +1 +0 ft.
    5th +3 +4 +4 +4 Chakra level 3, Fast movement +3/+3 1d6 +1 +10 ft.
    6th +4 +5 +5 +5 Element kata +4/+4/–1 1d6 +1 +10 ft.
    7th +5 +5 +5 +5 Chakra level 4, monk bonus feat +5/+5/+0 1d6 +1 +10 ft.
    8th +6/+1 +6 +6 +6 Element kata, Wholeness of body +6/+6/+1/+1 1d8 +2 +10 ft.
    9th +6/+1 +6 +6 +6 Chakra level 5 +7/+7/+2/+2 1d8 +2 +20 ft.
    10th +7/+2 +7 +7 +7 Element kata, Ki pool (lawful), Improved evasion +8/+8/+3/+3 1d8 +2 +20 ft.
    11th +8/+3 +7 +7 +7 Chakra level 6, monk bonus feat +9/+9/+4/+4/–1 1d8 +2 +20 ft.
    12th +9/+4 +8 +8 +8 Element kata +10/+10/+5/+5/+0 1d10 +3 +20 ft.
    13th +9/+4 +8 +8 +8 Element Mastery, Chakra level 7 +11/+11/+6/+6/+1 1d10 +3 +30 ft.
    14th +10/+5 +9 +9 +9 Element kata +12/+12/+7/+7/+2 1d10 +3 +30 ft.
    15th +11/+6/+1 +9 +9 +9 Chakra level 8 +13/+13/+8/+8/+3/+3 1d10 +3 +30 ft.
    16th +12/+7/+2 +10 +10 +10 Element kata, Ki pool (adamantine), monk bonus feat +14/+14/+9/+9/+4/+4/–1 2d6 +4 +30 ft.
    17th +12/+7/+2 +10 +10 +10 Chakra level 9 +15/+15/+10/+10/+5/+5/+0 2d6 +4 +40 ft.
    18th +13/+8/+3 +11 +11 +11 Element kata +16/+16/+11/+11/+6/+6/+1 2d6 +4 +40 ft.
    19th +14/+9/+4 +11 +11 +11 Chakra level 10 +17/+17/+12/+12/+7/+7/+2 2d6 +4 +40 ft.
    20th +15/+10/+5 +12 +12 +12 Element kata +18/+18/+13/+13/+8/+8/+3 2d8 +5 +50 ft.

    Class Features

    All of the following are class features of the element master.

    Weapon Proficiency: Element Master's as Monks are proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword*.

    Armor and Shield Proficiency: Element Master's as Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

     * Per Advanced Player's Guide.

    Element Feat (Su)

    An element master must select an element feat at 1st level and may not choose a different element feat after. The element master must select from Air, Earth, Fire or Water.

    Katas and Feats

    For the purpose of bending, the term ‘kata’ is used in place of ‘feat’ as to avoid confusion of interchanging these abilities. If your class allows a feat you may not take a kata in its place, but if your class allows a kata you may take a monk style feat in its place.

    All ranges, attacks and abilities default to the element feat if not otherwise noted in the kata’s description.

    Child Power (Su)

    An element master of Air, Fire and Water receive the Child Power ability at first level. Air element master's recieve Children of the Wind, Fire element master's receive Children of the Sun and Water element master's receieve Children of the Moon.

    Children of the Wind

    Air element masters draw much of their power from the wind. They are able to use the winds to enhance their movements making them harder targets to hit.

    Benefit: You gain a +2 circumstance bonus on dodge.

    Children of the Sun

    Fire element masters draw much of their power from the sun. During the day you are able to enchance your damage due to the influence of the sun. A solar eclipse robs Fire master's power for the duration, and major solar phenomena (such as a comet or a nova phase) can boost their powers.  

    Benefit: You gain a +2 circumstance bonus on kata damage while it is daytime.

    Children of the Moon

    Water element masters draw much of their power from the moon. During the night you are able to enchance your damage due to the influence of the moon. During a full moon you gain double the bonus on damage, however the close link between the moon and water element has its drawbacks. During a lunar eclipse you are unable to use any water abilities.

    Benefit: You gain a +2 circumstance bonus on kata damage during the night.
     
    Children of the Rock

    Earth element masters draw their power from the earth and stone. While their feet are in contact with rock or stone you are able to enchance your damage, however the close link has its drawbacks. If you are submerged in water you are unable to use earth abilities.

    Benefit: You gain a +2 circumstance bonus on kata damage when feet touching rock.

    Elemental Fist (Su)

    At 1st level, an element master can select Elemental Fist as a kata, even if he does not meet the prerequisites and every five levels thereafter, he increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

    AC Bonus (Ex)

    When unarmored and unencumbered, the element master adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a element master gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

    These bonuses to AC apply even against touch attacks or when the he is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Flurry of Blows (Ex)

    FAQ/Errata
    The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
    A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
    So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

    Starting at 1st level, an element master can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if he does not meet the prerequisites for the feat). For the purpose of these attacks, the element master's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the element master uses his normal base attack bonus.

    At 8th level, the element master can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

    At 15th level, the element master can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

    An element master applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. He may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. He cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. An element master with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

    Unarmed Strike

    At 1st level, an element master as per monk gains Improved Unarmed Strike as a bonus feat, but at slightly less damage. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

    Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

    A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: element master. The unarmed damage values listed on Table: element master is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large element master Unarmed Damage.

    Table: Small or Large Element Master Unarmed Damage

    Level Damage (Small monk) Damage (Large monk)
    1st–3rd 1d2 1d6
    4th–7th 1d4 1d8
    8th–11th 1d6 1d10
    12th–15th 1d8 2d6
    16th–19th 1d10 2d8
    20th 2d6 3d8

    Monk Bonus Feat

    At 2nd level, 7th level, and every 4 levels thereafter, an element master may select a monk bonus feat. These feats must be taken from the following list:

    Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Style Feats, and Throw Anything.

