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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?

bobthe6th
2013-12-18, 03:00 AM
In Bold



Hit die: d6
Low, though if you make up for it with magic or bater defensive skills...

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Wind boost, gale step, breezy talent, razorwind
2nd|+1|+0|+3|+3|Air glide, evasion
3rd|+2|+1|+3|+3|Flight, air commander
4th|+3|+1|+4|+4|Slowfall, air call, razorwind (2d6)
5th|+3|+1|+4|+4|Gale step (+20), air commander (wind wall)
6th|+4|+2|+5|+5|Flight (good maneuverability)
7th|+5|+2|+5|+5|Razorwind (3d6), swift and nimble, air call (medium)
8th|+6/+1|+2|+6|+6|Stolen air
9th|+6/+1|+3|+6|+6|Flight (60-ft), air commander (control winds)
10th|+7/+2|+3|+7|+7|Gale step (+30), razorwind (4d6), air call (large)
11th|+8/+3|+3|+7|+7|Uplifting wind, improved evasion
12th|+9/+4|+4|+8|+8|Flight (perfect maneuverability)
13th|+9/+4|+4|+8|+8|Razorwind (5d6), air call (huge)
14th|+10/+5|+4|+9|+9|Cyclone
15th|+11/+6/+1|+5|+9|+9|Flight (80-ft), gale step (+40)
16th|+12/+7/+2|+5|+10|+10|Razorwind (6d6)
17th|+12/+7/+2|+5|+10|+10|Stunning gust
18th|+13/+8/+3|+6|+11|+11|Flight (100-ft)
19th|+14/+9/+4|+6|+11|+11|Razorwind (7d6)
20th|+15/+10/+5|+6|+12|+12|Twister, gale step (+60)[/table]
Two good saves, and 3/4 BAB... Fine I guess. I can see some of the reasoning, but there better be some power to compinsate for the low BAB...


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), Intimidate (Cha), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (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.

That is a lot of skills and very few points. Up to 6 or 8?

[SIZE="5"]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.

No rapier? Also Whips have severe issues...

Wind Boost (Su)
A Galestrikers innate lightness from their inner wind grants them a +10 bonus on all jump checks.

Oof... dip then on to warblade tiger blood master. Also, no further advancement?

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.

Nice fast movement.

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 fire descriptor and if the level of the spell is less than or equal to half their blaze child level (round down).

Editing error I think? They aren't blaze children right?

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 30-ft.
Every 3 levels this damage increases by an additional 1d6.

Wow this is useless. Warlocks blast is only really nice with invocation riders. Also, the range on this is sad. given their are no invocations(which I would recomend adding... this definetly works as an invoker) it is just very sad damage. Also, you should note how this works, like the eldrich blast paragraph


Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast (see page 130), your eldritch blast uses the level equivalent of the shape or essence.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2. See page 303 of the Monster Manual.


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.

Another fun end point for a dip. At will feather fall plus glide? Strong.

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.

Evasion is 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.
Could be worded better... also "land speed" tends to work better then a given rate.


Air Commander (Sp)
A galestriker of at least 3rd level can cast gust of wind as a spell-like ability a number of times per day equal to their dexterity modifier. The saving throw is dexterity based.

Could use a buff later on, and I don't really see anything wrong with making it at will. As is, this is pretty situational(many enemies are medium or larger). Also, some damage or a rider would be cool. Possibly higher levels x/day stronger blast.

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.

This shouldn't be at will(flying+at will wind wall+LOS ranged damage=win) but could use some buffs like riders or larger size later.

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.
Least useful explanatory text for a spell ever. Also, caster level should be specified for all the SLAs. This could get nasty, though I don't know if high power winds are better stated somewere else as the spell is rather useless.

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.

Cool

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.

10+dex mod... why not just Dex score?

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.

Any reason they can't summon more then one? This has some nasty nova potential.

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.

So Dex modx2 to AC? Geeze... air goblins will be terrifying.

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 their target 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.

Needs a range, also sickened isn't that amazing as a condition. This would work as a rider on gust of wind or that odd eldrich blast like abilaty.

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.

Thus possibly having a better fly speed then the buffer.

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 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.
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.

This needs more definition. What action is it to summon one? Range? Duration? Isn't teribly strong for level 14, I advise more damage or free action to direct.

Stunning Gust (Su)
Twice per day 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.

Ok, really, we need ranges. also action. also why twice per day?

