Neftren
2008-03-04, 09:54 PM
The Windsinger
Master of the elements and commander of the winds, these powerful wielders of magic usually spend their time on Tilwari ships, powering them by shifting the winds and driving currents. Spending most of their time on the water means that they have limited access to arcane institutions, and as such their traditional spellcasting is not as strong as a wizard, but don't let that deter you. Windsingers are a force of nature to be reckoned with, and you don't want to be on the opposite side. They are often utility casters, who learn a variety of spells to assist on deck, and are valuable additions to any party.
Alignment: Any
Hit Die: d4
Class Skills: The Windsinger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge: Geography and Nature (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points: (2+Int Modifier) (x4 at First Level)
{table="head"]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th|Dom.
1st|+0|+0|+0|+2|Elemental Affinity|4|2|—|—|—|—|1
2nd|+1|+0|+0|+3||4|2|—|—|—|—|1
3rd|+1|+1|+1|+3|Wind Manipulation|4|2|1|—|—|—|1
4th|+2|+1|+1|+4||5|3|1|—|—|—|1
5th|+2|+1|+1|+4|Battlecaster|5|3|1|—|—|—|2
6th|+3|+2|+2|+5||5|3|2|1|—|—|2
7th|+3|+2|+2|+5|Wind Control|6|4|2|1|—|—|2
8th|+4|+2|+2|+6||6|4|2|1|—|—|2
9th|+4|+3|+3|+6|Elemental Dominance|6|4|3|2|1|—|3
10th|+5|+3|+3|+7||6|5|3|2|1|—|3
11th|+5|+3|+3|+7|Wind Mastery|6|5|3|2|1|—|3
12th|+6/+1|+4|+4|+8||6|5|4|3|2|1|3
13th|+6/+1|+4|+4|+8|Maximum Wind Efficiency|6|6|4|3|2|1|4
14th|+7/+2|+4|+4|+9||6|6|4|3|2|1|4
15th|+7/+2|+5|+5|+9|Wind Authority|6|6|5|4|3|2|4
16th|+8/+3|+5|+5|+10||6|6|5|4|3|2|4
17th|+8/+3|+5|+5|+10|Elemental Potency|6|6|5|4|3|2|5
18th|+9/+4|+6|+6|+11|Wind Supremacy|6|6|6|5|4|3|5
19th|+9/+4|+6|+6|+11|Anti-magic Surge|6|6|6|5|4|3|5
20th|+10/+5|+6|+6|+12|The Ultimate Hurricane|6|6|6|5|4|3|5
[/table]
Weapon and Armor Proficiency
Windsingers are proficient with all Simple Weapons, and Quarterstaves. They are nonproficient in any type of armor, and will suffer possible spell failure if they wear any type of armor.
Spellcasting
A Windsinger casts spells which are drawn from the spell list included in the spoiler. He may cast any spells he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a Windsinger must have a Charisma score of at least 10+the spell level. The difficulty class for a saving throw against a Windsinger's spell is 10 + the spell level + the Windsinger's Charisma modifier.
Like other spellcasters, a Windsinger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table one. In addition, he receives bonus spells per day if he has a high Charisma score.
Spell List:Suggestions
Elemental Affinity
At first level, a Windsinger displays rudimentary control over the elements. He gains access to one of the following domains: Air, Water, Sun or Storm, and automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. A Windsinger casts and learns domain spells at a different rate, as seen on table two. These spells do not count against his spells gained every level or against his spells per day. Instead, a Windsinger casts any level domain spell he can cast a number of times per day, as seen on the spells per day section of table one. A Windsinger does not gain the granted power from taking a domain.
Instead of preparing a spell into a domain slot, a Windsinger can spontaneously cast a number of domain spells per day and gains a spell slot for every four class levels he has, as seen in table one, under the domain column.
In some cases, a domain includes spells not normally on the Windsinger's class spell list. These spells are treated as being on the character's class spell list (and thus he can use wands or arcane scrolls that hold those spells). Instead of using standard caster level, use the caster level shown below whenever a domain spell requires a save effect or check.
Domain Spells Known{table=head]Char.Lvl.|Domain Caster Level|Char.Lvl.|Domain Caster Level
1|1|11|5
2|1|12|5
3|1|13|5
4|2|14|6
5|2|15|6
6|3|16|7
7|3|17|7
8|3|18|7
9|4|19|8
10|4|20|9
[/table]
Wind Manipulation
A Windsinger has learned to develop his power over the wind. As a standard action, he can now use the wind to hurl small objects at his opponents. He may only use it to hurl a single object for 1d6 points of piercing damage (type of damage depends on the object) with a maximum range of 60 feet. This ability may be used as many times per day, but does not function in any type of void or vacuum, or where there is no air.
