Bender

Benders are living channels for elemental matter and energy, allowing them to manipulate the world around them by drawing upon inner reserves from their own bodies. Bending is often simply passed from parent to child, but may also awaken in a bloodline of a previous bender family, even to a child of two non-bending parents. Benders only ever have the ability to manipulate one element at a time. A child of a fire and earth bender could have one or the other, neither, or even a bending element that an ancestor had.

Role: Benders generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their bending for a variety of situations. Benders generally study with other benders with similar abilities, travel alone or with like-minded individuals to experience new techniques, or seek out powerful masters to teach them new abilities.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 1d6 × 10 gp (average 35 gp).

Class Skills: The bender's class skills are Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha). Benders also gain additional class skills based on their element.

Skill Ranks per Level: 2 + Int modifier.

Table: Bender

Class Features: The following are the class features of the bender.

Weapon and Armor Proficiency: A bender is proficient with all simple weapons, as well as with light armor, but not with shields.

Element (Su): At 1st level, a bender chooses to focus primarily in air, earth, fire, or water. Her choice of element determines how she accesses the raw power of nature, and it grants her access to wild talents and additional class skills. This choice is a permanent decision which cannot be changed. More extensive details of the elements are outlined below.

Bending Blast (Sp): At 1st level, a bender chooses one of her element's simple blast wild talents. The bender can unleash her blast at a range of 30 feet at will. A blast requires at least one hand free to aim the blast.

All damage from a blast is treated as magic for the purpose of bypassing damage reduction. By using wild talents called infusions, a bender can alter her blast to suit her whims. Substance infusions alter a blast's inner nature to cause an additional effect, while form infusions change the outer nature of the blast, causing it to manifest in a completely different way. You can use any of the blast wild talents you know in conjunction with no more than one associated form infusion and no more than one associated substance infusion at a time.

Wild Talent: At 1st level, a bender gains a wild talent from the list of options available based on her elemental focus and her bender level. Wild talents are typically spell-like abilities.

All wild talents have a required bender level, and most have an effective spell level. However, blast and defense wild talents are always considered to be a spell of a level equal to half the bender's level (maximum 9th level at level 18). A bender cannot normally select blast or defense wild talents when she gains a new talent.

Unless otherwise noted, a wild talent's DC is determined using the bender's Constitution modifier, for a DC of 10 + the talent's effective spell level + the bender's Constitution modifier. The bender uses her Constitution modifier on all concentration checks for wild talents.

A bender can select only wild talents that match her element, or universal wild talents. At 6th and 10th, and 16th levels, a bender can replace one of her wild talents with another talent of the same level. She can't replace a talent that she used to qualify for another of her wild talents.

Burn (Ex): At 1st level, a bender can overexert herself to channel more power than normal, pushing past the boundaries that are safe for her body. Some of her wild talents offer her the option to accept burn in exchange for a greater effect. For each point of burn she accepts, a bender suffers one point of nonlethal damage per character level. This damage cannot be removed by any means without a full night's rest. A full night's rest removes all burn and all associated nonlethal damage. A bender incapable of suffering nonlethal damage cannot accept burn, and a bender can't choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A bender can never choose to accept burn if it would put her total points of burn over her Constitution modifier + 3, though she can be forced to accept more burn from a source outside her control.

If she has both hands free, as a move action, a bender can visibly gather energy or elemental matter around her, allowing her to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If she takes any damage while gathering power and before the bending blast that releases it, she must make a concentration check (DC = 10 + damage dealt + effective spell level of her blast) or lose the energy in a wild surge that deals her 1 point of burn.

Elemental Defense (Su): At 2nd level, a bender gains her element’s defense wild talent.

Feel the Burn (Ex): At 3rd level, a bender’s body surges with energy from her chosen element when she accepts burn. In addition, she receives a bonus on all attack and damage rolls with her bending blast equal to the total number of points of burn she is currently suffering, to a maximum of +1 for every 3 bender levels.

Infusion Specialization (Ex): At 5th level and every 3 levels thereafter, a bender chooses either form or substance infusions. She reduces the burn cost of whichever type of infusion she selects by 1 point (to a minimum of 0 points).