    At 7th level, the following feats are added to the list:

    Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Style Feat or Mobility.

    At 11th level, the following feats are added to the list:

    Improved Critical, Medusa’s Wrath, Snatch Arrows, Style Feat or Spring Attack.

    An element master need not have any of the prerequisites normally required for these feats to select them.

    Evasion (Ex)

    At 3rd level or higher, an element master can avoid damage from many area-effect attacks. 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 he is wearing light armor or no armor. A helpless element master does not gain the benefit of evasion.

    Fast Movement (Ex)

    At 5th level, an element master gains an enhancement bonus to his land speed, as shown on Table: element master. An element master in armor or carrying a medium or heavy load loses this extra speed.

    Maneuver Training (Ex)

    At 3rd level, an element master uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

    Ki Pool and Kata Magic (Su)

    At 4th level, an element master as per monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an element master's ki pool is equal to 1/2 his elment master level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

    By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
     
    At 4th level, an element master gains Kata Magic and may by spending 1 point from his ki pool, to embue his kata attack with magic and may make one +1 attack per ki point spent.
     
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

    Wholeness of Body (Su)

    At 8th level or higher, an element master as per monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

    Improved Evasion (Ex)

    At 10th level, an element master's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

    Chakra Level

    Chakra Level
     
    The strength of 'bending' powers or element katas are determined by the number of times you have taken this kata.
     
     Effect: The effects of this feat vary depending on the individual powers you have selected. See the feat descriptions below for the effects of this feat.
     
    Special: This level is increased every odd class level. Its effects stack.

    Caster level

    Concentration Checks of some kata's are based off of the Element Master's class level equal to caster level.

    Air Element Master

    These define air element masters, a member of a small group of individuals blessed with the ability to manipulate the air. Air element masters can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.

    'Air' Element Feat

    You can manipulate the air and can use it to aid your allies or punish your enemies.

    Duration: 1 minute per your chakra level.

    Range: 10 ft. per your chakra level. 

    Effect: You summon a severe windstorm to fill one square, imposing a -1 penalty to attack rolls, saving throws and skill checks on all inside that square. Each round you may either expand the size of the this cloud to all adjacent squars, or you may increase the penalty in the affected squars by -1.

    All Air Element Katas: Duration and range of these katas as per Air Element Feat unless otherwise noted in description.

    Air Blast Kata: You inflict (1d6 points of lethal damage per chakra level) plus charisma modifier to a single target. The duration of this power is instantaneous. The target of this attack may make a Reflex saving throw to reduce the damage by one half (DC 10 + chakra level + cha mod.). Although you can use this power with multi-attacks, you cannot attack the same target with this power more than once per round.

    Air Burst Kata: You inflict (1d4 points of lethal damage per your chakra level) plus charisma modifier to a multiple targets (friend or foe) in an area within 5’ of your square. The duration of this power is instantaneous. The target of this attack may make a Reflex saving throw to reduce the damage by one half (DC 10 + chakra level + ability mod). In addition, if targets fail save they are hurled in a straight line away from your square. You may manipulate this airflow around selected targets caught in the burst radius by decreasing the DC by a further +5 per target ignored by the airburst. The distance the targets are moved is increased by 5’ for every 5 points by which they miss the DC.

    Air Lift Kata: As a standard action you create rushing winds around your entire body, slowly lifting you or another into the air for the duration of 1 min per your chakra level. Air lift allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be lifted, and an object must be unattended or possessed by a willing creature. You can direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A lifted creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1. Air lift needs a concentration check each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks the DC is increased by 10.

    Air Punch Kata:  You inflict (1d6 points of bludgeoning damage per half your chakra level) plus charisma modifier to a single target as a ranged touch attack. You may use this as many attacks as your base attack bonus allows, including flurry of blows.

    Air Scooter Kata: You can compress air into a whirling ball to ride or use as a deterrent to opponents. You can ride the air before it disperses and increase your base land speed to 60’. You can ride the air scooter on any surface that would normally require a climb check, including vertical surfaces, though you must move at least 30’ per round to avoid falling. The air scooter can be maintained for a number of minutes equal to half your chakra levels with a concentration check needed each round at a DC 10, if in combat, attacks of opportunity still apply and if element master attacks from scooter the DC is increased by 10. The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot raise more than a few inches off the ground.

    Air Shield Kata: You can create a shield of air to protect against numerous attacks. An air shield forms starting immediately around you and provides a +4 AC shield bonus for 2 rounds per chakra level.

    Air Stillness Kata: You may speed up the air around you forcing it away from yourself. You may slow or even cancel sound waves through the air as you move, granting a bonus on Stealth equal to chakra level. You can extend this to a friendly creature within a 5’ radius by subtracting 10 from your stealth check per person. This Kata requires concentration, so the you may only make a move action each round while activated.

    Body of Air Kata: You can manipulate the air around your body. Your motions become far quicker and easier to control. Alternatively, you can cause small air currents to support your body as if you were far lighter than you actually are. You gain a bonus towards any Climb and Acrobatic checks equal to his chakra level. With this Kata you may also perform minor acts.

    • Body Burst: You may force the air around your body to rush away from you and push small things away. Things like circling insects, dirt or mud on your clothes, extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. You may make concentration check to move things away in a 5 foot radius, pushing them 5ft. Creatures of size Tiny or larger may resist with a (1d20 + chakra level vs. DC = 11 + Strength) provided they weigh more than one pound.
    • Hand of Air: A technique of convenience, you learn 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 your range, you may move it anywhere within your range. You may attempt to exceed maximum weight with a concentration check (1d20 + chakra level vs. 11+ 1 for every 1lbs. the item weighs above 5lbs.). Objects shaped so as to catch air (such as parchment) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of concentration 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 Kata: You can knock arrows and other projectiles off course, preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

    Deflect Element Kata: You can attempt to negate a ranged element master attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with a element master attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged element master attack counts as an immediate action and requires you to make an opposed master check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level)

    Down Draft Kata: No one can fly in the radius of your windstorms (the base effect granted by this power). Flying characters can safely land without taking damage but they cannot continue to fly if they enter the radius of this storm.