Battlecaster
A Windsinger has become skilled in the arts of combat with wind and spell. Any targeted ray, cone or bolt spell he casts deals an additional 1d4 points of Force damage, and any area of effect spell deals an additional 1d6 points of force damage to every target hit.
Wind Control
A Windsinger's powers over the wind have increased, granting him the ability to hurl objects further and stronger, dealing 1d8 points of piercing damage when attacking a target within 60 feet. His maximum range has increased to 90 feet, but when attacking a target over 60 feet away, the projectile instead deals 1d6 damage.
Elemental Dominance
A Windsinger gains access to a second domain, but his effective domain caster level is treated as three class levels lower. So at 9th level, instead of being able to cast a 4th level domain spell, he is only capable of casting at the 6th level, which would be a 3rd level domain spell. In this way, a Windsinger's second domain will only progress to the 7th domain caster level, not the ninth.
Wind Mastery
A Windsinger may now hurl multiple projectiles but at a reduced range. He may hurl multiple projectiles (no more than five) for additional damage, but for every additional projectile he hurls, he subtracts 20 feet from his range.
Maximum Wind Efficiency
A Windsinger has become adept with altering his winds and augmenting them with metamagic. He may now use metamagic feats in conjunction with his directed wind abilities. Subtract 10 feet from the range of a wind propelled missile equal to the increase in caster level. (So a Quickened Missile would decrease the range by 40 feet).
Wind Authority
A Windsinger has become so adept at controlling the winds that he can now take energy from his surroundings and direct it into his missiles. He may now change the damage type of his missile from piercing to any of the following: Bludgeon, Slashing, Sonic, Fire, Frost, Shock or Acid. If he does change the energy type of a missile, he must subtract 10 feet per missile augmented from his maximum range.
Elemental Potency
A Windsinger gains access to a third domain, but his effective domain caster level is treated as five class levels lower. So at 9th level, instead of being able to cast a 4th level domain spell, he is only capable of casting at the 4th level, which would be a 2nd level domain spell. In this way, a Windsinger's third domain will only progress to the 6th domain caster level, not the ninth.
Wind Supremacy
A Windsinger has gained the ability to entrap a foe within a cyclone. For a full round action, he calls in dangerous crosswinds that spin a target around. The target must make a DC 18+the Windsinger's Charisma Modifier Reflex save or be immobilized and incapable of actions, as if he were stunned, but he is still capable of communicating (and rolling for his save). Each successive round, the target makes a new reflex save with a cumulative +2 bonus to break free. If after three rounds, the affected target breaks free if he hasn't already.
Anti-magic Surge
A Windsinger has gained the ability to prevent the casting of a spell, reflect it and even feedback a spell at it's caster. Any caster attempting to cast a spell with a verbal component must make a DC 18+the Windsinger's Charisma Modifier Will save or have the words be silenced as they come out, preventing the spell from cast. This ability may only be used once per day.
Anyone casting a spell with a somatic component must make a DC 14 Strength check or have the component be blown out of his hand. This ability takes a Standard Action to activate and burns all remaining 5th level spell slots. This ability may also only be used once per day.
A Windsinger may also use the wind to deflect any projectiles or spells, granting himself a +4 deflection bonus (this stacks with any other deflection bonus) to his Armor Class against projectiles and spell attacks involving an attack roll. If he is hit by a damage dealing spell, there is a 5% chance that the spell is instead backsurged upon the caster, dealing half of the damage, or half the effects (in duration). If a Windsinger chooses to use this part of this ability, he must consume one spell slot from each spell level.
The Ultimate Hurricane
A Windsinger can generate colossally powerful gusts of wind within a 40 foot radius. Any creature smaller than tiny must make a DC 25 Strength Check or be blown 80 feet backwards and knocked down. If they collide with a solid, immovable object, they take 1d6 points of damage for every 20 feet moved. Any small creatures are knocked back 40 feet and knocked down, taking 1d6 points of damage in the process. Any medium sized creature is blown backwards 20 feet and knocked down, taking 1d4 points of damage. A large creature is knocked down and takes no damage, and any creature greater than large size is unaffected.
In addition to that, the powerful swirling winds pick up a massive debris cloud that blinds every creature and deals 1d4 damage per round that the hurricane exists.
There are serious drawbacks to this, and this is often only used as a last resort. For each round a Windsinger maintains the hurricane, he takes a point of constitution damage, and 2 points of lethal, unsoakable damage. This ability also takes two full rounds to prepare for and cast, and any interruption (in the form of a debuff or damage) will distract the Windsinger, forcing him to make a DC 30+the Damage Concentration check. If he fails the check, he loses the spell for the rest of the day. This ability may only be used once per day.
----------------------------------------------
I'm already thinking moderately cheesy, but I still have to get a spell list written, and spells known table up. Anyone have suggestions for the flavor of the class spell-wise? I was thinking of a hyper restricted spell list and very few spells known to balance out the wind factor.
