| Post/Author/DateTime | Post |
|---|---|
| Archana06-26-06, 07:13 AM | Aeromancer http://www.wizards.com/dnd/images/ca_gallery/85492.jpg Selenna The breeze that runs through your hair, the wind that blows a sailing ship onward, the destruction of a whirlwind -- all these and more are at the command of an aeromancer. The aeromancer, also known as an air mage, may call himself a master of the air or a servant thereof, but it is undeniable that the aeromancer can use powerful air magic. An aeromancer uses her air magic to blow her opponents away. Adventures: Aeromancers adventure to gain power. Sometimes air mages adventure just to travel with the winds. Aeromancers may also bring their power to bear against those what they love, which more often includes large mountains or plains that are especially windswept. Aeromancers sometimes lead raids against creatures that possess powerful earth magic, especially when they threaten sources of air magic. Characteristics: Aeromancers have an extraordinary affinity for air magic that can’t be surpassed by any other class. Their abilities are oriented toward the element of air. In addition to the ability to blow their opponents away, aeromancers gain an increasing array of magical powers, including the ability to surround themselves with a windstorm, as they advance in level. Alignment: Aeromancers, in keeping with air’s traveling nature, usually have a chaotic bent. However, air mages can be of any alignment. Just as air can take the shape of a cool breeze or the destruction of a whirlwind, two aeromancers can manifest different or even opposite alignments (lawful good and chaotic evil, for instance), and still have the same air magic. Religion: Aeromancers sometimes worship deities who grant access to the Air or Travel domains (such as Obad-Hai or Fharlanghn, for instance). Some air mages from savage cultures worship the element of air itself. Every air mage, even those who do not worship a deity, at least pays respect to deities or primal forces of air. Background: Some air mages were apprentices who learned how to cast spells, but displayed an extraordinary affinity for air magic. Other aeromancers were apprentices to a more powerful air mage, but most aeromancers learned their skills on their own, through determination. Those who have an affinity for air magic sometimes become outcasts because they find it difficult to control their power, but others are celebrated for their power and become important figures in their community. Races: Elves have a natural affinity for air magic. Humans who hail from the plains and other windswept lands frequently adopt this path, and aeromancers are particularly common among savage humans from those lands. Halflings and gnomes rarely become aeromancers, but they know the potential that the path of the air mage has. Dwarves and half-orcs lack the natural affinity for magic to become air mages and both races tend to favor the other elements. Few from among the savage races have a naturally affinity for air magic, though the races that do often have a fair contingent of aeromancers among them. Other Classes: The aeromancer shares with some spellcasters an affinity for and a familiarity with air magic. He dislikes spellcasters who have an affinity for earth magic because earth magic is an anathema to his air magic. He can see the rogue dancing around the battlefield as the wind. The typical aeromancer dislikes monks and paladins with their devotion to abstract ideals because that may make them stay in one place for far too long, ignoring the call of the wind. Aeromancers take little offense at other characters, even those very different from them. Role: The aeromancers enjoys an extraordinary affinity for air magic. Though he lacks the diversity of other spellcasters, he makes up for it with sheer utility, thanks to her air magic. An aeromancer backed up by a more versatile spellcaster (such as a sorcerer or a druid) can prove extremely valuable to a group of adventurers. The air elementals that she can summon also provide valuable melee support. Game Rule Information Aeromancers have the following game statistics. Abilities: Charisma is especially important for aeromancers because it improves the potential of their air magic, as well as increasing the number of times some of their abilities can be used per day. Since aeromancers are only proficient with