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<blockquote data-quote="Neo" data-source="post: 1572533" data-attributes="member: 4139"><p><strong>GENASI MASTER OF THE FOUR WIND:</strong> </p><p></p><p>Air Genasi are born with a bond to the elemental plane of air in their blood, a source of untapped potential waiting to be awoken.</p><p>Those Genasi loyal to the Air Goddess Akadi are taught how to hear the winds and communicate with them in such a way as to have them do their bidding. These fortunate few are known as the Masters of the Four Winds and have the power of the air at their disposal being able to call the winds to deflect blows, strike down enemies even whole groups of them, float and move on and through the air as if it were solid as the earth. A Master of the Four Winds is in tune with their element and the once dormant power of their blood now hums with active power and the air about them whispers and speaks to them of things one can only imagine.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a Master of the Four Winds, a character must fulfil all of the following criteria:</p><p><strong>Race:</strong> Air Genasi</p><p><strong>Patron:</strong> Akadi</p><p><strong>Language:</strong> Auran</p><p><strong>Skills:</strong> Knowledge – Nature 4 ranks, Knowledge – Planes 2 ranks, Knowledge – Religion 4 ranks. </p><p><strong>Feats:</strong> Elemental Bloodline, Lightning Reflexes</p><p><strong>Special:</strong> Ability to cast up to 3rd level divine spells and access to the Air domain. </p><p></p><p><strong>Class Skills</strong></p><p>The Master of the Four Wind's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex).</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Master of the Four Winds prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> A Master of the Four Winds are proficient with all simple and martial weapons.</p><p><strong>Spells Per Day:</strong> A Master of the Four Winds training focuses on magic that controls the weather and improves their defences. Thus, when a character gains an odd level of Master of the Four Winds, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example).</p><p>If a character had more than one divine spellcasting class before he became a Master of the Four Winds, he must decide to which, class he adds each level of Master of the Four Winds for purposes of determining spells per day when he adds the new level. </p><p></p><p><strong>Soft Fall (Su):</strong> A Master of the Four Winds always receives some support from the air around him as if under the influence of a permanent feather fall spell.</p><p></p><p><strong>Elemental Companion:</strong> A Master of the Four Winds gains the services of a small Air elemental, this air elemental is similar to a wizards familiar in many ways.</p><p></p><p><strong>Masters Level Bonus HD Natural Armour Str Adj Special</strong></p><p>1-2 - - - Empathic link, Improved evasion, share spells</p><p>3-5 +2 +2 +1 Winds of Good fortune (+3 AC)</p><p>6-8 +4 +4 +2 Improved Empathic link</p><p>9-10 +6 +6 +3 Growth (medium)</p><p></p><p><strong><em>Masters Level:</em></strong> The character level of the Master of the Four Winds.</p><p><strong><em>Bonus HD:</em></strong> Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Air Elemental’s base attack and base save bonuses, as normal.</p><p><strong><em>Natural Armour Adj.:</em></strong> This is an improvement to the Air Elemental’s existing natural armour bonus.</p><p><strong><em>Str Adj.:</em></strong> Add this figure to the Air Elemental’s Strength score.</p><p></p><p>The abilities mentioned in the “Special” column of the accompanying table are described below.</p><p><strong>Empathic Link (Su):</strong> The Master of the Four Winds has an empathic link with his Air Elemental out to a distance of up to 1 mile. The Master of the Four Winds cannot see through the Air Elemental’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.</p><p>Because of the empathic link between the Air Elemental and the Master of the Four Winds, the Master of the Four Winds has the same connection to a place or an item that the Air Elemental does.</p><p><strong>Improved Evasion (Ex):</strong> If the Air Elemental is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.</p><p><strong>Share Spells:</strong> At the Master of the Four Winds’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Air Elemental. The Air Elemental must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Air Elemental if it moves farther than 5 feet away and will not affect the Air Elemental again even if the Air Elemental returns to the Master of the Four Winds before the duration expires. Additionally, the Master of the Four Winds may cast a spell with a target of “You” on his Air Elemental (as a touch range spell) instead of on himself. An Master of the Four Winds and his Air Elemental can share spells even if the spells normally do not affect creatures of the Air Elemental’s type (magical beast).