PDA

View Full Version : Take to the Skies! [3.5 Base Class]



Temotei
2010-08-09, 10:18 PM
Windstriker

You'll be blown away!

--Rinoa Wrothe, fighting an earthshaker

Tornadoes, lightning, typhoons...all are tools of the windstriker, the warrior of the skies. Protecting creatures of the air and combating those of the earth, the windstriker is an agile, wise fighter, ready to call upon the tools of the gods to defeat enemies, whoever they may be.

Adventures: Windstrikers sometimes adventure to aid creatures of the air and to vanquish creatures of the earth. They sometimes adventure simply for the thrill of it, their flying ability giving them another tool to have fun with. The reasons a windstriker adventures come mostly from the individual, not the organization.

Characteristics: Windstrikers are related to wind, storms, and the sky. With powers such as calling tornadoes, lightning, and flying, they are formidable foes. If none of their greater powers work out, a windstriker can always fall back on their fairly great martial prowess.

Alignment: Windstrikers may be of any alignment. Good windstrikers may seek to fight evil creatures of the earth, or just to fight evil in general. Lawful windstrikers might protect the sky and its inhabitants. Chaotic windstrikers will often use their powers recklessly, wasting their stamina and strength in a sort of supernova of storms. Evil windstrikers tend to destroy good creatures of earth, or just good in general.

Religion: Windstrikers often worship Fharlanghn (god of travel), Obad-Hai (god of nature), and Zoser (god of wind), though they do worship any gods a warrior would normally worship, too, such as Kord (god of strength), Heironeous (god of valor), or Hextor (god of tyranny).

Background: Windstrikers learn their abilities in many ways. They might have learned themselves, like a sorcerer often does with their spells. They might be trained by greater windstrikers. Sometimes, a windstriker may even learn from birds or air elementals. Windstrikers are a fairly small organization of sky warriors, less broad than the fighters, but less specific compared to the druids.

Races: Windstrikers can be of any race, though the races associated with air, such as the raptorans, are obviously more common. Human windstrikers are usually similar to their sorcerer counterparts, except instead of learning spells, they learn to control the winds and their weapons. Dwarf windstrikers are fairly rare, but those who do become windstrikers are often less keen on destroying creatures of the earth. Elf windstrikers, light and dexterous, are slightly more common than human windstrikers, and are typically skilled with their supernatural abilities more than anything else. Half-orc windstrikers usually learn their abilities from animals or by trial and error. Gnome and halfling windstrikers are about as common as elf windstrikers, and focus on using their small size to their advantage. Half-elf windstrikers are as common as human windstrikers, but they tend to learn from observation more than anything else. Other races that become windstrikers include races of air, goblins, and kobolds, though goblins and kobolds are fairly rare. Races of air generally come with a natural instinct for their abilities, while goblins are more self-taught and kobolds like to learn from animals and draconic creatures.

Other Classes: The windstrikers are similar to paladins in that they have both supernatural and extraordinary abilities, as well as martial prowess. However, unlike paladins, they are not bound by a code, nor do they always feel so fondly toward the forces of good. Druids and windstrikers usually get along fairly well because of their distant relationship that is the nature in the sky. Barbarians often worship gods and goddesses of the sky, but even those who don't sometimes get along with windstrikers due to their warrior status. Fighters, like barbarians, relate to windstrikers as combatants of wood and metal. Windstrikers rarely have qualms with other classes, though those strongly associated with the earth may have problems understanding the sky warriors, and vice versa.

Role: The windstriker is, above all, a supernatural warrior. Whether they're calling powerful, swirling winds or scorching lightning bolts, or whether they're sending twenty powerful air creatures or the sky itself down upon foes, the windstriker is there, destroying their enemies with the power of the air backing them. When any or all of that fails, the sky warriors can wield a good weapon as well as some of the best fighters out there.

GAME RULE INFORMATION
Windstrikers have the following game statistics.
Abilities: Wisdom powers several of the windstriker's offensive and defensive supernatural abilities. Dexterity is important for gust of wind dance and being the scourge of the skies. Strength and Constitution still play their roles well, as the windstriker is still a warrior in the end.
Alignment: Any.
Hit Die: d10.
Starting Age: As fighter.
Starting Gold: 6d4x10 gp.

Class Skills
The windstriker's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

WINDSTRIKER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+0
+2
+0
Tempest, airsense


2nd
+2
+0
+3
+0
Air strike, bird sight


3rd
+3
+1
+3
+1
Resistance to electricity 5, typhoon strike


4th
+4
+1
+4
+1
Ride the winds, lightning blast


5th
+5
+1
+4
+1
Air affinity +2, earth scorn +2, windshield


6th
+6/+1
+2
+5
+2
Bonus aerial feat, cloud cover


7th
+7/+2
+2
+5
+2
Gust of wind dance 1/day


8th
+8/+3
+2
+6
+2
Unfettered, resistance to electricity 10


9th
+9/+4
+3
+6
+3
Bonus aerial feat, transparent clouds


10th
+10/+5
+3
+7
+3
Air affinity +4, earth scorn +4


11th
+11/+6/+1
+3
+7
+3
Lighter than air, calm before the storm


12th
+12/+7/+2
+4
+8
+4
Bonus aerial feat, deadly descent


13th
+13/+8/+3
+4
+8
+4
Gust of wind dance 2/day, resistance to electricity 20, gale cognizance


14th
+14/+9/+4
+4
+9
+4
Double tempest, air armor


15th
+15/+10/+5
+5
+9
+5
Bonus aerial feat, air affinity +6, earth scorn +6


16th
+16/+11/+6/+1
+5
+10
+5
-


17th
+17/+12/+7/+2
+5
+10
+5
Breath of fresh air


18th
+18/+13/+8/+3
+6
+11
+6
Bonus aerial feat, immunity to electricity


19th
+19/+14/+9/+4
+6
+11
+6
Gust of wind dance 3/day, triple tempest


20th
+20/+15/+10/+5
+6
+12
+6
Skyfall, air affinity +8, earth scorn +8



Class Features
All of the following are class features of the windstriker.

