TheOOB
2007-01-07, 11:44 PM
Wind Dragon Master
"Trying to fight a master of of the Wind Dragon style is like trying to fight a hurricane, if you don't die you'll end up embaressed and defeated on your back. Only a fool challeneges one who commands the wind with the same proficiency that a great warrior commands a blade"
--Zepher Highfolk, Wind Dragon Master
There are many different styles of martial arts in the world, but few possess the grace and power of the Wind Dragon Style. Masters of the Wind Dragon not only are skilled unarmed combatants, but they also possess the ability to manipulate the power of wind and storms to aid them in combat, making them quick and fearsome opponents that few can match in battle.
Virtually all Wind Dragon Masters where monks at one point in their career, though occasionally a fighter or ranger trains in the Wind Dragon Style. Rogues rarely become Wind Dragon Masters, but those who do are some of the most powerful masters of this style around.
Hit Die: d8
Requirements
To qualify to become a wind dragon master, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Jump 8 ranks, Knowledge(arcana) 5 ranks.
Feats: Acrobatic, Combat Reflexes, Improved Unarmed Strike, Stunning Fist.
Special: Evasion ability.
Class Skills
The wind dragon master's class skills(and the key ability for each skill) are Balance(Dex), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(arcana)(Int), Knowledge(nature), Knowledge(religion)(Int), Move Silently(Dex), Profession(Int), Sense Motive(Wis), Survival(Wis), Swim(Str), Tumble(Dex).
Skill Points at Each Level: 4 + Int modifier.
Wind Dragon Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Dragon's Claw, Monk Abilities
2nd|
+1|
+3|
+3|
+3|Electricity Resistance 5, Feather Fall
3rd|
+2|
+3|
+3|
+3|Air Leap, Storm Fist
4th|
+3|
+4|
+4|
+4|Air Step, Electricity Resistance 10, Second Wind
5th|
+3|
+4|
+4|
+4|Air Recovery, Storm Lance, Wind Fury
6th|
+4|
+5|
+5|
+5|Dragon's Breath, Electricity Resistance 15
7th|
+5|
+5|
+5|
+5|Downward Strike, Dragon's Wings
8th|
+6|
+6|
+6|
+6|Control Weather, Dragon's Tail, Electricity Resistance 20
9th|
+6|
+6|
+6|
+6|Dragon's Maw
10th|
+7|
+7|
+7|
+7|Electricity Immunity, Rising Dragon[/table]
Class Features
All of the following are class feature of the wind dragon master prestige class.
Weapon and Armor Proficiency: Wind dragon gain no additional proficiencies with any weapons or armor.
Monk Abilities: A wind dragon master's class levels stack with monk levels for determining their unarmed damage, AC bonus, unarmored movement speed, and the number of times they can use their Stunning Fist feat per day.
Dragon's Claw(Su): One of the first techniques any wind dragon master learns is the Dragon's Claw which empowers their strikes with the power of wind to knock their enemies to the ground. You must declare your use of this ability before making your attack roll (thus a failed roll ruins the attempt). Dragon's Claw forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + your wind dragon master level + you Wis modifier) in addition to dealing damage normally. A defender who fails their save is knocked prone and denied their Dexterity bonus to AC until their next action. Using this ability requires one of your Stunning Fist attempts for the day.
Electricity Resistance(Ex): A wind dragon masters power comes from the energy of winds and storms, and over time they become resistant to this energy. Starting at 2nd level a wind dragon master gains Electricity Resistance 5. This resistance increases to 10 at level 4, 15 at level 6, and 20 at level 8.
Feather Fall(Sp): Even young wind dragon masters learn the basic technique of how to use the wind to cushion themselves from a fall, emerging unharmed from any height. Starting at 2nd level a wind dragon master can use feather fall as a spell-like ability at will with a caster level equal to their character level. This ability only targets the wind dragon master.
Air Leap(Su): Early in their career wind dragon masters learn to use the wind to improved their jumping ability. Starting at 3rd level a wind dragon master gains a +4 bonus to all jump checks and may take 10 on a jump check even when stress or distractions would otherwise prevent them from being able to. A wind dragon master gains no benefit from this ability for the jump check to use their Dragon's Wings ability(see below).
Storm Fist(Su): Wind dragon masters can call upon the power of storms to wreath their hands in crackling energy. As a swift action a wind dragon master of 3rd level or higher can imbue his attacks with electricity, granting his unarmed strikes the shocking quality for one round for every two wind dragon master levels, rounded down. Using this ability requires one of your Stunning Fist attempts for the day.
Air Step(Su): By manipulating the winds around them a wind dragon master can make short leaps across the battlefield to better position themselves. A wind dragon master of 4th level or higher can move 10 feet as a free action without provoking attacks of opportunity for movement so long as they make no other movement in their turn. This ability follows all rules for making a 5 foot step except for the distance traveled. You may not make take an Air Step and a 5 foot step in the same turn.