</p><p><strong>Winds of Good Fortune:</strong> The Air elemental companion is blessed by strong winds that help to protect it and deflects an enemie’s blows, in effect providing the elemental a +3 deflection bonus to its Armour Class.</p><p><strong>Improved Empathic Link (Su):</strong> As the empathic link ability above, except that range is extended to 20 miles.</p><p><strong>Growth:</strong> At this point the elemental companion grows in size becoming a medium sized creature.</p><p></p><p><strong>Whispers on the Wind (Su):</strong> From 2nd level, a Master of the Four Winds can send a message, which travels on the wind to their intended recipient. In all other ways this works as per the whispering wind spell of the same name. Whispers on the Wind may be used up to the characters Wisdom modifier number of times per day.</p><p></p><p><strong>Air Walk (Su):</strong> From 3rd level a Master of the Four Winds is so in tune with the air about them that they can walk upon it as if it were solid, working exactly as the Air Walk as per the spell of the same name. This ability may be used at will.</p><p></p><p><strong>Air Mastery (Ex):</strong> Beginning at 4th level, a Master of the Four Winds gains a +1 caster level bonus on all spells with the Air Descriptor. If a caster level bonus is already possessed then it stacks. In addition the Master of the four winds may replace the spell descriptor of any spell that has Water, Earth or Fire only with the Air Descriptor. For example, if a Master of the Four Winds came into the possession of Flame Strike, which has the fire descriptor they could instead replace it with the Air descriptor turning it into an Wind Strike.</p><p></p><p><strong>Air Form (Sp):</strong> When a Master of the Four Winds reaches 5th level he can transform himself into a mist, working in all ways as per the Gaseous form spell of the same name. A master of the Four Winds can use this ability 1/day for every point of bonus their Wisdom modifier provides.</p><p></p><p><strong>Scentless Passage (Su):</strong> From 6th level, a Master of the Four Winds no longers leaves a scent, with it instead being dispersed by the air about them. This means noone tracking them or using scent can gain any bonus to do so if their attempt is based upon requires a smell for them to trace. (For example creatures with the scent special quality do not gain their usual bonus to survival checks to track by smell).</p><p></p><p><strong>Wind Song (Su):</strong> When a Master of the Four Winds reaches 7th level he can churn the air in a 30 foot radius around himself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the Master of the Four Winds himself) must make concentration checks (DC 10 +1/2 Masters level + Wisdom modifier) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the Master of the Four Winds are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout the entire area, and functions as a countersong (as the bard ability) for all creatures within the zone of churning air (the Master of the Four Winds makes a class level check instead of a perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of times per day equal to their levels in this prestige.</p><p></p><p><strong>Call the Four Winds (Su):</strong> At 8th level, the Master of the Four Winds is able to call upon the four winds to aid them blowing with fantastic power, working exactly as the Control Winds spell of the same name. This ability can be used wisdom modifier times per day (maximum 4).</p><p></p><p><strong>Call Air Elemental (Su):</strong> By 9th level, a Master of the Four Winds can 1/day summon forth an Elder Air Elemental from the elemental plane of air to serve them. The elemental remains for 1 round per divine spellcasting level of the Master of the Four Winds and will obey the Master of the Four Winds willingly and without question. At the end of this duration the Elder elemental returns to its home plane.</p><p></p><p><strong>Ride the Winds (Su):</strong> finally upon reaching 10th level a Master of the Four Winds can move through the air at will, gaining a fly speed of 100ft (10 squares) with a manoeuvrability of good.</p><p></p><p><strong>Master of the Four Winds Advancement</strong></p><p><strong>Level Attack Fort Ref Will Special Spells / Day</strong></p><p>1st +0 +0 +2 +0 Soft Fall, Elemental Companion +1 level of existing divine class</p><p></p><p>2nd +1 +0 +3 +0 Whispers on the Wind -</p><p></p><p>3rd +2 +1 +3 +1 Air Walk +1 level of existing divine class</p><p></p><p>4th +3 +1 +4 +1 Air Mastery -</p><p></p><p>5th +3 +1 +4 +1 Air Form -</p><p></p><p>6th +4 +2 +5 +2 Scentless Passage +1 level of existing divine class</p><p></p><p>7th +5 +2 +5 +2 Wind Song -</p><p></p><p>8th +6 +2 +6 +2 Call the Four Winds +1 level of existing divine class</p><p></p><p>9th +6 +3 +6 +3 Call Air Elemental (Elder) -</p><p></p><p>10th +7 +3 +7 +3 Ride the Winds +1 level of existing divine class</p></blockquote><p></p>
