Cleric of the Moon

Lang Fei's page

2,426 posts. Alias of Edward Sobel.


Full Name

lang Fei

Race

human

Classes/Levels

monk 16

Gender

male

Size

small

Age

12

Alignment

LG

Languages

Common, Auran

Strength 11
Dexterity 30
Constitution 12
Intelligence 14
Wisdom 24
Charisma 20

About Lang Fei

Lang Fei

character stats:

Lang Fei
Male Human (Tian-Min) Monk (Elelment Master - Air)) 16
LG Small Humanoid (human) Fey Touched
Init +10; Senses Perception +26

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Defense
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AC 39, touch 39, flat-footed 27 (+10 Dex, +1 size, +7 Wis, +4 Monk, +7 dodge)
hp 144 (16d8+16)
Fort +11, Ref +20, Will +17
Damage Reduction 8/cold iron, 5/magic and evil
Fight defensively -1/+4
total defense +7 dodge to AC
Resistances Fire/Acid/Cold/Electricity/Sonic - 5

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Offense
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Speed 50 ft, Fly 80 ft
Melee Unarmed strike +24/+19/+14 (1d10+4/x2)(attacks are magic, lawful, good, adamantine, cold iron)
. . Quarterstaff +22/+17 (1d6+3/x2)
Ranged Air Punch Kata +24/+19/+14 (touch) (4d6+8/x2/range 80')(can use with flurry)

Special Attacks flurry of blows +26/+26/+21/+21/+10/+11/+11

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Statistics
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Str 11, Dex 30, Con 12, Int 14, Wis 24, Cha 20
Base Atk +12; CMB +12; CMD 39

Feats Air Element feat, Child of the wind, Sacred Vow, Dodge, Intuitive Attack, Crane Style, Agile Defense, Crane Wing, Extra ki, Crane Riposte, Combat Reflexes, Stunning Fist (DC 34), Mantis Style, Combat Style Master, Mobility
Traits Open Palm of Irori (Vudrani), Quain Martial Artist

Skills
Acrobatics +32
--Acrobatic (jump) +40
Climb +13
Diplomacy +23
Escape Artist +29
Fly +24
Heal +15
Knowledge (History) +8
Knowledge (religion) +7
Knowledge (planes) +4
Perception +26
Sense Motive +24
Sleight of Hand +13
Stealth +33

Languages Common, Auran
SQ stunning fist (stun) (5/day DC 29), unarmed strike (1d10)
Other Gear Quarterstaff

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TRACKED RESOURCES
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Stunning Fist (5/day) (DC 29) - 0/5
Ki Pool 17 points - 0/17

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Special Abilities
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Flurry of Blows +26/+26/+21/+21/+10/+11/+11 (Ex) Make Flurry of Blows attack as a full rd action. can use air punch kata with flurry
Improved Unarmed Strike (1d10) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Open Palm of Irori (Vudrani) +1 bonus on Acrobatics checks; channel ki 1/day for extra damage.
Crane Style take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
Crane Riposte You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.
Stunning Fist (5/day) (DC 29) You can stun an opponent with an unarmed attack.
Intuitive AttackUse Wisdom instead of Strength to attack with simple weapons and unarmed strikes
Endure Elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected. (always active)
Agile Defense Gain dodge bonus to AC based on Base Attack bonus when unarmored (+4 Dodge for BAB +12)
Wholness of Body 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.
Mantis Style gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
Combat Style Master You can switch your style as a free action.
Freedom of movement can move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
also allows to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. does not grant water breathing.

abilities that have not been unlocked yet:

Fist of the Heavens The saving throw DC of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.
Nimbus of Light Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
Holy ki Strike unarmed strike deals 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat.
Sanctify Ki Strike unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead.
Gift of Faith You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells).
Vow of Abstinence You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly).
Greater Sustenance doesn’t need to eat or drink or breathe
Nymph's Kiss Fey creatures regard you as though you were fey. You
gain a +2 circumstance bonus on all Charisma-related checks,
and a +1 bonus on all saving throws against spells and spell-like
abilities. you gain 1 extra skill point per level.
Mind Shield immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Exalted bonus to AC +9 bonus to AC (incuding touch and flat footed)
Natrual Armor +2 natural armor bonus
deflection +2 deflection bonus to AC
Resistance +2 resistance to saves
wisdom bonus +6 exalted bonus to wisdom
Dexterity bonus +4 exalted bonus to Dexterity
Charisma Bonus +2 Exalted bonus to Charisma

Kata descriptions:

Chakra Level - 8

Air Element Feat
Duration 8 min.
Range 80 ft.
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.

