Windwalker
(Faiths & Pantheons variant, p. 212)
Windwalkers learn to shape the winds with their hands and ride them to lands as yet unseen.
Requirements
Base Attack Bonus: +5
Race: Human or Half-Elf or air genasi
Skills: Hide 5 ranks , Intuit Direction 5 ranks , Move Silently 5 ranks , Wilderness Lore 3 ranks
Feats: Lightning Reflexes , Track , Weapon Focus (greatswords)
Spells: Ability to cast divine spells. Clerics who wish to become windwalkers must have access to the Air or Travel domain.
Patron: Shaundakul
Special: The character must have visited at least three different regions in her lifetime. The character must have flown at least once for any hour or more, whether by means of magic or an aerial mount.
Hit die
d8
Skill points
4 + Int
Class Features
Weapon and Armor Proficiency: A windwalker gains no weapon or armor proficiencies.
Spells per Day: At each windwalker level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a windwalker, the player must decide to which class to add each windwalker level for the purpose of determining spells per day and spells known.
Air and Travel Spells: A windwalker can prepare any spell from the Air or Travel domains as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Air or Travel domain list. For instance, a ranger/windwalker could prepare obscuring mist as a 1st level ranger spell.
Soft Fall (Su): A windwalker always receives some support from the winds, as if under the protection of a feather fall spell.
Cold Resistance (Ex): As the windwalker gains levels in this prestige class, she becomes increasingly resistant to cold, gaining cold resistance in the amount listed on the table.
Portalsense: A 3rd-level windwalker can use the spell analyze portal at will.
*Air Walk (Su): A windwalker may air walk at will.
Smite Fiend (Su): Once per day, beginning at 5th level, a windwalker may attempt to smite a fiend (evil outsider) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that isn't an evil outsider, the smite has no effect but is still used up for the day. If she has a smite ability from another class, she may use her smite abilities separately or combine them into a single attack, if appropriate. At 9th level, she can use this ability twice per day.
Windsong (Su): A 7th-level windwalker can churn the air in a 30 foot radius from herself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the windwalker herself) must make Concentration checks (DC 10 + 1/2 windwalker's class level + windwalker's Charisma bonus) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the windwalker are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout its entire area, and functions as a countersong (as the bard ability) for all creatures within the zone of churning air (the windwalker makes a class level check instead of a Perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of rounds per day equal to her class level.
Ride the Winds (Su): At 10th level, a windwalker gains a fly speed of 100 ft. (good).
Advancement
Level | BAB | Fort | Ref | Will | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +1 | + 0 | +0 | +2 | Air and Travel spells, soft fall | +1 level of divine spellcasting class |
2nd | +2 | +0 | +0 | +3 | Cold resistance 5 | +1 level of divine spellcasting class |
3rd | +3 | +1 | +1 | +3 | Portalsense, air walk | +1 level of divine spellcasting class |
4th | +4 | +1 | +1 | +4 | Cold resistance 10 | +1 level of divine spellcasting class |
5th | +5 | +1 | +1 | +4 | Smite fiend 1/day | +1 level of divine spellcasting class |
6th | +6 | +2 | +2 | +5 | Cold resistance 15 | +1 level of divine spellcasting class |
7th | +7 | +2 | +2 | +5 | Windsong | +1 level of divine spellcasting class |
8th | +8 | +2 | +2 | +6 | Cold resistance 20 | +1 level of divine spellcasting class |
9th | +9 | +3 | +3 | +6 | Smite fiend 2/day | +1 level of divine spellcasting class |
10th | +10 | +3 | +3 | +7 | Ride the winds | +1 level of divine spellcasting class |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
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Climb | STR | ![]() |
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Concentration | CON | ![]() |
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Diplomacy | CHA | ![]() |
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Heal | WIS | ![]() |
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Hide | DEX | ![]() |
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Intuit Direction | Wis | ![]() |
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Jump | STR | ![]() |
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Knowledge (nature) | INT | ![]() |
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Knowledge (religion) | INT | ![]() |
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Move Silently | DEX | ![]() |
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Ride | DEX | ![]() |
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Search | INT | ![]() |
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Spot | WIS | ![]() |
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Swim | STR | ![]() |
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Wilderness Lore | Wis | ![]() |
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