Weapon and Armor Proficiency: Windstrikers are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Bonus Language: A windstriker's bonus language options include Auran, the language of air-based creatures. This choice is in addition to the bonus languages available to the character because of their race.

Tempest (Su): A windstriker may call a tempest down upon foes once per encounter as a full-round action. At 10th level, the tempest may be called twice per encounter, and at 20th level, three times per encounter. A storm is a 70 mph cyclone in a 20-foot burst centered on any square within 60 feet of the windstriker and lasts for 1 + class levels rounds. Powerful enough to bring down branches if not whole trees, the tempest automatically extinguishes unprotected flames and has a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. At 7th level, the storm's speed doubles to 140 mph. Wind at this speed causes all flames to be extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Tempest winds often fell trees. At 14th level, the speed once again doubles to 280 mph. All ranged attacks in this tempest are impossible (even with siege weapons), as are Listen checks. Instead of being blown away, characters in close proximity to the tempest who fail their Fortitude saves are sucked toward the tempest. Those who come in contact with the actual tempest are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). A tempest of this magnitude uproots trees, destroys buildings, and causes other similar forms of major destruction. Resisting the effects of tempest requires a successful DC 10 + 1/2 class levels + Wis modifier Fortitude save.

Airsense (Ex): Using all their senses, a windstriker is able to see as if they had tremorsense with a range of 10 feet + 5 feet/class level, except it only applies to flying, levitating, and otherwise airborne creatures.

Air Strike (Su): At 2nd level, the windstriker gains the ability to call creatures of the air once per day as a full-round action. Creatures called must have the air subtype and their total CR must not exceed the windstriker's CR. The creatures remain for 1 + Wis modifier rounds. At the end of the last round, the creatures disappear. For example, a 9th-level windstriker with 15 Wisdom might call an elder arrowhawk and a small air elemental, or a single greater air elemental, or an air mephit, dust mephit, and ice mephit, any of which would stay for 5 rounds.

Bird Sight (Ex): To keep up with an air creature, one must have good eyes. The windstriker may choose one of the following:

Eagle: The keen eyes of the eagle grant a +2 bonus on Spot checks. This bonus improves by 2 at 8th level, and at every six levels after (14th, 20th).

Owl: The owl's big night eyes grant low-light vision. This becomes superior low-light vision at 8th level. At 14th level, the windstriker gains darkvision out to 60 feet and a +2 bonus on Spot checks made in low light or in the dark. At 20th level, their darkvision range increases to 120 feet, and they gain an additional +2 bonus on Spot checks made in low light or in the dark.

Vulture: The vulture's discerning eyes allow the windstriker to tell whether a creature is dead or alive easily from 60 feet away. At 8th level, this distance increases to 120 feet, and the windstriker can create a death knell effect as a spell-like ability once per day. At 14th level, they can tell whether a creature is dead, alive, or undead from 180 feet away, and they can use their death knell effect twice per day. At 20th level, they gain another use of their death knell effect and can see whether a creature is dead, alive, or undead from 240 feet away.

Resistance to Electricity (Su): At 3rd level, a windstriker gains 5 electricity resistance, representing their ability to avoid a storm's great power more effectively. This increases by 5 at 8th level and again by 10 at 13th level. At 18th level, this becomes immunity to electricity.

Typhoon Strike (Ex): The typhoon, coming in seasons, is unrelenting and unforgiving. Once per encounter, the windstriker may designate an attack as a typhoon strike. That attack deals normal damage and moves a creature up to 15 feet in a direction of the windstriker's choice. The movement provokes attacks of opportunity. Immediately following this attack, the windstriker may take a 5-foot step, regardless of movement taken that round. They may still make a 5-foot step after this one, and they may still move normally after the 5-foot step, if they so choose.

Ride the Winds (Ex): At 4th level, the windstriker is able to take their mastery of the air, focusing it into flight. The windstriker gains a flight speed equal to twice their land speed with good maneuverability. At 8th level, and at every four levels after (12th, 16th, 20th), the windstriker's flight improves, improving their speed by 20 feet. At 12th level, their flight maneuverability becomes perfect. This ability can be represented in any way, such as through wings, riding winds, or even just strength of will.

Lightning Blast (Su): The power of air is not all invisible, pushing forces. The windstriker is able to summon powerful lightning strikes Wis modifier times per day as a full-round action. For every four class levels, the windstriker may summon one blast of lightning within 60 feet, which deal a total of 1.5 x class levels d6 electricity damage. This may be divided as the windstriker sees fit. One blast per round may include a dazing effect. Hitting an enemy requires a successful ranged touch attack, rolled separately for each enemy targeted. A successful DC 10 + 1/2 class levels + Wis modifier Fortitude save negates the dazing, while a successful Reflex save of the same DC halves the damage. Creatures made of or wearing a lot of metal take a -3 penalty to AC against lightning blast.

At 8th level, each blast has a 20% chance of chaining to the nearest enemy from the original target. If there's a tie for distance, roll against each enemy's AC, giving the possibility of hitting three or more enemies with one blast. Enemies targeted by a chained lightning blast are treated as flat-footed, though the original target is not, since the chain comes after the blast. Each lightning blast may only be chained once.

Air Affinity: At 5th level, the windstriker gains a +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with creatures with the air subtype. At 10th level, and at every five levels after (15th, 20th), this bonus improves by 2.