Child of the Wind
You gain a +2 dodge bonus to AC.

Body of Air

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 + 8 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 + 8 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.

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 16 rounds.

Air Punch Kata
You inflict (4d6+8 points of bludgeoning damage) 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.

Hurricane Force Kata
Your windstorm (Air Element feat) inflicts 1d6+8 points of physical damage per –1 penalty imposed by the strength of the wind.

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 8 min. 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.

Wind Blast Kata
The target of this attack must make a Reflex saving throw (DC 24) or be knocked prone. The duration of this power is instantaneous.

Wind Rider Kata
This power allows you flight with a speed of 80 ft. 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.

Vortex Mastery
You can create an immobile, vertical vortex of whirling air up to 80 ft. long, or a ringed wall of whirling air with a radius of up to 20 ft.; either form is 20 ft. high that blows with so much force that it can cut through flesh and bone. The vortex lasts 8 min and any creature passing through the wall takes 16d6 +6 points of damage, with a Reflex save for half damage (DC 24). 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 (DC 24). A vortex provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Down Draft Kata
No one can fly in the radius of your windstorms (Air Element feat). Flying characters can safely land without taking damage but they cannot continue to fly if they enter the radius of this storm.

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: 80 ft.
Effect: You sharply lower the air temperature around your target; inflicting non-lethal cold damage equal to 10d4+8. The target of this attack may make a Fortitude saving throw to reduce the damage by one-half (DC 24). The target of this attack must also make a Fortitude saving throw (24) 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.

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 + 8). 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 + 8). 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.

Sun the pet Monkey:

Sun Wukong CR 1/3
Monkey, Celestial, Foo Creature
LG Small Outsider (augmented animal, extraplanar, good)
Init +1; Senses darkvision, low-light vision; Perception +5
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Defense
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AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 5 (1d10+1)
Fort +3, Ref +3, Will +3
Defensive Abilities paired protectors, stony defense (1/day); DR 5/bludgeoning; Resist acid 5, cold 5, electricity 5; SR 4
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Offense
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Speed 30 ft., climbing (30 feet)
Melee Bite (Monkey, Celestial) +2 (1d4-1/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks smite evil (1/day)
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Statistics
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Str 9, Dex 13, Con 12, Int 6, Wis 12, Cha 5
Base Atk +0; CMB -2; CMD 9
Feats Iron Will, Weapon Finesse
Skills Acrobatics +9, Climb +9, Fly +3, Perception +5, Stealth +5, Swim +1
Languages Celestial, Common
SQ freeze

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TRACKED RESOURCES
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Smite Evil (1/day) (Su) - 0/1
Stony Defense (1/day) (Su) - 0/1
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Freeze (Ex) You can hide in plain sight as an inanimate object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (4) You have Spell Resistance.
Stony Defense (1/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn.

Lang Avatar state stats:

Lang Fei
Male Human (Tian-Min) Monk (Elelment Master - Air)) 16
LG Small Humanoid (human) Fey Touched
Init +14; Senses Perception +31

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Defense
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AC 61, touch 59, flat-footed 43 (+9 Exalted, +14 Dex, +1 size, +12Wis, +4 Monk, +7 dodge, +2 deflection, +2 Natural)
hp 144 (16d8+16)
Fort +11, Ref +24, Will +22
Damage Reduction 8/cold iron, 5/magic and evil
Fight defensively -1/+4
total defense +7 dodge to AC
Resistances Fire/Acid/Cold/Electricity/Sonic - 5

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Offense
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Speed 50 ft, Fly 180 ft
Melee Unarmed strike +29/+24/+19 (1d10+4/x2)(attacks are magic, lawful, good, adamantine, cold iron)
. . Quarterstaff +27/+32 (1d6+3/x2)
Ranged Air Punch Kata +29/+24/+19 (touch) (9d6+11/x2/range 180')(can use with flurry)

Special Attacks flurry of blows +31/+31/+26/+26/+15/+16/+16

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Statistics
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Str 11, Dex 38, Con 12, Int 14, Wis 34, Cha 26
Base Atk +12; CMB +12; CMD 48

