Difference between revisions of "Wind Mage (3.5e Class)"

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(Project #324! This is a class that uses wind-based invocations to do battle!)
 
(Adding more features)
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==Wind Mage==
 
==Wind Mage==
  
<-general description->.
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Air. We hardly notice it, but it's all around us. When it's calm, its presence is benign, but stir it up to violence, and it'll throw everything all over the place. The Wind Mage is a student of manipulation of the air, and he can use it to assault and overcome his enemies.
  
 
===Making a Wind Mage===
 
===Making a Wind Mage===
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Wind Mages are perhaps a little lacking in attack power, but they make up for that through their excellence at controlling the battlefield. A wind mage can use his mastery over wind to put his opponents precisely where he wants them, or just launch them into a deep pit or repeatedly slam them into a wall until they're nothing but bloody paste.
 
Wind Mages are perhaps a little lacking in attack power, but they make up for that through their excellence at controlling the battlefield. A wind mage can use his mastery over wind to put his opponents precisely where he wants them, or just launch them into a deep pit or repeatedly slam them into a wall until they're nothing but bloody paste.
  
'''Abilities:''' [[Charisma]] is paramount for a wind mage, as it governs his invocations.
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'''Abilities:''' [[Charisma]] is paramount for a wind mage, as it governs his invocations. [[Dexterity]] is extemely helpful for [[Armor Class]], since the wind mage isn't exactly able to use anything more protective than light armor, but it's even more important for ranged attack rolls, like [[#Wind Bullet|''Wind Bullet'']], since the Wind Mage's AC is absolutely fine thanks to his [[#Tornado Cloak|Tornado Cloak]].
  
 
'''Races:''' <-Description of relative likelihood of various races to join this class->.
 
'''Races:''' <-Description of relative likelihood of various races to join this class->.
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'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
 
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
{{3.5e Skills|Appraise,
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{{3.5e Skills|Balance,  
Autohypnosis,
 
Balance,  
 
 
Bluff,  
 
Bluff,  
Climb,
 
 
Concentration,  
 
Concentration,  
Control Shape,
 
 
Craft,  
 
Craft,  
 
Decipher Script,  
 
Decipher Script,  
Diplomacy,
 
 
Disable Device,  
 
Disable Device,  
 
Disguise,  
 
Disguise,  
 
Escape Artist,  
 
Escape Artist,  
Forgery,
 
Gather Information,
 
Handle Animal,
 
 
Heal,  
 
Heal,  
 
Hide,  
 
Hide,  
Iaijutsu Focus,
 
 
Intimidate,  
 
Intimidate,  
 
Jump,  
 
Jump,  
Knowledge,  
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Knowledge (arcana) (geography),  
 
Listen,  
 
Listen,  
Martial Lore,
 
 
Move Silently,  
 
Move Silently,  
Open Lock,
 
Perform,
 
Psicraft,
 
Profession,
 
Ride,
 
 
Search,  
 
Search,  
 
Sense Motive,  
 
Sense Motive,  
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Spellcraft,  
 
Spellcraft,  
 
Spot,  
 
Spot,  
Survival,
 
Swim,
 
Truespeak,
 
 
Tumble,  
 
Tumble,  
Use Magic Device,
+
Use Magic Device}}
Use Psionic Device,
 
Use Rope}}
 
 
|}
 
|}
  
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'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
 
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
 +
 +
'''{{Anchor|Bonus Language}}''': A wind mage knows Auran, the language of air-type beings, which he learns upon taking his first level in wind mage. Auran is a free language for a wind mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.
 +
 +
'''''{{Anchor|Wind Bullet}}'' {{Sp}}''': As a standard action, a wind mage can launch a bullet-like pulse of pressurized air which deals 1d4 damage per class level as a ranged touch attack. In addition to the damage, a ''wind bullet'' causes a creature it strikes to stumble backwards 5 feet, provoking an [[SRD:Attack of Opportunity|attack of opportunity]] from all creatures except for the wind mage himself in the process, unless augmented with an essence that says otherwise. The bullets of air have a range increment of 60 feet. There is no save against the damage or the pushback. The pushback force is not strong enough to cause damage if it would push a victim into a wall (though it's still perfectly capable of pushing someone off a cliff). [[SRD:Spell Resistance|Spell resistance]] applies to each bullet separately. ''Wind Bullet'' counts as ''eldritch blast'' for the purpose of prerequisites.
 +
 +
'''{{Anchor|Air Focus}}''': Levels in wind mage are added to the caster level, initiator level, or manifester level of any air spells, maneuvers, and powers you know. This does not grant additional spells, maneuvers, or powers known. In addition, all air spells and powers are considered to be on your class list for the purpose of activating magic items such as wands.
 +
 +
'''{{Anchor|Tornado Cloak}}'' {{Su}}''': As an immediate action, a wind mage can shroud himself in a cocoon of high-speed winds. This cocoon acts like a full-body suit of armor, granting the wind mage a deflection bonus to AC equal to his class level &times;2 by literally blowing incoming attacks off-course. However, this attack interference goes both ways; the tornado cloak blows the wind mage's attacks off-course, too, causing him to take a &minus;8 penalty to attack rolls and a &minus;1 penalty to damage rolls with physical attacks. He also automatically fails to confirm critical hits (even when performing a coup de grace) while his tornado cloak is active (regardless of whether his attack is physical or magical), as the roaring winds surrounding him make it impossible for him to strike with the degree of precision required to score a critical hit. The tornado cloak can be deactivated as an immediate action.
  