Earth Scorn: The windstriker gains creatures with the earth subtype as favored enemies, granting them a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against them. As well, they get a +2 bonus on weapon damage rolls against the creatures. At 10th level, and every five levels after (15th, 20th), these bonuses improve by 2.

Windshield (Ex): A windstriker is better able to understand to the winds and can move through them nearly unhindered. The windstriker adds their Dexterity modifier (minimum 0) to saving throws against air and wind spells and effects. This includes gust of wind, whirlwind, and similar effects, but not all weather-related effects, such as lightning and thunder spells.

At 14th level, the windstriker is immune to being blown away, knocked down, or checked by high winds (whether natural or magical) and may ignore the effects of such winds, including the impossibility of ranged attacks and penalties to Listen checks.

Bonus Aerial Feats: At 6th level, and at every three levels after (9th, 12th, 15th, 18th), the windstriker chooses a helpful feat for aerial combat from the following list: Aerial Reflexes*, Aerial Superiority*, Born Flyer*, Diving Charge*, Flyby Attack, Hover, Improved Flight*, Improved Flyby Attack, Improved Multiattack, Multiattack, Wingover.
* See Races of the Wild (pages 148, 150, and 151).

Cloud Cover (Su): Clouds are hard to see through. Windstrikers make them harder to see through, as well as hard to hit through. As a standard action 1 + Wis modifier times per day, the windstriker may create an effect similar to obscuring mist, except a strong wind only dispels the cloud after 2 rounds, fire effects' saving throw DCs are halved and do not dispel the cloud, and any creature that attempts to attack with a weapon or unarmed strike into, within, or out of the cloud suffers a 20% miss chance, rolled again after the concealment or total concealment because of the cloud, due to the great thickness of it.

At 10th level, the cloud's solidity becomes complete, allowing only the windstriker and creatures with the air subtype to move through it. The cloud provides cover and total concealment to creatures within, though anyone within the cloud also suffers a 50% miss chance. Wind no longer affects the cloud, and creatures within the cloud automatically succeed against fire effects' saving throws.

Gust of Wind Dance (Ex): Once per day, the windstriker may cause an extremely powerful wind (70 mph) to pick up around them in a 30-foot radius. The windstriker and their allies are immune to the effects of this wind. Using its great force and speed to dance as gracefully as the wind itself, the windstriker gains the effects of haste and freedom of movement for 1 + Dex modifier rounds, after which the wind dies down to its previous, natural state. If the wind in the area is greater than 70 mph, the wind speed does not change.

At 13th level, and at every six levels after (19th), the windstriker gains another use of gust of wind dance per day.

Unfettered (Ex): At 8th level, the windstriker is able to ignore the restrictions of encumbrance and armor. The windstriker treats medium and heavy loads as light loads, though their maximum carrying limit is still in place. In addition, they may wear any type of armor without having reduced speed.

Transparent Clouds (Ex): A windstriker of 9th level can see through clouds, fog, and almost any other sort of grit or airborne particles as easily as if the impediment weren't there. They can still see the clouds or fog as a ghostly outline, however. This also allows the windstriker to ignore the miss chance associated with their own cloud cover.

Lighter Than Air (Ex): At 11th level, a windstriker's ability to ignore such earthly restrictions as gravity improves, allowing them to carry three times what they normally would be able to. In addition, the windstriker never takes falling damage.

Calm Before the Storm (Ex): This expression is often used to describe the relative calmness before the deadly destruction that is a storm. In this case, calm before the storm describes a windstriker's ability to be completely calm before exploding into a dance of death. The windstriker declares their intent to create a tempest, lightning blast, or use gust of wind dance 1 round before doing so. If the windstriker does this and creates a tempest, its size increases to a 40-foot burst and the DC to resist it increases by 1. If the windstriker uses lightning blast, it deals damage in d10s rather than d6s and the save DC increases by 1. Starting a gust of wind dance grants the windstriker a blur effect on top of the other benefits of gust of wind dance, represented by their awesome speed and the winds uncomfortably blowing in creatures' eyes.

Deadly Descent (Ex): Falling from great distances is dangerous--for enemies. At 12th level, whenever the windstriker descends from 30 feet or more above an enemy, they gain a +4 bonus to attacks, damage, trip attempts, grapple checks, bull rush attempts, feint attempts, and sunder checks, and a +2 bonus to AC for 1 round, representing the speed and grace of a windstriker on the offensive.

Gale Cognizance (Ex): Even from great distances away, a 13th-level windstriker is attuned to the air and winds. Like an animal, they can sense the changing air before a storm, whether magical or not, allowing them to detect it and its travel direction when it is within 100 miles of the windstriker. The storm doesn't necessarily have to arrive at the windstriker's location, nor does it have to be heading toward the windstriker's location, though if the storm travels farther than 100 miles away from them, the windstriker can't sense it anymore. Storms aren't the only target of gale cognizance, but they are usually the focus.

Upon reaching 17th level, a windstriker is able to detect winds 200 miles away.

Double Tempest: Almost nothing is worse than a tornado. Upon reaching 14th level, the windstriker is able to divide tempest into two tornadoes, capitalizing on the terrible power of the wind. The tornadoes may be centered on any square within 80 feet of the windstriker. Tempest may be divided in this fashion once per day.

Air Armor: Any armor the windstriker wears weighs only 1/4 its normal weight and applies its armor bonus to touch AC.

Breath of Fresh Air (Su): In times of dire need, the winds support the windstriker. Once per day as an immediate action, the windstriker may call upon a breeze granting a full lung of air, allowing them to hold their breath for twice as long as usual. The breeze also temporarily soothes injuries, granting 1d6+1 temporary hit points per class level for 3 + Wis modifier rounds.

