<div class="floatright">(http://img212.imageshack.us/img212/1599/30009370vw2.jpg)</div><br/><strong>Name</strong>:  Meifeng<br/><strong>Gender and Preference</strong>: Female, Bisexual<br/><strong>Class</strong>:  Air bender<br/><strong>Bounty</strong>: 0<br/><strong>Physical Description</strong>:<br/><strong>Mental Description</strong>:<br/><strong>Background</strong>: Growing up peacefully in the Northern Air Temple, Mei Feng was seized by an earth bending captain in the armies of the Avatar, who meant to take her as a concubine.  Before he could consummate her new status, she escaped and fled into the capitol.  A year later, she has changed her appearance with a full head of hair and change her monk's robes for humble brown attire.  Still a wide eyed beauty, she seeks to join up with others who wish to see the avatar overthrown and his soul freed to a more worthy incarnation.<br/><br/><br/><strong>Ons</strong>:<br/><strong>Offs</strong>:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Name:  Meifeng<br/>Age:  17<br/>Class:  Air Bender<br/><br/>Strength   12 +1<br/>Dexterity   14 +2<br/>Constitution   13 +1<br/>Intelligence   14 +2<br/>Wisdom   18 +4<br/>Charisma   14 +2<br/><br/>HP      36<br/><br/>AC   22   (Class Bonus +10   Dexterity +2)<br/><br/>Saving Throws:  <br/>Fortitude   2 +1   =d20+3<br/>Reflex      5 +2   =d20+7<br/>Will      5 +4   =d20+9<br/><br/>Attacks:  <br/>Balanced Airbender’s Staff of Renown<br/>--TAB +10 (+10 +10)<br/>--Damage d6+1 (d6+1, d6)<br/>--Critical 20X2<br/><br/>Unarmed:  <br/>--TAB: +8<br/>--Damage d3+1<br/>--Critical 20X2<br/><br/>Class Features: <br/>AC Bonus <br/>Advanced Bending +2<br/>Air Blast 1d6<br/>Deflect Attack -8<br/>Evasion<br/>Improved Unarmed Strike<br/>Kinetic Grace (Move)<br/>Wind Dancer: (5ft, 1/Encounter)<br/><br/>Feats:  <br/>Intuitive Attack<br/>Skill Knowledge<br/>Two Weapon Fighting<br/>Versatile Performer: Dance, Percussion, Winds <br/><br/>Forms:  <br/>Air Blast (Fundamental Seed)<br/>Difficulty Class: 5<br/>Components: Somatic<br/>Bending Time: Ranged attack.<br/>Range: 60 ft.<br/>Effect: Ray<br/>Duration: Instantaneous<br/>The first offensive ability you learn as an airbender.  Whenever you would be granted a ranged attack, you may use an Air Blast instead, including as part of a full attack action, or feats like Shot on the Run. This attack deals 1d6 damage, increasing by an additional 1d6 damage for every six Bender Levels that you have. This damage may either be non-lethal bludgeoning damage, or lethal sonic damage, at your option.  <br/>Augment:<br/>- By using five points of your augment pool, you can perform this form as part of a standard melee attack on the same target.<br/>- By using five points of your augment pool, you can initiate bull rush attacks with successful Air Blast strikes.  Anyone struck by the attack (or who fails their save, if this ability is made to require a save instead) is subject to a bull rush attempt by the attack, using your scores and modifiers (although not limited by your movement). You gain a bonus to this bull rush check equal to half your Bender Level. If you fail the attempt, you are not subject to any reactive rolls or effects.- For every five points you use from your augment pool, you gain a +2 bonus to your bull rush attempt.  <br/><br/>Hand of Wind (Fundamental Seed)<br/>Difficulty Class: 5<br/>Components: Somatic, Meditation<br/>Bending Time: Standard action<br/>Maintenance Action: Standard action<br/>Range: 60 ft.<br/>Target: Object or creature up to 5 lbs per Bender Level.<br/>Duration: Concentration<br/>Saving Throw: Fortitude negates (see text)<br/>You move a single object as long as it is within the weight limit. You can take a maintenance action to suspend an object in mid-air between rounds. You move the targeted object up to 30 ft in a round. Subjects can be hurled outside of the range of the form, due to momentum, though you lose control over them.