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I got Faiths & Pantheons!
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<blockquote data-quote="Paladin" data-source="post: 188043" data-attributes="member: 263"><p><strong>Re: I hate to ask, but</strong></p><p></p><p></p><p></p><p>No problem. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Windwalker Prerequisites:</p><p></p><p><strong>Race</strong>: Human, half-elf, or air genasi</p><p><strong>BAB</strong>: +5</p><p><strong>Skills</strong>: Hide 5 ranks, Intuit Direction 5 ranks, Move Silently 5 ranks, Wilderness Lore 3 ranks.</p><p><strong>Feats</strong>: Lightning Reflexes, Track, Weapon Focus (greatsword).</p><p><strong>Spells</strong>: Ability to cast divine spells. Clerics who wish to become windwalkers must have access to the Air or Travel domain.</p><p><strong>Patron</strong>: Shaundakul</p><p><strong>Special</strong>: The character must have visited at least three different regions in her lifetime. The character must have flown at least once for an hour or more, whether by means of magic or an aerial mount.</p><p></p><p>Hit Die: d8</p><p></p><p>Level BAB Fort Ref Will Special</p><p> 1 +1 +0 +0 +2 Air and Travel spells, soft fall</p><p> 2 +2 +0 +0 +3 Cold resistance 5</p><p> 3 +3 +1 +1 +3 Portalsense, air walk</p><p> 4 +4 +1 +1 +4 Cold resistance 10</p><p> 5 +5 +1 +1 +4 Smite fiend 1/day</p><p> 6 +6 +2 +2 +5 Cold resistance 15</p><p> 7 +7 +2 +2 +5 Windsong</p><p> 8 +8 +2 +2 +6 Cold resistance 20</p><p> 9 +9 +3 +3 +6 Smite fiend 2/day</p><p> 10 +10 +3 +3 +7 Ride the winds</p><p></p><p>***<strong>ALL</strong> levels get "+1 level of existing divine spellcasting class"***</p><p></p><p><u>Air and Travel spells</u>: A windwalker can prepare any spell from the Air or Travel domains as if it were on her divine spell list.</p><p><u>Soft Fall</u>: The windwalker receives the constant effects of a <em>feather fall</em> spell.</p><p><u>Cold Resistance</u>: (5, 10 , 15, 20) as standard resistance works.</p><p><u>Portalsense</u>: Use <em>analyze portal</em> at will.</p><p><u>Air Walk</u>: Use <em>air walk</em> at will.</p><p><u>Smite Fiend</u>: Add CHA bonus to attack roll and add +1 point of damage per windwalker level to a fiend (evil outsider) once, then twice per day.</p><p><u>Windsong</u>: Churn air in a 30 radius of herself creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Those within the area (minus the windwalker) must make Concentration checks (DC 10 + 1/2 windwalker's class level + windwalker's CHA bonus) to cast spells or perform any activity which requires concentration. Creatures within 60' of the windwalker are effectively deafened until the windsong ends, or they leave the area. The windsong also acts as a <em>windwall</em> throughout it's entire area and functions as a countersong (as the bard ability) for all creatures within the churning air (the windwalker makes a class level check instead of a Perform check). Maintaining the windsong requires the concentration of the windwalker and can be used a number of per day equal to her class level.</p><p><u>Ride the Winds</u>: Gains a flight speed of 100' (good).</p><p></p><p>*Whew!*</p></blockquote><p></p>
[QUOTE="Paladin, post: 188043, member: 263"] [b]Re: I hate to ask, but[/b] No problem. :) Windwalker Prerequisites: [b]Race[/b]: Human, half-elf, or air genasi [b]BAB[/b]: +5 [b]Skills[/b]: Hide 5 ranks, Intuit Direction 5 ranks, Move Silently 5 ranks, Wilderness Lore 3 ranks. [b]Feats[/b]: Lightning Reflexes, Track, Weapon Focus (greatsword). [b]Spells[/b]: Ability to cast divine spells. Clerics who wish to become windwalkers must have access to the Air or Travel domain. [b]Patron[/b]: Shaundakul [b]Special[/b]: The character must have visited at least three different regions in her lifetime. The character must have flown at least once for an hour or more, whether by means of magic or an aerial mount. Hit Die: d8 Level BAB Fort Ref Will Special 1 +1 +0 +0 +2 Air and Travel spells, soft fall 2 +2 +0 +0 +3 Cold resistance 5 3 +3 +1 +1 +3 Portalsense, air walk 4 +4 +1 +1 +4 Cold resistance 10 5 +5 +1 +1 +4 Smite fiend 1/day 6 +6 +2 +2 +5 Cold resistance 15 7 +7 +2 +2 +5 Windsong 8 +8 +2 +2 +6 Cold resistance 20 9 +9 +3 +3 +6 Smite fiend 2/day 10 +10 +3 +3 +7 Ride the winds ***[b]ALL[/b] levels get "+1 level of existing divine spellcasting class"*** [u]Air and Travel spells[/u]: A windwalker can prepare any spell from the Air or Travel domains as if it were on her divine spell list. [u]Soft Fall[/u]: The windwalker receives the constant effects of a [i]feather fall[/i] spell. [u]Cold Resistance[/u]: (5, 10 , 15, 20) as standard resistance works. [u]Portalsense[/u]: Use [i]analyze portal[/i] at will. [u]Air Walk[/u]: Use [i]air walk[/i] at will. [u]Smite Fiend[/u]: Add CHA bonus to attack roll and add +1 point of damage per windwalker level to a fiend (evil outsider) once, then twice per day. [u]Windsong[/u]: Churn air in a 30 radius of herself creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Those within the area (minus the windwalker) must make Concentration checks (DC 10 + 1/2 windwalker's class level + windwalker's CHA bonus) to cast spells or perform any activity which requires concentration. Creatures within 60' of the windwalker are effectively deafened until the windsong ends, or they leave the area. The windsong also acts as a [i]windwall[/i] throughout it's entire area and functions as a countersong (as the bard ability) for all creatures within the churning air (the windwalker makes a class level check instead of a Perform check). Maintaining the windsong requires the concentration of the windwalker and can be used a number of per day equal to her class level. [u]Ride the Winds[/u]: Gains a flight speed of 100' (good). *Whew!* [/QUOTE]
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