Metakinesis (Su): At 5th level, a bender gains the ability to alter her bending blast by accepting burn. By accepting 1 point of burn, she can affect her blast as if using Empower Spell-like Ability. At 9th level, by accepting 2 points of burn, she can affect her blast as if using Maximize Spell-like Ability. At 13th level, by accepting 3 points of burn, she can affect her blast as if using Quicken Spell-like Ability.

Composite Specialization (Su): At 15th level, a bender becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point. This cannot reduce the cost of a composite blast below 0 points.

Elements:

A bender can choose from among the following elements. All benders can select universal wild talents.

Air Benders:

Benders who focus on the element of air are called air benders. Air benders control the flow of air or currents of wind, and they often specialize in mobility and range over raw power.

Class Skills: An air bender adds Fly and Knowledge (nature) to her list of class skills.

Simple Blasts: An air bender has access to the following simple blast.

Air Blast (Sp): You batter a single foe with a gust of air as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6 + 1 + your Constitution modifier. This damage increases by 1d6 + 1 for every 2 bender levels you possess beyond 1st. Spell resistance does not apply.

Defense: An air bender has access to the following defense talent.

Enveloping Winds (Su): As an immediate action, you surround yourself with a whirling torrent of air to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. This miss chance increases by 5% for every 5 bender levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time you recover your burn. You can continue to accept points of burn to increase the miss chance further, to a maximum of 75%. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Wild Talents: 1st—Air Cushion, Air’s Reach, Pressurized Blast Infusion; 6th—Engulfing Winds, Magnetic Infusion, Torrent, Windsight, Wings of Air; 10th—Chain Lightning, Cyclone, Wind Manipulator

Earth Benders:

Benders who focus on the element of earth are called earth benders. Earth benders manipulate the earth itself, and they are masters of defensive techniques. An earth bender must have access to at least 5 pounds of dirt or stone (but not metal), which can generally be provided by the ground itself. Worked earth, such as clay and bricks, may be used freely.

Class Skills: An earth bender adds Climb and Knowledge (dungeoneering) to her list of class skills.

' Simple Blasts: An earth bender has access to the following simple blast talent.

Earth Blast (Sp): You shape earth into clumps or jagged shards and send it flying at a foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning, piercing, or slashing damage equal to 1d6 + 1 + your Constitution modifier. This damage increases by 1d6 + 1 for every 2 bender levels you possess beyond 1st. Spell resistance does not apply.

Defense: An earth bender has access to the following defense wild talent.

Flesh of Stone (Su): As an immediate action, you can protect yourself with a layer of earth and stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 bender levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time you recover burn, to a maximum DR equal to your bender level. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Wild Talents: 1st—Elemental Cover, Pushing Infusion; 6th—Earth Climb, Entangling Infusion, Impale, Jagged Flesh, Magnetic Infusion, Move Earth, Rare Metal Infusion, Tremorsense; 10th—Earth Glide

Fire Benders:

Benders who focus on the element of fire are called fire benders. Fire benders wield elemental fire as a potent weapon, and they possess powerful offensive techniques.

Class Skills: A fire bender adds Escape Artist and Knowledge (engineering) to her list of class skills.

Simple Blasts: A fire bender has access to the following simple blast talents.

Fire Blast (Sp): You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 bender levels you possess beyond 1st. Spell resistance applies.

Lightning Blast (Sp): You shoot an arc of electricity to shock a single foe as a ranged touch attack. If you hit, the target suffers an amount of electricity damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 bender levels beyond 1st. Spell resistance applies. You must first be able to use Fire Blast before selecting Lightning Blast.

Defense: A fire bender has access to the following defense wild talent.

Searing Flesh (Su): As an immediate action, your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature suffers 1d6 points of fire damage (Reflex negates). A creature in a grapple with you takes this damage at the end of its turn each round without a save. This damage increases to 1d8 at 7th level, and 2d6 at 12th level. By accepting 1 point of burn, you can increase the damage dice by one step until the next time you recover burn. This effect stacks with itself up to 4 times, to a maximum of 12d6 at level 17. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Wild Talents: 1st—Burning Infusion, Fire Sculptor; 6th—Firesight, Flame Jet; 10th—Flame Jet (Greater), Flame Shield, Trail of Flames

Water Benders:

Benders who focus on the element of water are called water benders. Water benders master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. A water bender must have access to at least 5 pounds of water, which can generally be provided by puddles on the ground or in an easily accessible side-pouch such as a waterskin. Unclean, toxic, or poisonous water may be utilized, but the process of doing so extracts only pure water and removes any additional properties.

