View Full Version : Bladewind Seer - Base Class

2007-09-20, 10:52 PM
Please DON'T use this class before clearing it with me. It is still being revised and edited to be completely fair and balanced. If you are interested in using this class, PM me or make a post here.

As a continuation and companion class of The Bladewind Sentinel (http://www.giantitp.com/forums/showthread.php?p=3202700#post3202700), I'll be working on the Bladewind Seer in this thread.

It would be most appreciated if you rated according to the three categories below:


Playability meaning Balance. Not how well it works out of the box. By balance, is it fair according to the SRD and Core Books. Thanks! Please refrain from rating until I'm fully finished of course.

Here Goes. Be warned, Work in Progress.

The Bladewind Seer:
The Bladewind Seer:

Alignment: Any Neutral
Hit Die: d6

Base Attack Bonus: Poor
Base Fortitude Save: Poor
Base Reflex Save: Average
Base Will Save: Good

Class Skills: The Bladewind Seer's class skills (and the key ability for each skill) are

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

{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

1st|+0|+0|+1|+2|AC Bonus, Bonus Feats, Windsight|+0
2nd|+1|+0|+1|+3|Know the Wind|+0
3rd|+1|+1|+2|+3|Spell-Like Abilities, Bonus Feats|+0
4th|+2|+1|+2|+4| |+0
5th|+2|+1|+3|+4|AC Bonus +1|+1
6th|+3|+2|+3|+5|Bonus Feats|+1
7th|+3|+2|+3|+5|Purity of Body|+1
8th|+4|+2|+4|+6| |+1
9th|+4|+3|+4|+6|Spell-Like Abilities|+1
10th|+5|+3|+5|+7|AC Bonus +2|+2
11th|+5|+3|+5|+7| |+2
12th|+6/+1|+4|+6|+8|Bonus Feats|+2
13th|+6/+1|+4|+6|+8| |+2
14th|+7/+2|+4|+6|+9|Wholeness of Body|+2
15th|+7/+2|+5|+7|+9|AC Bonus +3|+3
16th|+8/+3|+5|+7|+10|Grasp the Wind|+3
17th|+8/+3|+5|+8|+10| |+3
18th|+9/+4|+6|+8|+11|Spell-Like Abilities|+3
19th|+9/+4|+6|+8|+11|Gust of Wind|+3
20th|+10/+5|+6|+9|+12|AC Bonus +4|+4


{table="head"]Class Level|Spells Known:|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|Spe lls Per Day:|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|6 Total|4|2|--|--|--|--|--|--|--|--|8 Total|5|3|--|--|--|--|--|--|--|--
2nd|7 Total|5|2|--|--|--|--|--|--|--|--|10 Total|6|4|--|--|--|--|--|--|--|--
3rd|8 Total|5|3|--|--|--|--|--|--|--|--|11 Total|6|5|--|--|--|--|--|--|--|--
4th|10 Total|6|3|1|--|--|--|--|--|--|--|15 Total|6|6|3|--|--|--|--|--|--|--
5th|12 Total|6|4|2|--|--|--|--|--|--|--|16 Total|6|6|4|--|--|--|--|--|--|--
6th|14 Total|7|4|2|1|--|--|--|--|--|--|20 Total|6|6|5|3|--|--|--|--|--|--
7th|17 Total|7|5|3|2|--|--|--|--|--|--|22 Total|6|6|6|4|--|--|--|--|--|--
8th|19 Total|8|5|3|2|1|--|--|--|--|--|26 Total|6|6|6|5|3|--|--|--|--|--
9th|22 Total|8|5|4|3|2|--|--|--|--|--|28 Total|6|6|6|6|4|--|--|--|--|--
10th|24 Total|9|5|4|3|2|1|--|--|--|--|32 Total|6|6|6|6|5|3|--|--|--|--
11th|28 Total|9|5|5|4|3|2|--|--|--|--|36 Total|6|6|6|6|6|4|--|--|--|--
12th|29 Total|9|5|5|4|3|2|1|--|--|--|38 Total|6|6|6|6|6|5|3|--|--|--
13th|32 Total|9|5|5|4|4|3|2|--|--|--|42 Total|6|6|6|6|6|6|4|--|--|--
14th|33 Total|9|5|5|4|4|3|2|1|--|--|46 Total|6|6|6|6|6|6|5|3|--|--
15th|36 Total|9|5|5|4|4|4|3|2|--|--|48 Total|6|6|6|6|6|6|6|4|--|--
16th|37 Total|9|5|5|4|4|4|3|2|1|--|52 Total|6|6|6|6|6|6|6|5|3|--
17th|39 Total|9|5|5|4|4|4|3|3|2|--|56 Total|6|6|6|6|6|6|6|6|4|--
18th|40 Total|9|5|5|4|4|4|3|3|2|1|58 Total|6|6|6|6|6|6|6|6|5|3
19th|42 Total|9|5|5|4|4|4|3|3|3|2|60 Total|6|6|6|6|6|6|6|6|6|4
20th|48 Total|9|5|5|4|4|4|3|3|3|3|62 Total|6|6|6|6|6|6|6|6|6|6