light armor, a high Dexterity score greatly improves their defensive ability. Alignment: Any. Hit Die: d6. Class Skills The aeromancer’s class skills (and the key ability for each skill) are The aeromancer's class skills (and the key ability for each skill) are Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Skill Points at 1st Level: 2 + Int modifier x4. Skill Points at Each Additional Level: 2 + Int modifier. Table A-1: The Aeromancer Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +2 +2 Air mastery, endure wind, wind blast 2nd +1 +0 +3 +3 Dust, slow fall 20 ft. 3rd +2 +1 +3 +3 -- 4th +3 +1 +4 +4 Air empathy, aura of wind 10, slow fall 40 ft. 5th +3 +1 +4 +4 Divide wind, trade winds (10 ft.) 6th +4 +2 +5 +5 Downdraft, flight 30 ft. (average), slow fall 60 ft., updraft 7th +5 +2 +5 +5 -- 8th +6/+1 +2 +6 +6 Slow fall 80 ft., summon air elemental, windstorm (windstorm-force) 9th +6/+1 +3 +6 +6 -- 10th +7/+2 +3 +7 +7 Bonus feat, conjure air, trade winds (20 ft.), slow fall any distance, wind blast (Huge) 11th +8/+3 +3 +7 +7 -- 12th +9/+4 +4 +8 +8 Aura of wind 20, flight 60ft. (good), wind protection, windstorm (10-ft. sphere) 13th +9/+4 +4 +8 +8 -- 14th +10/+5 +4 +9 +9 -- 15th +11/+6/+1 +5 +9 +9 Trade winds (30 ft.) 16th +12/+7/+2 +5 +10 +10 Windstorm (hurricane-force), summon air elemental (Large) 17th +12/+7/+2 +5 +10 +10 -- 18th +13/+8/+3 +6 +11 +11 Flight 90 ft. (perfect) 19th +14/+9/+4 +6 +11 +11 -- 20th +15/+10/+5 +6 +12 +12 Air subtype, aura of wind 30, wind blast (Gargantuan) Class Features All of the following are class features of the aeromancer. Weapon and Armor Proficiency: Aeromancers are proficient with all simple weapons, light armor, and shields (except tower shields). Bonus Languages: An aeromancer’s bonus language options include Auran, the language of air creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages, page 12 of the Player's Handbook, and the Speak Language skill, page 82 of the Player's Handbook). Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an aeromancer. When airborne, the aeromancer gains a +1 bonus to attack and damage rolls against creatures with the earth subtype. Endure Wind (Ex): An aeromancer can stand up to stronger winds than others can. The aeromancer is treated as one size category larger for the purpose of determining wind effects (see page 95 of the Dungeon Master’s Guide). In addition, she gains a +4 bonus on saving throws against wind-based effects and spells with the air descriptor (such as hurricane-force winds or a wind wall spell). Wind Blast (Sp): An aeromancer can evoke a blast of air as a standard action. The aeromancer can make a bull rush attempt against any creature within 60 feet. The bull rush attempt is resolved as normal, except that the attempt doesn’t provoke attacks of opportunity from the target, the aeromancer uses her Charisma modifier instead of her Strength or Dexterity modifier, and the aeromancer is treated as a Large creature. Because you aren't making a bull rush attempt with your own body, other bonuses (such as the Improved Bull Rush feat) do not apply. The aeromancer’s effective size category for the purpose of this ability increases by one step at 10th level and again at 20th level. Alternatively, the aeromancer can use this ability to hurl an object. The aeromancer uses the same modifiers as if she made a bull rush attempt against the object. The aeromancer can only use this ability on an object that weighs less than 20 pounds per aeromancer level. The aeromancer must succeed on a ranged attack roll to hit the target with the object, but she uses her aeromancer level instead of her base attack bonus. The object deals damage ranging from 1 point per 25 pounds (for less dangerous objects such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects, such as a boulder). This is an evocation [air] effect with a caster level equal to the aeromancer’s class level. Dust (Su): At 2nd level, an aeromancer gains the ability to blow dust into her opponent’s eyes. Each creature within 30 feet of the aeromancer that has line of sight to her must make a Reflex save (DC 10 + one-half the aeromancer’s class level + her Charisma modifier) or be blinded for 1d4 rounds. A creature that is affected by this ability can take a move action to remove its blinded condition. An aeromancer can use this ability a number of times per day equal to 3 + her Charisma