asdflove
2013-12-17, 11:16 PM
The Galestriker
Sometimes, children in development are influenced by the planes. Those affected by the plane of air can find themselves with the ability to twist the very air to their purposes. Those who learn to use this are called Galestrikers
Characteristics: A galestriker is innately connected to the wind, and they are often built lighter and more petite than most members of their race as a result.
Religion: Galestrikers are of no particular religion.
Races: Galestrikers can be of any race. Their power comes from the planes rather than their blood line, so any race can be a galestriker.
Background: Galestrikers have no particular background, for the same reasons they can be any race.
Other classes: Galestrikers can get along with almost any class.
Role: A galestriker is a very quick and mobile character who is best a attacking from afar.
Abilities: Dexterity is the most important ability for a galestriker.
Alignment: Any. Anyone can have this energy, and evil can use it too.
Starting Gold: As wizard.
Starting Age: As rogue.
Hit die: d6
LevelBABFortRefWillSpecial1st+0+0+2+2Wind boost, gale step, breezy talent, razorwind2nd+1+0+3+3Air glide, evasion3rd+2+1+3+3Flight, air commander, razorwind (2d6)4th+3+1+4+4Slowfall, air call, air commander (binding winds)5th+3+1+4+4Gale step (+20), air commander (wind wall, pebble wind), razorwind (3d6) 6th+4+2+5+5Flight (good maneuverability), air commander (downdraft)7th+5+2+5+5Swift and nimble, air call (medium), razorwind (4d6) 8th+6/+1+2+6+6Stolen air, air commander (defenestrating sphere)9th+6/+1+3+6+6Flight (60-ft), air commander (control winds), razorwind (5d6)10th+7/+2+3+7+7Gale step (+30), air call (large)11th+8/+3+3+7+7Uplifting wind, improved evasion, razorwind (6d6)12th+9/+4+4+8+8Flight (perfect maneuverability)13th+9/+4+4+8+8Air call (huge), razorwind (7d6)14th+10/+5+4+9+9Cyclone15th+11/+6/+1+5+9+9Flight (80-ft), gale step (+40), razorwind (8d6)16th+12/+7/+2+5+10+10air commander (storm tower)17th+12/+7/+2+5+10+10Stunning gust, razorwind (9d6)18th+13/+8/+3+6+11+11Flight (100-ft)19th+14/+9/+4+6+11+11Razorwind (10d6)20th+15/+10/+5+6+12+12Twister, gale step (+60)
Class Skills:The galestriker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4+ Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Class Features
All of the following are class features of the Galestriker.
Weapon and Armor Proficiency
Galestrikers are proficient with all simple weapons, plus the throwing axe, short sword, shortbow, longbow, and whip. Galestrikers are proficient with light armor, but not with shields.
Wind Boost (Su)
A Galestrikers innate lightness from their inner wind grants them a +10 bonus on all jump checks.
Gale Step (Su)
Galestrikers are fast, even on the ground. Their natural air within pushes them forward swifter than most. They get a +10 enhancement bonus to their land speed.
At level 5 and every 5 levels thereafter, this increases by an additional 10 feet.
Breezy Talent (Ex)
Blaze children are rather skilled at using anything related to fire. A blaze child may activate all items with the Spell Trigger activation method if the spell in question is a spell with the Air descriptor. They can also activate items with the Spell Completion activation method if the spell in question is a spell with the Air descriptor and if the level of the spell is less than or equal to half their galestriker level (round down).
Razorwind (Su)
A Galestriker can send gusts of razor sharp wind to harm their foes. As a ranged attack they can deal 1d6 damage to a single foe within 60-ft.
Every other level this damage increases by an additional 1d6.
Air Glide(Su)
A galestriker of at least 2nd level can glide on air, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. They can glide at a speed of 40 feet (average maneuverability). Even if a galestriker's maneuverability improves, they can't hover while gliding. If a galestriker becomes unconscious or helpless while in midair their descent is slowed by the air itself. They take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Evasion (Ex)
At 2nd level and higher, a galestriker can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the galestriker is wearing light armor or no armor. A helpless galestriker does not gain the benefit of evasion.
Flight (Su)
When a galestriker reaches 3rd level, they become able to fly at a speed of 40 feet (average maneuverability).
At 6th level they get good maneuverability.
At 9th level it increases to 60-ft.
At 12th level they get perfect maneuverability.
