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Windlord
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<blockquote data-quote="jasin" data-source="post: 1554295" data-attributes="member: 7531"><p>Based on the stonelord from Complete Warrior. I didn't want to limit it </p><p>by race, and in a campaign where this is allowed, the stonelord </p><p>shouldn't be restricted to dwarves either.</p><p></p><p>The abilities very closely follow the stonelord's pattern: for instance, </p><p>the stonelord can select earthgrip as one of his stone powers, which is </p><p>basically hold monster. The windlord can select deadly winds, which is </p><p>cloudkill, another 5th-level offensive spell. The stonelord gets stone </p><p>tell, the windlord gets find the path, both 6th-level divinations.</p><p></p><p>BTW, are the saves for the stonelord's special abilities supposed to be </p><p>based on the equivalent spell level or on stonelord level?</p><p></p><p></p><p>Windy, air-elementaly flavour text goes here.</p><p></p><p>Hit die: d8</p><p></p><p>Requirements</p><p>Base Attack Bonus: +5</p><p>Skills: speak language (Auran), perform (wind instruments) 4 ranks</p><p>Feats: Improved Initiative</p><p>Special: an arduous ritual involving being long fasting periods while </p><p>exposed to the winds and a sacrifice of 1000 gp scattered into the wind </p><p>(the sacrifice can be anything that can be taken up by the wind; usual </p><p>sacrifices include powedered gems, scrolls and Quaal's feather tokens)</p><p></p><p>Class skills: craft (Int), jump (Str), knowledge (planes) (Int), listen </p><p>(Wis), perform (Cha), spot (Wis), survival (Wis).</p><p>Skill points: 2 + Int modifier</p><p></p><p>1 +1 +0 +2 +0 Wind balm</p><p>2 +2 +0 +3 +0 Wind power</p><p>3 +3 +1 +3 +1 Levitate</p><p>4 +4 +1 +4 +1 Wind power</p><p>5 +5 +1 +4 +1 Gaseous form</p><p>6 +6 +2 +5 +2 Wind power</p><p>7 +7 +2 +5 +2 Find the path</p><p>8 +8 +2 +6 +2 Wind power</p><p>9 +9 +3 +6 +3 Whirlwind</p><p>10 +10 +3 +7 +3 Wind power</p><p></p><p><strong>Wind balm (Su):</strong> Once per day as a standard action (which provokes </p><p>attacks of opportunity), the windlord can let the winds themselves heal </p><p>him. This heals a number of hit points equal 1d8 + class level. This </p><p>ability even in the slightest winds or drafts, but not in dead still </p><p>air.</p><p></p><p><strong>Wind power:</strong> at every even-numbered level, a windlord chooses one of the </p><p>following abilities. No ability can be chosen more than once. The </p><p>windlord uses her class level as the caster level, and the DCs are Cha </p><p>based.</p><p> <strong>Deadly Winds (Sp):</strong> Once per day, a windlord with this ability can </p><p>use a cloudkill effect (as the spell).</p><p> <strong>Air Magic (Su):</strong> Once per day, a windlord with this ability can </p><p>cast the spell as if it were modified by the Quicken Spell feat. The </p><p>level of the spell cannot be higher than the class level of the </p><p>windlord.</p><p> <strong>Wind's Agility (Sp):</strong> Once per day, the windlord can grant himself </p><p>a +4 enhancement bonus to dexterity, which lasts for 1 hour.</p><p> <strong>Wind's Majesty (Sp):</strong> Once per day, the windlord can grant himself </p><p>a +4 enhancement bonus to charisma, which lasts for 1 hour.</p><p> <strong>Wind Strike (Su):</strong> Once per day, the windlord can make a standard </p><p>melee attack or a full melee attack against any target within sight; he </p><p>doesn't need to threaten the target to be able to attack it. Activating </p><p>this ability is a free action.</p><p> <strong>Deceptive Winds (Su):</strong> Once per day per class level, the windlord </p><p>can create a small distracting whirlwind in a flanking position adjacent </p><p>to his opponent. This allows the windlord to make flanking attacks </p><p>agains this opponent during that round. Activating this ability is a </p><p>free action.</p><p> <strong>Speed of the Wind (Su):</strong> for a total two rounds per class level per </p><p>day, the windlord can act as if under the effect of a haste spell. </p><p>Activating and deactivating this ability is a free action.</p><p> <strong>Protecting Winds (Sp):</strong> Once per day, the windlord can wreathe </p><p>himself in buffeting winds which impose a 50% miss chance on any attack </p><p>against him. Blindsight, the Blind-Fight feat and similar abilities </p><p>don't help against this ability, because this is not concealment; the </p><p>winds actually push the attacks away. The duration is 1 minute/class </p><p>level.</p><p> <strong>Summon Air Elemental (Sp):</strong> Once per day, the windlord can summon </p><p>an air elemental. The size depends on class level: 1st-3rd, Small; 4th-</p><p>6th, Medium; 7th-9th, Large; 10th, Huge.</p><p></p><p><strong>Levitate (Sp):</strong> Once per day, a windlord can use a levitate effect on </p><p>himself (caster level equals class level).</p><p></p><p><strong>Gaseous form (Sp):</strong> Once per day per class level, a windlord can use a </p><p>gaseuous form effect on himself (caster level equals class level).</p><p></p><p><strong>Find the path (Sp):</strong> Once per day, a windlord can let the winds guide </p><p>him. This is an effect identical to the find the path spell.</p><p></p><p><strong>Whirlwind (Sp):</strong> Once per day, a windlord can use a whirlwind effect </p><p>(caster level equals class level).</p></blockquote><p></p>
