Chao Yin's page

26 posts. Alias of Lord Foul II.


Air Touched Human


Bender 12/monk 4/sorcerer 2/enlightened fist 6





Special Abilities



Auran, common,



Strength 14
Dexterity 30
Constitution 12
Intelligence 28
Wisdom 12
Charisma 23

About Chao Yin

Chao Yin
(surpassing silver/shadow )

Bender level 12/monk 4/sorcerer 2/enlightened fist 6
AC 43 touch AC 41 flat foot AC 24 flatfoot touch 22 +2 vs non magical ranged attacks
Bending check 1d20+37
To hit for bending forms
+29/+29/+23/+23/+18/+18 on a flurry


2 fan bracers (essentially spring loaded wrist sheaths/Stiletto Bracer that contain war fans that provides their bonuses while still in bracer form)
War Fan

Light Exotic Melee Weapon
Damage: 1d4
Critical: 20/x2
Range Increment: 10 ft
Type: Slashing or Bludgeoning
Weight: 1 lb
Cost: 10 gp
Special:  A character proficient with a warfan gains a +1 shield bonus to his AC when wielding one or more warfans. When using Combat Expertise, fighting defensively, or taking a total defense action, this bonus increases to +2. Finally, airbenders can perform airbending forms while wielding warfans without penalty, and gain a +1 circumstance bonus to Airbending skill checks while wielding warfans.
1 Grey with gold accents (essentially a monk’s robe+robe of arcane heritage+quick runner’s shirt)
1 airbender staff
Stiletto Bracer
Worn around the wrists and often concealed by long sleeves, stiletto bracers are finely-crafted bracers capable of holding up to 10 darts in a single bracer. A stiletto bracer allows the character wearing it to throw the darts stored in the bracer at a high rate of speed, as if the character had the Quick Draw feat. A character using stiletto bracers may benefit from any source of extra attacks (two-weapon fighting, Rapid Shot, a Haste effect, etc.) as long as there are darts remaining in the bracer and the character is appropriately-equipped. For example, in order to benefit from extra attacks as a result of two-weapon fighting, a character must be wearing two stiletto bracers or have some sort of throwing weapon in his off hand.

Reloading a stiletto bracer is a full-round action that provokes an attack of opportunity. A character may only wear a number of stiletto bracers equal to the number of arms the character has (two for most humanoids). Stiletto bracers can be crafted with a successful DC 25 Craft (Weaponsmithing) check.

Weight: 1 lb each, Cost: 250 gp each

Airbender's Staff
Two-Handed Simple Melee Weapon
Damage: 1d6/1d6
Critical: 20/x2
Range Increment: -
Type: Bludgeoning
Weight: 2 lbs
Cost: NA
The Airbender Staff counts as a quarterstaff in terms of proficiency and weapon-based feats, and is always considered a masterwork weapon. The Airbender Staff can also unfold into a glider by pushing a simple lever in the side, allowing the airbender's ability to fly, though it doesn't grant any special benefits to non-airbenders.
The Airbending Staff is included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms.The staff also grants a +1 to any Airbending checks made while wielding it, and affects airbending seeds in different ways (see the individual seeds for details).

class abilities:

Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.
Air Blast  (this also does 3d6 points of damage thanks to a feat)
Base DC: 5
The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path. An Air Blast is a ranged touch attack that originates in the airbender's square, and an airbender can use as many Air Blasts in a full-round attack as his base attack bonus allows.
If a creature is struck by an Air Blast, it resolves as a bull rush attempt, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). Additionally, creatures successfully blasted by an Air Blast must make a Reflex save or be knocked prone at the end of the blast. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take 1d6 points of nonlethal bludgeoning damage for every 5 class levels the airbender has (minimum 1d6).
An airbender can also affect objects weighing 5 pounds per level with his Air Blasts (this weight limit does not affect the ability of an airbender to bull rush a creature with his Air Blasts). An airbender can hurl an object with a maximum range of 50 ft plus 5 feet per level.  Weapons hurled by an Air Blast deal their standard damage and do not benefit from bonuses to damage from a high Strength score or weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6 points of bludgeoning damage for every 25 pounds of weight (minimum 1d6, even for objects weighing less than 25 lbs). Less dangerous objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The airbender must succeed on a ranged attack roll to hit a creature with a projectile in this manner.
Deflect Attack
Base DC: 5
Early in their training, airbenders learn to block or deflect attacks directed at them and their companions. Once per round, an airbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires that the airbender succeed in an opposed attack roll. If the airbender’s attack roll is less than his opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.
Additionally, an airbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever he makes a full-round attack, an airbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack Attempts equal to the number of attacks the airbender reserved. Regardless of how many attacks an airbender forgoes, he cannot use more Deflect Attack attempts than he has iterative attacks due to high Base Attack Bonus. These subsequent Deflect Bending Attempts do not count as actions, and can be used any time during the round, even when it is not the airbender's turn.
If an airbender is caught flat-footed, he can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed airbender can never make more than a single Deflect Attack attempt.
For example, a 15th level airbender’s Base Attack Bonus allows him to make 3 iterative attacks. If he decides to make a full-round attack, he can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing his total to 3 for that round).
Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, an airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to half his airbender level.  Additionally, the maximum height an airbender can jump is not limited by his height.
Wind Shaping
Base DC: 5
With minor effort an airbender may bend the air around him to create simple, pragmatic effects.
• Body Burst: The airbender may force the air around his body to rush away from him and push small things away. Be they circling insects, dirt and mud on his clothes, or annoying lemurs, the airbender may make an Airbending check to move things away from him in a 5 foot radius, pushing them 5ft. Creatures of size Tiny or larger may resist with a Strength check opposed by the airbender's Wisdom (now Intelligence)  check, provided they weigh more than one pound.
• Hand of Air: A technique of convenience, the airbender learns 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 his bending range, an airbender may move it anywhere within his bending range. For every 5 by which his Airbending check exceeds the DC, the maximum weight an airbender can manipulate with this ability increases by 5 lbs. Objects shaped so as to catch air (such as an airtight bag) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of Airbending 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.
Evasion – An airbender can avoid even magical and unusual attacks with great agility. 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 the airbender is wearing light armor or no armor. A helpless airbender does not gain the benefit of evasion. Beginning at 10th level, an airbender gains the Improved Evasion ability.  Thisability works like evasion, except that while the airbender still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save.
Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.
Flight – Beginning at 4th level, an airbender learns to manipulate the air currents around his glider, allowing him to fly. The airbender’s flight speed and maneuverability are shown on the above table. An airbender can fly for a number of rounds at a time equal to his class level before setting down (though he can resume flying again at any time). Beginning at 10th level, an airbender can fly indefinitely before setting down.  An airbender must use a glider (such as his staff) in order to fly.
Dodge – Beginning at 1st level, an airbender adds his Wisdom  (now Intelligence)  modifier to his AC, as the monk ability.  Additionally, beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat. He loses this bonus when he wears armor or is carrying more than a light load.
Run as the Wind (Base DC: 10)
Activation: Swift action
Maintenance: Swift action
Duration: As long as maintained, up to one round per level
Among the most frustrating of airbender qualities is the near-impossibility to pin them down.
• Burst of Speed: By creating air currents in front of and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed as a swift action to increase his base land speed by 5 feet, plus an additional 5 feet for every four points by which the Airbending check exceeds the DC. Note that the actual movement involved still takes a move action to use.
• On the Walls: By manipulating small currents of air around him, an airbender can support his own weight even against the force of gravity. On any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal. Use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.
Flowing Air Strike (Base DC: 15)
Activation: Standard action
Maintenance: Swift action
Duration: As long as maintained, up to one round per level
By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
• When attacking in melee combat with unarmed strikes or a light weapon with which he is proficient, an airbender gains a +1 circumstance bonus to attack and damage rolls, plus 1 more for every 5 points by which the Airbending check exceeds the DC. This seed can be maintained as a swift action every round.
Air Scythe (Base DC 20)
Activation: Attack action
Maintenance: None
Duration: Instantaneous
One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
• Buffet: By compressing and suddenly releasing a violent wave of air, and airbender can pound their opponents from afar. As an attack action, an airbender can launch a ranged touch attack dealing 1d4 +1/2 airbender levels bludgeoning damage; plus another 1d4 damage for every 5 points by which the Airbending check exceeds the DC. All damage done with this seed is non-lethal, though an airbender wielding his airbender's staff can choose to deal lethal damage with this seed.