At 15th level it increases to 80-ft and it increases by an additional 20-ft every 3 levels.
Air Commander (Sp)
A galestriker of at least 3rd level can cast gust of wind as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based. At 5th level this upgrades to Pebble Wind (Dragons of Faerun).
A galestriker of at least 3rd level can also cast whispering wind as a spell-like ability at will. Their caster level is equal to their windstriker level.
A galestriker of at least 4th level can cast binding winds (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 5th level a galestriker can use Wind Wall as a spell-like ability a number of times per day equal to their dexterity modifier. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 6th level a galestriker can use Downdraft (Spell Compendium) as a spell-like ability at will, ignoring the material component. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 8th level a galestriker can use Defenestrating Sphere (Spell Compendium) as a spell-like ability a number of times per day equal to their dexterity modifier, ignoring the focus. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 9th level they can use Control Winds as a spell-like ability a number of times per day equal to their dexterity modifier. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 10th level a galestriker can use Eye of the Hurricane (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 12th level a galestriker can use Flaywind Burst (Sandstorm), ignoring the material component, as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 16th level a galestriker can use Storm Tower (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Slowfall (Su)
A galestriker of at least 4th level can slow the fall of a number of allies equal to their dexterity modifier. A slowed fall deals no damage, no matter how long the fall is. They can activate this at will as an immediate action.
Air Call (Su)
Starting at level 4, galestrikers can call upon elemental creatures. A number of times per day equal to their 10+Dex modifier a galestriker can, as a full-round action, summon a small air elemental. Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per galestriker level. In addition, the galestriker gains Auran as a bonus language.
As a galestriker grows more powerful, they can call upon stronger elementals. At level 7, a galestriker can instead summon a medium air elemental. Doing so takes two uses of this ability. At level 10, a galestriker can summon a large air elemental. This takes 3 uses. At level 13, a galestriker can summon a huge air elemental. This takes 4 uses.
Every time the galestriker gets access to a new size, the number of uses they have increases by 2.
Swift and Nimble (Su)
With the power of air speeding them up a galestriker can easily swerve and duck to dodge incoming attacks. They get their dexterity modifier to AC as a dodge bonus. This is in addition to your dexterity modifier already being applied to your AC.
Stolen Air (Su)
At 8th level a Galestriker can briefly take the air from someone. A number of times per day equal to the galestriker's dexterity modifier they can attempt to sicken a target within 60-ft by taking the air around them. The target gets to make a fortitude save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier. If they fail this save they lose their breath and are considered sickened for 1 minute or until they spend a full-round action to recover their breath.
Uplifting Wind (Su)
A galestriker of at least 11th level can grant the ability to fly for a short time to of a number of allies equal to their dexterity modifier. Their allies gain a fly speed equal to their base land speed with average maneuverability for a number of hours equal to the galestrikers dexterity modifier.
Improved Evasion (Ex)
A galestriker of at least 11th level has improved evasion. This ability works like evasion, except that while the galestriker still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless galestriker does not gain the benefit of improved evasion.
Cyclone(Su)
At 14th level a as a standard action Galestriker can create a powerful cyclone that moves through the air, along the ground, or over water at a speed of 60 feet per round. The cyclone is 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall.
They can direct it with a standard action.
Any Large or smaller creature that comes in contact with the cyclone must succeed on a Reflex save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. The cyclone can hold each creature for 1d3 rounds.
A windstriker can use this twice per day and it lasts a number of rounds equal to their dexterity modifier.
Stunning Gust (Su)
Twice per day as a swift action a galestriker can stun their enemies with a large gust of wind.
If the target fails a fortitude save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier they are stunned as the condition for 1d2 rounds. If they pass their they're dazed as the condition for one round.
Twister (Su)
Once per day as a standard action a Galestriker can create such strong wind that a tornado forms. All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks.
Instead of being blown away, characters in close proximity (within 15 feet) to a tornado who fail their Fortitude saves (DC 10+half the galestriker's level+The galestrikers dexterity modifier) are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). The funnel cloud is usually 200-ft across and 500-ft tall. While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.
The galestriker and a number of allies equal to their dexterity modifier are immune to the tornado's effects. It lasts 1d6 rounds+the galestrikers dexterity modifier.
A galestriker can control direction that the tornado moves by a using a standard action to concentrate on it.
Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?