Class Skills: A water bender adds Knowledge (nature) and Swim to her list of class skills.

Simple Blasts: A water bender can choose between the following simple blast wild talents.

Cold Blast (Sp): You emit a beam of utter cold to freeze a single foe as a ranged touch attack. If you hit, the target suffers an amount of cold damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 bender levels you possess beyond 1st. Spell resistance applies.

Water Blast (Sp): You slam a single foe with a stream of water as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6 + 1 + your Constitution modifier. This damage increases by 1d6 + 1 for every 2 bender levels you possess beyond 1st. Spell resistance does not apply.

Defense: A water bender has access to the following defense wild talent.

Shroud of Water (Su): As an immediate action, you surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 bender levels beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time you recover burn. This increase stacks with multiple uses, but can never cause the bonus to rise by more than 50% of its starting value. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Wild Talents: 1st—Icewalker, Elemental Cover, Energy Healer, Pressurized Blast Infusion, Slick; 6th—Entangling Infusion, Impale, Torrent, Water Manipulator, Waterdancer, Watersense; 10th—Chilling Infusion, Ice Path, Shimmering Mirage, Spray, Waterdancer (Greater)

Universal:

The following wild talents are available to all benders.

Wild Talents: 1st—Extended Range, Elemental Blade, Elemental Fist; 6th—Extreme Range, Elemental Whip, Snaking; 7th—Expanded Defense, Expanded Element; 10th—Elemental Form, Ride the Blast, Spark of Life

Wild Talents: Bender's wild talents shape the way they can use their bending to manipulate themselves and the world around them. Many wild talents are spell-like abilities. Wild talents generally list information about the talent, such as the amount of burn suffered or any prerequisites. A listed level on the talent indicates its effective spell level for the purposes of dispel and other effects.

Infusions: Infusions allow a bender to alter her bending blast to suit her whims. Form infusions change the way the blast is delivered, and substance infusions add an extra effect to the blast.

Air Infusions:

Cyclone:
 * Type form infusion; Level 6; Burn 3
 * Prerequisites bender level 10th
 * Associated Blasts air, blizzard, sandstorm, thunderstorm
 * Saving Throw Reflex half
 * You center yourself at the eye of a circular rush of wind. All creatures and unattended objects within a 20-foot-radius burst centered on you take half your blast’s normal damage. The saving throw DC is Dexterity-based.

Magnetic Infusion:
 * Type substance infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts electricity, metal, plasma, thunderstorm
 * Saving Throw none
 * Your bending blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks with metal weapons (including metal bending blasts) receive a +4 bonus on attack rolls against that foe until the end of your next turn, and the foe receives a –4 penalty on Reflex saves to avoid metallic objects (such as that granted by blade barrier).

Pressurized Blast Infusion:
 * Type substance infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts air, blizzard, sandstorm, steam, thunderstorm, water
 * Saving Throw none
 * You build up air or water inside yourself and then release it with increased pressure. Make a Bull Rush combat maneuver attempt against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier. This infusion can push a foe back by a maximum of 5 feet. You cannot use this infusion with a form infusion that causes your bending blast to lack a clear direction to push.

Torrent:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts air, blizzard, mud, sandstorm, thunderstorm, water
 * Saving Throw Reflex half
 * You send forth your bending blast in a sweeping torrent, buffeting all foes in a line. You deal half your blast damage to all creatures and objects in a 30-foot line. The saving throw DC is Dexterity-based.

Earth Infusions:

Entangling Infusion:
 * Type substance infusion; Level 4; Burn 2
 * Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
 * Saving Throw Reflex negates
 * Your bending blast surrounds your foes in elemental matter, impeding their movements. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with an Escape Artist check or Strength check (with the same DC as your bending blast) or by dealing twice your bender level in damage to the entangling matter (it has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Impale:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts earth, ice, metal
 * Saving Throw none
 * You extend a long sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm only against the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike failed to penetrate and the infused blast does not continue. An infused blast can even penetrate solid barriers, but in that case it must deal enough damage to destroy the barrier in order to continue through. When using this infusion with earth or metal blasts, you must choose to deal piercing damage.