Levitate (Base DC 20)
Activation: Move action
Maintenance: Swift action
Duration: As long as maintained (see text)
• Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This allows the airbender to move up to 10 ft through the air as a move action. This seed lasts as long as the bender can concentrate and the bender can move up or down as he desires. The bender’s maximum speed increases by 5 ft for every 5 by which the Airbending check exceeds DC.
• Twinkletoes (Base DC 10): By pushing the air currents around him enough to make lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature sensing him through tremorsense, and gains a +5 bonus to Move Silently checks as long as he maintains this seed. This seed can also be used to walk across surfaces that would usually not support an airbender’s weight; such as thin ice, weak branches, floating leaves or similar surfaces. Maintaining this seed is a swift actions and the Airbending DC for maintaining this seed increases by a cumulative +2 every round.
Deep Breath (Template, Base DC: +15)
Activation: As original seed
Maintenance: As original seed
Duration: As original seed
By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.
Stormwinds (Base DC: Varies)
Activation: Standard action
Maintenance: Full round action (cannot be quickened)
Duration: As long as maintained, up to one round per level
A highly advanced technique in airbending, this allows an airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity. Rarely used as airbenders are notoriously hard to anger, this form possesses devastating potential to all within its path.
Gale Force (Base DC: 20): Stormwinds forms a cone of air which extends to the end of the airbender's bending range which he may maintain by making an Airbending check each round at half of the initial DC. Using this technique is a full round action, and the wind blows until the airbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's airbender level. By adding +10 to the Airbending DC, the airbender may increase the force of this wind one stage per increase of the DC.
Cyclone (Base DC: 30): The airbender may also funnel the wind around himself in a 20ft radius that reaches 40ft high.  This application otherwise functions as the Gale Force seed.
Maneuver Training (Ex)
At 3rd level, a monk 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.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Novice (Ex): As a practitioner of the panther martial arts style, a monk learns to silent her unknowing opponents quietly with an unarmed strike. If the monk successfully hits a flat-footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with his vocal cords for 2d4 rounds; this includes shouting warnings or raising alarms. A successful Fortitude save (DC 10 + monk level + the monk’s Wisdom modifier) reduces the number of rounds the victim is unable to speak by half (round down). Creatures immune to critical hits and creatures without vocal cords cannot be affected.
Ki Pool (Su): An enlightened fist adds their class level to their monk level to determine the number of ki points in their ki pool. If the enlightened fist has no monk levels, they gain a pool of ki points, supernatural energy he can use to accomplish amazing feats. In this case, the number of points in the enlightened fist’s ki pool is equal to 1/2 his monk level + their Wisdom (now Intelligence)  modifier.
As long as the enlightened fist has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from their ki pool, an enlightened fist can make one additional attack at their highest attack bonus when making a flurry of blows attack. In addition, they can spend 1 point to increase their speed by 20 feet for 1 round. Finally, an enlightened fist can spend 1 point from their ki pool to give themself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. An enlightened fist gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Monk Abilities: An enlightened fist adds their class level to their monk level to determine their class-based AC bonus, their unarmed strike damage, their fast movement, and the number of daily attempts of their Elemental Fist feat. If they have no monk levels, they gain the AC bonus, the unarmed strike damage, the fast movement, and the number of daily attempts of their Elemental Fist feat of a monk whose level equals their enlightened fist level, but they can’t add their Wisdom (now Intelligence)  bonus to their AC.
Elemental Fist (Su) When an enlightened fist uses their Elemental Fist feat, they may choose to deal acid, cold, electricity, or fire damage instead of the type of damage they chose when they acquired the feat. At 1st level, the enlightened fist increases the damage of his Elemental Fist by 1d6. At 5th level and every five levels thereafter, the monk increases the damage of his Elemental Fist by an additional 1d6 (+2d6 at 5th level, +3d6 at 10th level, and so on).
Arcane Fist (Ex): Beginning at 3rd level, an enlightened fist can cast and deliver a touch spell as part of a flurry of blows or an unarmed full attack action. To use this ability, the enlightened fist must have one hand free (even if the spell being cast does not have somatic components) and can cast any spell with a casting time of 1 standard action (any attack roll made as part of this spell during a flurry of blows uses the enlightened fist’s effective base attack bonus for flurry of blows and applies the same penalty as the rest of their flurry of blows attacks). The enlightened fist may use an unarmed strike instead of the melee touch attack to deliver this touch spell as part of casting.
Ki Power (Su): At 3rd level an Enlightened Fist learns to channel ki into arcane power. Whenever she uses a spell through Arcane Fist he can spend upto 1/2 EF level points from his Ki pool. Each point spent in this way increases her caster level by 1 for that spell.
Close Range (Ex): The enlightened fist can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the arcane fist class feature.
Dispelling Strike (Su): At 4th level, the enlightened fist can spend 1 or more points from his ki pool as a swift action to imbue their fists or ki focus weapon with a special power. If the enlightened fist strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the enlightened fist’s effective monk level for their ki pool as the caster level, except that this effect cannot dispel a spell of a level higher than the number of ki pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Sacred Flames (Su): At 5th level, an enlightened fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level plus his Wisdom (now Intelligence)  modifier (if any). Half the damage is fire damage (round up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th level, an enlightened fist can invoke sacred flames twice per day.
Blindsense (Su): A 6th-level an enlightened fist gains sensitivity to vibrations, scent, and noise, granting him blindsense out to 10 feet.
Hold Ray (Ex): At 6th level or higher, the enlightened fist can cast any spell that produces a ray as a touch spell instead for use with the arcane fist ability.
sorcerer (dijin bloodline)
Class Skill: Knowledge (planes).
Bonus Spells: shocking grasp (3rd), invisibility (5th),
Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain electricity resistance 10.

