This is a prestige class I created based on what a player in my campaign was thinking of. He has an air genasi fighter, and would like to expand his abiltiy with air, beyond the mere ability given to them to levitate once per day.
I have posted this on the Wizrads board and got a few replies, but I am hoping to get more replies to make sure it is balanced.
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Nimbleness (+10), Fast movement (+10’)
2nd +1 +0 +3 +0 Leap of the Clouds
3rd +2 +1 +3 +1 Blend with the Wind
4th +3 +1 +4 +1
5th +3 +1 +4 +1 Nimbleness (+20), Fast movement (+20’)
6th +4 +2 +5 +2 Hurl the Wind
7th +5 +2 +5 +2
8th +6 +2 +6 +2 Merge with Air
9th +6 +3 +6 +3 Nimbleness (+30), Fast movement (+30’)
10th +7 +3 +7 +3 One with the Wind
Those born with an ancestor from the plane of Air are born with the ability to “mingle with the air” (levitate). For many of them this is a nice addition to their prowess, but some seek to go beyond it, and gain more mastery of their heritage – they seek to claim their birthright – the skies.
These people search inside themselves the seeds for their power and nurture them to their fullest potential, showing an amazing array of abilities that aid them in many fields.
This is not an easy path, but the rewards are marvelous. To pursue this path they must concentrate only on this, and any side step will cause them to never again be able to advance in this class. So a fighter/rogue who takes this class cannot advance his rogue or fighter levels until he as finished rising the 10 levels of this class, and if he does take a level in any class but this he cannot advance in this class anymore, though he retains the abilities gained.
Hit Die: d8.
Requirements
Race: Air Genasi
Base Attack Bonus: +6
Base Reflex Save: +2
Balance: 5 ranks
Jump: 8 ranks
Climb: 4 ranks
Concentration: 4 ranks
Feats: Dodge, Mobility, Weapon Finesse.
Class Skills
The follower of the breeze’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Jump (Str), Profession (Wis), Ride (Dex), Spot (Int), Tumble (Dex), Use Rope (Dex).
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the follower of the breeze.
Weapon and Armor Proficiency: Followers of the breeze are proficient with all ranged weapons, even the exotic ones. They are proficient only in light armor. When wearing heavier armors they cannot perform many of their class features.
Nimbleness (Su): Followers of the breeze can use their Dexterity modifier to their Jump and Climb skills instead of Strength, and they gain a +10 competence bonus to their Balance, and Jump skills. At 5th level this bonus increases to +20, and at 9th level it becomes +30.
Fast Movement (Ex): A follower of the breeze moves faster than normal speed, gaining a +10’ to its movement rate at 1st level. The movement rate increases by another 10’ at 5th and 9th levels, for a total of +30’ to their movement rate at 9th level.
Leap of the Clouds (Su): At 2nd level, a follower of the breeze’s jumping distance (vertical or horizontal) is not limited according to her height.
Blend with the Air (Sp): At 3rd level a follower of the breeze has mastered her Mingle with the Air racial ability to such a degree that she can use it once per day per class level. In addition she can use Free Fall on herself at will.
Hurl the Wind (Sp): At 6th level a follower of the breeze has learned to use the power of the wind somewhat offensively, and is able to generate an effect similar to Gust of Wind three times per day. This effect is treated as if cats by a sorcerer of a level equal to the follower of the breeze class level.
Merge with Air (Sp): At 8th level a follower of the breeze has gained enough mastery over her heritage that she can move more freely in the air. Once per day she can move through the air as if a Fly spell was cast on her. Treat this as if a sorcerer of her class level cast it.
One with the Wind (Sp): At 10th level the follower of the breeze has reached such a deep understanding of her heritage that she becomes an elemental creature. Her type changes to “elemental”, which means (among other things) that she is no longer affected by spells that specifically target humanoids, such as charm person. She gains an elemental creature’s immunity to poison, sleep, paralysis, and stunning and is no longer subject to critical hits or flanking.
She gains the speed and movement modes, and special attacks of a medium air elemental, as noted in the Monster Manual, except that the save DC against her whirlwind attack is 15 + Constitution modifier.
Upon achieving this state the follower of the breeze’s appearance undergoes a minor physical change, and it seems that there is always a soft breeze around her, moving her hair and clothes.
This state of being is not without cost. She can now be hedged out by the use of a magic circle spell against her alignment, and there are other spells that target elementals. In addition, she suffers double damage from any spell that deals earth damage (like Magic Stone, Spike Stones, etc.).