    Dust Cloud Kata: The target of this attack must make a Fortitude saving throw (DC 10 + chakra level + cha mod) or be blinded for 1-4 rounds.

    Flowing Air Strike Kata: You improve your combat rhythm and timing, allowing you to strike harder and faster. If you make a swift action of flowing air strike you gain a +1 bonus to your melee attacks and damage with light or one-handed weapons for every 2 Chakra Levels you possess.

    Heavenly Stride Kata: This stance initiates two different forms.
    • Cloudwalker: As a full-round action, make a Jump check. Add your chakra level to the result. You are always considered to be running for this jump. The distance you jump in a round is not limited by your movement.
    • Windrunner: You can as a swift action, use the charge, run or double move action and gain a +10 circumstance bonus to your land and air movement speed. If used multiple times in a row a with a concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while running the DC is increased by 10.

    Hurricane Force Kata: Your windstorm (the base effect granted by this power) inflicts 1d6 points of physical damage plus charisma modifier per –1 penalty imposed by the strength of the wind.

    Particle Cloud Kata: By kicking up small particles of dust and sand into the air, you can obscure vision and blind opponents. You may make a hemisphere of dust anywhere within your range with a radius of 10 ft. It is stationary. The particles obscure all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell or from another air element master, disperses the particles in 4 rounds as well if an earth master can also disperse particles in the same manner. A strong wind (21+ mph) disperses the fog in 1 round. This Kata does not function under water. This Kata does not work unless there’s a generous supply of sand or similar material in the affected area.

    Resonating Sound Kata: You may thicken the air and compress it to resonate sound. A gigantic peal of thunder echoes through the area, dealing (1d4 per chakra level points of sonic damage) plus charisma modifier, no save. Affected creatures must make a Fortitude save or be deafened for 1d4 rounds.

    Run as the Wind Kata: You may manipulate the air currents to lift you up and support your own weight. On any turn in which you moves at least 60 feet, you may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. You must remain moving as you do this, and stopping for any reason causes you to fall to the ground as normal. You must make a concentration check each round at a DC 15, if in combat, attacks of opportunity still apply and if element master makes an attack the DC is increased by 10.

    Shockwave Kata: You can slice with your hands or your weapon, as a standard action, creating a brutally quick shockwave before you.  Subjects inside the 15-ft cone burst originating from you must make a Reflex save or take 1d4 points of sonic damage per chakra Level plus charisma modifier. On a successful save, they only take half of this damage.

    Vortex Mastery: Prerequisite 13th level.  You can create an immobile, vertical vortex of whirling air up to 10 ft. long/ chakra level, or a ringed wall of whirling air with a radius of up to 5 ft. per two chakra levels; either form is 20 ft. high that blows with so much force that it can cut through flesh and bone. The vortex lasts 1 min/ chakra level and any creature passing through the wall takes 2d6 points of damage per chakra level plus charisma bonus, with a Reflex save for half damage. If you evoke the vortex so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A vortex provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

    Wind Blast Kata: The target of this attack must make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone. The duration of this power is instantaneous.

    Wind Rider Kata: This power allows you flight with a speed of (10’ per chakra level). Provided you have a glider or are wearing material sufficient enough to catch wind (cloak or cape) with a concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks from scooter the DC is increased by 10.

    Earth Element Master

    Strong and steady, earth element masters are a persevering group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can move offensively with hurled boulders and raging sandstorms, or they can be bastions of defense behind walls of stone and giant fissures. Earth is defined as soil, stone, crystal or any other naturally occurring mineral (metal ores works, too; but worked metal requires special training); though earth element masters have very limited control over sand and it may not be used in their katas. The amount of soil used in katas is usually not enough to change the landscape, though using stone does leave noticeable gaps from where it was drawn. Using stone from a stone floor turns the square from where the stone was drawn into rough terrain.
     
    'Earth' Element Feat

    You can command and control the earth to move as if alive with the power of you will.

    Duration: Instantaneous.

    Range: 10 ft. per chakra level.

    Effect: You fire a blast of gravel earth at your opponent inflicting 1d6 points of non-lethal physical damage per chakra level plus charisma modifier. This is a ranged attack roll, no saving throw to resist this damage, though armor and other forms of physical damage resistance apply. If the target of this attack is not wearing eye protection he must also make a Fortitude saving throw (DC 10 + chakra level + cha mod) be blinded for a number of rounds equal to one-half your chakra level. Although you can use this power with multi-attack, you cannot attack the same target with this power more than once per round.
     
    All Earth Element Katas: Duration and range of these katas as per Earth Element Feat unless otherwise noted in description.
     
    Boulder Toss Kata: You hurl a boulder at the target up to 30’. Make a ranged attack roll. If you hit the target, you deal (1d8 damage per chakra level) plus charisma modifier and the target is subjected to a bull rush attack. If you fail to bull rush target, you are not subject to any reactive rolls or effects. You gain a bonus on this bull rush attempt equal to your chakra level.
     

    Deflect Attack Kata: You can stop arrows and other projectiles with earth and prevent them from hitting you or your companions. Benefit:Once per round when you or a companion would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed within your range (10’ per chakra level). Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

     

    Deflect Element Kata: You can attempt to negate a ranged bending attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an element master attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged element master attack counts as an immediate action and requires you to make an opposed check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level).

     

    Dirt Armor Kata: By covering your entire body in a thin layer of dirt, Small bits of rubble or sand. This armor moves with you and shields you from harm, granting you a +4 bonus to your Natural Armor, but affects you as though you were wearing Medium Armor. The bonus to Natural Armor increases by one point every 2 chakra levels. You cannot use this ability while wearing Medium or heavier armor.