Triple Tempest: Two tornadoes cause unspeakable amounts of damage. Three tornadoes do worse. At 19th level, the windstriker may divide tempest into three tornadoes, each centered on different squares within 100 feet of the windstriker. Triple tempest is usable once per day.

Skyfall (Su): At the peak of their power, the windstriker is able to bring upon their enemies a disaster only supposed to be seen in nightmares. The sky falls. Once per day, the windstriker may cause the sky to fall on enemies within 120 feet as a full-round action. The massive blue sheet drops swiftly onto the designated targets, crushing them. Each target takes 20d6 damage and must make a DC 10 + class levels + Wis modifier Will save or die of nightmares come true. As well, for each enemy that was hit, an obscuring mist effect appears, each centered on spaces of the windstriker's choosing. Even though the sky has fallen on the enemies, it is replaced by more sky and does not harm anything the windstriker doesn't choose to harm.

Milskidasith
2010-08-09, 11:27 PM
Tempest (Su): A windstriker may call a tempest down upon foes once per day per class level as a full-round action. A storm is a 70 mph cyclone in a 20-foot burst centered on any square within 60 feet of the windstriker and lasts for 1 + class levels rounds. At 7th level, the storm's speed doubles to 140 mph. At 14th level, the speed once again doubles to 280 mph. Resisting the effects of tempest requires a successful DC 10 + 1/2 class levels + Wis modifier Fortitude save.

You may want to explicitly state the effects of the tempest, or at least refer to the table of weather effects. As a note, 70 MPH winds are enough to make all ranged attacks fail, so you've got the benefits of a minor wind wall, plus knocking down/blowing away anything smaller than huge, and preventing them from moving, as a first level ability, which is fairly powerful.


Airsense (Ex): Using all their senses, a windstriker is able to see as if they had tremorsense with a range of 10 feet + 5 feet/class level, except it only applies to flying, levitating, and otherwise airborne creatures.

Neat, though getting it before anything is really flying is a bit odd, but not a problem.


Air Strike (Su): At 2nd level, the windstriker gains the ability to call creatures of the air once per day as a full-round action. Creatures called must have the air subtype and their total CR must not exceed the windstriker's CR. The creatures remain for 3 + Wis modifier rounds. At the end of the last round, the creatures escape from the battle with three "free" rounds of movement with a 100-foot bonus to speed. They do not provoke attacks of opportunity for moving. For example, a 9th-level windstriker with 15 Wisdom might call an elder arrowhawk and a small air elemental, or a single greater air elemental, or an air mephit, dust mephit, and ice mephit, any of which would stay for 5 rounds.

Calling creatures of your CR has some obvious problems, although requiring the air subtype limits this somewhat. I'm not entirely sure what the three free rounds of movement means; does it mean that they get a time stop for three rounds, or can make three full attacks, or just leave for three free rounds? If it's the first or last, why not just make them disappear?


Bird Sight (Ex): To keep up with an air creature, one must have good eyes. The windstriker may choose one of the following:

Eagle: The keen eyes of the eagle grant a +2 bonus on Spot checks. This bonus improves by 2 at 8th level, and at every six levels after (14th, 20th).

Owl: The owl's big night eyes grant low-light vision. This becomes superior low-light vision at 8th level. At 14th level, the windstriker gains darkvision out to 60 feet and a +2 bonus on Spot checks made in low light or in the dark. At 20th level, their darkvision range increases to 120 feet, and they gain an additional +2 bonus on Spot checks made in low light or in the dark.

Vulture: The vulture's discerning eyes allow the windstriker to tell whether a creature is dead or alive easily from 60 feet away. At 8th level, this distance increases to 120 feet, and the windstriker can create a death knell effect as a spell-like ability once per day. At 14th level, they can tell whether a creature is dead, alive, or undead from 180 feet away, and they can use their death knell effect twice per day. At 20th level, they gain another use of their death knell effect and can see whether a creature is dead, alive, or undead from 240 feet away.

All neat abilities, although not really much to enter the class for.


Resistance to Electricity (Su): At 3rd level, a windstriker gains 5 electricity resistance, representing their ability to avoid a storm's great power more effectively. This increases by 5 at 8th level and again by 10 at 13th level and 18th level.

I'd make it immunity at 18th level.


Typhoon Strike (Ex): The typhoon, coming in seasons, is unrelenting and unforgiving. When the windstriker attacks, they may designate it as a typhoon strike. That attack deals normal damage and moves a creature up to 15 feet in a direction of the windstriker's choice. Immediately following this attack, the windstriker may take a 5-foot step, regardless of movement taken that round. They may still make a 5-foot step after this one, and they may still move normally after the 5-foot step, if they so choose. Once a typhoon strike has been made, the windstriker must wait 1d2 rounds before being able to do it again.

Automatically knocking somebody fifteen feet back is a pretty good ability in some circumstances. Does this movement provoke attacks of opportunity?


Ride the Winds (Ex): At 4th level, the windstriker is able to take their mastery of the air, focusing it into flight. The windstriker gains a flight speed equal to their land speed with clumsy maneuverability. At 8th level, and at every four levels after (12th, 16th, 20th), the windstriker's flight improves, improving their maneuverability by one category and increasing flight speed by 10 feet. This ability can be represented in any way, such as through wings, riding winds, or even just strength of will.

I'd give them better maneuverability to start, because when Fly lets you get a good movespeed at fifth level, a class entirely based around the wind should probably be able to one-up them. I'd make it good with twice your land speed at fourth (or fifth, if you want it to be equal with fly), and, at the normal increases, increase by twenty feet, getting perfect at 12th level or so, but there's not too much of a difference between the two save climbing speeds.


