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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.

Neftren
2008-03-06, 09:56 AM
I'm surprised that nobody seems to have comments on these guys.

Caracol
2008-03-06, 01:25 PM
Nice, but I would see it better as a Prestige Class. However, if your setting is so specific, that would work fine: so you don't have to wait 5 levels tp specialize in something common in the setting.

Now, some suggestions and comments.



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.

Good so far. How about adding the regular role, alignment, religion... fluff text?


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 Devise (Cha).
Skill Points: (2+Int Modifier) (x4 at First Level)

I would consider putting any non-lawful, or even any chaotic for the aligment, to reflect the moving and inconstant nature of winds that is conveyed by the class.


{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 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]
Good, but isn't the spell progression a little too low? I mean, only up to 5th spell level? I would consider giving them more spell level (even up to 9) but to lower the number of spells knowns/per day (they are specialist casters, so they don't focus much on additional non-wind spells)



Spellcasting
A Windsinger casts arcane and divine spells which are drawn from the spell list included in the spoiler. He can 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.

I would suggest to use Wis for divine spells anyway, it makes more sense.

Spell List: can't really help by now, but there are a lot of Air spells out there on many splatbooks.



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, as seen on table two. These spells do not count against his spells gained every level. 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, an arcane 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).

Domain Spells Known{table=head]Char.Lvl.|Domain CL|Char.Lvl.|Domain CL

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]
I would consider putting Sun out and adding different domains (Travel?). But the whole idea is nice, just consider to use Wis as the key ability for these spells.



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.

Alternatively, he may use the Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) spell as a spell like ability a number of times per day equal to his class levels.

A bit too cheesy. Make a maximum uses per day.



Battlecaster
A Windsinger has become skilled in the arts of combat with wind and spell. Any targeted ray, cone or bolt spell 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.

Just goooooooood. :smalltongue: A lot of low levels elementalist would kill for this.


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 with an increased range of 30 feet, to a maximum of 90 feet.
Same as above, limited uses fo this.



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.
Nothing to say about that, is really cool and customizable.



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.
Nice.



Maximum 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).

Rename it Maximum Wind Efficiency (just to be more specific). It's good overall.



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 into any damage type. If he does change the energy type of a missile, he must subtract 10 feet per missile augmented from his maximum range.

Put some limitations to this. Example, a maximum number of damage types known, so it would avoid the fact that can kill every resistant monster just choosing the right energy type.



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.

Balanced enough.



Wind Supremacy
A Windsinger has gained the ability to entrap multiple foes 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. Each successive round, the target makes a new reflex save with a cumulative +2 bonus to break free.

You need to be more specific about what can this ability do, or otherwise it would be too powerful.



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 DC18+the Windsinger's Charisma Modifier Will save or have the words be silenced as they come out, preventing the spell from cast. 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.

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. If he is hit by an autohit 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).

Do you mean material component? Anyway, TOO POWERFUL. Put restriction on the types of spell that can be contrasted, and add a Spellcraft check and a spell slot burn to make this ability work.



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.


Terrifying, but as a capstone ability is good, I guess....


Have you considered to make these ability as SPELLS istead? that would make you develop a good spell list for the class and make you select whatever you want to use for today.

Neftren
2008-03-06, 03:17 PM
Nice, but I would see it better as a Prestige Class. However, if your setting is so specific, that would work fine: so you don't have to wait 5 levels tp specialize in something common in the setting.

Now, some suggestions and comments.

It's been written out with the Windsinger as the primary arcane caster next to the Antiphon Siphon. Basically the Windsinger fills the druid/cleric role, but with a more offensive nature using a unique idea I had.


Good so far. How about adding the regular role, alignment, religion... fluff text?

None of the Project Polaris stuff has that posted. It's written there.


I would consider putting any non-lawful, or even any chaotic for the aligment, to reflect the moving and inconstant nature of winds that is conveyed by the class.

Interesting take on it... I will take that into consideration.


Good, but isn't the spell progression a little too low? I mean, only up to 5th spell level? I would consider giving them more spell level (even up to 9) but to lower the number of spells knowns/per day (they are specialist casters, so they don't focus much on additional non-wind spells)

The point is for the character to use the wind as his weapon, and to enhance it with metamagic powered missiles.


I would suggest to use Wis for divine spells anyway, it makes more sense.

Charisma is generally the arcane spontaneous casting stat, and it takes a vigorous personality to control the shifty winds.


Spell List: can't really help by now, but there are a lot of Air spells out there on many splatbooks.

I will be homebrewing spells, but I want a spell list that is exclusively accessible from the SRD.


I would consider putting Sun out and adding different domains (Travel?). But the whole idea is nice, just consider to use Wis as the key ability for these spells.

The Sun powers the wind. Travel doesn't really fit into the job of these guys. I also want to keep it so that MAD helps balance it out.


A bit too cheesy. Make a maximum uses per day.

Perhaps it would be better if you described how it was cheesy? There already is a cap on Gust of Wind, and the point is that you don't just suddenly stop being able to control the winds.


Just goooooooood. :smalltongue: A lot of low levels elementalist would kill for this.

Same as above, limited uses fo this.

Describe the cheesy part of it.


Nothing to say about that, is really cool and customizable.

Yeah, it allows every Windsinger to be differently constructed, thus it allows people to make roleplaying and character decisions.


Put some limitations to this. Example, a maximum number of damage types known, so it would avoid the fact that can kill every resistant monster just choosing the right energy type.

Well basically the damage types would be Fire, Cold, Sonic, Acid, Force, etc... too many to type out. I can think of any situation in which a Windsinger can draw different elemental or such power...


