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| #1felgorothDec 03, 2009 11:40:05 | The Wind Lord: Prerequisites: Balance 10 ranks, Jump 10 ranks, Tumble 10 ranks, 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 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 check 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. |
| #2magicdealerDec 03, 2009 14:06:08 | Meh, looks to me like this is a very abusable Prc you're building. warfan is 1d6 x3 The fast movement doubles the characters base speed? It should go more along the lines of the monk speed increases, I'd think. Flying fans gives you a bonus attack, and the deflect arrows feat. At sixth level, you get two extra attacks. Gusting fans provides a 5 ft knockback at the end of every attack? That's a lot of enemy knockback. What's the dc based off of? How difficult is it? The knockback feat or the large and in charge feat provide a similar benefit, but with substantial drawbacks as well. Ride the Wind functions as what type of spell? And fan typhoon increases the crazy amount of attacks even farther. Lets rework this, using the Dervish PrC as our template. Here's the original. The Wind Lord (not sure on the name yet) Prerequisites/Requirements: Balance 10 ranks, Tumble 10 ranks, Dodge, Mobility, Exotic Weapon Proficiency (Warfan and maybe the other 2 fan type weapons), Two Weapon Fighting or Flurry of Blows (not sure on this yet), and Weapon Finesse Level BAB Fort Ref Will AC Bonus Special Abilities 1 +1 +0 +2 +0 +1 Fast Movement, Flying Fans +1 2 +2 +0 +3 +0 +1 Gusting Fans (I'd like a better name) 3 +3 +1 +3 +1 +1 Spring Attack 4 +4 +1 +4 +1 +1 (open for suggestions) 5 +5 +1 +4 +1 +2 Fast Movement, 6 +6 +2 +5 +2 +2 Flying Fans +2 7 +7 +2 +5 +2 +2 (open for suggestions) 8 +8 +2 +6 +2 +2 Ride the Wind 9 +9 +3 +6 +3 +3 Fast Movement, 10 +10 +3 +7 +3 +3 Fan Storm or Fan Typhoon (maybe another name) Now, lets rework it by examining each entry here. BAB: fits the dervish. Saves: Fits the Dervish AC Bonus: Fits the Dervish. Fast Movement: As worded, too powerful. We can either heap this up with restrictions, such as the three restrictions placed on the less useful dervish dance, or we can grab something from another class. I'm going to choose to take the monk movement speed. Flying fans +1: This ability gives too much of a benefit as well. Floating fans that can attack or block ranged attacks? That makes it roughly equal to a spiritual weapon with no duration. We'll move this farther down the list. Definitely shouldn't be available with a single level dip. So, instead lets add a new ability to improve the fan use. We'll call it: Warfan Mastery: A Wind Lord treats a Warfan as if it were one size smaller than its actual size. "This allows the Wind Lord to use a medium-size fan, 1d8 x3 as though it were a light weapon." Gusting Fans: This ability provides a benefit far beyond other feats that knock enemies back. Instead of making it something available on every attack, lets make it something a bit more thematic. Warfan Tornado: As a full-round action, the Wind Lord may cast a special Gust of Wind spell, which treats each creature as though it were one size smaller than it actually is. The Wind Lord's Caster level is equal to 1/2 his Wind Lord level. Ok, lets bring in the Flying Fans here, with a few changes for balance and flavor. Flying Fans: 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 at the highest attack bonus used in the attack with this Warfan. Alternatively, the Wind Lord may choose instead to sacrifice this extra attack to grant one melee attack made with a Warfan at an additional 5' ft range. Ride the wind: We'll have this ability grant flight. It seems fitting. Ride the Wind: The Wind Master may use flight as per the Fly spell as a caster equal to his Wind Lord levels. We'll toss in an advanced ability to improve the skill: 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. Alternatively, the Wind Lord may sacrifice one of these extra attacks to grant one melee attack made with a Warfan an additional +5' ft range. Finally, the Wind Lord may sacrifice both extra attacks to grant two melee attacks made with a Warfan an additional +5' ft range. We'll add another