Master of the elements and commander of the winds, these powerful wielders of magic usually spend their time on Tilwari ships, powering them by shifting the winds and driving currents. Spending most of their time on the water means that they have limited access to arcane institutions, and as such their traditional spellcasting is not as strong as a wizard, but don't let that deter you. Windsingers are a force of nature to be reckoned with, and you don't want to be on the opposite side. They are often utility casters, who learn a variety of spells to assist on deck, and are valuable additions to any party.
Alignment: Any
Hit Die: d4
Class Skills: The Windsinger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge: Geography and Nature (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points: (2+Int Modifier) (x4 at First Level)
{table="head"]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th|Dom.
1st|+0|+0|+0|+2|Elemental Affinity|4|2|—|—|—|—|1
2nd|+1|+0|+0|+3||4|2|—|—|—|—|1
3rd|+1|+1|+1|+3|Wind Manipulation|4|2|1|—|—|—|1
4th|+2|+1|+1|+4||5|3|1|—|—|—|1
5th|+2|+1|+1|+4|Battlecaster|5|3|1|—|—|—|2
6th|+3|+2|+2|+5||5|3|2|1|—|—|2
7th|+3|+2|+2|+5|Wind Control|6|4|2|1|—|—|2
8th|+4|+2|+2|+6||6|4|2|1|—|—|2
9th|+4|+3|+3|+6|Elemental Dominance|6|4|3|2|1|—|3
10th|+5|+3|+3|+7||6|5|3|2|1|—|3
11th|+5|+3|+3|+7|Wind Mastery|6|5|3|2|1|—|3
12th|+6/+1|+4|+4|+8||6|5|4|3|2|1|3
13th|+6/+1|+4|+4|+8|Maximum Wind Efficiency|6|6|4|3|2|1|4
14th|+7/+2|+4|+4|+9||6|6|4|3|2|1|4
15th|+7/+2|+5|+5|+9|Wind Authority|6|6|5|4|3|2|4
16th|+8/+3|+5|+5|+10||6|6|5|4|3|2|4
17th|+8/+3|+5|+5|+10|Elemental Potency|6|6|5|4|3|2|5
18th|+9/+4|+6|+6|+11|Wind Supremacy|6|6|6|5|4|3|5
19th|+9/+4|+6|+6|+11|Anti-magic Surge|6|6|6|5|4|3|5
20th|+10/+5|+6|+6|+12|The Ultimate Hurricane|6|6|6|5|4|3|5
[/table]
Weapon and Armor Proficiency
Windsingers are proficient with all Simple Weapons, and Quarterstaves. They are nonproficient in any type of armor, and will suffer possible spell failure if they wear any type of armor.
Spellcasting
A Windsinger casts spells which are drawn from the spell list included in the spoiler. He may cast any spells he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a Windsinger must have a Charisma score of at least 10+the spell level. The difficulty class for a saving throw against a Windsinger's spell is 10 + the spell level + the Windsinger's Charisma modifier.
Like other spellcasters, a Windsinger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table one. In addition, he receives bonus spells per day if he has a high Charisma score.
Spell List:Suggestions
Elemental Affinity
At first level, a Windsinger displays rudimentary control over the elements. He gains access to one of the following domains: Air, Water, Sun or Storm, and automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. A Windsinger casts and learns domain spells at a different rate, as seen on table two. These spells do not count against his spells gained every level or against his spells per day. Instead, a Windsinger casts any level domain spell he can cast a number of times per day, as seen on the spells per day section of table one. A Windsinger does not gain the granted power from taking a domain.
Instead of preparing a spell into a domain slot, a Windsinger can spontaneously cast a number of domain spells per day and gains a spell slot for every four class levels he has, as seen in table one, under the domain column.
In some cases, a domain includes spells not normally on the Windsinger's class spell list. These spells are treated as being on the character's class spell list (and thus he can use wands or arcane scrolls that hold those spells). Instead of using standard caster level, use the caster level shown below whenever a domain spell requires a save effect or check.
Domain Spells Known{table=head]Char.Lvl.|Domain Caster Level|Char.Lvl.|Domain Caster Level
1|1|11|5
2|1|12|5
3|1|13|5
4|2|14|6
5|2|15|6
6|3|16|7
7|3|17|7
8|3|18|7
9|4|19|8
10|4|20|9
[/table]
Wind Manipulation
A Windsinger has learned to develop his power over the wind. As a standard action, he can now use the wind to hurl small objects at his opponents. He may only use it to hurl a single object for 1d6 points of piercing damage (type of damage depends on the object) with a maximum range of 60 feet. This ability may be used as many times per day, but does not function in any type of void or vacuum, or where there is no air.