     

    Dirt Spray Kata: As a standard action, you may aim a spray of sand or dust at an opponent's eyes up to 20’ away and try to temporarily blind the creature. A creature who fails their Reflex save becomes blind for the next round. Creatures with completely enclosed eyes and those without normal sight are unaffected by this form.

     

    Dirt Cloud Kata: By kicking up small particles of dust and sand into the air, you can obscure vision and blind opponents. You may make a hemisphere of dust anywhere within your range with a radius of 10 ft. It is stationary. The particles obscure all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell or from another air element master, disperses the particles in 4 rounds as well an earth master with the same kata (Dirt Cloud) can also disperse particles in this manner. A strong wind (21+ mph) disperses the fog in 1 round. This Kata does not function under water. This Kata does not work unless there’s a generous supply of sand or similar material in the affected area. To maintain the cloud a concentration check is needed each round at a DC 15, if in combat or if attacks are made while maintaining the cloud the DC is increased by 10.

     

    Earth Catapult Kata: As a standard action and at a range of 20’, you violently thrust up the earth beneath someone's feet in a 5’ area, sending them flying into another square of your choice up to 10 feet away in any direction (including up). The targeted square becomes difficult terrain. Affected subjects may make a reflex save to not be affected or take falling damage as normal.

     

    Earth Golem Kata: You may create a earth elemental from your chakra. This is not a summoned creature and is mindless if you drop concentration and will not act. The kata to create this elemental takes a 1 round to complete and the elemental remains for 1 round per chakra level. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You may create an Earth Elemental (Small) at 3rd level chakra, a medium at 5th level, a large at 6th, a huge at 7th, and a greater at 8th

     

    Earth Prison Kata: A giant hand of earth comes out of the ground and holds an opponent in place. Escaping from this ensnarement requires either a CMB check or Acrobatics check equal to (DC 10 + chakra level + cha mod). An ally (not the target who is immobilized) can destroy the ensnarement by inflicting damage equal to twice your chakra level plus charisma modifier.

     

    Earth Shards Kata: You may use earth to create shards of small pikes in a 20’ radius for 1 round per chakra level.  With a motion, you can cause powerful spikes to erupt through the surface. You fill the area with protruding spikes, anyone in the area gets a Reflex save (1d20 + reflex vs. DC = 11 + chakra level) to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage plus charisma modifier. Those unconcerned by the spikes use two squares of movement to make it through. Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone. Anyone damaged by a shard loses speed as though they had stepped on a caltrop.

     

    Earth Walker Kata: You can move through the earth at a rate of (10 ft. per round times your Chakra level). In doing so, you create a 5’ square tunnel that you can either leave open (for allies to use) or collapse behind you.

     

    Earth Wave Kata: As a full round action, you create a giant, fast-moving tidal wave by augmenting natural fluctuations. You pick any mass of sand within 60’ range and send it crashing forward 5 feet per chakra level; even if the wave extends past your control, it keeps going due to momentum. Earth Wave can make two 45° turns, but no more. Earth Wave initiates a bull rush with every creature it runs into, using your Wisdom score in place of a Strength score, and is considered to be a large creature; if the wave fails the bull rush and the target creature is smaller than it, it is considered to have overrun the creature instead. If the targeted creature was the same size category as the wave or larger, the wave stops there. You gain a bonus to this bull rush check equal to half your chakra level. If Earth Wave runs into a friendly creature (including you), you may opt to let them ride the wave at its crest until the wave ends, where they will be gently set down. All creatures and objects hit by the wave take 1d6 points of bludgeoning damage plus charisma modifier. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks from the wave the DC is increased by 10.

     

    Earthsight Kata: You gain Tremorsense 30’ and become sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground as long as you stand on a solid material. Loose material, such as sand, halves your tremorsense distance.

     

    Encase Kata: You may, as a swift action, attempt to engulf a target in a 5’ column of mud/clay at a range of 10’ per chakra level. The target must make their Reflex save each round or be trapped. The sphere has 0 hardness, 5 HP per chakra Level. It is impossible to strike the creature inside without also damaging the encasing. The creature cannot breathe while captured, and takes 1d6 damage per 3 chakra levels plus charisma modifier every round that it is trapped, no save.

     

    Entrapping Shards Kata: Prerequisite: Earth Shards Kata. You may use shards of rock with pinpoint accuracy and can pin an opponent to a hard surface. If you succeed in a ranged attack using the Earth Shards, you can initiate a grapple attempt instead of dealing damage. To break free, the victim must make an opposed CMB/CMD check.

     

    Metal Mastery: Prerequisite: This may only be taken at 13th level. You may manipulate metal in place of earth in your katas. You may also manipulate the metal that is used in armor and weapons. If an individual is wearing the armor, you can slow the targets movement to a standstill or even crush them in their suits. As a standard action you can cause a subject or their limb within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but whatever part is in metal cannot take any actions for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will + any magical bonus the metal might have vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is in armor may be paralyzed and cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping the target held, the DC is increased by 10. This kata also allows to the master to ‘crush’ metal causing damage to a target at an extreme risk to the element master. To accomplish damage to the target, the master must make the a concentration check at (DC = 10 + the target’s Will save plus any magical bonus the metal might have) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own iron in his body reacts taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

     

    Pillar Kata: This power allows you move with a speed of 10’ per your chakra level. This stunt is activated as a movement power.

     

     

    Rock Armor Kata: You gain 1 Damage Reduction against physical attacks equal to one-half your chakra level. You suffer double damage from water-based attacks while using rock armor. The duration of this stunt is indefinite and the range is you.

     

    Rock Shield Kata: You can, as a standard action, create a thin but sturdy, tower shield sized of rock in front of you. This disk grants you a +4 shield bonus to Armor Class, and does not impose an armor check penalty. You can maintain this shield in effect as a move action.