<br/>A number of small objects within the same square can be moved as one, provided they fit in the weight category.  They deal damage as a single large object.  When hurled, you must succeed on a single attack roll to hit the target with the weight, using your base attack bonus + your Wisdom modifier. When thrusting, you do not have specific control over the way an object is thrown, so its inherent lethality doesn't come into play. Hard, dense objects deal 1d6 points of damage per 10 lbs. Other objects may deal as little as 1 point per 10 lbs.  <br/>Creatures who fall within the weight capacity of the form can be hurled, but they are allowed Fortitude saves to negate the effect, as are those whose held possessions are targeted by the form. A hurled creature takes damage and deals damage to its target; an unarmored human may deal and take only 1d3 damage per 10 lbs. One in spiked armor may deal and take up to 1d6 damage per 10 lbs.  <br/>You may not target yourself with this form.<br/>Augment:<br/>- For every two points you use from your augment pool, you can move an additional 5 pounds of weight. <br/>- For every two points you use from your augment pool, you can move objects 5 feet farther.<br/><br/>Control Winds (Seed)<br/>Difficulty Class: See Text<br/>Components: Meditation<br/>Bending Time: One round<br/>Maintenance Action: Full-round action<br/>Range: 60 ft.<br/>Area: Cone-shaped spread of wind<br/>Duration: Concentration + one round<br/>You begin to change the wind speed in a 60-ft. cone in front of you. (See Table: Wind Effects in the Dungeon Master's Guide.) You may choose to make these winds as strong - or as gentle - as you are capable of controlling. If the winds already present in the area are stronger than you can control, this form fails.<br/>Wind Strength Base DC<br/>Light 0<br/>Moderate 5<br/>Strong 10<br/>Severe 20<br/>Windstorm 35<br/>Hurricane 55<br/>Tornado 80<br/>One round after you cease to focus on the winds, they begin returning to their natural state.<br/>Augment:<br/>- By using ten points of your augment pool, you can change this form's area to a 20-ft radius centered on you.<br/><br/>Flowing Air Strike (Seed)<br/>Difficulty Class: 10<br/>Components: Somatic<br/>Bending Time: Swift action<br/>Maintenance Action: Swift action<br/>Range: Personal<br/>Target: Self<br/>Duration: Concentration<br/>You improve your combat rhythm and timing, allowing you to strike harder and faster. For the duration of this form, you gain a +1 bonus to your melee attacks and damage with light or one-handed weapons for every three Bender Levels you possess.<br/>Augment:<br/>- For every five points you use from your augment pool, your melee attacks with light or one-handed weapons ignore 10% miss chance due to concealment or other effects.<br/><br/><br/>Heavenly Stride (Seed)<br/>Difficulty Class: 20<br/>Components: Somatic<br/>Bending Time: Varies; see text.<br/>Maintenance Action: Swift action (Windrunner)<br/>Range: Personal<br/>Target: Self<br/>Duration: Instantaneous (Cloudwalker); Concentration (Windrunner)<br/>This stance initiates two different forms:<br/>Cloudwalker: As a full-round action, make a Jump check.  Add your Bending check to the result. You are always considered to be running for this jump. The distance you jump in a round is not limited by your movement. <br/>Windrunner: When you use the charge, run or double move action, you gain a +10 circumstance bonus to your land and air movement speed. For every consecutive run or double move thereafter, you gain an additional +5 bonus, to a maximum of +20.<br/>Augment:<br/>- For every point you exceed the base difficulty maximum speed increases by 5 feet.<br/><br/>Wind Burst (Seed)<br/>Difficulty Class: 15<br/>Components: Somatic<br/>Bending Time: Standard action<br/>Range: 5 ft.