modifier. Slow Fall (Ex): At 2nd level, an aeromancer can slow her descent. When first using this ability, she takes damage as if the fall was 20 ft. shorter than it actually is. The aeromancer’s ability to slow her fall (that is, to reduce the effective distance of the fall) improves with her aeromancer level until at 10th level she can fall any distance without harm. See the Special column on Table A-1 for details. Air Empathy (Ex): Starting at 4th level, an aeromancer can use body language, vocalization, and demeanor to improve the attitude of creatures with the air subtype. This ability functions like wild empathy, except that an aeromancer can only influence creatures with the air subtype (see the druid class feature, page 35 of the Player’s Handbook). Aura of Wind (Su): Starting at 4th level, an aeromancer's bond with the element of air is so close that she emanates an aura of wind. The wind speed within the aeromancer's aura of wind exceeds the normal wind speed by up to 5 miles per hour. The maximum wind speed increases by 10 mph at every eight levels after 4th (12th and 20th). The area of the aura of wind is a 30-foot emanation centered on the aeromancer. The aeromancer controls the exact wind speed within his aura of wind, but the wind speed must exceed the normal wind speed by 5 mph or the aura ceases to function. Creatures within an aeromancer's aura of wind are subject to wind effects if the wind speed is high enough (see Wind Effects, page 95 of the Dungeon Master’s Guide). This ability functions while an aeromancer is conscious, but not if she is unconscious or dead. An aeromancer can suppress and resume this ability as a free action. An aeromancer gains a +2 circumstance bonus on Bluff, Diplomacy, and air empathy checks for every 5 mph the wind speed within her aura of wind exceeds the normal wind speed when she uses these skills against creatures with the air subtype. However, the aeromancer suffers that number as a penalty on Bluff and Diplomacy checks when she uses them against creatures with the earth subtype. A creature must be within the aeromancer's aura of wind in order to be affected by this ability. Divide Wind (Ex): Starting at 5th level, an aeromancer can affect multiple creatures or objects with her wind blast, but they must be adjacent to each other. However, the aeromancer is treated as one size category smaller for each additional creature or object she affects. Each creature must make its own Strength or Dexterity check and the aeromancer must make an attack roll for each individual object hurled. Trade Winds (Su): At 5th level, an aeromancer gains the ability to make a creature move faster or slower as a move action. The aeromancer can grant the target a 10-foot bonus or penalty to its land or fly speed for 1d6 rounds. The target may make a Fortitude save (DC 10 + one-half the aeromancer’s class level + her Charisma modifier) to negate the effect. The target must be within the aeromancer’s aura of wind to be affected, but doesn’t lose the effect of this ability if it leaves the aura. The bonus or penalty to speed increases by 10 feet at 10th level and again at 15th level. A creature with an affective speed of 0 feet due to this ability is checked. Downdraft (Su): Starting at 6th level, an aeromancer can knock a flying creature out of the sky as a standard action. The creature must be within 60 feet of the aeromancer. The target must make a Fortitude save (DC 10 + one-half the aeromancer’s class level + her Charisma modifier) or lose the ability to fly for 1 round and immediately fall (falling damage may apply). Flight (Su): At 6th level, an aeromancer gains the ability to fly. The aeromancer gains a fly speed of 30 feet with average maneuverability. At 12th level and again at 18th level, the aeromancer’s fly speed increases by 30 feet and her maneuverability increases by one step. Updraft (Su): Starting at 6th level, an aeromancer can hurl a creature straight up as a standard action. The creature must be within 60 feet of the aeromancer. The target must make a Fortitude save (DC 10 + one-half the aeromancer’s class level + her Charisma modifier) or be hurled straight up a number of feet equal to the aeromancer’s Charisma modifier x 10 (falling damage may apply). Summon Air Elemental (Sp): Starting at 8th level, an aeromancer can summon a Medium air elemental as a full-round action. It appears in a