Feats Air Element feat, Child of the wind, Sacred Vow, Dodge, Intuitive Attack, Crane Style, Agile Defense, Crane Wing, Extra ki, Crane Riposte, Combat Reflexes, Stunning Fist (DC 34), Mantis Style, Combat Style Master, Mobility
Traits Open Palm of Irori (Vudrani), Quain Martial Artist

Skills
Acrobatics +36
--Acrobatic (jump) +44
Climb +13
Diplomacy +26
Escape Artist +33
Fly +28
Heal +20
Knowledge (History) +8
Knowledge (religion) +7
Knowledge (planes) +4
Perception +31
Sense Motive +29
Sleight of Hand +17
Stealth +37

Languages Common, Auran
SQ stunning fist (stun) (5/day DC 34), unarmed strike (1d10)
Other Gear Quarterstaff

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TRACKED RESOURCES
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Stunning Fist (5/day) (DC 34) - 0/5
Ki Pool 22 points - 0/22
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Special Abilities
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Flurry of Blows +31/+31/+26/+26/+15/+16/+16 (Ex) Make Flurry of Blows attack as a full rd action. can use air punch kata with flurry
Improved Unarmed Strike (1d10) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Open Palm of Irori (Vudrani) +1 bonus on Acrobatics checks; channel ki 1/day for +2 extra on one damage roll damage
Crane Style take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
Crane Riposte You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.
Stunning Fist (5/day) (DC 34) You can stun an opponent with an unarmed attack.
Intuitive AttackUse Wisdom instead of Strength to attack with simple weapons and unarmed strikes
Endure Elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected. (always active)
Agile Defense Gain dodge bonus to AC based on Base Attack bonus when unarmored (+4 Dodge for BAB +12)
Wholness of Body 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.
Mantis Style gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
Combat Style Master You can switch your style as a free action.
Freedom of movement can move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
also allows to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. does not grant water breathing.
Fist of the Heavens The saving throw DC of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.
Nimbus of Light Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
Holy ki Strike unarmed strike deals 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat.
Sanctify Ki Strike unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead.
Gift of Faith You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells).
Vow of Abstinence You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly).
Greater Sustenance doesn’t need to eat or drink or breathe
Nymph's Kiss Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. You gain 1 extra skill point per level.
Mind Shield immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Kata descriptions available during Avatar state
Chakra Level -18

Air Element Feat
Duration 18 min.
Range 180 ft.
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.

Child of the Wind
You gain a +2 dodge bonus to AC.

Body of Air

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 +18 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 +18 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.

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 36 rounds.

Air Punch Kata
You inflict (9d6+11 points of bludgeoning damage) 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.

Hurricane Force Kata
Your windstorm (Air Element feat) inflicts 1d6+18 points of physical damage per –1 penalty imposed by the strength of the wind.

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 8 min. 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.

Wind Blast Kata
The target of this attack must make a Reflex saving throw (DC 36) or be knocked prone. The duration of this power is instantaneous.

Wind Rider Kata
This power allows you flight with a speed of 80 ft. 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.

Vortex Mastery
You can create an immobile, vertical vortex of whirling air up to 180 ft. long, or a ringed wall of whirling air with a radius of up to 20 ft.; either form is 20 ft. high that blows with so much force that it can cut through flesh and bone. The vortex lasts 18 min and any creature passing through the wall takes 32d6 +10 points of damage, with a Reflex save for half damage (DC 36). 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 (DC 36). A vortex provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Down Draft Kata
No one can fly in the radius of your windstorms (Air Element feat). Flying characters can safely land without taking damage but they cannot continue to fly if they enter the radius of this storm.
Water bending abilities:
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: 180 ft.
Effect: You sharply lower the air temperature around your target; inflicting non-lethal cold damage equal to 20d4+10. The target of this attack may make a Fortitude saving throw to reduce the damage by one-half (DC 36). The target of this attack must also make a Fortitude saving throw (36) 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.
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 + 18). 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 + 18). 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.
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 18d6 +10 points of lethal damage 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 36). 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.
Deflect Bending Kata: You can attempt to negate a ranged bending attack by preventing them from hitting you or your companions.
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 40’ 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 + 18 vs. DC 11 + the attacker’s chakra level)
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 10 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 36, and has fast healing 18. 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 +6 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 + 18 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.

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 of 16 rounds), 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 (DC36) 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.