Zeta Kai
2009-03-21, 05:02 PM
Aeromancer
(AKA Wind Mage)
The Aeromancer is a mage dedicated to the study of air: what it is, how it moves, & why it flows. Seeking to be master of the winds, an Aeromancer gains the ability to control the atmosphere itself. Aeromancers learn to produce gale-force winds, draw the breath out of other creatures, & even create devastating storms.
Image
http://fc15.deviantart.com/fs5/i/2004/277/0/d/Lady_Wind_Mage_by_syrusb.jpg
Requirements
Spellcasting: Ability to cast 3rd level spells
Skills: Knowledge (arcana) 9 ranks
Special: must know at least one 3rd-level or higher evocation spell
Fastest Route: Sor 6 or Wiz 6
Class Information
Hit Die: d6
Class Skills: The Aeromancer’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Arcana (Int), Profession (Wis), & Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table 1-1: The Aeromancer (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Wind Resistance 1|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Stinging Breeze|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Sudden Gust|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Wind Blast, WindRes 2|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Air Force|--
6th|+3|+2|+2|+5|Suffocation|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Gale Wind, WindRes 3|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Sonic Boom|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Hurricane|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Tornado, WindRes 4|--[/table]
Class Features
All of the following are class features of the Aeromancer. See level progression on Table 1-1: The Aeromancer (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Wind Resistance: At 1st level, all wind effects are 1 step lower for you; you treat tornado-force winds are if they were only hurricane-force, you treat windstorms as if they were only severe winds, & you treat strong winds as if they were only moderate; this wind resistance increases to 2 steps at 4th level, 3 steps at 7th level, & 4 steps at 10th level
Stinging Breeze (Su): At 2nd level, you can strike opponents with a stinging breeze at will; this is a ranged touch attack, dealing 1d6 points of slashing damage per class level; no saving throw allowed; this is a standard action that does not provoke attacks of opportunity
Sudden Gust (Sp): Three times per day, at 3rd level, you can strike opponents with a severe blast of air (up to 50mph) that originates from you, affecting all creatures in its path; this ability is identical to the gust of wind spell; this is a standard action that provokes attacks of opportunity
Wind Blast (Su): Three times per day, at 4th level, you can unleash a strong wind (60’ cone, originating from your position) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the wind with a successful Concentration check (DC10) each round; strong winds produce the following effects: 21-30mph winds; all ranged attacks have a -2 penalty (except siege weapons, which are unaffected), as are Listen checks are at a -2 penalty; Tiny or smaller creatures are Knocked Down, while Small or larger creatures are unaffected; Fortitude save DC10; strong winds automatically extinguish unprotected flames (candles, torches, & the like); initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Air Force (Su): Twice per day, at 5th level, you can unleash a severe wind (60’ cone, originating from your position) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the wind with a successful Concentration check (DC15) each round; severe winds produce the following effects: 31-50mph winds; all ranged attacks have a -4 penalty (except siege weapons, which are unaffected), as are Listen checks are at a -4 penalty; Tiny or smaller creatures are Blown Away, Small creatures are Knocked Down, Medium creatures are checked, & Large or larger creatures are unaffected; Fortitude save DC15 to resist; in addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly & have a 50% chance of extinguishing these lights; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Suffocation (Su): At 6th level, you can draw the air out of a person’s lungs, preventing them from breathing; you can choose any one creature within 60’; Fortitude save (DC10 + ˝ your class level + your Intelligence modifier) to resist; any creature successfully hit cannot breathe; you must concentrate to maintain the effect; this effect lasts a number of rounds equal to 4 × your class level, or until you fail a Concentration check (whichever comes first); each Concentration check is considered a standard action that does not provoke attacks of opportunity
Gale Wind (Su): Twice per day, at 7th level, you can unleash a windstorm (40’ wide) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the windstorm with a successful Concentration check (DC18) each round; windstorm-force winds produce the following effects: 51-74mph winds; all ranged attacks are impossible (except with siege weapons, which have a -4 penalty on attack rolls), as are Listen checks are at a -8 penalty due to the howling of the wind; Small or smaller creatures are Blown Away, Medium creatures are Knocked Down, Large or Huge creatures are checked, & Gargantuan or Colossal creatures are unaffected; Fortitude save DC18; powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames & have a 75% chance of blowing out protected flames, such as those of lanterns; while a windstorm’s wind speed can be as great as 74mph, the storm itself moves forward at an average of 6mph (roughly 50’ per round); initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Sonic Boom (Su): At 8th level, you can emit a deafening blast of supersonic air once every 1d6+4 rounds; this is a ranged touch attack with a 60’ range; any creature or object successfully hit takes 2d8 points of sonic damage; in addition, all creatures are knocked prone, deafened, & stunned for 1d4 rounds; Fortitude save (DC10 + ˝ your class level + your Intelligence modifier) to resist; deaf creatures are immune to the stun effect, but not the sonic damage or the knocking-prone effect; this is a standard action that does not provoke attacks of opportunity