square adjacent to the aeromancer and acts immediately, on her turn. It attacks the aeromancer's opponents to the best of its ability. The aeromancer can direct it not to attack, to attack particular enemies, or to perform other actions. An aeromancer may only summon one air elemental at a time with this ability. At 16th level, the aeromancer can summon a Large air elemental. Each day, the aeromancer can use this ability for a number of rounds equal to her aeromancer level. She may choose to divide the duration of this ability among multiple uses. This ability is a conjuration (summoning) [air] effect with a caster level equal to the aeromancer's class level. Windstorm (Su): At 8th level, an aeromancer gains the ability to surround herself with a windstorm as a standard action once every 10 minutes, and maintain the windstorm for up to 1 round for every 2 class levels she has. When this ability is active, the wind speed within the aeromancer’s windstorm increases to windstorm-force. At 16th level, the wind speed within the aeromancer’s windstorm increases to hurricane-force. The windstorm does not affect the aeromancer. The area of this ability is a sphere that extends 5 feet beyond the aeromancer's space. At 12th level, the area of this ability becomes a 10-foot sphere. If the aeromancer touches the ground, she creates a swirling cloud of debris. The cloud is centered on the aeromancer and has a diameter equal to twice the diameter of the windstorm. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An aeromancer can’t use this ability while her aura of wind is inactive. Bonus Feat: At 10th level, an aeromancer gains a bonus feat selected from the following list: Flyby Attack, Hover, Wingover. Conjure Air (Sp): At 10th level, an aeromancer conjures wind from thin air rather than drawing it from the Elemental Plane of Air. The aeromancer's wind blast ability ignores SR and becomes a conjuration (creation) [air] effect. Wind Protection (Su): Starting at 12th level, an aeromancer can protect yourself or an ally from projectiles by focusing her wind on the target. As an immediate action, the aeromancer may expend one round of her windstorm ability to deflect a projectile that passes through her aura of wind as if she had the Deflect Arrows feat. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons can’t be affected by this ability.) After an aeromancer uses this ability, she loses her aura of wind ability for 1 round. Air Subtype: At 20th level, an aeromancer gains the air subtype. Credits These members of the Wizards Community. - Izodor_Shadowcaster - Seerow - Everyone else who looked at or replied to the thread, of course! |
| Archana06-26-06, 07:39 AM | Mastering the Winds In here, you will find the knowledge to improve your aeromancer with content esepcially designed for that character class. If you want to make the most out of your aeromancer, then you should read further. AIR EMPATHY FOCUS Your ability to influence creatures with the fire subtype improves. Prerequisite: Air empathy. Benefit: You gain a +3 bonus to your air empathy checks. AIR ELEMENTAL FAMILIAR You can call an air elemental as your familiar. Prerequisite: Aeromancer level 5th. Benefit: You can acquire a Small air elemental as a familiar. Summoning the air elemental requires 24 hours of concentration and uses up magical materials that cost 100 gp. The air elemental gains no special abilities that a normal familiar would gain, but you still risk a loss of XP if the air elemental dies or if it is dismissed by you. (See Familiars, page 52 of the Player’s Handbook). If the elemental dies or if it is dismissed by you, you can summon another elemental after a week. AIR ELEMENTAL SHAPE You can assume the form of an air elemental. Prerequisite: Aeromancer level 16th. Benefit: You can assume the form of a Small, Medium, or Large air elemental. This feat functions just like wild shape (see page 35 of the Player’s Handbook), except that you can only assume air elemental form for 1 hour per day. You may choose to divide the duration of this feat among multiple uses per day. COUNTER AIR You can counter air spells with your own air magic. Prerequisite: Aeromancer level 5th, Spellcraft 8 ranks. Benefit: You can ready an action to counter spells with the air descriptor as if you had the Improved Counterspell feat. This functions just as if you were a spellcaster. You can counter