ability here to fill out the table: Wind Mastery: The Wind Lord has obtained such mastery of the winds that she may call on them even when conditions would otherwise render it impossible. The Wind Master is wrapped in a shell of fresh air, making her immune to harmful vapors and gases and allowing her to breathe even underwater or in a vacuum. Now, fan typhoon or whatever. I'm going to call it Storming Fans: Storming Fans: Once per day, the Wind Lord may call upon the winds to grant her attacks with Warfans a merciless ferocity. She may double the number of melee attacks she makes with warfans while performing a full attack action. Each melee attack may be made with an additional 20' ft range bonus, but cannot be used with cleave, great cleave, or any other ability granting a similar bonus. The Wind Lord (Revised) Prerequisites/Requirements: Balance 10 ranks, Tumble 10 ranks, Dodge, Mobility, Exotic Weapon Proficiency (Warfan), Two Weapon Fighting, and Weapon Finesse AC Bonus: The Wind Lord gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load. Warfan Mastery: A Wind Lord treats a Warfan as if it were one size smaller than its actual size. "This allows the Wind Lord to use a medium-size fan, 1d8 x3 as though it were a light weapon." Warfan Tornado: 2nd level. As a full-round action, the Wind Lord may cast a special Gust of Wind spell, which treats each creature as though it were one size smaller than it actually is. The Wind Lord's Caster level is equal to 1/2 his Wind Lord level. Flying Fans: 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. Alternatively, the Wind Lord may choose instead to sacrifice this extra attack to make one melee attack made as part of a full attack action with a Warfan at an additional 5' ft range. Wind Mastery: The Wind Lord has obtained such mastery of the winds that she may call on them even when conditions would otherwise render it impossible. The Wind Master is wrapped in a shell of fresh air, making her immune to harmful vapors and gases and allowing her to breathe even underwater or in a vacuum. Ride the Wind: The Wind Master may use flight as per the Fly spell as a caster equal to his Wind Lord levels. 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. Alternatively, the Wind Lord may sacrifice one of these extra attacks to grant one melee attack made with a Warfan as part of a full attack action an additional +5' ft range. Finally, the Wind Lord may sacrifice both extra attacks to grant two melee attacks made with a Warfan as part of a full attack action an additional +5' ft range. Storming Fans: Once per day, the Wind Lord may call upon the winds to grant her attacks with Warfans a merciless ferocity. She may double the number of melee attacks she makes with warfans while performing a full attack action. Each melee attack may be made with an additional 20' ft range bonus, but cannot be used with cleave, great cleave, or any other ability granting a similar bonus. Level BAB Fort Ref Will AC Bonus Fast Movement Special Abilities 1 +1 +0 +2 +0 +1 +0 Warfan Mastery 2 +2 +0 +3 +0 +1 +0 Warfan Tornado 1/day 3 +3 +1 +3 +1 +1 +10 Spring Attack 4 +4 +1 +4 +1 +1 +10 Flying Fans 5 +5 +1 +4 +1 +2 +10 Warfan Tornado 2/day 6 +6 +2 +5 +2 +2 +20 7 +7 +2 +5 +2 +2 +20 Wind Mastery 8 +8 +2 +6 +2 +2 +20 Warfan Tornado 3/day, Soaring Fans 9 +9 +3 +6 +3 +3 +30 Ride the Wind 10 +10 +3 +7 +3 +3 +30 Storming Fans |
| #3felgorothDec 03, 2009 16:00:57 | Ok this is what I'm thinking now based off of ideas from my friends and MagicDealer, if I'm leaving anything out let me know (I'm only explaining abilities that haven't been explained before or I've changed): The Wind Lord: Prerequisites: Balance 10 ranks, Jump 10 ranks, Tumble 10 ranks, Exotic Weapon Proficiency (Warfan), Two Weapon Fighting or Flurry of Blows, and Weapon Finesse 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 gains the ability to float 2 to 3 inches above the ground as if moving normally at will. (This means that he/she doesn't worry about difficult terrain and is undetectable to creatures with tremor sense unless they see him/her). Warfan Tornado: At 2nd level at the end of a full attack action a Wind Lord may choose to use this ability. 