Twister (Su)
Once per day 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). 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.
A galestriker can control direction that the tornado moves by a standard action to concentrate on it.

Duration? Range? action to summon? Size of tornado on the ground? Seems ok for level 20, but perhapce some lightning effects?


Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?
And why don't we use the existing invocations system?


Other sugestions: Lightning strikes rather then eldrich blast likes. Full eldrich blast damage, plus some riders(possibly a list). Greater area at higher levels?

Some more SLAs. The current list is flavorful but limited.

Invocations, this needs invocations.

Vanitas
2013-12-18, 03:42 AM
I found that to be too specific for a base class, didn't really like it. Looks like it could work best as a race or a feat tree.

asdflove
2013-12-18, 09:58 AM
In Bold



Other sugestions: Lightning strikes rather then eldrich blast likes. Full eldrich blast damage, plus some riders(possibly a list). Greater area at higher levels?

Some more SLAs. The current list is flavorful but limited.

Invocations, this needs invocations.
I don't like invocations. I don't like the warlock. This was in no way meant to seem like the warlock.
And why did you have to put it all in a quote? That makes it difficult to respond to.

Okay.

I was told to add the whip. Exact quote "It's a crime that that proficiency list doesn't include the whip."
Why rapier?
The fact that it's similar to eldritch blast is a coincidence. I've never even looked at the warlock. Nor do I intend to.
Why not just Dex score? Because the galestrikers sister classes (Mender and Blaze child) get it more times per day then that. The Mender just spends so-and-so points for out of their life force pool, while the Blaze child get 5+Int modifier+Cha modifier
Why only one? I don't know. I didn't write the feature. Ask qwertyu63.
Not terribly strong for level 14? It's based on an 8th level spell!
My IRL homebrew adviser said twice per day.
Lightning is only tangentially connected to wind, at best. Why would I include it?
Because I don't like invocations!

bobthe6th
2013-12-18, 03:40 PM
Responding in a quote is a bit of a tradition around here. but as you wish. First the initial peach:

Hit die: d6
Low, though if you make up for it with magic or bater defensive skills...

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Wind boost, gale step, breezy talent, razorwind
2nd|+1|+0|+3|+3|Air glide, evasion
3rd|+2|+1|+3|+3|Flight, air commander
4th|+3|+1|+4|+4|Slowfall, air call, razorwind (2d6)
5th|+3|+1|+4|+4|Gale step (+20), air commander (wind wall)
6th|+4|+2|+5|+5|Flight (good maneuverability)
7th|+5|+2|+5|+5|Razorwind (3d6), swift and nimble, air call (medium)
8th|+6/+1|+2|+6|+6|Stolen air
9th|+6/+1|+3|+6|+6|Flight (60-ft), air commander (control winds)
10th|+7/+2|+3|+7|+7|Gale step (+30), razorwind (4d6), air call (large)
11th|+8/+3|+3|+7|+7|Uplifting wind, improved evasion
12th|+9/+4|+4|+8|+8|Flight (perfect maneuverability)
13th|+9/+4|+4|+8|+8|Razorwind (5d6), air call (huge)
14th|+10/+5|+4|+9|+9|Cyclone
15th|+11/+6/+1|+5|+9|+9|Flight (80-ft), gale step (+40)
16th|+12/+7/+2|+5|+10|+10|Razorwind (6d6)
17th|+12/+7/+2|+5|+10|+10|Stunning gust
18th|+13/+8/+3|+6|+11|+11|Flight (100-ft)
19th|+14/+9/+4|+6|+11|+11|Razorwind (7d6)
20th|+15/+10/+5|+6|+12|+12|Twister, gale step (+60)[/table]
Two good saves, and 3/4 BAB... Fine I guess. I can see some of the reasoning, but there better be some power to compinsate for the low BAB...


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), Intimidate (Cha), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (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.

That is a lot of skills and very few points. Up to 6 or 8?

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.

No rapier? Also Whips have severe issues...

Wind Boost (Su)
A Galestrikers innate lightness from their inner wind grants them a +10 bonus on all jump checks.

Oof... dip then on to warblade tiger blood master. Also, no further advancement?

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.

Nice fast movement.

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 fire descriptor and if the level of the spell is less than or equal to half their blaze child level (round down).

Editing error I think? They aren't blaze children right?

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 30-ft.
Every 3 levels this damage increases by an additional 1d6.

