Homebrewed PrC's

Post/Author/DateTimePost
#1

felgoroth

Dec 09, 2009 8:13:21
Before I get into the Wind Lord let me say I'll be posting a few more PrC's from the campaign/world I'm making.  So I've been working on this for a while I posted it in the Optimization Boards but, only got help from 1 person.  Let me know what you think and if there's anything I need to fix.  I'm still not sure on it's 10th level ability because it seems over powered but, I can't think of what else to make it do except maybe summon a hurricane.

The Wind Lord:

Prerequisites: Balance 10 ranks, Jump 10 ranks, Tumble 10 ranks, BAB +5, Exotic Weapon Proficiency (Warfan), Weapon Focus (Warfan), Two Weapon Fighting or Flurry of Blows, and Weapon Finesse

Alignment: any Neutral

Weapon and Armor Proficiency: Wind Lords do not gain proficiency with any weapons or armor.

Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Swim and Tumble.  Skill Points at each Level: 4+Int modifier

Level     BAB     Fort     Ref     Will     AC Bonus     Special Abilities
1            +1        +0       +2      +0             +1               Step of the Wind, Fast Movement +10ft.
2            +2        +0       +3      +0             +1               Warfan Tornado 1/day
3            +3        +1       +3      +1             +1                Wind Lords Grace
4            +4        +1       +4      +1             +1                Flying Fans
5            +5        +1       +4      +1             +2                Warfan Tornado 2/day, Fast Movement +10ft.
6            +6        +2       +5      +2             +2                Blessing of the Wind Lords
7            +7        +2       +5      +2             +2                Wind Mastery
8            +8        +2       +6      +2             +2                Soaring Fans, Warfan Tornado 3/day
9            +9        +3       +6      +3             +3                Walking on Air, Fast Movement +10ft.
10          +10      +3       +7      +3             +3                Warfan Typhoon

Fast Movement/AC Bonus: these are pretty self explainitory but, I thought I'd throw in that a Wind Lord loses the benefits if he/she is wearing armor heavier than light armor, carrying a shield, or carrying a medium or heavy load.

Step of the Wind: At 1st level a Wind Lord begins to control small wind currents around his/her body.  He/she gains the ability to float 2 to 3 inches above the ground at will as if moving normally.  (This means that he/she doesn't worry about difficult terrain and is undetectable to creatures with tremor sense unless they see him/her).  In addition the Wind Lord treats all jumps as running jumps.

Warfan Tornado: At 2nd level at the end of a full attack action a Wind Lord may choose to use this ability 1/day.  After making a full attack the Wind Lords Warfan creates a strong wind pushing the enemy back 5ft.  The enemy may make a Reflex Save (DC 10+1/2 Wind Lord levels+Wis) if it passes it is not blown back.  A Wind Lord gains additional uses of this ability at 5th and 8th level, every time the Wind Lord gains an addtional use of this ability he/she may choose to push the target of the ability back an additional 5ft. (10ft. at 5th level, 15ft. at 8th).

Wind Lords Grace: At 3rd level a Wind Lord gains a +3 bonus to Balance in addition to this bonus the Wind Lord does not take a -5 on Balance checks while moving his/her full speed.  This bonus is lost if a Wind Lord is wearing armor heavier than light armor or carrying a medium or heavy load.

Flying Fans: At 4th level by manipulating small wind currents, a Wind Lord may keep an additional Warfan in the air at all times. The Wind Lord may make one extra attack as part of a full attack action with this Warfan.

Blessing of the Wind Lords: At 6th level a Wind Lord may take 10 on a Balance, Jump, or Tumble checks when he/she would not normally be able to.

Wind Mastery: At 7th level a Wind Lord has obtained such mastery of the winds that he/she may call on them even when conditions would otherwise render it impossible. The Wind Lord is wrapped in a shell of fresh air, making him/her immune to harmful vapors and gases and allowing him/her to breathe even underwater or in a vacuum.  In addtion the Wind Lord is completely unaffected by natural or magical wind easily able to hold his/her position and not subject to other adverse effects of extreme wind.

Soaring Fans: As Flying Fans, except the Wind Lord may keep two Warfans in the air at all times. The Wind Lord may make two additional attacks at the highest attack bonus used in the attack with these Warfans. 

Walking on Air: 1/day a Wind Lord may use flight as per the Fly spell as a caster equal to his/her Wind Lord levels.

Warfan Typhoon: Upon reaching 10th level a Wind Lord may call upon the destructive nature of the winds to aid him/her in a situation when he/she is outnumbered.  1/day as a full round action a Wind Lord may make a full attack against everyone in a 20ft. radius, this attack may only be made with Warfans and the Wind Lord gains a 20ft. "reach" with his/her Warfans during this period.  While using Warfan Typhoon a Wind Lord may not use Warfan Tornado, Cleave, or Great Cleave and he/she must attack everyone (except himself/herself) in the 20ft. radius whether they are a friend or enemy.
#2

generalhenry

Dec 09, 2009 15:29:43
should be posted here: community.wizards.com/go/forum/view/7588...
#3

felgoroth

Dec 09, 2009 15:38:44
It's homebrewed though
#4

generalhenry

Dec 09, 2009 15:40:02
I know, but this is the 4E homebrew forum, you'll get more responses in the 3E part of the forum
#5

felgoroth

Dec 10, 2009 7:41:18
I'll post it there but, the forum people need to specify what edition is where.  No where does it say this is 4.0 only.