Hurricane (Su): Once per day, at 9th level, you can unleash a hurricane (40’ wide base, 80’ wide top, 120’ tall, 30’ wide eye) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the hurricane with a successful Concentration check (DC20) each round; hurricane-force winds produce the following effects: 75-174mph winds; all ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls), as are Listen checks: all characters can hear is the roaring of the wind; Medium or smaller creatures are Blown Away, Large creatures are Knocked Down, Huge creatures are checked, & Gargantuan or Colossal creatures are unaffected; Fortitude save DC20; all flames are extinguished; while a hurricane’s rotational speed can be as great as 174mph, the funnel itself moves forward at an average of 3mph (roughly 25’ per round); hurricane-force winds often fell trees; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Tornado (Su): Once per day, at 10th level, you can unleash a tornado (30’ wide base, 90’ wide top, 180’ tall, 20’ wide eye) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the tornado with a successful Concentration check (DC25) each round; tornado-force winds produce the following effects: 175-300mph winds; all ranged attacks are impossible (even with siege weapons), as are Listen checks; Large or smaller creatures are Blown Away, Huge creatures are Knocked Down, & Gargantuan or Colossal creatures are checked; Fortitude save DC30; all flames are extinguished; instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado; those who come in contact with the actual funnel cloud are picked up & whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply); while a tornado’s rotational speed can be as great as 300mph, the funnel itself moves forward at an average of 30mph (roughly 250’ per round); a tornado uproots trees, destroys buildings, & causes other similar forms of major destruction; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
(AKA Wind Mage)
The Aeromancer is a mage dedicated to the study of air: what it is, how it moves, & why it flows. Seeking to be master of the winds, an Aeromancer gains the ability to control the atmosphere itself. Aeromancers learn to produce gale-force winds, draw the breath out of other creatures, & even create devastating storms.
Image
http://fc15.deviantart.com/fs5/i/2004/277/0/d/Lady_Wind_Mage_by_syrusb.jpg
Requirements
Spellcasting: Ability to cast 3rd level spells
Skills: Knowledge (arcana) 9 ranks
Special: must know at least one 3rd-level or higher evocation spell
Fastest Route: Sor 6 or Wiz 6
Class Information
Hit Die: d6
Class Skills: The Aeromancer’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Arcana (Int), Profession (Wis), & Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table 1-1: The Aeromancer (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Wind Resistance 1|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Stinging Breeze|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Sudden Gust|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Wind Blast, WindRes 2|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Air Force|--
6th|+3|+2|+2|+5|Suffocation|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Gale Wind, WindRes 3|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Sonic Boom|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Hurricane|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Tornado, WindRes 4|--[/table]
Class Features
All of the following are class features of the Aeromancer. See level progression on Table 1-1: The Aeromancer (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Wind Resistance: At 1st level, all wind effects are 1 step lower for you; you treat tornado-force winds are if they were only hurricane-force, you treat windstorms as if they were only severe winds, & you treat strong winds as if they were only moderate; this wind resistance increases to 2 steps at 4th level, 3 steps at 7th level, & 4 steps at 10th level
Stinging Breeze (Su): At 2nd level, you can strike opponents with a stinging breeze at will; this is a ranged touch attack, dealing 1d6 points of slashing damage per class level; no saving throw allowed; this is a standard action that does not provoke attacks of opportunity
Sudden Gust (Sp): Three times per day, at 3rd level, you can strike opponents with a severe blast of air (up to 50mph) that originates from you, affecting all creatures in its path; this ability is identical to the gust of wind spell; this is a standard action that provokes attacks of opportunity