Lightning Blast (Su): The power of air is not all invisible, pushing forces. The windstriker is able to summon powerful lightning strikes Wis modifier times per day as a full-round action. For every four class levels, the windstriker may summon one blast of lightning. Hitting an enemy requires a successful ranged touch attack, rolled separately for each enemy targeted. Each blast deals 1d6 per two class levels electricity damage and dazes a single enemy. A successful DC 10 + 1/2 class levels + Wis modifier Fortitude save negates the dazing, while a successful Reflex save of the same DC halves the damage. Creatures made of or wearing a lot of metal take a -3 penalty to AC against lightning blast.

So, if I have this right, you get class level/4 blasts that deal (class level/2)D6 damage, or 50d6 damage at level 20, along with five saves against daze? That is a pretty damn good amount of damage and a pretty impressive number of saves, and toning one or the other down wouldn't be too bad, though it depends where this class is intended to be at.


At 8th level, each blast has a 20% chance of chaining to the nearest enemy from the original target. If there's a tie, roll once for each enemy, giving the possibility of hitting three or more enemies with one blast. Enemies targeted by a chained lightning blast are never subject to being dazed, though they are treated as flat-footed against the chained lightning blast as well.

20% chance of chaining is rather minor. Questions: Is the damage dealt the same? Does it hit the same AC? Does "roll once per each enemy" mean that if you hit somebody equidistant from multiple enemies, you can chain it to all said enemies? Can it chain on chained hits? Are only the targets who it chains to flat footed, or are all targets (in which case, hitting flat footed touch AC, you're essentially hitting AC 10/7 if they are wearing metal). Does the chain lightning even need to make an attack roll?


Air Affinity: At 5th level, the windstriker gains a +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with creatures with the air subtype. At 10th level, and at every five levels after (15th, 20th), this bonus improves by 2.

This is interesting, although it looks like the favored enemy list, but without the in-combat bonuses. Still, it's not like it would make sense to get benefits to hitting air-subtype stuff.


Earth Scorn: The windstriker gains creatures with the earth subtype as favored enemies, granting them a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against them. As well, they get a +2 bonus on weapon damage rolls against the creatures. At 10th level, and every five levels after (15th, 20th), these bonuses improve by 2.


And, badaboom, favored enemy earth subtype creatures. Lightning blast on earth subtype creatures would get forty bonus damage at level 20, which is pretty nice.


Windshield (Ex): A windstriker is better able to understand to the winds and can move through them nearly unhindered. The windstriker adds their Dexterity modifier (minimum 0) to saving throws against air and wind spells and effects.

This is rather vague; does it include anything that deals electricity damage, such as chain lightning, or things that are related to weather, such as Great Thunderclap?


At 14th level, the windstriker is immune to being blown away, knocked down, or checked by high winds (whether natural or magical) and may ignore the effects of such winds, including the impossibility of ranged attacks and penalties to Listen checks.

Nifty, flavorful, and probably not going to ruin any encounters, but still lets you use your tornado force winds without hurting yourself.


Bonus Aerial Feats: At 6th level, and at every three levels after (9th, 12th, 15th, 18th), the windstriker chooses a helpful feat for aerial combat from the following list: Aerial Reflexes*, Aerial Superiority*, Born Flyer*, Diving Charge*, Flyby Attack, Hover, Improved Flight*, Improved Flyby Attack, Improved Multiattack, Multiattack, Wingover.
* See Races of the Wild (pages 148, 150, and 151).

Bonus feats, nice.


Cloud Cover (Su): Clouds are hard to see through. Windstrikers make them harder to see through, as well as hard to hit through. As a standard action 1 + Wis modifier times per day, the windstriker may create an effect similar to obscuring mist, except a strong wind only dispels the cloud after 2 rounds, fireball, flame strike, and similar spells' effects are delayed 1 round, a wall of fire is delayed 1 round before starting in the cloud's area, and any creature that attempts to attack with a weapon or unarmed strike into, within, or out of the cloud suffers a 20% miss chance, rolled again after the concealment or total concealment because of the cloud, due to the thickness of it.


This is rather nice. Questions: Are you still affected by this? Is it centered on you, or on a location? Do natural weapons, ranged weapons, magical spells, and other such things take a miss chance? If you use something that is delayed a round (such as scorching ray) and the target moves, does it automatically miss? If not, does the target who leaves the range of the cloud still get the beneficial miss chance, or not? Why delay fire effects anyway, instead of just halving their effectiveness or lowering the save? There are going to be a lot more oddities with fire effects due to the vague delaying clause.


At 10th level, the cloud's solidity becomes complete, allowing only the windstriker and creatures with the air subtype to move through it. The cloud provides cover and total concealment to creatures within, though anyone within the cloud also suffers a 50% miss chance. Wind and fire no longer affect the cloud.

When you say can't move through it, does this mean something like a solid fog type effect, or that it's basically a wall for other people?


Gust of Wind Dance (Ex): Once per day, the windstriker may cause an extremely powerful wind (70 mph) to pick up around them in a 30-foot radius. The windstriker and their allies are immune to the effects of this wind. Using its great force and speed to dance as gracefully as the wind itself, the windstriker gains the effects of haste and freedom of movement for 1 + Dex modifier rounds, when the wind dies down to its previous, natural state.

At 13th level, and at every six levels after (19th), the windstriker gains another use of gust of wind dance per day.

This is neat, although, compared to your ability to cause tornado force winds, the actual wind part of this is rather mediocre, though the free buffs don't hurt.


Unfettered (Ex): At 8th level, the windstriker is able to ignore the restrictions of encumbrance and armor. The windstriker treats medium and heavy loads as light loads, though their maximum carrying limit is still in place. In addition, they may wear any type of armor without having reduced speed.