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 or Cha?) if it passes it is not blown back. Wind Lords Grace: At 3rd level a Wind Lord gains a +5 (is that too much?) bonus to Balance, Jump, and Tumble and may take a 10 on any of these skills even in stressful conditions. This bonus is lost if a Wind Lord is armor heavier than light armor or carrying a medium or heavy load. Blessing of the Wind Lords: At 6th level a Wind Lord may use Feather Fall 1/day as an immediate action but, only on himself/herself. Walking on Air: This is just replacing Ride the Wind it functions as Fly like MagicDealers version. Warfan Typhoon: At 10th level 1/day as a full round action a Wind Lord may double the amount of attacks he/she makes while weilding Warfans in both hands. While using this ability the Wind Lord gains a 20ft. reach but, a Wind Lord is unable to use Cleave, Great Cleave or any similar ability as well as Warfan Tornado in conjunction with Warfan Typhoon. *A special note: any ability with the word "Warfan" in it (I think that's only Warfan Typhoon and Warfan Tornado) can only be made with Warfans and while not using a shield. |
| #4magicdealerDec 03, 2009 16:50:27 | Wind Lord's Grace. that +5 makes the skills function as though the character were 5 levels higher. And now the character gets to take 10 on them too? My suggestion would be to either apply that to ONLY one skill, balance being the best fit, or remove the +5 bonus completely, and change the skills to Balance, Jump, and Climb. Or move the bonus to +2, and have it affect Balance and Jump. (edited for Windfan Tornado: missed the /use limitation) |
| #5felgorothDec 04, 2009 7:57:43 | Ok, how about this for Wind Lords Grace, +3 bonus to Balance and they don't take the -5 to Balance while moving their full speed. Then I change Blessing of the Wind Lords and they can take 10 on Balacne, Jump, and Tumble checks in stressful situations and all that jazz? I took the original idea from the Oriental Adventures Blade Dancer (which is where I got a lot my ideas for the class from) they get a +10 to Balance, Jump, and Tumble and can take 10 on the skills and this is only from a 1 level dip into the Blade Dancer, if you go to 5th level you get a +20 on those skills and if you go to 10th you get a +30. EDIT: I'm also thinking about changing Warfan Typhoon because it's too similar to the Dervishes ability. I'm thinking about calling it Humanoid Typhoon and allowing them to "teleport" a distance equal to their base speed as an Immediate Action so many times/day (probably once or twice). This would allow them to move then take a full round action or move twice then take a standard action or if someones about to attack them they can vanish. |
| #6magicdealerDec 04, 2009 13:29:10 | That works. I'd suggest against giving the build teleport powers, or you enter into teflammar shadow lord territory ![]() Maybe cap them off with hurricane summoning, or a nice 1/day pbaoe wind blast that attempts to knock everyone down? |
| #7felgorothDec 04, 2009 14:13:42 | Ok I thought of something extra for Warfan Tornado, everytime you get an extra use of it you can add 5ft. to the distance you push someone back. For their 10th level ability I'm almost tempted to get rid of Walking on Air at 9th and for the 10th level ability they're treated as if they're under the effect of the Storm Rage spell permanently. That would give them a fly speed of 40, immunity to thrown and projectile weapons, they're completely unaffected by natural or magical wind, and lastly they can shoot a bolt of lightning from their eyes that deals 1d6 damage/2 caster levels. I don't really like the lightning but, if I did it I'd change the lightning to once/day (instead of 1/round like the spell) so it would probably deal 5d6. Another idea would be after a full round attack they can push everyone in a radius of themselves back or push everyone in a cone so far back that would be a 1/day ability and they'd have a choice between the 2 each day. |
| #8felgorothDec 07, 2009 14:04:35 | Ok I editied the 1st post and posted what I think will work in a game without being taken to much advantage of. Continue to criticize this because I want it to work. |