[QUOTE="jasin, post: 1554295, member: 7531"] Based on the stonelord from Complete Warrior. I didn't want to limit it by race, and in a campaign where this is allowed, the stonelord shouldn't be restricted to dwarves either. The abilities very closely follow the stonelord's pattern: for instance, the stonelord can select earthgrip as one of his stone powers, which is basically hold monster. The windlord can select deadly winds, which is cloudkill, another 5th-level offensive spell. The stonelord gets stone tell, the windlord gets find the path, both 6th-level divinations. BTW, are the saves for the stonelord's special abilities supposed to be based on the equivalent spell level or on stonelord level? Windy, air-elementaly flavour text goes here. Hit die: d8 Requirements Base Attack Bonus: +5 Skills: speak language (Auran), perform (wind instruments) 4 ranks Feats: Improved Initiative Special: an arduous ritual involving being long fasting periods while exposed to the winds and a sacrifice of 1000 gp scattered into the wind (the sacrifice can be anything that can be taken up by the wind; usual sacrifices include powedered gems, scrolls and Quaal's feather tokens) Class skills: craft (Int), jump (Str), knowledge (planes) (Int), listen (Wis), perform (Cha), spot (Wis), survival (Wis). Skill points: 2 + Int modifier 1 +1 +0 +2 +0 Wind balm 2 +2 +0 +3 +0 Wind power 3 +3 +1 +3 +1 Levitate 4 +4 +1 +4 +1 Wind power 5 +5 +1 +4 +1 Gaseous form 6 +6 +2 +5 +2 Wind power 7 +7 +2 +5 +2 Find the path 8 +8 +2 +6 +2 Wind power 9 +9 +3 +6 +3 Whirlwind 10 +10 +3 +7 +3 Wind power [b]Wind balm (Su):[/b] Once per day as a standard action (which provokes attacks of opportunity), the windlord can let the winds themselves heal him. This heals a number of hit points equal 1d8 + class level. This ability even in the slightest winds or drafts, but not in dead still air. [b]Wind power:[/b] at every even-numbered level, a windlord chooses one of the following abilities. No ability can be chosen more than once. The windlord uses her class level as the caster level, and the DCs are Cha based. [b]Deadly Winds (Sp):[/b] Once per day, a windlord with this ability can use a cloudkill effect (as the spell). [b]Air Magic (Su):[/b] Once per day, a windlord with this ability can cast the spell as if it were modified by the Quicken Spell feat. The level of the spell cannot be higher than the class level of the windlord. [b]Wind's Agility (Sp):[/b] Once per day, the windlord can grant himself a +4 enhancement bonus to dexterity, which lasts for 1 hour. [b]Wind's Majesty (Sp):[/b] Once per day, the windlord can grant himself a +4 enhancement bonus to charisma, which lasts for 1 hour. [b]Wind Strike (Su):[/b] Once per day, the windlord can make a standard melee attack or a full melee attack against any target within sight; he doesn't need to threaten the target to be able to attack it. Activating this ability is a free action. [b]Deceptive Winds (Su):[/b] Once per day per class level, the windlord can create a small distracting whirlwind in a flanking position adjacent to his opponent. This allows the windlord to make flanking attacks agains this opponent during that round. Activating this ability is a free action. [b]Speed of the Wind (Su):[/b] for a total two rounds per class level per day, the windlord can act as if under the effect of a haste spell. Activating and deactivating this ability is a free action. [b]Protecting Winds (Sp):[/b] Once per day, the windlord can wreathe himself in buffeting winds which impose a 50% miss chance on any attack against him. Blindsight, the Blind-Fight feat and similar abilities don't help against this ability, because this is not concealment; the winds actually push the attacks away. The duration is 1 minute/class level. [b]Summon Air Elemental (Sp):[/b] Once per day, the windlord can summon an air elemental. The size depends on class level: 1st-3rd, Small; 4th- 6th, Medium; 7th-9th, Large; 10th, Huge. [b]Levitate (Sp):[/b] Once per day, a windlord can use a levitate effect on himself (caster level equals class level). [b]Gaseous form (Sp):[/b] Once per day per class level, a windlord can use a gaseuous form effect on himself (caster level equals class level). [b]Find the path (Sp):[/b] Once per day, a windlord can let the winds guide him. This is an effect identical to the find the path spell. [b]Whirlwind (Sp):[/b] Once per day, a windlord can use a whirlwind effect (caster level equals class level). [/QUOTE]
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