 
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
 
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->

Revision as of 03:06, 17 October 2015


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Author: Luigifan18 (talk)
Date Created: October 16, 2015
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A mage who uses wind as his weapon of choice, manipulating it through invocations. 20 0 Moderate Poor Good Good Invocations Full


Wind Mage

Air. We hardly notice it, but it's all around us. When it's calm, its presence is benign, but stir it up to violence, and it'll throw everything all over the place. The Wind Mage is a student of manipulation of the air, and he can use it to assault and overcome his enemies.

Making a Wind Mage

Wind Mages are perhaps a little lacking in attack power, but they make up for that through their excellence at controlling the battlefield. A wind mage can use his mastery over wind to put his opponents precisely where he wants them, or just launch them into a deep pit or repeatedly slam them into a wall until they're nothing but bloody paste.

Abilities: Charisma is paramount for a wind mage, as it governs his invocations. Dexterity is extemely helpful for Armor Class, since the wind mage isn't exactly able to use anything more protective than light armor, but it's even more important for ranged attack rolls, like Wind Bullet, since the Wind Mage's AC is absolutely fine thanks to his Tornado Cloak.

Races: <-Description of relative likelihood of various races to join this class->.

Alignment: Any, though wind mages lean a little towards chaos on average.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate.

Table: The Wind Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations
Known
Fort Ref Will
1st + + + + <-any class features gained at this level->
2nd + + + + <-any class features gained at this level->
3rd + + + + <-any class features gained at this level->
4th + + + + <-any class features gained at this level->
5th + + + + <-any class features gained at this level->
6th + + + + <-any class features gained at this level->
7th + + + + <-any class features gained at this level->
8th + + + + <-any class features gained at this level->
9th + + + + <-any class features gained at this level->
10th + + + + <-any class features gained at this level->
11th + + + + <-any class features gained at this level->
12th + + + + <-any class features gained at this level->
13th + + + + <-any class features gained at this level->
14th + + + + <-any class features gained at this level->
15th + + + + <-any class features gained at this level->
16th + + + + <-any class features gained at this level->
17th + + + + <-any class features gained at this level->
18th + + + + <-any class features gained at this level->
19th + + + + <-any class features gained at this level->
20th + + + + <-any class features gained at this level->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (geography) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Wind Mage.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Bonus Language: A wind mage knows Auran, the language of air-type beings, which he learns upon taking his first level in wind mage. Auran is a free language for a wind mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.

Wind Bullet (Sp): As a standard action, a wind mage can launch a bullet-like pulse of pressurized air which deals 1d4 damage per class level as a ranged touch attack. In addition to the damage, a wind bullet causes a creature it strikes to stumble backwards 5 feet, provoking an attack of opportunity from all creatures except for the wind mage himself in the process, unless augmented with an essence that says otherwise. The bullets of air have a range increment of 60 feet. There is no save against the damage or the pushback. The pushback force is not strong enough to cause damage if it would push a victim into a wall (though it's still perfectly capable of pushing someone off a cliff). Spell resistance applies to each bullet separately. Wind Bullet counts as eldritch blast for the purpose of prerequisites.

Air Focus: Levels in wind mage are added to the caster level, initiator level, or manifester level of any air spells, maneuvers, and powers you know. This does not grant additional spells, maneuvers, or powers known. In addition, all air spells and powers are considered to be on your class list for the purpose of activating magic items such as wands.

Tornado Cloak (Su): As an immediate action, a wind mage can shroud himself in a cocoon of high-speed winds. This cocoon acts like a full-body suit of armor, granting the wind mage a deflection bonus to AC equal to his class level ×2 by literally blowing incoming attacks off-course. However, this attack interference goes both ways; the tornado cloak blows the wind mage's attacks off-course, too, causing him to take a −8 penalty to attack rolls and a −1 penalty to damage rolls with physical attacks. He also automatically fails to confirm critical hits (even when performing a coup de grace) while his tornado cloak is active (regardless of whether his attack is physical or magical), as the roaring winds surrounding him make it impossible for him to strike with the degree of precision required to score a critical hit. The tornado cloak can be deactivated as an immediate action.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic Wind Mage

Table: The Epic Wind Mage

Hit Die: d<-Die size for Hit Die->

Level Special Invocations Known
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic wind mage bonus feats) every <-# of levels-> levels after 20th.

Epic Wind Mage Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Wind Mage Starting Package

Weapons: Short sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceHigh +
AuthorLuigifan18 +
Base Attack Bonus ProgressionModerate +
Class AbilityInvocations +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Concentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryA mage who uses wind as his weapon of choice, manipulating it through invocations. +
TitleWind Mage +
Will Save ProgressionGood +