Weapon and Armor Proficiency:

Bladewind Seers are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
Bladewind Seers are not proficient with any armor or shields.

When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Seer loses his AC bonus.


A Bladewind Seer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.

To learn or cast a spell, a Bladewind Seer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bladewind Seerís spell is 10 + the spell level + the Bladewind Seerís Charisma modifier.

Like other spellcasters, a Bladewind Seer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. (Table Pending Update)

Upon reaching 4th level, and at every even-numbered Bladewind Seer level after that (6th, 8th, and so on), a Bladewind Seer can choose to learn a new spell in place of one he already knows. In effect, the Bladewind Seer "loses" the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Bladewind Seer can cast. A Bladewind Seer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Like a Sorcerer, a Bladewind Seer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heíll cast.

AC Bonus (Ex)

When unarmored and unencumbered, a Bladewind Seer adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Seer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Seer Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Bladewind Seer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feats (Ex)

-At 1st level, a Bladewing Seer may select either Spell Focus or Combat Casting as a bonus feat.
-At 3rd level, he may select either Eschew Materials or Spell Penetration as a bonus feat.
-At 6th level, he may select either Greater Spell Focus or Greater Spell Penetration as a bonus feat.
-At 12th level, he may select either Maximize Spell or Quicken Spell as a bonus feat.

A Bladewind Seer need not have any of the prerequisites normally required for these feats to select them.


The Bladewind Seer possesses mystical powers specialized with Divination. His effective Caster Level when casting spells under the School of Divination is +1. However, because his focus in the arts of divination is so time consuming, he has little time to study other arts that are not related to the Bladewind Seer and as such, the schools of Enchantment, Illusion, Necromancy and Transmutation are barred to him. Multiclassing will not allow the Bladewind Seer to cast any spells of the barred schools. If he previously possessed spells of that type from another class, the Bladewind Seer may relearn the same number of spells he previously knew, on a 1:1 basis for any unbarred spell available to him.

Know the Wind (Su)

Once per day, you may attempt to Scry (http://www.d20srd.org/srd/spells/scrying.htm). The wind must be blowing at a speed of at least 10 mph to be able to scry on the wind. You do not require any somatic components to attempt to scry using Know the Wind.

Spell-Like Abilities:

Upon reaching 3rd level, a Bladewind Seer may choose one of the spell abilities below to specialize in. A Bladewind Seer learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.

Strength of Sky
-Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.

Wind Seer
-Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.

-Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.

Purity of Body (Su)

At 7th level, a Bladewind Seer gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.

Wholeness of Body (Su)

At 14th level or higher, a Bladewind Seer can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Seer levels each day, and he can spread this healing out among several uses.

Grasp the Wind (Su)

Once per day, you may act as if you had the spell Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm). You may not attempt to use the Combat Maneuver portion of the spell but you can harness the wind instead of your mind and hurl an object at an opponent or perform delicate actions.

Gust of Wind (Su)

Once per week, a Bladewind Seer may unleash a powerful gust of wind with the force of a Category 1 Hurricane (Between 74-95 mph). This wind blows away all magical clouds and fogs and everything within a 30 foot radius must make a DC 10 Fortitude Save or be knocked down. This ability requires a full round action to activate and provokes attacks of opportunity.

