| Chao Yin |
M Air Touched Human Bender 12/monk 4/sorcerer 2/enlightened fist 6
And
earthbending
firebending
bending basics
Useful seeds in this circumstance include cold blooded firebending, excavate,
Immobilize (Base DC: 30):
Activation: Standard action
Maintenance: None
Duration: Instantaneous
Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
• Applications: Sheets of crystal, stone, or packed clay burst from the ground and wrap around a single medium-sized or smaller target within the earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check or Escape Artist check as a full-round action to break free. They can also be dug out by dealing 50 points of damage to the earth. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC
Activation: Standard action
Maintenance: None
Duration: Instantaneous
Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
• Applications: Sheets of crystal, stone, or packed clay burst from the ground and wrap around a single medium-sized or smaller target within the earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check or Escape Artist check as a full-round action to break free. They can also be dug out by dealing 50 points of damage to the earth. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC
And
Rift (Base DC: 35):
Activation: Standard action
Maintenance: None
Duration: Instantaneous
By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an earthbender can disable powerful opponents before they become a threat.
• Engulf: An earthbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 bludgeoning damage on a failed save.
Activation: Standard action
Maintenance: None
Duration: Instantaneous
By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an earthbender can disable powerful opponents before they become a threat.
• Engulf: An earthbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 bludgeoning damage on a failed save.
Your bonus to the check is +35 for cold blooded firebending and +34 for the others mentioned
According to your sheet you also have stunning fist with a +2 to the DC