Bender: Skills, HD, BaB, AC bonus and Saves as per monk.
Lose: All class features
Gain: Elemental Strike(lvl 1), Improved Unarmed Strike(lvl 1), Elemental Manifestation (lvl 2), Bending Defense(lvl 4, 10, and 16), Elemental Movement(lvl 6, and 15), Bending Art (lvl 8), Wall of Element (lvl 12), Counter Bending (lvl 14), Bending Master (lvl 20)
may need to make some of these Su..... yaaaa... Also fix the caps for bender, and add the (element) bender to those missing it. Lastly, make it pretty.
Level 1, Elemental Strike (Ex):
Air: An (air) bender gains the ability to make a ranged touch attack that deals 1d8 non lethal damage per odd bender level. This attack has a range increment of 20ft, and a max of five increments, as a thrown weapon.
Earth: Ever odd level an (earth) bender gains a 1d8 bludgeoning damage bonus to their Unarmed Strike so long as they are in contact with the ground.
Fire: At each odd level a (Fire) bender gains 1d6 fire damage that is added to it's Unarmed Strike. A (fire) bender may also make a ranged touch attack with this attack, it has a range of 10ft +10ft for each 1d6 fire damage he forgos. (EX: the more damage he gives up the longer the range.)
Water: A (water) bender gains the ability to create a 'whip' of water around their hands as a move action that requires a source of at least one gallon of water. This whip grants them reach 15ft, and can be used to attack adjacent foes. At each odd level the whip grants the (water) bender a 1d4 slashing damage bonus to their Unarmed Strike.
Level 2, Elemental Manifestation (Ex): Each day a bender may enter a Elemental Manifestation state for rounds equal to their level + wisdom mod. Entering the state is a free action, and the rounds need not be consecutive.
Air: Brisk winds whip around the (air) bender’s body. All attacks against her have a 20% miss chance.
Earth: The (earth) bender’s skin is partially sheathed in rocky hide. Her natural armor bonus increases by 3.
Fire: A sheath of flame envelops the (fire) bender. Any opponent who lands a successful melee attack against her, or is in a grapple with her takes 1d6 points of fire damage. Creatures wielding reach weapons, such as long spears, do not take this damage.
Water: The (water) bender becomes coated in water. She gains damage reduction 3/piercing.
Level 4, 10 and 16, Bending Defense (Ex):
Air: The Bender is immunity to wind effects, and gains a +2 insight bonus saves against Air Spells and powers. This bonus increases to +4 at level 10, and +6 at level 16.
Earth: The Bender is gains Stability, and gains a +2 insight bonus saves against Earth Spells and powers. This bonus increases to +4 at level 10, and +6 at level 16.
Fire: The Bender is gains Cold Protection 2, and gains a +2 insight bonus saves against Fire Spells and powers. This bonus increases to +4 at level 10, and +6 at level 16.
Water: The Bender is gains Heat Protection 2, and gains a +2 insight bonus saves against Water Spells and powers. This bonus increases to +4 at level 10, and +6 at level 16.
Level 6 and 12, Elemental Movement (Ex):
Air: The Bender can fly at a speed of 20 feet (Poor maneuverability). If the character wears medium or heavy armor or carries a medium or heavy load, she can’t use this ability. This improves to 40ft and average maneuverability at level 15.
Earth: The bender gains a burrow speed of 5 feet. This improves to 15ft at level 15.
Fire: The bender’s base land speed increases by 15 feet. This benefit stacks with all other speed increases. If the bender wears heavy armor or carries a heavy load, she loses this benefit. This improves to 30ft at level 15.
Water: The bender gains a swim speed of 15 feet. This improves to 30ft at level 15.
Level 8, Bending Art (Ex): As a full round action that provokes a bender may make a concentration check DC 10+bender level to use their 'bending art'.
Air: The (air) bender who passes this check may create a whirlwind around them. The (air) bender is immune to the effects of it's own whirlwind. This effect can be stationary, or move in a chosen direction at 20ft per round (on the bender's turn), this must be chosen when the power is used and can not be changed later. Those in the whirlwinds area (a 15 ft diameter, as huge sized creature) are allowed a Ref save DC 15 + the benders Wisdom mod. Those who fail this save take damage equal to the bender's elemental strike damage and are tossed 1d6 x 5ft in a random direction and knocked prone. Those who pass the save take half and are not tossed. The whirlwind lasts for Wisdom mod rounds.
Earth: The (earth) bender who passes this check may make a 10ft burst any where within 50ft, anyone in the burst takes damage equal to the benders elemental strike damage as is treated as bull rushed in the direction of the benders choice(even up). The Bender uses his Wisdom in place of strength for this Bull rush, and is treated as large sized. The damage is halved and the bull rush negated by a DC 15+wisdom mod Ref save. The burst area then becomes difficult terrain.
Fire: The (fire) bender who passes this check may make a weapon breath attack. This attack is a 30ft cone of fire, dealing damage equal to the elemental strike of the bender, and a Ref DC of 15+wisdom mod. If the save is failed the target is also lit on fire as per alchemist's fire.
Water: The (water) bender who passes this check and has at least one gallon of water in line of sight may make a rain of frozen icy blades in a 120ft line, 30ft cone or 15ft burst(centered on self). Either way it deals 1d6 damage per odd bender level, half of the damage is cold, half is piercing. Ref DC 15+ Wisdom mod for half damage.
Level 12, Elemental Wall (Ex): As a full round action that provokes, the bender may make a Concentration check to create a wall. The DC is 10 + the caster level they want to use for this effect. This caster level ranges from 1 to bender level. (EX: DC 10 + 1 to bender level)
Air: The Bender calls forth a wall as per Wind Wall, unlike normal the wall is treated as Wind Storm winds for those trying to pass through.
Earth: The bender calls forth a wall as per Wall of Stone.
Fire: The bender calls forth a wall as per Wall of Fire, the DC is 4 higher for a (Fire) Benders.
Water: The bender calls forth a wall as per Wall of Ice.
Level 14, Counter Bending (Ex): A bender may ready an action to counter an effect of the type of their bending or element (Air[electricity Or Sonic
], Earth[acid], Fire[fire] or Water[cold]). This can effect any spell, spell like, psionic power, psi like, Ex or Su ability. Treat it as a counter spell, both the bender and target make a CL check (using the benders class level) if the bender wins, the effect is canceled out.
Level 20, Bending Master (Ex):
Air: The Bender gains the Air subtype, +20ft fly speed and perfect maneuverability.
Earth: The bender gains the Earth subtype, +15ft burrow speed and can burrow through solid stone.
Fire: The bender gains the Fire subtype and +30ft movement speed.
Water: The bender gains the Water subtype +20ft swim speed and can breath water.