[QUOTE="Neo, post: 1572533, member: 4139"] [b]GENASI MASTER OF THE FOUR WIND:[/b] Air Genasi are born with a bond to the elemental plane of air in their blood, a source of untapped potential waiting to be awoken. Those Genasi loyal to the Air Goddess Akadi are taught how to hear the winds and communicate with them in such a way as to have them do their bidding. These fortunate few are known as the Masters of the Four Winds and have the power of the air at their disposal being able to call the winds to deflect blows, strike down enemies even whole groups of them, float and move on and through the air as if it were solid as the earth. A Master of the Four Winds is in tune with their element and the once dormant power of their blood now hums with active power and the air about them whispers and speaks to them of things one can only imagine. [b]Hit Die:[/b] d8 [b]Requirements[/b] To qualify to become a Master of the Four Winds, a character must fulfil all of the following criteria: [b]Race:[/b] Air Genasi [b]Patron:[/b] Akadi [b]Language:[/b] Auran [b]Skills:[/b] Knowledge – Nature 4 ranks, Knowledge – Planes 2 ranks, Knowledge – Religion 4 ranks. [b]Feats:[/b] Elemental Bloodline, Lightning Reflexes [b]Special:[/b] Ability to cast up to 3rd level divine spells and access to the Air domain. [b]Class Skills[/b] The Master of the Four Wind's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex). [b]Skill Points at Each Level:[/b] 2 + Int modifier. [b]Class Features[/b] All the following are class features of the Master of the Four Winds prestige class: [b]Weapon and Armour Proficiency:[/b] A Master of the Four Winds are proficient with all simple and martial weapons. [b]Spells Per Day:[/b] A Master of the Four Winds training focuses on magic that controls the weather and improves their defences. Thus, when a character gains an odd level of Master of the Four Winds, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example). If a character had more than one divine spellcasting class before he became a Master of the Four Winds, he must decide to which, class he adds each level of Master of the Four Winds for purposes of determining spells per day when he adds the new level. [b]Soft Fall (Su):[/b] A Master of the Four Winds always receives some support from the air around him as if under the influence of a permanent feather fall spell. [b]Elemental Companion:[/b] A Master of the Four Winds gains the services of a small Air elemental, this air elemental is similar to a wizards familiar in many ways. [b]Masters Level Bonus HD Natural Armour Str Adj Special[/b] 1-2 - - - Empathic link, Improved evasion, share spells 3-5 +2 +2 +1 Winds of Good fortune (+3 AC) 6-8 +4 +4 +2 Improved Empathic link 9-10 +6 +6 +3 Growth (medium) [b][i]Masters Level:[/i][/b] The character level of the Master of the Four Winds. [b][i]Bonus HD:[/i][/b] Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Air Elemental’s base attack and base save bonuses, as normal. [b][i]Natural Armour Adj.:[/i][/b] This is an improvement to the Air Elemental’s existing natural armour bonus. [b][i]Str Adj.:[/i][/b] Add this figure to the Air Elemental’s Strength score. The abilities mentioned in the “Special” column of the accompanying table are described below. [b]Empathic Link (Su):[/b] The Master of the Four Winds has an empathic link with his Air Elemental out to a distance of up to 1 mile. The Master of the Four Winds cannot see through the Air Elemental’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of the empathic link between the Air Elemental and the Master of the Four Winds, the Master of the Four Winds has the same connection to a place or an item that the Air Elemental does. [b]Improved Evasion (Ex):[/b] If the Air Elemental is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability. [b]Share Spells:[/b] At the Master of the Four Winds’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Air Elemental. The Air Elemental must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Air Elemental if it moves farther than 5 feet away and will not affect the Air Elemental again even if the Air Elemental returns to the Master of the Four Winds before the duration expires. Additionally, the Master of the Four Winds may cast a spell with a target of “You” on his Air Elemental (as a touch range