     

    Rock Spike Kata: Any of your earth attacks can inflict lethal damage and you can make a ranged attack with a range of 10’ increments per chakra level as a spike of rocks jet out from your square at the target. Whenever you would be granted a ranged attack, you may use a Rock Spike instead, including as part of a full attack action, with multi-attacks, or feats like Shot on the Run. Each spike deals 1d6 bludgeoning damage plus chakra level plus charisma modifier.

     

     

    Shape Earth Kata: You manipulate the basic shape of packed earth, crystal or rock to look like something else (such as a sculpture) or create hand holds to climb gaining a +8, though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate. Sculpted rock has 10 Hardness and 20 Hit Points per inch of thickness. Sculpted clay has 5 Hardness and 35 Hit Points per inch. Craft (Weaponsmithing) can be used with Shape Earth to make weaponry and ammunition out of rock. This weaponry functions precisely as the base item, and can even be enchanted; one 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.

     

    Appropriately sized earth creatures such as elementals can be altered with use of this kata, though it does not hinder them in any way.

     

    Tremor Quake Kata: This power targets a 10' times your chakra level, not an individual. Everyone in the affected area must make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone.

     

    Wall of Earth Kata: You create a wall of earth 1 foot thick. The dimensions of this wall are up to you but the total height and length of the wall cannot exceed 5 feet times your chakra level. This wall has 5 hit points times your chakra level and opponents must either go around the wall or break through it. Targets on the opposite side of a wall of earth are granted cover (usually complete cover) and cannot be damaged until the wall is destroyed. Walls of earth suffer double damage from water-based attacks. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping up the wall the DC is increased by 10.

    Fire Element Master

    Quick, chaotic, and energetic, the fire element is a difficult art that only the most dedicated are able to master through much inner discipline. Fire element masters are almost always on the offensive, overwhelming their foes with barrage after barrage of fiery kicks, jabs, and sweeps.

     

    Note: All Fire Element Master abilities may set fire to comboustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. A creature or object gets a DC 15 reflex save each round to extinguish the fire. Dousing the fire with water or smothering it automatically extinguishes the fire.

     

    'Fire' Element Feat

    You have the ability to manipulate fire.

    Duration: Instantaneous

    Range: 20 ft. per your chakra level

    Effect: You sharply raise the air temperature around your target, inflicting 2d6 + 1d6 points of non-lethal fire damage per your chakra level plus charisma modifier. The target of this attack may make a Reflex saving throw to reduce the damage by one-half (DC 10 + chakra level + cha mod). The target of this attack must also make a Reflex saving throw (DC 10 + chakra level + cha mod) or catch fire, suffering 1d6 points of damage in the next round. If the target spends the next round extinguishing the blaze, he can avoid the extra fire damage. If this damage is increased with the Intensify Fire stunt below, it does not go out after one round. Instead, the damage is reduced to the next die size, as if someone were applying the Quench Fire kata. If the damage is increased to 1d8, then the next round it inflicts 1d6 before going out on its own. Although you can use this power with multi-attacks, you cannot attack the same target with this power more than once per round.
     
    All Fire Element Katas: Duration and range of these katas as per Fire Element Feat unless otherwise noted in description.
     
    Breath of the Dragon Kata: Fire element is all about breath control. You take a deep breath to inhale and center your thoughts and while in this kata you gain your Wisdom bonus to your damage rolls in addition to the charisma modifier. For the duration of the form (1 round per chakra level), you do not need to breathe. Upon ending this form, you are considered to be fatigued. The form must last for its full normal length for this effect to occur. You may choose to end this form's duration prematurely. You also gain cold resistance 10 while in this form.
     

    Deflect Attack Kata: You can knock arrows and other projectiles off course, preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

     

    Deflect Element Kata: You can attempt to negate a ranged element master attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with a element master attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged bending attack counts as an immediate action and requires you to make an opposed check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level)

     

    Explosion Kata: The target of this attack must make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone. The duration of this power is instantaneous.

     

    Fire Blast Kata: Your fire attacks can inflict lethal damage and you can make a ranged attack with a range of 10’ increments per chakra level as a jet of fire bolts out from your hand at the target. Whenever you would be granted a ranged attack, you may use a Fire Blast instead, including as part of a full attack action, with multi-attacks, or Katas like Shot on the Run. Each blast deals 1d6 fire damage per chakra level plus charisma modifier.

     

    Fire Spin Kata: As a standard action, you twirl fire around you, exploding in a circular 10’ burst. Creatures within the area must make a Reflex save or take 1d6 fire damage per chakra level plus charisma modifier. Subjects that fail their save catch on fire; those that succeed take half damage and do not ignite. This does not affect friendly creatures of your choice.

     

    Fire Flight Kata: This power allows you to blow yourself up into flight with a speed of 10’ times your chakra level. This stunt is activated as a movement power. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while in flight the DC is increased by 10.

     

    Fire Kick Kata: Prerequisite Fire Blast Kata. By using a series of quick kicks to propel your Fire Blast, you can greatly increase the range of Fire Blast to double its normal distance.

     
    Fire Punch Kata: You can generate fire and apply the damage to a unarmed melee attack. A blast deals 1d6 fire damage per half chakra level plus any unarmed melee attack damage. The fire element master can channel his punch through his unarmed strike, dealing Fire Punch damage inaddition to unarmed strike damage for each blow and may be added to elemental first damage. A firebender must make a successful melee attack in order to channel his Fire Punch.
     

    Fire Sweep Kata: Prerequisite Fire Blast Kata. You can use a high, aggressive spinning kick to create a 15’ cone of fire, affecting all creatures and objects therein with his Fire Blast damage. Creatures within this area take half damage on a successful Reflex Save.