Sometimes, children in development are influenced by the planes. Those affected by the plane of air can find themselves with the ability to twist the very air to their purposes. Those who learn to use this are called Galestrikers
Characteristics: A galestriker is innately connected to the wind, and they are often built lighter and more petite than most members of their race as a result.
Religion: Galestrikers are of no particular religion.
Races: Galestrikers can be of any race. Their power comes from the planes rather than their blood line, so any race can be a galestriker.
Background: Galestrikers have no particular background, for the same reasons they can be any race.
Other classes: Galestrikers can get along with almost any class.
Role: A galestriker is a very quick and mobile character who is best a attacking from afar.
Abilities: Dexterity is the most important ability for a galestriker.
Alignment: Any. Anyone can have this energy, and evil can use it too.
Starting Gold: As wizard.
Starting Age: As rogue.
Hit die: d6
LevelBABFortRefWillSpecial1st+0+0+2+2Wind boost, gale step, breezy talent, razorwind2nd+1+0+3+3Air glide, evasion3rd+2+1+3+3Flight, air commander, razorwind (2d6)4th+3+1+4+4Slowfall, air call, air commander (binding winds)5th+3+1+4+4Gale step (+20), air commander (wind wall, pebble wind), razorwind (3d6) 6th+4+2+5+5Flight (good maneuverability), air commander (downdraft)7th+5+2+5+5Swift and nimble, air call (medium), razorwind (4d6) 8th+6/+1+2+6+6Stolen air, air commander (defenestrating sphere)9th+6/+1+3+6+6Flight (60-ft), air commander (control winds), razorwind (5d6)10th+7/+2+3+7+7Gale step (+30), air call (large)11th+8/+3+3+7+7Uplifting wind, improved evasion, razorwind (6d6)12th+9/+4+4+8+8Flight (perfect maneuverability)13th+9/+4+4+8+8Air call (huge), razorwind (7d6)14th+10/+5+4+9+9Cyclone15th+11/+6/+1+5+9+9Flight (80-ft), gale step (+40), razorwind (8d6)16th+12/+7/+2+5+10+10air commander (storm tower)17th+12/+7/+2+5+10+10Stunning gust, razorwind (9d6)18th+13/+8/+3+6+11+11Flight (100-ft)19th+14/+9/+4+6+11+11Razorwind (10d6)20th+15/+10/+5+6+12+12Twister, gale step (+60)
Class Skills:The galestriker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4+ Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.
Class Features
All of the following are class features of the Galestriker.
Weapon and Armor Proficiency
Galestrikers are proficient with all simple weapons, plus the throwing axe, short sword, shortbow, longbow, and whip. Galestrikers are proficient with light armor, but not with shields.
Wind Boost (Su)
A Galestrikers innate lightness from their inner wind grants them a +10 bonus on all jump checks.
Gale Step (Su)
Galestrikers are fast, even on the ground. Their natural air within pushes them forward swifter than most. They get a +10 enhancement bonus to their land speed.
At level 5 and every 5 levels thereafter, this increases by an additional 10 feet.
Breezy Talent (Ex)
Blaze children are rather skilled at using anything related to fire. A blaze child may activate all items with the Spell Trigger activation method if the spell in question is a spell with the Air descriptor. They can also activate items with the Spell Completion activation method if the spell in question is a spell with the Air descriptor and if the level of the spell is less than or equal to half their galestriker level (round down).
Razorwind (Su)
A Galestriker can send gusts of razor sharp wind to harm their foes. As a ranged attack they can deal 1d6 damage to a single foe within 60-ft.
Every other level this damage increases by an additional 1d6.
Air Glide(Su)
A galestriker of at least 2nd level can glide on air, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. They can glide at a speed of 40 feet (average maneuverability). Even if a galestriker's maneuverability improves, they can't hover while gliding. If a galestriker becomes unconscious or helpless while in midair their descent is slowed by the air itself. They take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Evasion (Ex)
At 2nd level and higher, a galestriker can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the galestriker is wearing light armor or no armor. A helpless galestriker does not gain the benefit of evasion.
Flight (Su)
When a galestriker reaches 3rd level, they become able to fly at a speed of 40 feet (average maneuverability).
At 6th level they get good maneuverability.
At 9th level it increases to 60-ft.
At 12th level they get perfect maneuverability.
At 15th level it increases to 80-ft and it increases by an additional 20-ft every 3 levels.