Magnetic Infusion:
 * Type substance infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts charged water, electricity, metal, plasma, thunderstorm
 * Saving Throw none
 * Your bending blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks with metal weapons (including metal bending blasts) receive a +4 bonus on attack rolls against that foe until the end of your next turn, and the foe receives a –4 penalty on Reflex saves to avoid metallic objects (such as that granted by blade barrier).

Pushing Infusion:
 * Type substance infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts earth, magma, metal, mud
 * Saving Throw none
 * The sheer mass and momentum of your bending blast knock the target back. Make a Bull Rush combat maneuver attempt against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier. This infusion can push a foe back by a maximum of 5 feet.

Rare Metal Infusion:
 * Type substance infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts metal
 * Saving Throw none
 * When you draw forth metal for your bending blast, you can control the properties of the metal, allowing your blast to bypass damage reduction as if it was your choice of cold iron, silver, or adamantine. If your target has an unusual damage reduction that could be overcome with the correct type of metal, such as gold, you can also select that metal for this purpose.

Fire Infusions:

Burning Infusion:
 * Type substance infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts blue flame, fire, plasma
 * Saving Throw Reflex negates
 * Your bending blast ignites your foes. Whenever an infused blast deals fire damage to a foe, that foe catches on fire. Foes that are on fire take 1d6 points of fire damage each round until they put out the flames.

Chain Lightning:
 * Type form infusion; Level 6; Burn 3
 * Prerequisites bender level 10th
 * Associated Blasts lightning
 * Saving Throw none
 * Your lightning blast leaps from target to target. When you hit a target with your infused blast, you can continue the chain by making a ranged touch attack against an additional target that is within 30 feet of the first. The blast originates from the previous target, which could alter cover and other conditions. Each additional target suffers 1d6 less damage than the last (for example, 3d6 becomes 2d6), and you cannot chain back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.

Water Infusions:

Chilling Infusion:
 * Type substance infusion; Level 6; Burn 3
 * Prerequisites bender level 10th
 * Associated Blasts blizzard, cold, ice
 * Saving Throw Fortitude negates
 * Your bending blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.

Entangling Infusion:
 * Type substance infusion; Level 4; Burn 2
 * Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
 * Saving Throw Reflex negates
 * Your bending blast surrounds your foes in elemental matter, impeding their movements. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with an Escape Artist check or Strength check (with the same DC as your bending blast) or by dealing twice your bender level in damage to the entangling matter (it has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Impale:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts earth, ice, metal
 * Saving Throw none
 * You extend a long sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm only against the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike failed to penetrate and the infused blast does not continue. An infused blast can even penetrate solid barriers, but in that case it must deal enough damage to destroy the barrier in order to continue through.

Pressurized Blast Infusion:
 * Type substance infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts air, blizzard, sandstorm, steam, thunderstorm, water
 * Saving Throw none
 * You build up air or water inside yourself and then release it with increased pressure. Make a Bull Rush combat maneuver attempt against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier. This infusion can push a foe back by a maximum of 5 feet. You cannot use this infusion with a form infusion that causes your bending blast to lack a clear direction to push.

Spray:
 * Type form infusion; Level 6; Burn 3
 * Prerequisites bender level 10th
 * Associated Blasts water
 * Saving Throw Reflex half
 * Instead of focusing at a single target, you diffuse your bending blast to spray forward in all directions. All creatures and objects in a 30-foot cone suffer half your blast damage. The saving throw DC is Dexterity-based.

Torrent:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th
 * Associated Blasts air, blizzard, charged water, mud, sandstorm, thunderstorm, water
 * Saving Throw Reflex half
 * You send forth your bending blast in a sweeping torrent, buffeting all foes in a line. You deal half your blast damage to all creatures and objects in a 30-foot line. The saving throw DC is Dexterity-based.