     

    Fire Whip Kata: You are able to create a whip-like weapon out of fire. You may, as a move action that does not provoke an attack of opportunity, create a thick tendril of fire that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The Fire Whip has all the features of a normal whip for your size category except that it deals lethal damage on a successful hit regardless of a target's armor, only has a 10’ reach, is a light weapon, and threatens its area. The Fire Whip has 0 hardness, HP equal to twice your chakra level, and has fast healing equal to your chakra level. It lasts until it is destroyed or you let go of it. Additionally, you may apply precision-based damage to attacks with a fire whip and treat it as a normal whip for purposes of weapon-based Katas plus charisma modifier. You gain an additional bonus of +2/ 5 chakra levels towards attack modifier, damage modifier, and CMB when making use of a fire whip. You can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the by making a concentration check of (1d20 + chakra level vs. DC = 11 + 5 with additional +5 per step) The whip can also be extended an additional 5 feet by increasing the DC by +10.

     

    Heat Control Kata: This stance initiates two different forms. You focus on an object, construct or elemental within range, as a standard action, superheating it at a range of 30’. The subject takes 1d4 fire damage; this damage is not halved. If anyone is touching the subject, they themselves take 1d4 fire damage as well. A successful Fortitude save halves the damage that touching creatures take; they may opt to make a Reflex save instead to negate the damage by letting go of the object. If the subject has a relatively low melting point (like ice), it takes double damage and touching objects take no damage.

     

    Heatwave Kata: You can, as a standard action, chose to decrease any attack you makes damage dice used in the attack, but target (even if you fail to hit anyone) becomes intensely and overpoweringly hot. Anyone who ends their turn in such a square (or passes through the square, if applied to a standing fire) becomes sickened for 1 round per chakra level if they fail their Fortitude save.

     

    Intensify Fire Kata: You increase the damage of any existing fire to the next larger die (1d6 becomes 1d8 and so forth).

     

    Lightning Mastery: Prerequisite: This may only be taken at 13th level. You may use electrical damage in place of your fire damage in your fire katas. You may also create a stroke of lightning that involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. A fire element master can take a full-round action to complete a complicated series of motions to separate the two energies and releases the contained energy in the form of a lightning bolt dealing 2d6 electricity damage per chakra level plus charisma bonus to all in a line 10’ per chakra level. Additionally, lightning generated by is empowered, dealing half again (1.5 times) the amount of damage presented by the dice. The targets are allowed a Reflex save for half damage. This kata is an extreme risk to the element master. To accomplish the damage to the target, the master must make the a concentration check at (DC = 10 + the target’s Will save) success allows the element master to combine the energies, failure results in the element master exploding the energy in a ball of internal fire causing half the damage (No save) and the inability to attempt this kata on the same target more than once a day.
     

    Quench Fire Kata: You decrease the damage of any existing fire to the next smaller die. A fire reduced below 1d4 is extinguished.

     

    Resist Fire Kata: You gain a bonus to saving throws against fire attacks equal to your chakra level. The duration of this stunt is permanent and the range is you.

     

    Wall of Flames Kata: As a standard action, you create a barrier of opaque sheet of flame up to 5 ft. long per chakra level or a ring of fire with a radius of up to 5 ft./two chakra levels; either form 20 ft. high.  Its duration depends on constant concentration or 1 round/chakra level. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per chakra level to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.) A wall of flames can be extinguished by cold damage. A concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping the wall up the DC is increased by 10.

    Water Element Master

    Change. Not making it, but experiencing it and doing something with it. The seas are inconstant as the moon, and in that, water element masters have found solidity. A swaying balance that moves the world.

     
    'Water' Element Feat

    You can manipulate water to your will. Since there is always moisture in the air, this power includes the ability to create ice seemingly from nowhere.

    Duration: Instantaneous

    Range: 10 ft. per your chakra level

    Effect: You sharply lower the air temperature around your target, inflicting non-lethal cold damage equal to 2d4+ 1d4 points per your chakra level plus charisma modifier. The target of this attack may make a Fortitude saving throw to reduce the damage by one-half (DC 10 + chakra level + cha mod). The target of this attack must also make a Fortitude saving throw (DC 10 + chakra level + cha mod) or have his movement speed reduced by half for one-minute. If this saving throw is failed your target also suffers a –4 penalty to all Dexterity based skills for the same time period. Although you can use this power with multi-attacks, you cannot attack the same target with this power more than once per round.

    All Water Element Katas: Duration and range of these katas as per Water Element Feat unless otherwise noted in description.
     
    Bend Plants Kata: Plants contain water as water vapor of the same size (an eighth that of a cube of water) and you may cause tall grass, weeds, and other plants to wrap around foes in the area of effect of 40-ft radius within 5’ times chakra level range or those that enter the area. Creatures that fail their Reflex save (1d20 + Reflex vs. 11 + chakra level) gain the entangled condition. Creatures that make Their Reflex save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the original DC. The entire area of effect is considered difficult terrain while the effect lasts (1 min per chakra level). If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free.
     

    Blood Mastery: Prerequisite: This may only be taken at 13th level. You may use the blood of an individual (including yourself) if injured and openly bleeding as a source of water in your water katas. You may also slow the water contained in an individual and slow the targets movement to a standstill. Exceptionally dry creatures may be unaffected. As a standard action you can cause a subject within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping Bloodbend going the DC is increased by 10. This kata also allows to the master to ‘pull’ the water from the blood causing damage to the target at an extreme risk to the element master. To accomplish the damage to the target, the master must make the a concentration check at (DC = 10 + the target’s Will save) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own blood taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

     

    Capture Kata: You may, as a swift action, attempt to engulf a target in a 5’ sphere of water at a range of 10’ per chakra level. The target must make their Reflex save each round or be trapped in spinning water. The sphere has 0 hardness, 5 HP per Chakra Level. It is impossible to strike the creature inside without also damaging the sphere. The creature cannot breathe while captured, and takes 1d6 damage per 3 chakra Levels every round that it is trapped, no save.