Second Wind(Su): A wind dragon master can called upon the winds to bind their wounds and allow them to continue fighting. As a swift action a wind dragon master of 4th level or higher can spend 1 or more of their daily Stunning Fist attempts (to a maximum of 1 per 2 class levels, rounded down.) to heal their wounds. This ability heals 2d6 damage for every Stunning Fist attempt used.
Air Recovery(Su): By using the wind to boost themselves a wind dragon master can quickly stand up and be ready to fight. Starting at 5th level a wind dragon master can stand up from being prone as a free action that does not provoke an attack of opperunity.
Storm Lance(Su): By unleashing the energy of a storm a wind dragon master can shoot a bolt of lightning out to smite their foes. Starting at 5th level a wind dragon master can make a ranged touch attack agienst a target within 60 feet as a standard action. This attack deals 1d8 electricity damage for every two wind dragon master levels they have. Using this ability requires two of your Stunning Fist attempts for the day.
Wind Fury(Su): Skilled masters of the wind dragon style can channel wind into their attacks with such force that it flings their foes backwards. A wind dragon master of 5th level or higher can spend up to one additional stunning fist attempts per two wind dragon master levels, rounded down, when using their Dragon's Claw or Dragon's Tail abilities. A target who fails their save agienst either of these moves is pushed back 5 feet per additional stunning fist attempt spent in this way in addition to suffering the normal affects of the ability. A wind dragon master must declare the use of Wind Fury to augment their Dragon's Claw or Dragon's Tail abilities before making the attack rolls for those abilitys (thus a failed roll ruins the attempt).
Dragon's Breath(Sp): A talented wind dragon master can cause great flurries of wind with their breath. A wind dragon master of 6th level or higher can use Gust of Wind as a spell-like ability at a caster level equal to their character level(Save DC equal to 10 + wind dragon master level + Wis modifier). All targets caught in the area of the gust are treated as one size category smaller for the purposes of it's effects. After using this ability a wind dragon master may not use it again for 1d4 minutes.
Dragon's Wings(Su): Experienced wind dragon masters can even manipulate the winds around them to take to the skys for short periods of times. A 7th level or higher wind dragon master can make a DC 10 jump check as a swift action, if they succeed they gain a fly speed equal to their land speed(perfect maneuverability) for a number of rounds equal to half their class levels, rounded down. Every time a they use this ability the jump DC for all future uses of Dragon's Wings in the same day increases by 5.
Downward Strike(Ex): Wind dragon masters often find themselves above their opponents and have learned how to press that advantage. A wind dragon master of 7th level or higher gains +2 to all unarmed attack and damage rolls agienst a prone target or a target who is at least 5 feet below them.
Control Weather(Sp): Wind dragon masters are attuned to the natural cycle of wind and weather, and are able to alter those cycles as they see fit. Starting at 8th level a wind dragon master may use Control Weather once per day as a spell-like ability with a caster level equal to their character level.
Dragon's Tail(Su):Masters of the wind dragon style can mimick the movements of a dragon's tail by knocking their opponents on the ground with a quick burst of wind. As a Full-Round Action, a wind dragon master of 8th level or higher can make a single unarmed strike agienst every opponent they threaten. Anyone hit by one of these attacks must make a reflex save(DC 10 + wind dragon master level + Wis modifier), or be knocked prone. Using this ability requires two daily Stunning Fist attempts.
Dragon's Maw(Sp): One of the most advanced techniques a wind dragon master learns is the Dragon's Maw which ensnars their enemies in a powerful torrent of wind. Once per day a wind dragon master of 9th level or higher may use Bigby's Grasping Hand as a spell-like ability with a caster level equal to their character level(use Wisdom to determine the attack and grapple bonus of this ability). This ability takes the form of a fierce torrent of wind rather then a large hand.
Electricity Immunity(Ex): The most powerful wind dragon masters have drawn so deeply into the power of storms that such energy no longer has any affect on them. After reaching 10th level a wind dragon master becomes immune to all electricity damage.
Rising Dragon(Su): The final technique any wind dragon master learns is the mighty Rising Dragon technique. With this technique the wind dragon master of at least 10th level launches their enemies far into the air with mighty winds. You must declare your use of this ability before making your attack roll (thus a failed roll ruins the attempt). Rising Dragon forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + your wind dragon master level + you Wis modifier) in addition to dealing damage normally. A target who fails their save is launched 10 feet in the air for every wind dragon master level you have. If this movement is stopped by some sort of barrier (such as a roof), the target suffers falling damage appropriate for half the distance traveled upwards. At the beginning of the targets next turn they start falling normally. Using this ability requires three of your daily Stunning Fist attempts.