Universal Infusions:

Elemental Blade:
 * Type form infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts any
 * Saving Throw none
 * You form a weapon using your bending. You create a non-reach one-handed or light weapon in your hands formed of pure energy or elemental matter. Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, which deals your bending blast damage on each hit (applying any modifiers to your bending blast’s damage, including your Constitution modifier or half your Constitution modifier as normal, but not your Strength modifier), and disappears at the end of your turn. The weapon deals the same damage type that your bending blast deals, and it interacts with AC and spell resistance as normal for a blast of its type.

Elemental Fist:
 * Type form infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts any
 * Saving Throw none
 * You surround your body with energy or elemental matter from your bending. Use this form infusion as part of an attack action or full-attack action to add 1d6 points of damage of your bending blast’s damage type per 3 dice of your bending blast’s damage (minimum 1d6) to each of your natural attacks and unarmed strikes until the beginning of your next turn. This extra damage ignores spell resistance and does not apply any modifiers to your bending blast’s damage, such as your Constitution modifier.

Elemental Whip:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th, elemental blade
 * Associated Blasts any
 * Saving Throw none
 * You form a long tendril of energy or elemental matter using your bending. This functions as elemental blade but extends your reach as if it was a reach weapon appropriate for your size. Unlike most reach weapons, the elemental whip can also attack nearby creatures. The elemental whip disappears at the beginning of your next turn, and in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal your bending blast’s damage.

Extended Range:
 * Type form infusion; Level 1; Burn 1
 * Prerequisites bender level 1st
 * Associated Blasts any
 * Saving Throw none
 * Your bending blast can strike any target within 120 feet, rather than 30 feet.

Extreme Range:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th, extended range
 * Associated Blasts any
 * Saving Throw none
 * Your bending blast can strike any target within 480 feet, rather than 30 feet.

Snaking:
 * Type form infusion; Level 4; Burn 2
 * Prerequisites bender level 6th, extended range
 * Associated Blasts any
 * Saving Throw none
 * You have fine control over your bending blast, allowing you to alter its path to avoid obstacles in the way. You can trace out any path for your blast, so long as the path is no longer than 120 feet, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see, such as around corners.

Other Wild Talents: These wild talents allow the bender to manipulate her element to create a variety of useful effects. This generally involves movement, detection, or other forms of out-of-combat utilization of elements.

Other Air Talents:

Air Cushion:
 * Type Sp; Level 1; Burn 0
 * Prerequisites bender level 1st
 * You can cushion a fall from any height using your control of air. You are constantly under the effects of feather fall. If this effect is dispelled, you can call it forth again as a standard action.

Air's Reach:
 * Type Su; Level 1; Burn 0
 * Prerequisites bender level 1st
 * When using air blasts or wild talents, or composite blasts that include air, double your effective range. This effect applies after altering the range due to effects like the extended range form infusion. This doubles only the effective range, not the area of effect for wild talents like cyclone.

Engulfing Winds:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You bend the winds enveloping you into a formidable barrier against ranged attacks. Until the beginning of your next turn, you lose the benefits of enveloping winds, but you can create a wind wall as the spell. You can extend the wall’s duration to 1 round per bender level you possess by accepting 1 point of burn.

Wild Manipulator:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th, engulfing winds
 * You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change only remains for as long as you continue to spend a standard action to concentrate on this effect. If you accept 1 point of burn, you can extend the duration to 10 minutes per level.

Windsight:
 * Type Su; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.

Wings of Air:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th, air cushion
 * The air itself bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

Other Earth Talents:

Earth Climb:
 * Type Su; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You use your connection to earth to effortlessly climb across it. You gain a climb speed equal to your base land speed when climbing stone or earthen surfaces.

Earth Glide:
 * Type Su; Level 6; Burn 0
 * Prerequisites bender level 10th, earth climb
 * You can walk through earth without leaving a trace behind. You gain a burrow speed through stone or earthen surfaces equal to your base land speed, as an earth elemental’s earth glide ability.

Jagged Flesh:
 * Type Sp; Level 4; Burn 1
 * Prerequisites bender level 6th
 * You push jagged chunks of rock forth from your elemental armor. Until the next time you recover burn, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though it is unlikely to penetrate the weapon’s hardness.

Elemental Cover:
 * Type Sp; Level 1; Burn 0
 * Prerequisites bender level 1st
 * You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. Water and ice are translucent, but earth, metal, mud, and the like are opaque and block line of sight as well. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0 and 2 hit points per bender level you possess.

