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Wind Mage (3.5e Class)

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|status=Complete<br/>(Working on epic;<br/>having a hard time<br/>finding epic invocation feats)
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|balance=Very High
===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 (and his teammates) want them, or just launch them into a deep pit or repeatedly slam them into a wall until they're nothing but bloody paste.
'''Abilities:''' [[SRD:Charisma|Charisma]] is paramount for a wind mage, as it governs [[#Invocations|his invocations]]. [[SRD:Dexterity|Dexterity]] is extremely 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]] (but that same Tornado Cloak wreaks havoc on his attack rolls). [[SRD:Constitution|Constitution]] is always useful for extra hit points, and the wind mage finds it extra-important since his Fortitude save is poor. [[SRD:Strength|Strength]] is also useful if the wind mage cares to try his hand at melee combat &mdash; a role that he's not horrible in, though he's not superb, either.
'''Races:''' Any.
*'''{{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;4, 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 Attacks 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 long-standing effects.
At 1st level, he can select one invocation known, and an additional invocation at 2nd and every odd level. At first, he may only select from least invocations. At level 7, he may select from least or lesser invocations. At level 13, he may select from least, lesser, or greater invocations. Finally, at level 19th and beyond, he may select from least, lesser, greater, or final invocations. At every even level, he may choose to switch out one of his invocations known for another, so long as the invocation swapped is the same or lower level invocation as the original. He may only swap out one invocation at each even level. Any saving throws are [[Charisma]]-based. Essences which force a save against an effect only need one save each round, regardless of how many times you hit. Wind mages choose their invocations from the following list<sup>1</sup>.
Least &mdash; ''all-seeing eye''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref>, ''baleful utterance''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, [[Bane of Balance (3.5e Invocation)|''bane of balance'']], ''beguiling influence''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''breath of the night''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>2</sup>, [[Charged Shot (3.5e Invocation)|''charged shot'']], ''dark one's own luck''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''deafening roar''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref><sup>2</sup>, ''drain incarnum''<ref name="moi">[[Publication:Magic of Incarnum|Magic of Incarnum]]</ref>, ''eldritch glaive''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''eldritch spear''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''entropic warding''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''frightful blast''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''hammer blast''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref>, ''hideous blow''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''leaps and bounds''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>2</sup>, ''magic insight''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''miasmic cloud''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>2</sup>, ''otherworldly whispers''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref><sup>2</sup>, ''repelling blast''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>3</sup>, ''scalding gust''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''see the unseen''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''walk unseen''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, [[Wind Grab (3.5e Invocation)|''wind grab'']]
Lesser &mdash; [[Baleful Wind (3.5e Invocation)|''baleful wind'']], ''beshadowed blast''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''bewitching blast''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''charm''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''curse of despair''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''deteriorating blast''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref><sup>2</sup>, ''draconic flight''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''dread seizure''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''eldritch chain''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''energy resistance''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, [[Exploding Blast (3.5e Invocation)|''exploding blast'']]<sup>5</sup>, ''fell flight''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>2</sup>, ''flee the scene''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''frightful presence''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''hindering blast''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref><sup>4</sup>, [[Knockdown Blast (3.5e Invocation)|''knockdown blast'']], ''relentless dispelling''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref>, [[Repulsor Gale (3.5e Invocation)|''repulsor gale'']], [[Sandy Gust (3.5e Invocation)|''sandy gust'']], [[Searing Wind (3.5e Invocation)|''searing wind'']], ''steal incarnum''<ref name="moi">[[Publication:Magic of Incarnum|Magic of Incarnum]]</ref>, ''voidsense''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''voracious dispelling''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''weighty utterance''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref><sup>6</sup>, [[Wind Blast (3.5e Invocation)|''wind blast'']], [[Wind Shunt (3.5e Invocation)|''wind shunt'']], ''witchwood step''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref><sup>2</sup>
Greater &mdash; ''baleful geas''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''devour magic''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''draconic toughness''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''eldritch cone''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>5</sup>, [[Eldritch Eruption (3.5e Invocation)|''eldritch eruption'']], ''eldritch line''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref><sup>5</sup>, [[Eldritch Stream (3.5e Invocation)|''eldritch stream'']]<sup>5</sup>, [[Hurricane Barrier (3.5e Invocation)|''hurricane barrier'']], ''painful slumber of ages''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref>, ''path of shadow''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>4</sup>, ''penetrating blast''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''retributive invisibility''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>4</sup>, [[Super Smash Blast (3.5e Invocation)|''<u>Super Smash</u> blast'']], [[Windborne Message (3.5e Invocation)|''windborne message'']], ''wingstorm''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>
Final &mdash; ''binding blast''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref><sup>2</sup>, ''caster's lament''<ref name="cm">[[Publication:Complete Mage|Complete Mage]]</ref>, ''dark discorporation''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>2</sup>, ''dark foresight''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>, ''eldritch doom''<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref><sup>5</sup>, [[Eldritch Riverflow (3.5e Invocation)|''eldritch riverflow'']]<sup>5</sup>, ''instill vulnerability''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''greater draconic flight''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>, ''perilous veil''<ref name="dm">[[Publication:Dragon Magic|Dragon Magic]]</ref>
At 6th level and every three levels beyond, he gains another +10 bonus to his base land speed.