spells with a spell level equal to one-half your aeromancer level (minimum 1st, maximum 9th). IMPROVED ARROW PROTECTION You can protect an ally or yourself from projectiles through skill. Prerequisite: Aura of heat (arrow protection). Benefit: You can make an aeromancer level check instead of expending windstorm rounds to use your heat protection ability opposed by the projectile's attack roll. IMPROVED AURA OF WIND The wind speed within your aura of wind becomes even greater. Prerequisite: Aura of wind. Benefit: The wind speed within your aura of wind increases by 5 mph. REBUKE AIR ELEMENTALS You can rebuke and command air elementals. Prerequisite: Air empathy. Benefit: You can rebuke air elementals just like an evil cleric rebukes undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier. |
| Izodor_Shadowcaster06-26-06, 09:18 AM | 1) It is a nice idea and I like the fact that it is a spellcaster with no spells. Personally I hate the spellcasting system and even the psionics, incarnum, truename and shadow magic systems have spell-like things so I like it. 2) Story wise I like it as well, it is cool. Not to stereotypical, you can make many Aeromancers and they will look different. 3) Some very small thing is the fact that you have the ability Conjure Flame, which I think should have a different name. Maybe Conjure Wind or Air. 4) I think you should give Air Mastery also the ability of a +1 on attack roles against earth creatures. Maybe they should also have something like this: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Intelligence modifier. This granted power is a supernatural ability. Great Job, I like it. |
| Archana06-26-06, 09:29 AM | CHANGE LOG - Changed the name of 'Conjure Flame' to 'Conjure Air'. Silly mistake. :embarrass - Added a +1 bonus to attack and damage rolls against creatures with earth subtype while airborne. - Added Izodor_Shadowcaster to the Credits list. - Added the following feats to Mastering the Winds - Air Empathy Focus - Air Elemental Familiar - Air Elemental Shape - Counter Air - Improved Arrow Protection - Improved Aura of Wind - Rebuke Air Elementals AUTHOR'S NOTES Wow, my first reply. :D Thanks for the compliments and the suggestions, I used most of them. However, I don't think that 'Rebuke Air Elementals' should be a class feature because you don't encounter air elementals all that often, and those that you encounter will most likely be summoned or on the Elemental Plane of Air. Besides, the aeromancer already has 'Summon Air Elemental' as a class feature. Why rebuke an air elemental if you can summon one? Nonetheless, thank you for your comments. |
| herms06-26-06, 11:03 AM | i realy love the class but were is the damage?? i meen you cant realy kill some one with your ability at low level can you?? i dont know if im right but bull rush dont realy hurt it just push back people right?? maybe put some damage to the wind blast?? any way its super:w00t: oh and when are you planing to do the watermancer and the earthmancer?? |
| dawnbringer06-26-06, 05:45 PM | wooooow, nice class. One thing tho: Shouldn't he be able to obtain super speeds while he's flying if his aura's wind speed is hurricane speed? |
| herms06-27-06, 07:42 PM | could you also calm the air around you: like if theires a tornado (and you are very high lvl) could you control or stop the tornado?? oh and one more thing: what would it look like at epic lvl?? could i put some metamagic feet that works like the shadowcaster feet/day?? and could i combine percing strike with my wind blast?? |
| LefferDP06-27-06, 11:28 PM | i realy love the class but were is the damage?? i meen you cant realy kill some one with your ability at low level can you?? i dont know if im right but bull rush dont realy hurt it just push back people right?? maybe put some damage to the wind blast?? any way its super:w00t: oh and when are you planing to do the watermancer and the earthmancer?? Probably have to use a crossbow at the first couple levels, really. I think the air elemental ability should allow for the summoning of larger elementals given a higher level. And maybe make the ability last level + Cha mod rounds? |
| klode_me07-04-06, 05:47 PM | The trade winds could make a creatures speed 0 so it couldn't move at all. Maybe give them a bull rush atempt to move? Cheers klode_me |