Useful and not game breaking, especially since you aren't proficient with heavier armors anyway, and by this point your medium armor is probably a mithral version of itself, unless you are using a mithral full plate with middling dexterity.


Transparent Clouds (Ex): A windstriker of 9th level can see through clouds, fog, and almost any other sort of grit or airborne particles as easily as if the impediment weren't there. They can still see the clouds or fog as a ghostly outline, however.

I presume this gets rid of concealment chances, but does it remove the 20% chance for all attacks to get stuck in your obscuring mist-esque effect?


Lighter Than Air (Ex): At 11th level, a windstriker's ability to ignore such earthly restrictions as gravity improves, allowing them to carry three times what they normally would be able to. In addition, the windstriker never takes falling damage.

Yet another useful ability that really can't be criticized, but also doesn't do anything to cause steady power creep on the class.


Calm Before the Storm (Ex): This expression is often used to describe the relative calmness before the deadly destruction that is a storm. In this case, calm before the storm describes a windstriker's ability to be completely calm before exploding into a dance of death. The windstriker declares their intent to create a tempest, lightning blast, or use gust of wind dance 1 round before doing so. If the windstriker does this and creates a tempest, its size increases to a 40-foot burst and the DC to resist it increases by 1. If the windstriker uses a lightning blast, it deals 1d10 damage per two class levels and the save DCs increase by 1 each. Starting a gust of wind dance grants the windstriker a blur effect on top of the other benefits of gust of wind dance, represented by their awesome speed and the winds uncomfortably blowing in creatures' eyes.


A pretty nice way to power up things, although 50d10 plus five saves on lightning blast is still really good.


Deadly Descent (Ex): Falling from great distances is dangerous--for enemies. At 12th level, whenever the windstriker descends from 30 feet or more above an enemy, they gain a +4 bonus to attacks, damage, trip attempts, grapple checks, bull rush attempts, feint attempts, and sunder checks, and a +2 bonus to AC for 1 round, representing the speed and grace of a windstriker on the offensive.

Does this only apply to the one enemy, or to all enemies? This is mostly concerning the AC bonus, but I can also see how you could get attacks against people you aren't descending towards (dive at an enemy, belt of battle, full round action blast a guy with lightning that now has an extra kick due to getting +4 to-hit and +4 damage per bolt).


Gale Cognizance (Ex): Even from great distances away, a 13th-level windstriker is attuned to the air and winds. Like an animal, they can sense the changing air before a storm, allowing them to detect it and its travel direction when it is within 100 miles of the windstriker. The storm doesn't necessarily have to arrive at the windstriker's location, nor does it have to be heading toward the windstriker's location, though if the storm travels farther than 100 miles away from them, the windstriker can't sense it anymore. Storms aren't the only target of gale cognizance, but they are usually the focus.

Upon reaching 17th level, a windstriker is able to detect winds 200 miles away.

Neat. Does this only detect regular winds, or does it also predict magical winds created by control weather or another windstriker?


Double Tempest: Almost nothing is worse than a tornado. Upon reaching 14th level, the windstriker is able to divide tempest into two tornadoes, capitalizing on the terrible power of the wind. The tornadoes may be centered on any square within 80 feet of the windstriker. Tempest may be divided in this fashion once per day.

This is... pretty good battlefield control, actually.


Air Armor: Any armor the windstriker wears has no armor check penalty and weighs only 1/4 its normal weight. Also, the armor no longer has a maximum Dexterity bonus.

This essentially means everybody would be wearing... whatever that exotic armor with no dex bonus and a base AC of 10, right? Mountain plate? Without an ACP or dex penalty or movespeed decrease, you're essentially proficient with all armor. It might be better if you just got a deflection AC while wearing light or medium armor, or had your armors bonus apply against touch AC as well (I'd prefer the latter, since you can buy deflection bonuses).


Breath of Fresh Air (Su): In times of dire need, the winds support the windstriker. Once per day as an immediate action, the windstriker may call upon a breeze granting a full lung of air, allowing them to hold their breath for twice as long as usual. The breeze also temporarily soothes injuries, granting 1d6+1 temporary hit points per class level for 3 + Wis modifier rounds.

In combat healing is kind of meh even at early, and I am not sure how often 17th level PCs would need that or the ability to breathe longer, because by that point, most of them probably don't breathe at all.


Triple Tempest: Two tornadoes cause unspeakable amounts of damage. Three tornadoes end up doing worse. At 19th level, the windstriker may divide tempest into three tornadoes, each centered on different squares within 100 feet of the windstriker. Triple tempest is usable once per day.

Yet more BC ability.


Skyfall (Su): At the peak of their power, the windstriker is able to bring upon their enemies a disaster only supposed to be seen in nightmares. The sky falls. Once per day, the windstriker may cause the sky to fall on enemies within 120 feet as a full-round action. The massive blue sheet drops swiftly onto the designated targets, crushing them. Each target takes 20d6 damage and must make a DC 10 + class levels + Wis modifier Will save or die of nightmares come true. As well, for each enemy that was hit, an obscuring mist effect appears, each centered on spaces of the windstriker's choosing. Even though the sky has fallen on the enemies, it is replaced by more sky and does not harm anything the windstriker doesn't choose to harm.

Woah, this is... really powerful. Granted, I think it counts as a death effect, so most people are immune, but a DC of 30+wis mod on all enemies within 120 feet is very, very good, though it is a capstone.

Overall, I think this class is, while not totally balanced, very workable. The problems I see with it are that a lot of potential for giving bonuses to armor due to wind just cause you to be wearing heavier armor instead, which is counterintuitive, and the fact this class really doesn't have too much in terms of actual melee capability if it burns through its (admittedly large amount) of daily abilities. Perhaps making the abilities per encounter, or giving it a few melee bonuses besides the one for diving, could make it a bit more melee capable for a full BAB class. It's certainly got the ability to do a pretty varied amount, and depending on what tier this was aimed for, the tweaks could change, but with a few adjustments this could be a completely solid class.