'''{{Anchor|Windy Weapon}} {{Su}}:''' At 4th level, a wind mage can channel the power of air into the weapons he wields (including the [[#Wind Bullet|''wind bullet'']], ''eldritch/wind glaive'', and any other effect which requires an [[SRD:Attack Roll|attack roll]]). The weapon gains the ''auran'' enhancement<ref name="mic">[[Publication:Magic Item Compendium|Magic Item Compendium]]</ref>, automatically overcoming the [[SRD:Damage Reduction|damage reduction]] of creatures with the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Earth|earthEarth]]<nowiki>]</nowiki> subtype and dealing an extra 2d6 damage to such creatures. This stacks with the actual ''auran'' enhancement.
At 8th level, the wind mage can grant the [[High Frequency (3.5e Equipment)|''high frequency'' enhancement]] to his weapons, stacking with the actual ''high frequency'' enhancement.
'''{{Anchor|Wind Without Air}} {{Su}}:''' At 6th level, a wind mage can generate air from out of nothing, allowing him to use <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Air|Air]]<nowiki>]</nowiki> effects in places where it shouldn't be possible, such as strongly earth-dominant areas and the vacuum of space. He can breathe comfortably in such places (as well as anywhere else [[SRD:Environment#Slow Suffocation|that breathable air isn't normally easy or even possible to procure]], such as [[SRD:Environment#Water Dangers|underwater]]) and generate enough oxygen for as much as one Medium creature (other than himself) per class level to survive indefinitely. (This only protects the wind mage and other creatures from [[SRD:Environment#Suffocation|suffocation]]; it doesn't protect them from ''other'' dangers of total vacuum or burial, such as [[SRD:Environment#Cold Dangers|lack of heat]] or being crushed. It also doesn't prevent suffocation due to blockage or damage to the respiratory system, such as being strangled or having one's lungs ripped out.)
'''{{Anchor|Air Adaption}} {{Ex}}:''' At 10th level, a wind mage starts gaining partial traits of an air elemental. He gains 25% [[SRD:Fortification|fortification ]] as his vitals are transformed into air, and he becomes immune to [[SRD:Sleep|sleep]] and [[SRD:Poison|poison]], and no longer needs to sleep or breathe, though he must still eat. He also gains the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Air|Air]]<nowiki>]</nowiki> subtype, if he doesn't have it already.
'''{{Anchor|Wind Aura}} {{Su}}:''' At 10th level, a wind mage can manipulate wind which he isn't responsible for. The wind mage effectively grants [[SRD:Spell Resistance|spell resistance]] equal to 10 + his HD to himself and all allies within 30 feet, but only against <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Air|Air]]<nowiki>]</nowiki> effects or effects that involve the manipulation of gas or [[SRD:Weather#Winds|wind]] (such as [[SRD:Stinking Cloud|''stinking cloud'']], ''scalding wind'', etc.). If an opponent fails to breach this spell resistance, the wind mage takes control and can shape the wind/gas as he sees fit, placing holes, channels, and other parts of safety and suppressing winds and harmful gases completely while in the aura. Winds and gases so suppressed return once out of range of your aura if their duration has not expired.