"Trying to fight a master of of the Wind Dragon style is like trying to fight a hurricane, if you don't die you'll end up embaressed and defeated on your back. Only a fool challeneges one who commands the wind with the same proficiency that a great warrior commands a blade"
--Zepher Highfolk, Wind Dragon Master
There are many different styles of martial arts in the world, but few possess the grace and power of the Wind Dragon Style. Masters of the Wind Dragon not only are skilled unarmed combatants, but they also possess the ability to manipulate the power of wind and storms to aid them in combat, making them quick and fearsome opponents that few can match in battle.
Virtually all Wind Dragon Masters where monks at one point in their career, though occasionally a fighter or ranger trains in the Wind Dragon Style. Rogues rarely become Wind Dragon Masters, but those who do are some of the most powerful masters of this style around.
Hit Die: d8
Requirements
To qualify to become a wind dragon master, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Jump 8 ranks, Knowledge(arcana) 5 ranks.
Feats: Acrobatic, Combat Reflexes, Improved Unarmed Strike, Stunning Fist.
Special: Evasion ability.
Class Skills
The wind dragon master's class skills(and the key ability for each skill) are Balance(Dex), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(arcana)(Int), Knowledge(nature), Knowledge(religion)(Int), Move Silently(Dex), Profession(Int), Sense Motive(Wis), Survival(Wis), Swim(Str), Tumble(Dex).
Skill Points at Each Level: 4 + Int modifier.
Wind Dragon Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Dragon's Claw, Monk Abilities
2nd|
+1|
+3|
+3|
+3|Electricity Resistance 5, Feather Fall
3rd|
+2|
+3|
+3|
+3|Air Leap, Storm Fist
4th|
+3|
+4|
+4|
+4|Air Step, Electricity Resistance 10, Second Wind
5th|
+3|
+4|
+4|
+4|Air Recovery, Storm Lance, Wind Fury
6th|
+4|
+5|
+5|
+5|Dragon's Breath, Electricity Resistance 15
7th|
+5|
+5|
+5|
+5|Downward Strike, Dragon's Wings
8th|
+6|
+6|
+6|
+6|Control Weather, Dragon's Tail, Electricity Resistance 20
9th|
+6|
+6|
+6|
+6|Dragon's Maw
10th|
+7|
+7|
+7|
+7|Electricity Immunity, Rising Dragon[/table]
Class Features
All of the following are class feature of the wind dragon master prestige class.
Weapon and Armor Proficiency: Wind dragon gain no additional proficiencies with any weapons or armor.
Monk Abilities: A wind dragon master's class levels stack with monk levels for determining their unarmed damage, AC bonus, unarmored movement speed, and the number of times they can use their Stunning Fist feat per day.
Dragon's Claw(Su): One of the first techniques any wind dragon master learns is the Dragon's Claw which empowers their strikes with the power of wind to knock their enemies to the ground. You must declare your use of this ability before making your attack roll (thus a failed roll ruins the attempt). Dragon's Claw forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + your wind dragon master level + you Wis modifier) in addition to dealing damage normally. A defender who fails their save is knocked prone and denied their Dexterity bonus to AC until their next action. Using this ability requires one of your Stunning Fist attempts for the day.
Electricity Resistance(Ex): A wind dragon masters power comes from the energy of winds and storms, and over time they become resistant to this energy. Starting at 2nd level a wind dragon master gains Electricity Resistance 5. This resistance increases to 10 at level 4, 15 at level 6, and 20 at level 8.
Feather Fall(Sp): Even young wind dragon masters learn the basic technique of how to use the wind to cushion themselves from a fall, emerging unharmed from any height. Starting at 2nd level a wind dragon master can use feather fall as a spell-like ability at will with a caster level equal to their character level. This ability only targets the wind dragon master.
Air Leap(Su): Early in their career wind dragon masters learn to use the wind to improved their jumping ability. Starting at 3rd level a wind dragon master gains a +4 bonus to all jump checks and may take 10 on a jump check even when stress or distractions would otherwise prevent them from being able to. A wind dragon master gains no benefit from this ability for the jump check to use their Dragon's Wings ability(see below).
Storm Fist(Su): Wind dragon masters can call upon the power of storms to wreath their hands in crackling energy. As a swift action a wind dragon master of 3rd level or higher can imbue his attacks with electricity, granting his unarmed strikes the shocking quality for one round for every two wind dragon master levels, rounded down. Using this ability requires one of your Stunning Fist attempts for the day.
Air Step(Su): By manipulating the winds around them a wind dragon master can make short leaps across the battlefield to better position themselves. A wind dragon master of 4th level or higher can move 10 feet as a free action without provoking attacks of opportunity for movement so long as they make no other movement in their turn. This ability follows all rules for making a 5 foot step except for the distance traveled. You may not make take an Air Step and a 5 foot step in the same turn.