Temotei
2010-08-10, 12:12 AM
You may want to explicitly state the effects of the tempest, or at least refer to the table of weather effects. As a note, 70 MPH winds are enough to make all ranged attacks fail, so you've got the benefits of a minor wind wall, plus knocking down/blowing away anything smaller than huge, and preventing them from moving, as a first level ability, which is fairly powerful.

Stating the effects is probably a good idea, considering they're fairly hidden and often unused. I'll put them in.


Calling creatures of your CR has some obvious problems, although requiring the air subtype limits this somewhat. I'm not entirely sure what the three free rounds of movement means; does it mean that they get a time stop for three rounds, or can make three full attacks, or just leave for three free rounds? If it's the first or last, why not just make them disappear?

Eh. I meant to have them just escape in those three rounds, but for simplicity's sake, I'm going to have them disappear.


I'd make it immunity at 18th level.

Actually, I originally had that. I forgot why I didn't leave it.


Automatically knocking somebody fifteen feet back is a pretty good ability in some circumstances. Does this movement provoke attacks of opportunity?

Hmm...I think I'll limit it to once per encounter, with the movement provoking attacks of opportunity. How does that sound?


I'd give them better maneuverability to start, because when Fly lets you get a good movespeed at fifth level, a class entirely based around the wind should probably be able to one-up them. I'd make it good with twice your land speed at fourth (or fifth, if you want it to be equal with fly), and, at the normal increases, increase by twenty feet, getting perfect at 12th level or so, but there's not too much of a difference between the two save climbing speeds.

That's a sound plan. I think I'll use it.


So, if I have this right, you get class level/4 blasts that deal (class level/2)D6 damage, or 50d6 damage at level 20, along with five saves against daze? That is a pretty damn good amount of damage and a pretty impressive number of saves, and toning one or the other down wouldn't be too bad, though it depends where this class is intended to be at.

20% chance of chaining is rather minor. Questions: Is the damage dealt the same? Does it hit the same AC? Does "roll once per each enemy" mean that if you hit somebody equidistant from multiple enemies, you can chain it to all said enemies? Can it chain on chained hits? Are only the targets who it chains to flat footed, or are all targets (in which case, hitting flat footed touch AC, you're essentially hitting AC 10/7 if they are wearing metal). Does the chain lightning even need to make an attack roll?

That is a lot of damage and dazing. Maybe I'll limit it to one daze per round, with the rest of the bolts only dealing damage, then lower the damage to something like class levels/4...

The chain was supposed to work like this: Imagine an 8th-level windstriker facing five enemies. One is thirty feet away, while the other four surround the first enemy in a square formation, leaving every one of them an equal distance from the middle enemy.




This is rather vague; does it include anything that deals electricity damage, such as chain lightning, or things that are related to weather, such as Great Thunderclap?

I meant for it to only protect against things like gust of wind and whirlwind, though protecting against weather-related spells and effects wouldn't be too bad. I'd like opinions on this.


This is rather nice. Questions: Are you still affected by this? Is it centered on you, or on a location? Do natural weapons, ranged weapons, magical spells, and other such things take a miss chance? If you use something that is delayed a round (such as scorching ray) and the target moves, does it automatically miss? If not, does the target who leaves the range of the cloud still get the beneficial miss chance, or not? Why delay fire effects anyway, instead of just halving their effectiveness or lowering the save? There are going to be a lot more oddities with fire effects due to the vague delaying clause.

This ability essentially acts like obscuring mist, with the exceptions written out beyond that little, hidden part of the third sentence.

I'll lower fire's effectiveness to make it simpler, though. You're right that it's just weird.


When you say can't move through it, does this mean something like a solid fog type effect, or that it's basically a wall for other people?

I meant it's kind of like a wall.


I presume this gets rid of concealment chances, but does it remove the 20% chance for all attacks to get stuck in your obscuring mist-esque effect?

I think it should. Maybe I'll change the name of the ability and allow the windstriker to ignore their cloud cover's negative aspects.


Does this only apply to the one enemy, or to all enemies? This is mostly concerning the AC bonus, but I can also see how you could get attacks against people you aren't descending towards (dive at an enemy, belt of battle, full round action blast a guy with lightning that now has an extra kick due to getting +4 to-hit and +4 damage per bolt).

I originally meant for it to apply to all enemies. With the changes to lightning blast, it should be better.


Neat. Does this only detect regular winds, or does it also predict magical winds created by control weather or another windstriker?

It can detect magical winds.


This essentially means everybody would be wearing... whatever that exotic armor with no dex bonus and a base AC of 10, right? Mountain plate? Without an ACP or dex penalty or movespeed decrease, you're essentially proficient with all armor. It might be better if you just got a deflection AC while wearing light or medium armor, or had your armors bonus apply against touch AC as well (I'd prefer the latter, since you can buy deflection bonuses).

I like that. I'll use it.


In combat healing is kind of meh even at early, and I am not sure how often 17th level PCs would need that or the ability to breathe longer, because by that point, most of them probably don't breathe at all.

That it's an immediate action does something for this ability. Still, I'll agree that it's a fairly minor thing.


Woah, this is... really powerful. Granted, I think it counts as a death effect, so most people are immune, but a DC of 30+wis mod on all enemies within 120 feet is very, very good, though it is a capstone.