'''''{{Anchor|Wind Catapult}}'' {{Sp}}:''' At 15th level, the wind mage can generate a massive buildup of air to attempt to get a creature or group of creatures out of his hair. As a full-round action, the wind mage may select a point in space within Medium range and generate a buildup of kinetic energy near it, in any direction that he desires. Without warning, he causes the built-up energy to erupt in a geyser of roaring wind (which happens roughly at the end of his turn), forcing all creatures within a 50-foot, cube-shaped burst centered on the selected point in space to make a [[Reflex]] save (DC = 18 + [[Charisma]] before applying [[#Air Power|Air Power]]) or else be launched 50 feet per caster level in a direction of the wind mage's choice, including straight up, straight down, a direct horizontal line parallel to the ground, or... well, in any orientation, really. The victim is not affected by gravity until its forced movement ends (this is ''not'' an [[Arc of Effect (3.5e Variant Rule)|arc of effect]]). If a victim collides with an obstacle during its forced movement, both the creature and the obstacle take 1d6 damage per 20 feet remaining in the victim's forced movement; if this destroys the obstacle, the victim continues traveling outwards, but if it doesn't, the victim's movement is interrupted, and it drops to the ground (taking the appropriate [[SRD:Falling|fall damage]]) and falls [[SRD:Prone|prone]]. A creature that is in midair at the end of its forced movement is entitled to a second [[Reflex]] save to stabilize itself if it is capable of [[SRD:Fly|flight]], [[Hover (3.5e Creature Ability)|hovering]], or otherwise modifying its momentum in midair; this secondary Reflex save is made at a +2 bonus per step above average maneuverability, a &minus;2 penalty per step below average maneuverability, or a &minus;6 penalty if the creature has a means of modifying its midair momentum other than flight or hovering, such as [[Double Jump (3.5e Creature Ability)|double jumping]], as such methods are even clumsier than clumsy flying or hovering. If the secondary [[Reflex]] save succeeds, the creature can begin flying, hovering, or otherwise modifying its midair momentum at any point before hitting the ground; if the secondary Reflex save fails, or the creature has no way to modify its momentum in midair, it falls down to the ground, taking the appropriate [[SRD:Falling|falling damage]] and falling [[SRD:Prone|prone]]. A creature in midair that is blown to the ground is able to make a [[Reflex]] save to stabilize itself as above if it is capable of doing so and its forced movement ends before it hits the ground; if it hits the ground during its forced movement, it takes 2d6 points of [[SRD:Falling|falling damage]] per [[SRD:Caster Level|caster level]] of the wind mage (bypassing the usual calculation and 20d6 limit) and lands [[SRD:Prone|prone]], as the force of the wind mage's downdraft propels victims to speeds well above terminal velocity. Note that a downdraft does next to nothing to a creature that's already on the ground; the only noteworthy effect is knocking the victim [[SRD:Prone|prone]], though this happens forcefully enough to inflict 1d6 damage per 2 [[SRD:Caster Level|caster levels]]. ''Wind Catapult'' counts as an 8th-level spell (already accounted for in the DC) with the [Air] descriptor, and can be used once per minute. Its caster level is equal to the wind mage's class level (before applying [[#Air Power|Air Power]]).
'''''{{Anchor|Windy Haven}}'' {{Sp}}:''' At 17th level, a wind mage gains the ability to use ''[[SRD:Genesis|genesis]]'' as a spell-like ability which does not have a material or xp XP cost. However, he may only perform it on the Elemental Plane of Air, and the created demiplane is subject to limitations. It may only have properties either found on the Elemental Plane of Air, the Material Plane, or the Astral Plane. It technically exists as part of the Elemental Plane of Air and will always have at least one active portal there, though it may be guarded or sealed. The caster also gains another portal as usual, typically to his home plane.
As a standard action, the wind mage may use ''[[SRD:Plane Shift|plane shift]]'' to transport himself and willing allies to his demiplane or the Elemental Plane of Air, and back to the last location he used this ability from. He may use this at will, and cannot send the unwilling.
Hit Die: d6
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! Level !! Special !! [[#Invocations|Invocations Known]]
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| 21st || class="left" | [[#Fast Movement|Fast Movement +70 ft.]] || 12
'''{{Anchor|Bonus Feats}}:''' The epic wind mage gains a bonus feat (selected from the list of epic wind mage bonus feats) every 4 levels after 20th.
''Epic Wind Mage Bonus Feat List:'' [[SRD:Additional Magic Item Space|Additional Magic]] [[Additional Magic Item Space-CE (3.5e Feat)|Item Space]], [[SRD:Blinding Speed|Blinding]] [[Blinding Speed-CE (3.5e Feat)|Speed]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Distant Shot|Distant Shot]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic]] [[Epic Speed-CE (3.5e Feat)|Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Will|Epic Will]], [[Extra Dark Invocation (3.5e Feat)|Extra Dark Invocation]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Great Dexterity|Great]] [[Great Dexterity-CE (3.5e Feat)|Dexterity]], [[SRD:Great Charisma|Great]] [[Great Charisma-CE (3.5e Feat)|Charisma]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[Tarrasque's Fortitude (3.5e Feat)|Tarrasque's Fortitude]], [[SRD:Uncanny Accuracy|Uncanny]] [[Uncanny Accuracy-CE (3.5e Feat)|Accuracy]].
====Elf Wind Mage Starting Package====
'''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 may be Vaati's daughter.
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
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