Move Earth:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th, elemental cover
 * Saving Throw see text; Spell Resistance no
 * As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.

Tremorsense:
 * Type Su; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You can spend a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you can physically touch. While benefiting from this tremorsense, your earth blasts and advanced blasts with earth components do not suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

Other Fire Talents:

Fire Sculptor:
 * Type Sp; Level 1; Burn 0
 * Prerequisites bender level 1st
 * You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per bender level you possess to any square contiguous to that fire. For instance, a 4th-level bender could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it, so on the following rounds, it may reignite the areas from which you moved the flames.

Firesight:
 * Type Su; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You can see through flames (including wall of fire) and smoke (such as from pyrotechnics) as if they were transparent. Creatures on fire and creatures with the fire subtype do not benefit from concealment or total concealment against you.

Flame Jet:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air (any movement upward costs double). If you end your turn mid-air, you begin falling on your next turn unless you use flame jet again.

Flame Jet, Greater:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th, flame jet
 * You can use flame jet as a move action and can emanate a mild jet of flame below yourself, allowing you to hover without spending an action.

Flame Shield:
 * Type Sp; Level 6; Burn 1
 * Prerequisites bender level 10th
 * You surge energy into the aura of heat surrounding you, and it bursts into violent flames. Flickering flames surround you until the next time you recover burn. While your searing flesh is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to half your bender level unless it is using a reach weapon. If the creature also fails its save against your searing flesh, the damage stacks, applying fire resistance only once. You also gain the protection from cold of a warm fire shield, but a cold attack that would deal an amount of damage equal to twice your bender level before applying the protection freezes away your flame shield after applying the protection, ending the flame shield early.

Trail of Flames:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th
 * Saving Throw none; Spell Resistance yes
 * When you take the withdraw or run action, you can choose to leave behind a wall of fire in all squares you exit that lasts for 1 round.

Other Water Talents:

Ice Path:
 * Type Su; Level 6; Burn 0
 * Prerequisites bender level 10th, icewalker
 * You freeze water vapor in the air, allowing you to travel above the ground. You gain an effect equivalent to air walk by walking along the ice you form, leaving a path of ice behind you that lasts for 1 round before it melts. You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness. This includes areas under the effects of the slick wild talent. You are immune to seasickness.

Elemental Cover:
 * Type Sp; Level 1; Burn 0
 * Prerequisites bender level 1st
 * You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. Water and ice are translucent, but earth, metal, mud, and the like are opaque and block line of sight as well. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0 and 2 hit points per bender level you possess.

Energy Healer:
 * Type Sp; Level 1; Burn 1; see text
 * Prerequisites bender level 1st
 * Saving Throw none; Spell Resistance yes
 * With a touch, you can heal a willing living creature for an amount equal to your bending blast’s damage. Instead of paying the burn cost, you can cause the recipient to take 1 point of burn. If you choose to do so, the recipient suffers 1 point of nonlethal damage per Hit Die he possesses that cannot be recovered by any means until he takes a full night’s rest.

Shimmering Mirage:
 * Type Sp; Level 6; Burn 1
 * Prerequisites bender level 10th
 * You cause the watery shroud surrounding you to bend light and form a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time you recover burn.

Slick:
 * Type Sp; Level 1; Burn 0
 * Prerequisites bender level 1st
 * Saving Throw Reflex negates; Spell Resistance no
 * You call forth slippery water or ice to confound your foes. As a standard action, you can use your slick for any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per bender level you possess.

Water Manipulator:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th, elemental cover
 * Saving Throw none; see text Spell Resistance no
 * While all water benders can move water, you have trained to be able to manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water or move an equivalent amount of water to a different place in range. The water remains where you placed it for as long as you continue to spend a standard action to concentrate on this effect. This wild talent also causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally, unless you accept 1 point of burn to extend the duration and lock the water in its current position for 10 minutes per bender level you possess.

Waterdancer:
 * Type Sp; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You call forth a current of water to increase your speed and allow you to swim with ease, as if constantly under the effects of slipstream. If this effect is dispelled, you can call it forth again as a standard action.