Air Commander (Sp)
A galestriker of at least 3rd level can cast gust of wind as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based. At 5th level this upgrades to Pebble Wind (Dragons of Faerun).
A galestriker of at least 3rd level can also cast whispering wind as a spell-like ability at will. Their caster level is equal to their windstriker level.
A galestriker of at least 4th level can cast binding winds (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 5th level a galestriker can use Wind Wall as a spell-like ability a number of times per day equal to their dexterity modifier. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 6th level a galestriker can use Downdraft (Spell Compendium) as a spell-like ability at will, ignoring the material component. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 8th level a galestriker can use Defenestrating Sphere (Spell Compendium) as a spell-like ability a number of times per day equal to their dexterity modifier, ignoring the focus. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 9th level they can use Control Winds as a spell-like ability a number of times per day equal to their dexterity modifier. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 10th level a galestriker can use Eye of the Hurricane (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 12th level a galestriker can use Flaywind Burst (Sandstorm), ignoring the material component, as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Starting at 16th level a galestriker can use Storm Tower (Spell Compendium) as a spell-like ability at will. Their caster level is equal to their windstriker level and the saving throw is dexterity based.
Slowfall (Su)
A galestriker of at least 4th level can slow the fall of a number of allies equal to their dexterity modifier. A slowed fall deals no damage, no matter how long the fall is. They can activate this at will as an immediate action.
Air Call (Su)
Starting at level 4, galestrikers can call upon elemental creatures. A number of times per day equal to their 10+Dex modifier a galestriker can, as a full-round action, summon a small air elemental. Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per galestriker level. In addition, the galestriker gains Auran as a bonus language.
As a galestriker grows more powerful, they can call upon stronger elementals. At level 7, a galestriker can instead summon a medium air elemental. Doing so takes two uses of this ability. At level 10, a galestriker can summon a large air elemental. This takes 3 uses. At level 13, a galestriker can summon a huge air elemental. This takes 4 uses.
Every time the galestriker gets access to a new size, the number of uses they have increases by 2.
Swift and Nimble (Su)
With the power of air speeding them up a galestriker can easily swerve and duck to dodge incoming attacks. They get their dexterity modifier to AC as a dodge bonus. This is in addition to your dexterity modifier already being applied to your AC.
Stolen Air (Su)
At 8th level a Galestriker can briefly take the air from someone. A number of times per day equal to the galestriker's dexterity modifier they can attempt to sicken a target within 60-ft by taking the air around them. The target gets to make a fortitude save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier. If they fail this save they lose their breath and are considered sickened for 1 minute or until they spend a full-round action to recover their breath.
Uplifting Wind (Su)
A galestriker of at least 11th level can grant the ability to fly for a short time to of a number of allies equal to their dexterity modifier. Their allies gain a fly speed equal to their base land speed with average maneuverability for a number of hours equal to the galestrikers dexterity modifier.
Improved Evasion (Ex)
A galestriker of at least 11th level has improved evasion. This ability works like evasion, except that while the galestriker still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless galestriker does not gain the benefit of improved evasion.
Cyclone(Su)
At 14th level a as a standard action Galestriker can create a powerful cyclone that moves through the air, along the ground, or over water at a speed of 60 feet per round. The cyclone is 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall.
They can direct it with a standard action.
Any Large or smaller creature that comes in contact with the cyclone must succeed on a Reflex save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. The cyclone can hold each creature for 1d3 rounds.
A windstriker can use this twice per day and it lasts a number of rounds equal to their dexterity modifier.
Stunning Gust (Su)
Twice per day as a swift action a galestriker can stun their enemies with a large gust of wind.
If the target fails a fortitude save with a DC of 10+half the galestriker's level+The galestrikers dexterity modifier they are stunned as the condition for 1d2 rounds. If they pass their they're dazed as the condition for one round.
Twister (Su)
Once per day as a standard action a Galestriker can create such strong wind that a tornado forms. All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks.
Instead of being blown away, characters in close proximity (within 15 feet) to a tornado who fail their Fortitude saves (DC 10+half the galestriker's level+The galestrikers dexterity modifier) are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). The funnel cloud is usually 200-ft across and 500-ft tall. While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.
The galestriker and a number of allies equal to their dexterity modifier are immune to the tornado's effects. It lasts 1d6 rounds+the galestrikers dexterity modifier.
A galestriker can control direction that the tornado moves by a using a standard action to concentrate on it.
Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?