| Seerow07-04-06, 07:12 PM | 1) I like this class. In fact, I like it a lot more than your Pyromancer, and if I get a chance anytime soon (ie find an openminded DM) I'll probably be trying to play it. 2) Klode has a point, what happens if you render someone completely immobile? What if you render a flying creature completely immobile, do they fall? 3) Does improved Bullrush apply to the Windblast? 4) Why not add some of the Aeromancer specific feats you made to their bonus feat list? Also, a few bonus feats in some of the dead levels might be nice. 5) From the Windstorm: When this ability is active, the wind speed within the aeromancer’s windstorm increases to windstorm-force. Is that supposed to mean the wind speed within the aeromancer's Aura of Wind? 6) Does the Aura of Wind really make that big of a difference outside of the diplomacy bonus? Does a 5-15 mph bonus do anything? I haven't checked the rules in the DMG you mentioned, but I don't think it matters until 20+, so I'd imagine it's mostly for flavor (ie "You walk near the stranger and notice as you approach a slight breeze is stirring the dust around his feet, and as you get closer your face is cooled by a light breeze where there was none before") 7) Maybe there could be a feat to allow the Burst of Wind to be used as a Swift Action? This is mostly because I'm picturing in a very cinematic sense an Aeromancer using updraft on an enemy that's about to charge him, then while still in midair using a burst of wind to bullrush him into a wall then watching him fall down. Im not sure if this would be too abusable to allow or not, but I can't see anything that would make it particularly bad. 8) To use Arrow Protection, do you have to have your Windstorm active? Or does it just make the Windstorm last a round less the next time you use it? 9) Improved Arrow Protection, while clearly being made for this class, says this: "Prerequisite: Aura of heat (heat protection)". I assume this is another Copy and Paste Error? That's all I can think of just now. Edit: 10) Im assuming Aeromancers suffer no negative penalties from their own Windstorm effects, right? I ask only because it occured to me that Endure Winds may have been given to help them withstand their own effects, or just against effects in general. Im assuming it's the latter, but the former could be a possible interpretation unless Im not reading carefully enough. 11) As I had thought, the winds have no mechanical effect until 21+. I think the feat should give a +10 bonus instead of +5, so that at least a high level Aeromancer with a feat can get a constant bonus against ranged attacks. Even that seems almost underpowered for a feat. 12) Would it be possible to use the Wind Burst to push someone back more than 5 feet? The normal requirement for this is moving with them... which isn't really possible in this scenario. So I'd guess no. Though this might be something to give at higher levels, or as a feat (possible acquired through the bonus feats I mentioned earlier) |
| Archana07-05-06, 02:55 AM | *whistles* Wow, you've put some serious thought into this, Seerow. 1) Thanks! :) 2) They're checked; it's changed now. 3) Nope, also changed now. 4) Maybe those'll come once, I hope. 5) No, it might be a bit confusing, but the windstorm's area is meant there. The windstorm area is a 5-foot emanation, which is a lot smaller than the aura of wind. 6) Well, as with most elemental mages, the aeromancer requires knowledge of a specific set of rules, and if the DM keeps track of wind speeds, and the aeromancer pushes the wind speed up a notch, well, good times. 7) See 4. :) 8) No, you don't have to have it active. You merely spend the rounds. 9) Changed. 10) That should be changed. I'll change it. 11) You sound reasonably, I'll change that too. 12) I'll see how I will handle that scenario. |
| BlaineTog07-05-06, 03:46 AM | This is such a Warlock PrC. |
| klode_me07-05-06, 04:25 AM | So that means if you make a flying creature immobile and you are a 15th aeromancer they fly 30ft backward the way they wanted to fly( if they want to fly left then they fly right)? Cheers klode_me |