Wow this is useless. Warlocks blast is only really nice with invocation riders. Also, the range on this is sad. given their are no invocations(which I would recomend adding... this definetly works as an invoker) it is just very sad damage. Also, you should note how this works, like the eldrich blast paragraph


Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast (see page 130), your eldritch blast uses the level equivalent of the shape or essence.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2. See page 303 of the Monster Manual.


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.

Another fun end point for a dip. At will feather fall plus glide? Strong.

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.

Evasion is 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.
Could be worded better... also "land speed" tends to work better then a given rate.


Air Commander (Sp)
A galestriker of at least 3rd level can cast gust of wind as a spell-like ability a number of times per day equal to their dexterity modifier. The saving throw is dexterity based.

Could use a buff later on, and I don't really see anything wrong with making it at will. As is, this is pretty situational(many enemies are medium or larger). Also, some damage or a rider would be cool. Possibly higher levels x/day stronger blast.

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.

This shouldn't be at will(flying+at will wind wall+LOS ranged damage=win) but could use some buffs like riders or larger size later.

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.
Least useful explanatory text for a spell ever. Also, caster level should be specified for all the SLAs. This could get nasty, though I don't know if high power winds are better stated somewere else as the spell is rather useless.

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.

Cool

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.

10+dex mod... why not just Dex score?

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.

Any reason they can't summon more then one? This has some nasty nova potential.

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.

So Dex modx2 to AC? Geeze... air goblins will be terrifying.

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 their target 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.

Needs a range, also sickened isn't that amazing as a condition. This would work as a rider on gust of wind or that odd eldrich blast like abilaty.

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.

Thus possibly having a better fly speed then the buffer.

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 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.
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.

This needs more definition. What action is it to summon one? Range? Duration? Isn't teribly strong for level 14, I advise more damage or free action to direct.

Stunning Gust (Su)
Twice per day 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.

Ok, really, we need ranges. also action. also why twice per day?

Twister (Su)
Once per day 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). 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.
A galestriker can control direction that the tornado moves by a standard action to concentrate on it.

Duration? Range? action to summon? Size of tornado on the ground? Seems ok for level 20, but perhapce some lightning effects?


Concept quasi-based on qwertyu63's mender. If one plane can give people abilities, why not the others?
And why don't we use the existing invocations system?


and the later response:

I don't like invocations. I don't like the warlock. This was in no way meant to seem like the warlock.
And why did you have to put it all in a quote? That makes it difficult to respond to.

Okay.
[LIST]
I was told to add the whip. Exact quote "It's a crime that that proficiency list doesn't include the whip."
Why rapier?
Rapiers are the one handed finesseable weapon. Technically so is whip, but not it is maneuver weapon not a damage weapon.
The fact that it's similar to eldritch blast is a coincidence. I've never even looked at the warlock. Nor do I intend to.

Secret to good home brew: Use existing material when possible. It tends to be a good guide on how to write out abilities. Like the quote of eldrich blast, with some edditing for content razor wind could actually make sense.
As it is, I'm not sure you mean it takes a standard action or an "attack action" you can take in place of a normal attack. damage type? Is it a touch attack or just a normal attack?

The additional benefit is people have played with warlocks for years, so we know what works and what dosn't. We know from their that unlimited standard action ranged attacks dealing 1d6/2level damage are cool for a few levels, but aren't super relevant without buffs after that. So we can guess 1d6/3levels will be **** almost immediately. And without bonus damage, beat out by a longbow in every way.


Why only one? I don't know. I didn't write the feature. Ask qwertyu63.

I meant the rules were not clear on the point. I would argue without anything preventing it, you could summon as many as you like.

Not terribly strong for level 14? It's based on an 8th level spell!

That takes up your action to maybe stun a large or smaller creature and do minor damage? What makes things strong is what they do, not what they are based on. at 14th level, a lot of enemies will be larger then large or in an inclosed space were the spell makes no sense. Also many enemies are stun immune(undead, plant, construct) so that also kinda screw with it.

We still need to know the area of the base.

My IRL homebrew adviser said twice per day.

Asking why is always a good idea. I would argue for a cost touse or something, not a number of times per day.

Lightning is only tangentially connected to wind, at best. Why would I include it?

Because it would give some more idea space. As is, you've covered most of what works as pure wind, and so the class seems hyper focused and kinda weak. Also, blasting is fun and this needs something to do.

Because I don't like invocations!

Why? What you have are like proto invocations just waiting to be born. Also, invocations would let you clean up the table, which is a bit cluttered.


Other thoughts:More skill points.