I was always a sucker for the flashy junk. :smallamused:


Overall, I think this class is, while not totally balanced, very workable. The problems I see with it are that a lot of potential for giving bonuses to armor due to wind just cause you to be wearing heavier armor instead, which is counterintuitive, and the fact this class really doesn't have too much in terms of actual melee capability if it burns through its (admittedly large amount) of daily abilities. Perhaps making the abilities per encounter, or giving it a few melee bonuses besides the one for diving, could make it a bit more melee capable for a full BAB class. It's certainly got the ability to do a pretty varied amount, and depending on what tier this was aimed for, the tweaks could change, but with a few adjustments this could be a completely solid class.

Awesome. I'll see what I can do.

**Changes have been made.**

Gandariel
2010-08-10, 11:34 AM
wounderful, though i should check the rules about winds, because the storms should easily blow away about every enemy you'll face..
only one thing... at level 4 now you can have... 1 single lightning bolt for 1 d6 damage?

Temotei
2010-08-10, 12:21 PM
wounderful, though i should check the rules about winds, because the storms should easily blow away about every enemy you'll face..
only one thing... at level 4 now you can have... 1 single lightning bolt for 1 d6 damage?

Yep. It dazes, however, so that's pretty useful, still.

Gandariel
2010-08-10, 12:49 PM
whops, totally forgot about that
niiiiice

Milskidasith
2010-08-10, 01:45 PM
With one blast per round dazing, it can be upgraded to the normal damage; the way it is now, it scales to be fairly powerful at level 20, but very weak up until then.

Perhaps just make it something like "1.5/class level d6 damage, divided amongst class level/4 lightning bolts, one of which can daze?"

Temotei
2010-08-10, 01:56 PM
With one blast per round dazing, it can be upgraded to the normal damage; the way it is now, it scales to be fairly powerful at level 20, but very weak up until then.

Perhaps just make it something like "1.5/class level d6 damage, divided amongst class level/4 lightning bolts, one of which can daze?"

I like that formula, so I used it. Thanks much. :smallbiggrin:

For those that don't want to do the math, that's 6d6 electricity damage at 4th level with one bolt. At 8th level, you have two bolts with a total of 12d6 damage, so you could divide it evenly (6d6 per bolt) or unevenly (1d6 and 11d6, for example).

At 20th level, you have 30d6 electricity damage and five bolts, so you can evenly distribute for 6d6 per bolt, or you can divide it unevenly (4d6, 5d6, 6d6, 7d6, 8d6, etc.).

So, the formula basically does the same amount of damage, but you can focus more power into one bolt or focus more into a couple while sacrificing some power in other bolts.

Milskidasith
2010-08-10, 02:24 PM
I like that formula, so I used it. Thanks much. :smallbiggrin:

For those that don't want to do the math, that's 6d6 electricity damage at 4th level with one bolt. At 8th level, you have two bolts with a total of 12d6 damage, so you could divide it evenly (6d6 per bolt) or unevenly (1d6 and 11d6, for example).

At 20th level, you have 30d6 electricity damage and five bolts, so you can evenly distribute for 6d6 per bolt, or you can divide it unevenly (4d6, 5d6, 6d6, 7d6, 8d6, etc.).

So, the formula basically does the same amount of damage, but you can focus more power into one bolt or focus more into a couple while sacrificing some power in other bolts.

I'm not sure on the math, but I think you'd always want a lot of bolts dealing less damage, fired at one target, than one big one, due to the chain effect. That's not really a problem, though.

Temotei
2010-08-17, 02:12 PM
Tempest has been changed to a one-per-encounter ability, allowing more uses per encounter at higher levels, though those extra uses are probably not going to come up very often.

Any thoughts on that?

Roc Ness
2010-08-18, 05:59 AM
Sorry, I have no thoughts on balance. However, I will say this is a crazy cool class, and I have the urge to play a pseudodragon with levels in it. :smallcool:

sigurd
2010-08-18, 07:02 AM
Skyfall (Su): At the peak of their power, the windstriker is able to bring upon their enemies a disaster only supposed to be seen in nightmares. The sky falls. Once per day, the windstriker may cause the sky to fall on enemies within 120 feet as a full-round action. The massive blue sheet drops swiftly onto the designated targets, crushing them. Each target takes 20d6 damage and must make a DC 10 + class levels + Wis modifier Will save or die of nightmares come true. As well, for each enemy that was hit, an obscuring mist effect appears, each centered on spaces of the windstriker's choosing. Even though the sky has fallen on the enemies, it is replaced by more sky and does not harm anything the windstriker doesn't choose to harm.

I've very rarely seen a 20th level ability in play but this is still too wishful. The class should be responsible for carving out a shape and live with the results of that shape when it falls.

To simply hit pick your enemies and then save\die and your friends don't get hit just because. That's not an attack that's a decree. It hurts the class by being too wishful.

Temotei
2010-08-18, 10:07 PM
I've very rarely seen a 20th level ability in play but this is still too wishful. The class should be responsible for carving out a shape and live with the results of that shape when it falls.

To simply hit pick your enemies and then save\die and your friends don't get hit just because. That's not an attack that's a decree. It hurts the class by being too wishful.

I don't understand how it hurts the class, but...I sort of see what you're saying.

"Carving" a shape out of the sky to fall would be cool, but the player would just make the shape go around his/her friends, anyway, giving the same effect, but the ability will take longer to use because they have to say where to hit and where not to. Sure, it's only once per day that they can use it, but unless an enemy is surrounded, the player will just decide to make a shape to hit every enemy, anyway.

Unless you mean to place limits, like only allowing a certain amount of corners in the shape?

Oh, and thank you, Roc Ness. :smallbiggrin:

Lix Lorn
2010-08-19, 12:24 PM
...yeah, I love this class so much. I need to play one. Like, nao.

Question: Range of Lightning Blast?