You need to be more specific about what can this ability do, or otherwise it would be too powerful.[Quote]

Well... ever played World of Warcraft? It's basically the Cyclone spell that the Druid gets. But it basically stuns you, but you can still talk. Just can't act, that's all.

[Quote]Do you mean material component? Anyway, TOO POWERFUL. Put restriction on the types of spell that can be contrasted, and add a Spellcraft check and a spell slot burn to make this ability work.[Quote]

Hmm, okay. But I figure at 19th level... whatever.

[Quote]Have you considered to make these ability as SPELLS istead? that would make you develop a good spell list for the class and make you select whatever you want to use for today.

The point of the half caster progression is so that the character is eventually forced to use the powers of his winds. That's the whole focus of the class. The spells are for utility and healing and such on the side. I'm hoping that with the extremely restrictive spell list, the class will balance out.

Neftren
2008-03-07, 01:21 PM
Okay, I still need to add a spell list and spell table. Can people give me suggestions on spells for a spell list? Core only please. I want players to be able to use these in conjunction with the SRD.

Bitzeralisis
2008-03-07, 10:25 PM
Because I am such an awesome critic, I will criticize this.

Glibness! Summon Harsh Criticism! Consistency! 1,000 Protections!

Ready. :smallamused:

Note: The following criticism has my comments edited directly into a quote of your main post; thus, I have encased it within a spoiler to keep a ten-post thread from seeming like a thirty-post one.


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. There are two spaces here. Just thought I'd point that out. 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. More extra spaces. Remove them, for I shall go insane at the smallest detail but not at the largest problem.

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) Typically, these will be listed as "Knowledge (Geography) (Int), Knowledge (Nature) (Int).", Profession (Wis), Spellcraft (Int) and Use Magic Devise "Device" is spelled incorrectly, but spell check hasn't seemed to mark it as an incorrect word. (Cha).
Skill Points: (2+Int Modifier) (x4 at First Level)
Skills are good...

{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]


You see this? There's a floating [B] here!
Weapon and Armor Proficiency
Windsingers are proficient with all Simple Weapons, and Quarterstaves. They are nonproficient in any type of armor, and may suffer spell failure if they wear any type of armor.

Spellcasting
A Windsinger casts arcane and divine spells which are drawn from the spell list included in the spoiler. He can cast any spells he knows without preparing it ahead of time, the way a wizard or a cleric must. This phrase is confusing; try rewriting it.

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, as seen on table two. These spells do not count against his spells gained every level. 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, an arcane 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).

Domain Spells Known{table=head]Char.Lvl.|Domain CL|Char.Lvl.|Domain CL

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]
I don't understand what this table is for at all. Caster Level? What? I think you mean Spell Level...
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.
No range increment?
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.
This has a potential to become overly broken. Think spells like Acid Fog...
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.
This deviates from the standard method of using range increments... and instead of calling it "Wind Control," can't you just call it "Greater Wind Manipulation?" It's more systematical. :/
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.
Wait, what? I'm still confused. How many Domain things do you get again? Five? Isn't that a bit small?
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.
I'm starting to doubt these wind things; the damage is so low it's not worth it...
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.
So, this lasts forever until they get out?
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. Using this ability burns all remaining 5th level spell slots.

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 may not be used against casters with a lower initiative relative to you.

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 an autohit 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 spell-slot burning is too loose here, making these abilities only capable of a single use a day (not including the third one). For the second ability, the lower-initiative thing is not very logical; you're thinking to metagame-y in that sense. Also, the term "autohit" is very loose.
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.
Sigh. I think this class is seriously unbalanced. Some abilities are a bit useless, and others are useful but too costly. Weak and unbalanced and *attempts to find better word but fails* ... weak! Anyways, *has no advice* ... *silence* ... *sneaks away*
----------------------------------------------
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.

*is not here* ... *silence* ... *more ellipses* ...

*insert witty closing paragraph here*

Neftren
2008-03-08, 05:34 PM
Okay, will answer you in a new post. :D

I traditionally use two spaces after a period. Live with it. Some people have disputed in the past that it is one space after a period. I find two spaces simplifies the lines and separates sentences to make them easier to read.

Devise is a verb. "to devise a plan" would be something along the lines of "to hatch a plan" or to "come up with a plan". The error has been corrected.

The spellcasting meant that the Windsinger has access to both divine and arcane spells yadda yadda yadda. Same sorcerer junk text that nobody ever reads because they already know it.

A cleric gets one domain slot for each spell level correct? A Windsinger gains sort of a domain spell pool, and can cast any domain spell he knows up to five times a day at 20th level. The grounding factor is that he gains domain spells at a slower rate, which is what the table represents.

Wind Manipulation has a range increment that of 60 feet. Note the maximum range clause.

I see no problems with it being broken the way you describe it. You would deal 3d6 damage to every target, not 2d6. That's basically only adding 3 damage on average. You also cannot add metamagic to it anyway, so maximizing only gets you so far.

Yes, I know I have dropped range increments. Think of it this way: the Windsinger cannot control winds at distances greater than whatever has been specified.

Okay, you get three domains total, correct? You learn them at a slower rate, and you can cast any domain spell a number of times per day, as is represented in the Dom. column next to the 5th level spellslots per day. You can only cast domain spells up to five times a day, but you can learn up to 9th level.

What makes up for the low damage is the fact that a) you can hurl multiple missiles, b) you can hurl metamagic enhanced missiles and c) you can hurl different damage typed missiles. At a 90 foot range increment, I could hurl one pretty hefty set of missiles.

Okay, I've added a duration to the cyclone.

I can only think of one real auto hit spell... Magic Missile.

But whatever. I will now go and make some fixes.

Neftren
2008-03-09, 08:04 AM
Anyone else have comments?