     

    Deflect Attack Kata: You can knock arrows and other projectiles off course, preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

     

    Deflect Bending Kata: You can attempt to negate a ranged bending attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with a bending attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged bending attack counts as an immediate action and requires you to make an opposed bending check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level)

    Entrapping Shards Kata: Prerequisite: Ice Shards Kata. You may use shards of ice with pinpoint accuracy and can pin an opponent to a hard surface. If you succeed in a ranged attack using the Ice Shards, you can initiate a grapple attempt instead of dealing damage. To break free, the victim must make an opposed CMB/CMD check.

     

    Feel the Flow Kata: You gain Tremorsense (30 ft.) in water as a move action. Creatures attempting to hide from you can make a Swim check opposed by your Bending check. (1d20 + Swim vs. 11 + Chakra level)

     

    Healing Water Kata: You may use water’s positive energy to heal wounds, if the target does not wish to be healed, they may attempt a Will save.

    ·         Healing Wounds: You may lay your hands upon a living creature and channel positive energy to them via water as a full round action. You heal them of 1d6 points of damage, plus 2 point per chakra Level. A healed subject is relieved of the fatigue and exhaustion conditions.

    ·         Restore Body: You lay your hands upon a living creature and channel positive energy to them via water, directing it to where it is needed most. You heal the target of two points of ability damage and one point of ability drain, and relieve them of the fatigue and exhaustion conditions. This form only works on a target once per hour.

     

    Ice Ramp/Water Walk Kata: This power allows you to form the water in the air into an ice ramp to slide across with a speed of 10’ per your chakra level. This stunt is activated as a movement power. Water walk: You can move over the surface of water, ice, or snow at the speed indicated with a concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while in motion the DC is increased by 10.

     

    Ice Shards Kata: You may use ice to create shards of small pikes in a 20’ radius for 1 round per chakra level.  With a motion, you can cause powerful spikes to erupt through the surface. You fill the area with protruding spikes, anyone in the area gets a Reflex save (1d20 + reflex vs. DC = 11 + chakra level) to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage plus charisma modifier. Those unconcerned by the spikes use two squares of movement to make it through. Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone. Anyone damaged by a shard loses speed as though they had stepped on a caltrop.

     

    Ice Slick Kata: This power forces a single target to make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone.

     

    Ice Spike Kata: Any of your ice attacks can inflict lethal damage and you can make a ranged attack with a range of 10’ increments per chakra level as a spike of ice jets out from your hands at the target. Whenever you would be granted a ranged attack, you may use an Ice Spike instead, including as part of a full attack action, with multi-attacks, or Katas like Shot on the Run. Each spike deals 1d6 piercing damage plus chakra level plus charisma modifier.

     

    Ice Armor Kata: You gain 1 Damage Reduction against physical attacks equal to one half your chakra level. You suffer double damage from fire-based attacks while using ice armor. The duration of this stunt is indefinite and the range is you.

     

    Manipulate Water Kata: You can manipulate water (liquid, ice, mist).

    ·         Shaping: You manipulate the basic shape of water or ice to look like something else (such as a sculpture), though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate. When you stop concentrating on liquid water, it returns to its natural shape. Sculpted ice has 15 Hardness and 5 Hit Points per inch of thickness. Craft (Weapon) and Craft (Fletching) can be used with Shape Water to make weaponry and ammunition out of ice. This weaponry deals damage as a normal weapon of its kind, +1d4 cold damage, but is extremely brittle Weaponry made out of ice has 10 Hardness and 1 HP. Ammunition and thrown weapons made of ice always break upon usage. Unless the ambient temperature is below freezing, the weaponry becomes useless in ten minutes, faster in hot conditions. One 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.

    ·         Chilling: This Kata includes the ability to change the temperature. You may lower the temperature of one 5’ cube of liquid water to make it icy cold as a standard action with a DC 10 bending check (1d20 + class level). By doing this to the source, water used in any other Kata can deal an additional 1d4 cold. Each additional 5’ cube adds +5 to the bending DC, changing water already of an extreme temperature (a volcanic spring, for example) adds +5 to the DC, and decreasing the bending time to a move action increases the DC by +15. Further increasing the bending time to a swift action increases the base DC by +25.

    ·         Freeze/Melt: This Kata includes the ability to change the temperature and state of water. You may freeze or melt one 5’ cube of liquid water as a standard action with a DC 10 bending check (1d20 + class level).  Going straight from ice to vapor adds +10 to the DC, decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC. For ease of reference, ice has hardness of 0 and 3 hit points per inch of thickness.

     

    Mist Kata: You can break a small amount of water into tiny droplets and spreading them through the air, you learn to make thick fog that obscures vision. You may make a hemisphere of fog anywhere within her bending range with a radius of 10’. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5’ 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 fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This kata does not function underwater. Increasing the radius of the cloud requires an addition of +5 to the bending DC per 5’ increase. A concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping up the mist the DC is increased by 10.

     

    Riptide Kata: You can, as a full round action, begin to change the currents in a 60’ cone in front of you. These currents act like wind of the corresponding strength, at half speed. You may choose to make these currents as strong - or as gentle - as you are capable of controlling. If the currents already present in the area are stronger than you can control, this form fails.

     

    Light DC 0 20 ft.

    Moderate DC 5 45 ft.

    Strong DC 10 70 ft.

    Severe DC 20 110 ft.

    Rapids DC 30 165 ft.

    Riptide DC 40 380 ft.

     

    You can let the reaction force from these strong currents push you backwards, though you must make a Swim check equal to the bending difficulty class to stay afloat. You also must make Concentration checks at the current's DC in order to not lose the form. Benders often use this ability more comfortably from boat or ship decks to propel the craft along, or to calm the currents ahead. Watercraft receives a certain percentage of the speed increase based on their size. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while maintaining riptide the DC is increased by 10.

