Wind Blade

Role: The Wind blade is a melee warrior using speed and finesse to defeat his opponents.
Alignment: Wind blades can be of any alignment, although they tend to eschew lawful behaviour for the wind is the embodiment of freedom. However, lawful Wind blades are not unheard of.
Hit Die: d8.

Requirements

To qualify to become a Wind blade, a character must fulfil all the following criteria.

Base Attack Bonus: +6
Skills:
Acrobatics 2 ranks, Sense Motive 2 ranks
Feats:
Dodge, Mobility, and Two-Weapon Fighting

Class Skills

The curse collector’s class skills (and the key ability for each skill) are Acrobatics, Bluff, Climb, Craft, Ride, Sense Motive, and Stealth

Skill Ranks at Each Level: 4 + Int modifier.

Table: Wind Blade
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Wind Song 1/day
2nd +2 +1 +1 +1 Evasion, Wind Stance
3rd +3 +1 +2 +1 Wind Edge 1/day
4th +4 +1 +2 +1 Uncanny Dodge, Wind Barrier 1/day
5th +5 +2 +3 +2 Wind Song 2/day
6th +6 +2 +3 +2 Wind Edge 2/day
7th +7 +2 +4 +2 Improved Wind Song
8th +8 +3 +4 +3 Wind Barrier 2/day
9th +9 +3 +5 +3 Wind Edge 3/day
10th +10 +3 +5 +3 Wind Song 3/day, Wind Surge

Class Features

All of the following are Class Features of the Wind blade prestige class.

Weapon and Armor Proficiency: The Wind blade is proficient with all simple and martial weapons. Wind blades are proficient with light armour but not with shields.

Wind Song (Ex): The Wind Blade may call up his Wind Song ability to create a shield of wind around his body for one round. This barrier grants a +1 AC Bonus. The Wind Song is a free action a can be used within another creature’s round. You can use the Wind Song once per day. At 5th level this increases to 2/day, and 3/day at 10th level.

A Wind Blade can’t use this ability if he wears medium of heavy armour.

Evasion (Ex): At 2nd level and higher, a Wind Blade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion.

Wind Stance (Ex): Your erratic movements make it difficult for enemies to pinpoint your location. If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Wind Edge (Ex): At 3rd level, the power of the wind amplifies the reach of your blade. Once per day you may send slashes of air towards a single target 15ft. away from you. At 6th level you this increases to 2/day, and 3/day at 9th level.

Uncanny Dodge (Ex): Starting at 4th level, a Wind Blade can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a Wind Blade already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Wind Barrier (Sp): At 4th level the Wind Blade gains the ability to summon forth an invisible vertical curtain of wind. The Wind Barrier is 5 ft./level long and 10ft. high, while the wall must be vertical, you can shape it in any continuous path along the ground that you like. Loose materials and cloth garments fly upward when caught in a Wind Barrier. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.)

It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier.

Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). This ability lasts for 3 rounds.

Improved Wind Song (Ex): At 7th Level, the bonus Wind Song grants improves to +2 AC instead of +1.

Wind Surge (Su): A 10th-level wind blade can churn the air in a 30 foot radius from himself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the wind blade himself) must make Concentration checks (DC 10 + ½ wind blade’s class + wind blade’s Charisma bonus) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the wind blade are effectively deafened, although this deafness ends as soon as they leave the area or the wind surge stops. The wind surge 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 wind blade makes a class level check instead of a Perform check). Maintaining the wind surge requires concentration and the wind blade can only use the ability a total number of rounds per day equal to her class level.

Martijn Donker

Husband, Gamer, Game Master and Story teller. Dabbler in boardgames and some small writing mainly for my campaign setting and this very site.

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