Comments anyone?
I have posted this on the Wizrads board and got a few replies, but I am hoping to get more replies to make sure it is balanced.
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Nimbleness (+10), Fast movement (+10’)
2nd +1 +0 +3 +0 Leap of the Clouds
3rd +2 +1 +3 +1 Blend with the Wind
4th +3 +1 +4 +1
5th +3 +1 +4 +1 Nimbleness (+20), Fast movement (+20’)
6th +4 +2 +5 +2 Hurl the Wind
7th +5 +2 +5 +2
8th +6 +2 +6 +2 Merge with Air
9th +6 +3 +6 +3 Nimbleness (+30), Fast movement (+30’)
10th +7 +3 +7 +3 One with the Wind
Those born with an ancestor from the plane of Air are born with the ability to “mingle with the air” (levitate). For many of them this is a nice addition to their prowess, but some seek to go beyond it, and gain more mastery of their heritage – they seek to claim their birthright – the skies.
These people search inside themselves the seeds for their power and nurture them to their fullest potential, showing an amazing array of abilities that aid them in many fields.
This is not an easy path, but the rewards are marvelous. To pursue this path they must concentrate only on this, and any side step will cause them to never again be able to advance in this class. So a fighter/rogue who takes this class cannot advance his rogue or fighter levels until he as finished rising the 10 levels of this class, and if he does take a level in any class but this he cannot advance in this class anymore, though he retains the abilities gained.
Hit Die: d8.
Requirements
Race: Air Genasi
Base Attack Bonus: +6
Base Reflex Save: +2
Balance: 5 ranks
Jump: 8 ranks
Climb: 4 ranks
Concentration: 4 ranks
Feats: Dodge, Mobility, Weapon Finesse.
Class Skills
The follower of the breeze’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Jump (Str), Profession (Wis), Ride (Dex), Spot (Int), Tumble (Dex), Use Rope (Dex).
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the follower of the breeze.
Weapon and Armor Proficiency: Followers of the breeze are proficient with all ranged weapons, even the exotic ones. They are proficient only in light armor. When wearing heavier armors they cannot perform many of their class features.
Nimbleness (Su): Followers of the breeze can use their Dexterity modifier to their Jump and Climb skills instead of Strength, and they gain a +10 competence bonus to their Balance, and Jump skills. At 5th level this bonus increases to +20, and at 9th level it becomes +30.
Fast Movement (Ex): A follower of the breeze moves faster than normal speed, gaining a +10’ to its movement rate at 1st level. The movement rate increases by another 10’ at 5th and 9th levels, for a total of +30’ to their movement rate at 9th level.
Leap of the Clouds (Su): At 2nd level, a follower of the breeze’s jumping distance (vertical or horizontal) is not limited according to her height.
Blend with the Air (Sp): At 3rd level a follower of the breeze has mastered her Mingle with the Air racial ability to such a degree that she can use it once per day per class level. In addition she can use Free Fall on herself at will.
Hurl the Wind (Sp): At 6th level a follower of the breeze has learned to use the power of the wind somewhat offensively, and is able to generate an effect similar to Gust of Wind three times per day. This effect is treated as if cats by a sorcerer of a level equal to the follower of the breeze class level.
Merge with Air (Sp): At 8th level a follower of the breeze has gained enough mastery over her heritage that she can move more freely in the air. Once per day she can move through the air as if a Fly spell was cast on her. Treat this as if a sorcerer of her class level cast it.
One with the Wind (Sp): At 10th level the follower of the breeze has reached such a deep understanding of her heritage that she becomes an elemental creature. Her type changes to “elemental”, which means (among other things) that she is no longer affected by spells that specifically target humanoids, such as charm person. She gains an elemental creature’s immunity to poison, sleep, paralysis, and stunning and is no longer subject to critical hits or flanking.
She gains the speed and movement modes, and special attacks of a medium air elemental, as noted in the Monster Manual, except that the save DC against her whirlwind attack is 15 + Constitution modifier.
Upon achieving this state the follower of the breeze’s appearance undergoes a minor physical change, and it seems that there is always a soft breeze around her, moving her hair and clothes.
This state of being is not without cost. She can now be hedged out by the use of a magic circle spell against her alignment, and there are other spells that target elementals. In addition, she suffers double damage from any spell that deals earth damage (like Magic Stone, Spike Stones, etc.).
Comments anyone?