     

    Large or smaller 100%

    Huge 50%

    Gargantuan 25%

    Colossal 15%

     

    One round after you cease to focus on the currents, they begin returning

     

    Rise with the Tides Kata: This kata initiates two different forms.

    ·         Water Spout: As a move action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A Water Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your concentration check exceeds the base DC. A concentration check needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks from spout the DC is increased by 10.

    ·         Column: As a standard action you create a column of ice underneath a single medium creature or object, causing it to rise quickly into the air. The column has a maximum height of 20 ft, plus 5 ft for every 5 by which the bender’s skill check exceeds the base DC. You can lift larger creatures by increasing the DC by 10 for every size category of the increase. You can also lift multiple smaller creatures if they would fit within the space of the largest creature the bender can lift. A creature can make a Reflex save to avoid being lifted, and must make a DC 10 Balance check to remain standing. Creatures and objects take 4d6 damage if they are caught between the column and a hard ceiling, and must make a DC 20 Strength or Escape Artist check in order to move.

     

    Wall of Ice Kata: You create a wall of ice 1 foot thick. The dimensions of this wall are up to you but the total height and length of the wall cannot exceed 5 feet times your power level. This wall has 5 hit points per your chakra level and opponents must either go around the wall or break through it. Targets on the opposite side of a wall of ice are granted cover (usually complete cover) and cannot be damaged until the wall is destroyed. Walls of ice suffer double damage from fire-based attacks. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while maintaining the wall the DC is increased by 10.

     

    Water Armor Kata: By covering her entire body in a thick layer of liquid water, you gain DR 3/piercing, and +2 to AC (including touch AC) against attacks as a move action.

     

    Water Blast Kata: Often the first offensive ability a water bender learns is to concentrate water into a large bubble in her hands and blast it at great speeds towards her foe. You inflict 1d6 points of lethal damage times your chakra level plus charisma modifier to a single target. The duration of this power is instantaneous. The target of this attack may make a Reflex saving throw to reduce the damage by one half (DC 10 + chakra level + cha mod). Although you can use this power with multi-attacks, you cannot attack the same target with this power more than once per round. You can only use blasts when there is a source of open water within her bending range. Using a Water Blast takes at least one pint of water (one eighth that contained within the average waterskin.

     

    Water Golem Kata: You may create a water elemental from you chakra kata. This is not a summoned creature and is mindless if you drop concentration and will not act. The kata to create this elemental takes a 1 round to complete and the elemental remains for 1 round per chakra level. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You may create a Water Elemental (Small) at 3rd level chakra, a medium at 5th level, a large at 6th, a huge at 7th, and a greater at 8th

     

    Water/Ice Shield Kata: This kata initiates two different forms.

    ·         Ice Disk: You can, as a standard action, create a thin but sturdy, tower shield sized mobile disk of ice in front of you. This disk grants you a +4 shield bonus to Armor Class, and does not impose an armor check penalty. You can maintain this shield in effect as a move action.

    ·         Aqua Shell: You create a 10’ radius dome or sphere of water around your body, allowing for 360° protection. You do not receive the +4 shield AC bonus, but attacks going through the water from either direction suffer from concealment due to the shifting, spinning water, and the water acts as a curtain for purposes of blocking line of effect. However, any creature can simply push through the water and enter. You can maintain this shield in effect as a move action.

     

    Water Tentacle Kata: You create a 5’ long tentacle of water in the targeted square as a full round action. This tentacle is a Medium sized object with 0 hardness, HP equal to twice your chakra level, and has fast healing equal to your chakra level. The tentacle has a single Slam attack that deals 1d8 damage plus chakra level plus charisma modifier, with a Strength score equal to your Wisdom score, and with a base attack bonus equal to your element master base attack bonus. It has no other ability scores. It has no move speed, and uses your saves when necessary. It also can make trip and disarm attacks, gaining the benefit of any related Katas you possess. Maintaining the form and directing tentacles to attack is a full-round action. For every round past the third that you maintain this form, you take a -1 cumulative penalty to all bending checks as the water becomes more and more difficult to maneuver.

     

    Water Whip Kata: You are able to create a whip-like weapon out of water. You may, as a move action that does not provoke an attack of opportunity, create a thick tendril of water that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The Water Whip has all the features of a normal whip for your size category except that it deals lethal damage plus charisma modifier on a successful hit regardless of a target's armor, only has a 10’ reach, is a light weapon, and threatens its area. The Water Whip has 0 hardness, HP equal to twice your chakra level, and has fast healing equal to your chakra level. It lasts until it is destroyed or you let go of it. Additionally, you may apply precision-based damage to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats. You gain an additional bonus of +2/ 5 chakra levels towards attack modifier, damage modifier, and CMB when making use of a water whip. You can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the by making a bending check of (1d20 + chakra level vs. DC = 11 + 5 with additional +5 per step) The whip can also be extended an additional 5 feet by increasing the bending DC by +10.

     

    Water Wave Kata: You create, as a full round action, a giant, fast-moving tidal wave up to 60’ in range and 5’ wide per chakra level. You pick any mass of water within range and send it crashing forward 5’ per Chakra Level; even if the wave extends past your control or enters an anti-magic field, it keeps going due to momentum. Wave can make two 45° turns, but no more. Wave initiates a bull rush with every creature it runs into, using your Wisdom score in place of a Strength score plus chakra level, and is considered to be a large creature; if the wave fails the bull rush and the target creature is smaller than it, it is considered to have overrun the creature instead. If the targeted creature was the same size category as the wave or larger, the wave stops there. If Wave runs into a friendly creature (including you), you may opt to let them ride the wave at its crest until the wave ends, where they will be gently set down. All creatures and objects hit by the wave take 1d6 points of bludgeoning damage. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while maintaining the wave the DC is increased by 10.

     

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