<br/>Area: 5-ft radius burst centered on you<br/>Duration: Instantaneous<br/>Saving Throw: Reflex half<br/>The air around you explodes in a circular burst. Creatures within the area must make a Reflex save or take 1d4 bludgeoning damage. Subjects that fail their save are subject to a bull rush attempt by the attack, using your scores and modifiers (although not limited by your movement). Use your Wisdom score in place of your Strength score for this attempt. If you fail the attempt, you are not subject to any reactive rolls or effects. <br/>Augment:<br/>- For every two points you use from your augment pool, you deal an additional 1d4 damage.<br/>- For every four points you use from your augment pool, the radius increases by 5 feet.<br/>- For every two points that you exceed the base difficulty class, you gain a +1 bonus to your Bull Rush attempt with this form.<br/><br/><br/>Skills:  <br/>Balance      9 +2 +2 +0   =d20+13<br/>Bending      9 +4 +2 +0   =d20+15<br/>Bluff         9 +2 +0 +0   =d20+11<br/>Concentration      9 +1 +0 +0   =d20+10<br/>Diplomacy      9 +2 +4 +0   =d20+15<br/>Escape Artist      9 +2 +0 +0   =d20+11<br/>Jump         9 +1 +2 +0   =d20+12 <br/>Perform: Versatile   9 +2 +0 +2   =d20+13<br/>Tumble      9 +2 +2 +0   =d20+11<br/><br/>Gear:  <br/>Bodice Purse: 9 Platinum<br/>Dancer’s Costume, Masterwork<br/>Explorer’s Outfit<br/><br/>Belt Pouch<br/>Candle X3<br/>Chalk X3<br/>Flint and Steel<br/>Smoke Bomb<br/>Whistle<br/><br/>Backpack<br/>Bedroll and Winter Blanket<br/>Masterwork Flute<br/>Shovel<br/>Silk Rope 50’<br/>--Grapple<br/>Smoke Bomb X4<br/><br/>Purse:  <br/>Gold 10<br/>Silver 3<br/>Copper 6<br/></div></div><br/>Mutants and Masterminds Stats:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Name:       Mie Feng<br/>Concept:   Air Bender<br/><br/>Attributes: 32, Advantages 12, Defenses 16, Powers: 28, Skills 32=120<br/><br/>Strength   +1<br/>Stamina   +2<br/>Agility      +4<br/>Dexterity   +2<br/>Fighting   +2<br/>Intellect   +1<br/>Awareness   +2<br/>Presence   +2<br/><br/>Dodge:      (4+4)      =8<br/>Fortitude   (4+2)      =6<br/>Parry      (4+2)      =6<br/>Toughness   (0+2 +2)   =4<br/>Will      (4+2)      =6<br/><br/>Skills:  <br/>Acrobatics               10+4   =d20+14<br/>Athletics               8+2   =d20+10<br/>Close Combat: Air Bender Unarmed      4+2   =d20+6<br/>Close Combat:  Air Bender Staff      4+2   =d20+6<br/>Deception:                 2+2   =d20+4 (+6)<br/>Expertise: Dancer            8+1   =d20+9<br/>Insight:                 4+2   =d20+6 <br/>Investigation               4+1   =d20+5<br/>Perception               4+2   =d20+6<br/>Persuasion               6+2   =d20+8 (+10)<br/>Ranged Combat: Air Bending         4+2   =d20+6<br/>Stealth                  4+4   =d20+8<br/>Vehicles: Flying Bison         2+2   =d20+4<br/><br/>Advantages:  <br/>Assessment<br/>Attractive (+2)<br/>Defensive Attack<br/>Defensive Roll X2<br/>Equipment (5)<br/>Evasion (+2)<br/>Fascinate (Expertise: Dance)   <br/>Instant Up<br/>Improved Initiative (+4)<br/>Improved Trip<br/>Team Work<br/><br/><br/>(28):  Air Bending Adept:  <br/>    "Tornado" Blast 6 (Extras: Area- 30ft. Burst) (18) <br/>    AE: "Tornado II" Blast 6 (Extras: Area- 30ft. Cylindar) (18)<br/>    AE: "Airbending" Move Object 6 (Feats: Precise) (13)<br/>    AE: Air Blast 6 (Feats: Precise) (Extras: Knockback) (19)<br/>    AE: "Air Control" Move Object 6 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (12)<br/>    AE:  Defect 8 (8)<br/>    AE:  Flight ? (Gliding, Requires Air Bender Staff)<br/>    AE: "Wind" Features 2: Nullifies Arrows, Blows Out Flames, etc. (2)<br/>    AE: "Very Blustery Day" Environment 2 (60 feet) (Impede Movement 2) (8)<br/>    AE: "Blowback Effect" Affliction 6 (Strength; Hindered &amp; Vulnerable/Prone &amp; Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree, Instant Recovery) (6)<br/><br/><br/><br/><br/></div></div>