Second Wind(Su): A wind dragon master can called upon the winds to bind their wounds and allow them to continue fighting. As a swift action a wind dragon master of 4th level or higher can spend 1 or more of their daily Stunning Fist attempts (to a maximum of 1 per 2 class levels, rounded down.) to heal their wounds. This ability heals 2d6 damage for every Stunning Fist attempt used.
Air Recovery(Su): By using the wind to boost themselves a wind dragon master can quickly stand up and be ready to fight. Starting at 5th level a wind dragon master can stand up from being prone as a free action that does not provoke an attack of opperunity.
Storm Lance(Su): By unleashing the energy of a storm a wind dragon master can shoot a bolt of lightning out to smite their foes. Starting at 5th level a wind dragon master can make a ranged touch attack agienst a target within 60 feet as a standard action. This attack deals 1d8 electricity damage for every two wind dragon master levels they have. Using this ability requires two of your Stunning Fist attempts for the day.
Wind Fury(Su): Skilled masters of the wind dragon style can channel wind into their attacks with such force that it flings their foes backwards. A wind dragon master of 5th level or higher can spend up to one additional stunning fist attempts per two wind dragon master levels, rounded down, when using their Dragon's Claw or Dragon's Tail abilities. A target who fails their save agienst either of these moves is pushed back 5 feet per additional stunning fist attempt spent in this way in addition to suffering the normal affects of the ability. A wind dragon master must declare the use of Wind Fury to augment their Dragon's Claw or Dragon's Tail abilities before making the attack rolls for those abilitys (thus a failed roll ruins the attempt).
Dragon's Breath(Sp): A talented wind dragon master can cause great flurries of wind with their breath. A wind dragon master of 6th level or higher can use Gust of Wind as a spell-like ability at a caster level equal to their character level(Save DC equal to 10 + wind dragon master level + Wis modifier). All targets caught in the area of the gust are treated as one size category smaller for the purposes of it's effects. After using this ability a wind dragon master may not use it again for 1d4 minutes.
Dragon's Wings(Su): Experienced wind dragon masters can even manipulate the winds around them to take to the skys for short periods of times. A 7th level or higher wind dragon master can make a DC 10 jump check as a swift action, if they succeed they gain a fly speed equal to their land speed(perfect maneuverability) for a number of rounds equal to half their class levels, rounded down. Every time a they use this ability the jump DC for all future uses of Dragon's Wings in the same day increases by 5.
Downward Strike(Ex): Wind dragon masters often find themselves above their opponents and have learned how to press that advantage. A wind dragon master of 7th level or higher gains +2 to all unarmed attack and damage rolls agienst a prone target or a target who is at least 5 feet below them.
Control Weather(Sp): Wind dragon masters are attuned to the natural cycle of wind and weather, and are able to alter those cycles as they see fit. Starting at 8th level a wind dragon master may use Control Weather once per day as a spell-like ability with a caster level equal to their character level.
Dragon's Tail(Su):Masters of the wind dragon style can mimick the movements of a dragon's tail by knocking their opponents on the ground with a quick burst of wind. As a Full-Round Action, a wind dragon master of 8th level or higher can make a single unarmed strike agienst every opponent they threaten. Anyone hit by one of these attacks must make a reflex save(DC 10 + wind dragon master level + Wis modifier), or be knocked prone. Using this ability requires two daily Stunning Fist attempts.
Dragon's Maw(Sp): One of the most advanced techniques a wind dragon master learns is the Dragon's Maw which ensnars their enemies in a powerful torrent of wind. Once per day a wind dragon master of 9th level or higher may use Bigby's Grasping Hand as a spell-like ability with a caster level equal to their character level(use Wisdom to determine the attack and grapple bonus of this ability). This ability takes the form of a fierce torrent of wind rather then a large hand.
Electricity Immunity(Ex): The most powerful wind dragon masters have drawn so deeply into the power of storms that such energy no longer has any affect on them. After reaching 10th level a wind dragon master becomes immune to all electricity damage.
Rising Dragon(Su): The final technique any wind dragon master learns is the mighty Rising Dragon technique. With this technique the wind dragon master of at least 10th level launches their enemies far into the air with mighty winds. You must declare your use of this ability before making your attack roll (thus a failed roll ruins the attempt). Rising Dragon forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + your wind dragon master level + you Wis modifier) in addition to dealing damage normally. A target who fails their save is launched 10 feet in the air for every wind dragon master level you have. If this movement is stopped by some sort of barrier (such as a roof), the target suffers falling damage appropriate for half the distance traveled upwards. At the beginning of the targets next turn they start falling normally. Using this ability requires three of your daily Stunning Fist attempts.