weapon finesse
You know how to attack to unbalance a bender, reducing his ability to bend effectively.
Prerequisites: BAB +6, Knowledge (Bending) 3 ranks
Benefit: When executing an unarmed strike or a targeted bending seed, you may attempt to break your opponent's stance and hinder his ability to bend. Attempting to do so requires a successful attack roll at a -4 penalty. If you hit with this attack, your opponent is rendered flat-footed, pushed back 5 feet, and takes a -5 penalty to all Bending skill checks. Additionally, your opponent must make a Reflex save or be considered dazed for one round and take a -4 penalty to checks made to resist trip, bull rush, or overrun attempts.
Special: A fighter may select Break Stance as one of his fighter bonus feats.

DISPERSE ATTACK [Bending, Version 2.0]
Prerequisites: Deflect Attack as a class ability, 8 ranks in any Bending skill
Benefit: You have mastered the defensive techniques presented by your element, allowing you to avoid even the most ferocious of attacks. In addition to being able to deflect attacks as normal, you can negate the effects of area of effect bending forms as well. As an immediate action that uses up one of your Deflect Attack opportunities, you may make an opposed bending check against your opponent. If you succeed, you negate the effects of the form for the 5-foot square you occupy. For every 5 by which you win the opposed bending check, you can negate the effect of the form for an additional 5-foot square, which must be adjacent to another square you are able to effect with this ability. For example, if you win the opposed bending check by 10, you can negate the area of attack form in three 5-foot squares.
Normal: You can only negate or deflect effects requiring an attack roll with your Deflect Attack
CHI DISRUPTION [General, Fighter]
Your accurate strikes block the flow of chi with a person’s body, hampering their movement.
Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Wis 13+
Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point in your opponent’s body, blocking the flow of her chi and making even simple movements difficult. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your Wisdom (now Intelligence)  modifier) or take a -2 penalty to Dexterity or Strength (your choice). This penalty lasts for one round, plus an additional number of rounds equal to your Wisdom (now Intelligence)  modifier.  If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round and multiple uses on the same target are cumulative. This feat can never reduce a creature’s Dexterity or Strength score below 1. You can only use this feat against foes of the Humanoid type.
Special: A fighter may select Chi Disruption as one of his fighter bonus feats.
With a flurry of precise blows, you are able to render a foe unconscious or immobile.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption, BAB +9, Wis 13+
Benefit: Your Chi Disruption attempts deal ability damage instead of imposing ability penalties. This means that you can reduce an opponent’s abilities to 0 using this feat. In addition, the DC to resist your Chi Disruption attempts increases by 2. Finally, if you reduce an opponent's ability score to 0 using this feat, the opponent must make a Will save or fall unconscious. You can only use this feat against foes of the Humanoid type.
Special: A fighter may select Improved Chi Disruption as one of his fighter bonus feats.
You know the exact pressure points that cut off the flow of Chi to a foe’s extremities.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Chi Disruption
Benefit: At the cost of two Stunning Fist attempts, you can attempt to limit or cut off a foe’s use of her limbs. As a standard action, you make a single melee attack. If your attack hits, your opponent must make a Fortitude save (DC 10 + half your character level + your Wisdom (now Intelligence)  modifier) or lose the use of a single limb. Losing the use of an arm (or equivalent limb) gives the creature a -4 penalty to attack rolls and prevents the use of Two-Weapon Fighting and two-handed weapons. Losing the use of both arms increases the penalty on attack rolls to -8 and prevents the use of any weapons (though the creature can still make unarmed strikes using his/her legs or head). Losing the use of a leg gives the creature a -4 penalty to AC and halves the creatures base speed. Losing both legs renders the creature prone, eliminates any bonuses to AC other than Armor, Natural Armor, and Deflection bonuses, and limits the creature to 5 feet of movement per round. You can only use this feat against foes of the Humanoid type.  These effects last for one round, plus an additional number of rounds equal to your Wisdom (now Intelligence)  modifier.
Special: A fighter may select Chi Immobilization as one of his fighter bonus feats.
WATERBENDING STUDY [Bending, Version 2.0]
By studying the arts of the ebb and flow of the tides like a waterbender, a bender may use those principles in bending their own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Air - By studying the effects of pressure on water, an airbender may learn to better focus his energies with pressurized air. The airbender may now make an air blast attack as if he were a waterbender of equal level. The damage from this attack is non-lethal. If the airbender possesses the Air Scythe seed, he may now do lethal damage with that attack, regardless of whether or not he has a staff.
Kung fu Genius
Skill focus (bending, intimidate)
Combat reflexes
stunning fist
elemental fist (3d6 electricity damage)
eschew materials

racial abilities:

electricity resistance 5.
darkvision 60ft
Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.