Waterdancer, Greater:
 * Type Su; Level 6; Burn 0
 * Prerequisites bender level 10th, waterdancer
 * You can water walk at will and breathe underwater, and your slashing and bludgeoning attacks don’t suffer the usual underwater penalties.

Watersense:
 * Type Su; Level 4; Burn 0
 * Prerequisites bender level 6th
 * You gain tremorsense 30 feet against anything in contact with the same body of water as you. While benefiting from this tremorsense, your water blasts and advancedblasts with water components do not suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

Other Universal Talents:

Elemental Form:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th
 * You can call forth your element and infuse it into your entire body. You gain elemental qualities of a type of elemental that matches your element as if by casting elemental body I. By accepting 2 points of burn, until the next time you recover burn, whenever you use elemental form, you can instead gain the benefits of elemental body II. When using elemental form, you never gain the earth glide, whirlwind, or vortex abilities.

Ride the Blast:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th
 * Use this wild talent as part of activating a bending blast. You transform yourself into your element or energy and send yourself forth along with your bending blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target for form infusions like chain lightning) or at the center of the burst or spread for form infusions like explosion. This ability does not work with form infusions that involve melee attacks (such as elemental blade) or that use a cone shape (such as spray).

Spark of Life:
 * Type Sp; Level 6; Burn 0
 * Prerequisites bender level 10th
 * You breathe a semblance of life into elemental matter that matches the elements you possess. The elemental matter takes the form of a Medium elemental of the appropriate type as if summoned by summon monster IV with a caster level equal to your bender level, except that the elemental gains the mindless quality. Each round on your turn, you must spend a move action to guide the elemental or it collapses back into its component element, ending the duration early. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for its normal duration without spending move actions each round. At 12th level, you can choose to form a large elemental as if by summon monster V; and at 14th level, you can choose to form a huge elemental as if by summon monster VI.

Advanced Bending Wild Talent (Su): Formed from the mastery of a single element, advanced blasts are the most powerful offense at a bender’s disposal. When selecting this talent, you gain one of your element’s simple blast wild talents that you do not already possess, if any. You also gain one advanced bending blast whose prerequisites you meet. You may take this wild talent a second time at level 15, taking another advanced bending blast, if applicable. This talent is not available for air benders.

Prerequisites bender level 7th.

Earth:

Magma Blast:
 * Level —; Burn 2
 * Spell Resistance no
 * You use intense pressure and speed to superheat the earth into a flow of magma and slam a single foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6+1 + your Constitution modifier as well as 1d6 + 1 points of fire damage. The bludgeoning and fire damage each increase by 1d6 + 1 for every 2 bender levels you possess beyond 1st.

Metal Blast:
 * Level —; Burn 2
 * Spell Resistance no
 * You shape metal into clumps, shards, or blades and send it flying at a single foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning, piercing, or slashing damage equal to 2d6 + 2 + your Constitution modifier. This damage increases by 2d6 + 2 for every 2 bender levels you possess beyond 1st. As with earth bending, you must have at least 5 pounds of metal available to use, which can be raw ore or worked metal. While the type of metal and special properties are always ignored, certain types of especially pure metal (such as silver, platinum, mithral, and adamantine) cannot be manipulated, subject to GM approval.

Fire:

Blue Flame Blast:
 * Level —; Burn 2
 * Spell Resistance yes
 * You unleash a concentrated blast of intense blue flame to incinerate a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 2d6 + 1/2 your Constitution modifier. This damage increases by 2d6 for every 2 bender levels you possess beyond 1st.

Combustion Blast:
 * Level —; Burn 2
 * Spell Resistance no
 * You launch a narrow blast of fire which is then superheated into plasma just before it strikes a single foe as a ranged attack, causing a localized explosion. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6 + 1 + your Constitution modifier as well as 1d6 + 1 points of fire damage. The bludgeoning and fire damage each increase by 1d6 + 1 for every 2 bender levels you possess beyond 1st.

Water:

Ice Blast:
 * Level —; Burn 2
 * Spell Resistance no
 * You shoot a chilling icicle to stab a single foe as a ranged attack. If you hit, the target suffers an amount of piercing damage equal to 1d6 + 1 + your Constitution modifier as well as 1d6 + 1 points of cold damage. The piercing damage and the cold damage each increase by 1d6 + 1 for every 2 bender levels you possess beyond 1st.