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Wind Mage (3.5e Class)

273 bytes added, 21:54, 23 November 2017
Tweaking the Tornado Cloak
'''{{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 caster level as a ranged touch attack(its caster level is equal to the wind mage's class level). In addition to the damage, a ''wind bullet'' causes a creature it strikes to stumble backwards 5 feet, 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 perfectly capable of [[SRD:Falling|pushing someone off a cliff]]), nor is it strong enough to knock a creature [[SRD:Prone|prone]]. [[SRD:Spell Resistance|Spell resistance]] applies to each bullet separately. ''Wind Bullet'' has the [Air] descriptor. ''Wind Bullet'' counts as ''eldritch blast'' for the purpose of prerequisites.
Unlike some spell-like abilities, a ''wind bullet'' has a spell level. A ''wind bullet''<nowiki>'</nowiki>s spell level is equal to ½ the wind mage's class level, rounded down (minimum 1st, maximum 9th), the spell level of the shape applied to the bullet (if any), or the spell level of the essence applied to the bullet (if any), whichever is highest.
*'''''{{Anchor|Wind Launch}}'' {{Sp}}:''' Starting at 12th level, the pushback from a wind mage's ''wind bullet'' becomes 10 feet, unless augmented with an essence that says otherwise, and the forced movement from a 12th-level wind mage's ''wind bullet'' provokes an [[SRD:Attack Attacks of Opportunity|attack of opportunity]] from all creatures except for the wind mage who launched that ''wind bullet''.
*'''''{{Anchor|Greater Wind Bullet}}'' {{Sp}}:''' At level 16, the pushback from the ''wind bullet'' becomes 15 feet, unless augmented with an essence that says otherwise.
'''{{Anchor|Air Focus}}:''' Levels in wind mage are added to the caster level, initiator level, manifester level, or meldshaper level of any [Air] spells, maneuvers, powers, and soulmelds you know. This does not grant additional spells, maneuvers, powers, or soulmelds known. In addition, all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Air|Air]]<nowiki>]</nowiki> spells and powers are considered to be on your class list for the purpose of creating and activating magic items, such as [[SRD:Wands|wands]] and [[SRD:Scrolls|scrolls]].
'''{{Anchor|Tornado Cloak}} {{Su}}:''' As an [[SRD:Immediate Actions|immediate action]], a wind mage can conjure up a shroud of high-speed winds to cover him like a cloak. This shroud acts like a full-body suit of armor (but without an [[SRD:Armor Check Penalty|armor check penalty]]), 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 [[SRD:Attack Roll|attack rolls]] and a &minus;1 2 penalty to damage rolls with physical attacks, and it's also rather loud, causing him to take a &minus;6 penalty to [[SRD:Move Silently Skill|Move Silently]] checks. He also automatically fails to confirm [[SRD:Standard Actions#Critical Hits|critical hits ]] (even when performing a [[SRD:Full-Round Actions#Coup de Grace|coup de grace]]) or perform other precision-based attacks (such as [[SRD:Rogue#Sneak Attack|sneak attacks]]) 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.
While the tornado cloak does offer a massive deflection bonus to AC, especially at higher levels (where it can get flat-out ridiculous), that is literally ''all'' it does. It offers ''no'' protection from attacks that don't require attack rolls, such as a dragon's [[SRD:Breath Weapon|breath weapon]]. Use it wisely.
*'''{{Anchor|Tornado Cloak Swish}} {{Su}}:''' At 9th level, the wind mage is good enough at working with air that he can subvert the limitations of his tornado cloak. The penalty to attack rolls is reduced to &minus;7 6 and the penalty to physical damage rolls is eliminated entirely.
*'''{{Anchor|Tornado Cloak Sweep}} {{Su}}:''' At 11th level, the wind mage becomes still better at working around his tornado cloak's drawbacks. The penalty to attack rolls is reduced to &minus;64, and the wind mage can strike with enough precision to score [[SRD:Standard Actions#Critical Hits|critical hits ]] ''some'' of the time; if he threatens a critical hit with his tornado cloak active, he is allowed to confirm it, but there is a 50% chance that the critical hit will not actually be a critical hit (rolled after and separately from [[SRD:Fortification|fortification]]). Other precision-based attacks, such as [[SRD:Rogue#Sneak Attack|sneak attacks]], also suffer from a 50% failure chance while the tornado cloak is active (but that's still better than the 100% failure rate they had before!).
'''{{Anchor|Invocations}}:''' The wind mage receives several spell-like abilities identical in nature to the warlock's<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref> invocations. He may use these invocations at will, though he must still pay any relevant gold and experience costs, and they are affected by [[SRD:Arcane Spell Failure Chance|arcane spell failure]] in medium and heavy armor and with shields. Invocations do not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] unless otherwise noted. Invocations come in three types: shapes, which alter the shape and spread of his [[#Wind Bullet|''Wind Bullet'']] class feature; essences, which augment his [[#Wind Bullet|''wind bullet'']] class feature with a rider effect; and invocations, which duplicate spells or have other, sometimes longstanding effects.
'''Daily Life:''' <-day in the life of a character of this class->.
'''Notables:''' By far the most infamous wind mage is Vaati, an ancient magician who has the audacity to claim "Wind Mage" as his own personal title. But perhaps his arrogance is justified, as he is incredibly powerful and resilient, to the point where he is all but invincible in single combat. Another notable wind mage is the dream traveler Klonoa, who has turned the [[Wind Grab (3.5e Invocation)|''wind grab'' ]] invocation into his personal trademark. Yet another notable wind mage is Rhiannon Ventus, a traveling wind mage who claims to be Vaati's daughter.
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
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