| Saros07-06-06, 02:25 PM | I like it. I would have to say this is my favorite 'mancer out of the four, mainly becaue air magic just seems more flavorful than the overly popular fire magic or the somewhat dull water and earth magics. I do have to agree that the class is in need of a source of damage, so I've got a few feats to propose: LIGHTNING STRIKE You channel the power of a great thunderstorm, striking down your enemies with lightning. Prerequisite: Wind Blast ability. Benefit: When using your wind blast ability, you can choose to forfeit the bull-rush attempt to deal electricity damage to your foe. Settle this as a normal ranged attack. The amount of damage you deal depends upon the size of your wind blast. If the wind blast is considered Medium-sized, the strike deals 2d6 points of electricity damage. If the blast is Large, the strike deals 4d6 points of electricity damage. Finally, if the blast is Huge-sized, the strike deals 6d6 points of electricity damage. LIGHTNING MASTERY Your lightning strikes become more potent. Prerequisite: Lightning Strike feat. Benefit: Add 1d6 to the amount of damage your lightning strike can deal. This has no effect on your wind blast ability. Special: You can take this feat multiple times, each time adding 1d6 to the amount of electricity damage your lightning strike can deal. |
| Senzankou07-06-06, 03:50 PM | Another C/P error: Air Elemental Shape lists turning into a fire elemental <_< |
| klode_me07-14-06, 07:27 AM | what about making the flight ability EX when you gain the air subtype? Cheers klode_me |
| Verelor07-14-06, 02:52 PM | Wow that is a REALLY wonderful class. However this really belongs as a prestige class because it is so niche, and be cause we are overflowing with narrow base classes and that is a fact. I can't agree with your decision not to give such a class an actual spellcasting progression, but your ideas for the abilities are awesome. ;) |
| LordPendragon07-14-06, 03:40 PM | what about making the flight ability EX when you gain the air subtype? It would make sense from a usefulness point of view... but I'm not sure how it would work mechanically. For someone to fly without magic (ie, in real world physics, or an AMF) they would need to be as light as air... which might be an interesting flavour element of the class. An Aeromancer becomes so attuned to air that she weighs no more than it, and can float without thinking about it. It fits the class, as that means that all her flight ability amounts to is being pushed around by her own gusts of wind. I'd like to say that I do not agree with anyone in this topic who thinks the class needs more damage. There are plenty of ways to damage an opponent simply by moving them, especially since Updraft deals 1D6 per point of Cha modifier, and using Wind Blast to throw an object can deal 16D6 by 20th level (and scales evenly all the way up). Any area with traps or pits is a jackpot for the Aeromancer, since she can just throw enemies around wherever she wants. Really, the only weakness would be against creatures too large to bullrush, and even then, throwing objects deals hideous damage. Good job in making an interesting and useful class, Archana. One question... are the Sp abilities subject to arcane failure chance?? |
| klode_me07-14-06, 05:26 PM | Are this class saved? LordPendragon: buoyant is the word you are looking for, like a beholder... When they gain the air subtype they can fill their blood veins and entire body muscles(inc. lungs heart and stomach) with air, this doesn't change their looks or the way they eat or breath, but make them able to fly without magical aid relying on their air subtype(the air that flows through their body). And one more thing: Maybe give them the breathless ability(like the air races from UA) so they rely on the air within their body and not outside it. Cheers klode_me |
| wvmmafan07-24-06, 09:47 AM | another great class |
| Crothselm07-25-06, 11:04 AM | This is a really great class and I was hoping to make one but my character was going to be a small creature and you didn't specify if the wind blast size changed dependent on the base creature's size. Do you have a solution for this? |
| Archana07-25-06, 03:48 PM | The solution is already in the class features. The aeromancer is treated as a Large creature (or larger, depending on his level) for the purpose of his wind blast ability, regardless of his size. Also, [flight attendant impersonation]we thank you for choosing for the aeromancer as your character class. We know you have a choice of character classes, and we appreciate your choice. We hope that you will continue to choose Archana as your supplier of character classes in the future.[/flight attendant impersonation] |