spell) instead of on himself. An Master of the Four Winds and his Air Elemental can share spells even if the spells normally do not affect creatures of the Air Elemental’s type (magical beast). [b]Winds of Good Fortune:[/b] The Air elemental companion is blessed by strong winds that help to protect it and deflects an enemie’s blows, in effect providing the elemental a +3 deflection bonus to its Armour Class. [b]Improved Empathic Link (Su):[/b] As the empathic link ability above, except that range is extended to 20 miles. [b]Growth:[/b] At this point the elemental companion grows in size becoming a medium sized creature. [b]Whispers on the Wind (Su):[/b] From 2nd level, a Master of the Four Winds can send a message, which travels on the wind to their intended recipient. In all other ways this works as per the whispering wind spell of the same name. Whispers on the Wind may be used up to the characters Wisdom modifier number of times per day. [b]Air Walk (Su):[/b] From 3rd level a Master of the Four Winds is so in tune with the air about them that they can walk upon it as if it were solid, working exactly as the Air Walk as per the spell of the same name. This ability may be used at will. [b]Air Mastery (Ex):[/b] Beginning at 4th level, a Master of the Four Winds gains a +1 caster level bonus on all spells with the Air Descriptor. If a caster level bonus is already possessed then it stacks. In addition the Master of the four winds may replace the spell descriptor of any spell that has Water, Earth or Fire only with the Air Descriptor. For example, if a Master of the Four Winds came into the possession of Flame Strike, which has the fire descriptor they could instead replace it with the Air descriptor turning it into an Wind Strike. [b]Air Form (Sp):[/b] When a Master of the Four Winds reaches 5th level he can transform himself into a mist, working in all ways as per the Gaseous form spell of the same name. A master of the Four Winds can use this ability 1/day for every point of bonus their Wisdom modifier provides. [b]Scentless Passage (Su):[/b] From 6th level, a Master of the Four Winds no longers leaves a scent, with it instead being dispersed by the air about them. This means noone tracking them or using scent can gain any bonus to do so if their attempt is based upon requires a smell for them to trace. (For example creatures with the scent special quality do not gain their usual bonus to survival checks to track by smell). [b]Wind Song (Su):[/b] When a Master of the Four Winds reaches 7th level he can churn the air in a 30 foot radius around himself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the Master of the Four Winds himself) must make concentration checks (DC 10 +1/2 Masters level + Wisdom modifier) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the Master of the Four Winds are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout the entire area, and functions as a countersong (as the bard ability) for all creatures within the zone of churning air (the Master of the Four Winds makes a class level check instead of a perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of times per day equal to their levels in this prestige. [b]Call the Four Winds (Su):[/b] At 8th level, the Master of the Four Winds is able to call upon the four winds to aid them blowing with fantastic power, working exactly as the Control Winds spell of the same name. This ability can be used wisdom modifier times per day (maximum 4). [b]Call Air Elemental (Su):[/b] By 9th level, a Master of the Four Winds can 1/day summon forth an Elder Air Elemental from the elemental plane of air to serve them. The elemental remains for 1 round per divine spellcasting level of the Master of the Four Winds and will obey the Master of the Four Winds willingly and without question. At the end of this duration the Elder elemental returns to its home plane. [b]Ride the Winds (Su):[/b] finally upon reaching 10th level a Master of the Four Winds can move through the air at will, gaining a fly speed of 100ft (10 squares) with a manoeuvrability of good. [b]Master of the Four Winds Advancement Level Attack Fort Ref Will Special Spells / Day[/b] 1st +0 +0 +2 +0 Soft Fall, Elemental Companion +1 level of existing divine class 2nd +1 +0 +3 +0 Whispers on the Wind - 3rd +2 +1 +3 +1 Air Walk +1 level of existing divine class 4th +3 +1 +4 +1 Air Mastery - 5th +3 +1 +4 +1 Air Form - 6th +4 +2 +5 +2 Scentless Passage +1 level of existing divine class 7th +5 +2 +5 +2 Wind Song - 8th +6 +2 +6 +2 Call the Four Winds +1 level of existing divine class 9th +6 +3 +6 +3 Call Air Elemental (Elder) - 10th +7 +3 +7 +3 Ride the Winds +1 level of existing divine class [/QUOTE]
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