Battlecaster
A Windsinger has become skilled in the arts of combat with wind and spell. Any targeted ray, cone or bolt spell he casts deals an additional 1d4 points of Force damage, and any area of effect spell deals an additional 1d6 points of force damage to every target hit.
Wind Control
A Windsinger's powers over the wind have increased, granting him the ability to hurl objects further and stronger, dealing 1d8 points of piercing damage when attacking a target within 60 feet. His maximum range has increased to 90 feet, but when attacking a target over 60 feet away, the projectile instead deals 1d6 damage.
Elemental Dominance
A Windsinger gains access to a second domain, but his effective domain caster level is treated as three class levels lower. So at 9th level, instead of being able to cast a 4th level domain spell, he is only capable of casting at the 6th level, which would be a 3rd level domain spell. In this way, a Windsinger's second domain will only progress to the 7th domain caster level, not the ninth.
Wind Mastery
A Windsinger may now hurl multiple projectiles but at a reduced range. He may hurl multiple projectiles (no more than five) for additional damage, but for every additional projectile he hurls, he subtracts 20 feet from his range.
Maximum Wind Efficiency
A Windsinger has become adept with altering his winds and augmenting them with metamagic. He may now use metamagic feats in conjunction with his directed wind abilities. Subtract 10 feet from the range of a wind propelled missile equal to the increase in caster level. (So a Quickened Missile would decrease the range by 40 feet).
Wind Authority
A Windsinger has become so adept at controlling the winds that he can now take energy from his surroundings and direct it into his missiles. He may now change the damage type of his missile from piercing to any of the following: Bludgeon, Slashing, Sonic, Fire, Frost, Shock or Acid. If he does change the energy type of a missile, he must subtract 10 feet per missile augmented from his maximum range.
Elemental Potency
A Windsinger gains access to a third domain, but his effective domain caster level is treated as five class levels lower. So at 9th level, instead of being able to cast a 4th level domain spell, he is only capable of casting at the 4th level, which would be a 2nd level domain spell. In this way, a Windsinger's third domain will only progress to the 6th domain caster level, not the ninth.
Wind Supremacy
A Windsinger has gained the ability to entrap a foe within a cyclone. For a full round action, he calls in dangerous crosswinds that spin a target around. The target must make a DC 18+the Windsinger's Charisma Modifier Reflex save or be immobilized and incapable of actions, as if he were stunned, but he is still capable of communicating (and rolling for his save). Each successive round, the target makes a new reflex save with a cumulative +2 bonus to break free. If after three rounds, the affected target breaks free if he hasn't already.
Anti-magic Surge
A Windsinger has gained the ability to prevent the casting of a spell, reflect it and even feedback a spell at it's caster. Any caster attempting to cast a spell with a verbal component must make a DC 18+the Windsinger's Charisma Modifier Will save or have the words be silenced as they come out, preventing the spell from cast. This ability may only be used once per day.
Anyone casting a spell with a somatic component must make a DC 14 Strength check or have the component be blown out of his hand. This ability takes a Standard Action to activate and burns all remaining 5th level spell slots. This ability may also only be used once per day.
A Windsinger may also use the wind to deflect any projectiles or spells, granting himself a +4 deflection bonus (this stacks with any other deflection bonus) to his Armor Class against projectiles and spell attacks involving an attack roll. If he is hit by a damage dealing spell, there is a 5% chance that the spell is instead backsurged upon the caster, dealing half of the damage, or half the effects (in duration). If a Windsinger chooses to use this part of this ability, he must consume one spell slot from each spell level.
The Ultimate Hurricane
A Windsinger can generate colossally powerful gusts of wind within a 40 foot radius. Any creature smaller than tiny must make a DC 25 Strength Check or be blown 80 feet backwards and knocked down. If they collide with a solid, immovable object, they take 1d6 points of damage for every 20 feet moved. Any small creatures are knocked back 40 feet and knocked down, taking 1d6 points of damage in the process. Any medium sized creature is blown backwards 20 feet and knocked down, taking 1d4 points of damage. A large creature is knocked down and takes no damage, and any creature greater than large size is unaffected.
In addition to that, the powerful swirling winds pick up a massive debris cloud that blinds every creature and deals 1d4 damage per round that the hurricane exists.
There are serious drawbacks to this, and this is often only used as a last resort. For each round a Windsinger maintains the hurricane, he takes a point of constitution damage, and 2 points of lethal, unsoakable damage. This ability also takes two full rounds to prepare for and cast, and any interruption (in the form of a debuff or damage) will distract the Windsinger, forcing him to make a DC 30+the Damage Concentration check. If he fails the check, he loses the spell for the rest of the day. This ability may only be used once per day.
----------------------------------------------
I'm already thinking moderately cheesy, but I still have to get a spell list written, and spells known table up. Anyone have suggestions for the flavor of the class spell-wise? I was thinking of a hyper restricted spell list and very few spells known to balance out the wind factor.