Fast Movement (Ex)

At 19th level, a Bladewind Seer gains a 40 ft enhancement bonus to his speed. A Bladewind Seer loses this bonus if he is wearing armor or carrying a medium or heavy load.
Backstory and Qualities of the Bladewind Seer:
From the Scrolls of Sarenor, in the year 489:

"To continue upon the great legacy of the Bladewind Style, several of the masters decided that they must teach the mystic arts to more people. As their indivudual academies grew, two academies became greatly specialized while the third academy taught both the styles of the Bladewind Seers and the Bladewind Sentinels. These Bladewind Seers as they were known, were mystical wielders of arcane magic, possessing the power to perform things on the fly with just the wind. The deeper studies of the Bladewind Seers involved the unleashing of hurricane force winds and hurling of objects with the wind. These Bladewind Seers slowly became the ancient scholars of the Bladewind Style. The Bladewind Sentinels willingly took on the roll of protector and defender of the hidden sanctuaries of the Bladewind Style."
Here ends the account of the Scrolls of Sarenor in the year 489.Adventures:

Bladewind Seers are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only the wind and the weather. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.


The key features of the Bladewind Seer are to harness the powers of the wind, store them and then release them in a destructive blast or for the delicate manipulation of objects. This devastating combination is paired with the arcane arts of Divination. As a Bladewind Seer grows in power, he learns more about the inherent powers his path provides and the rewards and risks from using these powers.


A Bladewind Seer's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Seers tend to favor Neutral alignments, seeking balance where there is none.


A Bladewind Seer is free to worship the Pantheon as he wishes, however most Bladewind Seers choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.


Bladewind Seers are always Foundlings or Orphans. A Bladewind Seer does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Seers usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Seers live as hermits, training only those who find their way to them. These Bladewind Seers of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Seers usually travel to find one of these Masters of the Hidden Art.


As is evident before, Bladewind Seers are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Seers are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Seers and as such, Bladewind Seers are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Seer and as such, Half Orcs never become Bladewind Seers.

Other Classes:

Bladewind Seers work flawlessly alongside other spellcasting combatants. Their ability to hamper an opponent, unleash the wind and cast protective spells while not getting in the way is unmatched. The dedication to the arts of the wind are respected by Paladins and Monks alike; regardless of alignment.


Bladewind Seers excel at providing a sound defense or last resort combatant when flanked or surrounded. A Bladewind Seer is most dangerous when given the time to unleash the power of the wind upon his enemies.

2007-09-20, 11:08 PM
There is no Average range for Saves. It's either Good or Poor.

Just give him a Grace ability (from Complete Warrior's Swashbucker), and you should be set for what you wanted.

2007-09-20, 11:09 PM
Gotcha :D

Can't decide which Attribute to base it off of... Wis or Int. Cha would make it seem too much like a Sorcerer...

2007-09-20, 11:13 PM
Cha, because it's a Spontaneous Arcane Caster.

Wis is never the Arcane casting stat. Plus, the slight MAD would be ahelpful balance factor for the AC.

2007-09-20, 11:17 PM
There is indeed an average save. It's rarely used, but it exists. It goes thusly:


2007-09-20, 11:20 PM
Curious. I will go add that in now.

2007-09-21, 02:34 AM
There is indeed an average save. It's rarely used, but it exists. It goes thusly:


d20 modern has an average save, DnD does not. Some people have invented average saves for homebrew but no official source uses them.

2007-09-21, 04:38 AM
That's nice to know... but d20 Modern is generally the same thing. Different tech scale.

2007-09-21, 07:04 AM
That's nice to know... but d20 Modern is generally the same thing. Different tech scale.

If there's a differance between d20 modern and D&D then it's in the classes. d20 modern's good save is used only in the occaisonal Advanced or Prestige class while base classes are stuck with average and poor saves. So d20 modern's saves can't be used as a precident in D&D.

2007-09-21, 08:35 PM
If I restricted 4 schools of magic completely, do you think I should up the Spells Known and Spells Per Day?

2007-09-22, 12:52 PM
Okay, added a few new flavor class abilities. Know the Wind, Grasp the Wind and Gust of Wind. I just gotta add the rest of the Spells Per Day table in and I think I'll be finished.

2007-09-22, 01:39 PM
Completed the Fluff.