Wind Blast (Su): Three times per day, at 4th level, you can unleash a strong wind (60’ cone, originating from your position) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the wind with a successful Concentration check (DC10) each round; strong winds produce the following effects: 21-30mph winds; all ranged attacks have a -2 penalty (except siege weapons, which are unaffected), as are Listen checks are at a -2 penalty; Tiny or smaller creatures are Knocked Down, while Small or larger creatures are unaffected; Fortitude save DC10; strong winds automatically extinguish unprotected flames (candles, torches, & the like); initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Air Force (Su): Twice per day, at 5th level, you can unleash a severe wind (60’ cone, originating from your position) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the wind with a successful Concentration check (DC15) each round; severe winds produce the following effects: 31-50mph winds; all ranged attacks have a -4 penalty (except siege weapons, which are unaffected), as are Listen checks are at a -4 penalty; Tiny or smaller creatures are Blown Away, Small creatures are Knocked Down, Medium creatures are checked, & Large or larger creatures are unaffected; Fortitude save DC15 to resist; in addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly & have a 50% chance of extinguishing these lights; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Suffocation (Su): At 6th level, you can draw the air out of a person’s lungs, preventing them from breathing; you can choose any one creature within 60’; Fortitude save (DC10 + ˝ your class level + your Intelligence modifier) to resist; any creature successfully hit cannot breathe; you must concentrate to maintain the effect; this effect lasts a number of rounds equal to 4 × your class level, or until you fail a Concentration check (whichever comes first); each Concentration check is considered a standard action that does not provoke attacks of opportunity
Gale Wind (Su): Twice per day, at 7th level, you can unleash a windstorm (40’ wide) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the windstorm with a successful Concentration check (DC18) each round; windstorm-force winds produce the following effects: 51-74mph winds; all ranged attacks are impossible (except with siege weapons, which have a -4 penalty on attack rolls), as are Listen checks are at a -8 penalty due to the howling of the wind; Small or smaller creatures are Blown Away, Medium creatures are Knocked Down, Large or Huge creatures are checked, & Gargantuan or Colossal creatures are unaffected; Fortitude save DC18; powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames & have a 75% chance of blowing out protected flames, such as those of lanterns; while a windstorm’s wind speed can be as great as 74mph, the storm itself moves forward at an average of 6mph (roughly 50’ per round); initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Sonic Boom (Su): At 8th level, you can emit a deafening blast of supersonic air once every 1d6+4 rounds; this is a ranged touch attack with a 60’ range; any creature or object successfully hit takes 2d8 points of sonic damage; in addition, all creatures are knocked prone, deafened, & stunned for 1d4 rounds; Fortitude save (DC10 + ˝ your class level + your Intelligence modifier) to resist; deaf creatures are immune to the stun effect, but not the sonic damage or the knocking-prone effect; this is a standard action that does not provoke attacks of opportunity
Hurricane (Su): Once per day, at 9th level, you can unleash a hurricane (40’ wide base, 80’ wide top, 120’ tall, 30’ wide eye) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the hurricane with a successful Concentration check (DC20) each round; hurricane-force winds produce the following effects: 75-174mph winds; all ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls), as are Listen checks: all characters can hear is the roaring of the wind; Medium or smaller creatures are Blown Away, Large creatures are Knocked Down, Huge creatures are checked, & Gargantuan or Colossal creatures are unaffected; Fortitude save DC20; all flames are extinguished; while a hurricane’s rotational speed can be as great as 174mph, the funnel itself moves forward at an average of 3mph (roughly 25’ per round); hurricane-force winds often fell trees; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions
Tornado (Su): Once per day, at 10th level, you can unleash a tornado (30’ wide base, 90’ wide top, 180’ tall, 20’ wide eye) lasting 1d6 rounds per class level (see Table: Wind Effects (http://www.d20srd.org/srd/weather.htm#winds) in the DMG); you can control the direction of the tornado with a successful Concentration check (DC25) each round; tornado-force winds produce the following effects: 175-300mph winds; all ranged attacks are impossible (even with siege weapons), as are Listen checks; Large or smaller creatures are Blown Away, Huge creatures are Knocked Down, & Gargantuan or Colossal creatures are checked; Fortitude save DC30; all flames are extinguished; instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado; those who come in contact with the actual funnel cloud are picked up & whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply); while a tornado’s rotational speed can be as great as 300mph, the funnel itself moves forward at an average of 30mph (roughly 250’ per round); a tornado uproots trees, destroys buildings, & causes other similar forms of major destruction; initiating this is a standard action that does not provoke attacks of opportunity, while the Concentration checks are considered swift actions