Corncracker
2007-04-23, 10:01 PM
First off, thank You Gralamin for mentioning this forum and the Guide to Homebrewing for me. I wasn't able to get back to my thread, or this forum for that matter, recently. I've reworked the setup for one of the Class's I was making, and since it is no longer going to be a Class made specificly to be above average, I've fixed it up.
Because the other thread was so old, I decided it was probably best to remake one.
HD: D10
Class Features: Simple and Martial Weapons, Light Armour.
skill Points: (2 + Int Modifier) X 4
Class Skills: Balance, Climb, Craft, Handle animal, Hide, Move Silently, Ride, Tumbel, Use Rope
Starting Gold: 6D4 X 10 (150)
Description: The windy peak of the mountain are generally Baron. The violent winds prevent most from ever living there. However some see this wind as a power to be harnessed. Those who believe this rise to these peaks, learning the ways of the wind. Living in its harsh enviroment, they grow strong as their body’s begin absorbing small traces of the trace magical energies that infuse it. They train themselves to harness this energy to become a force to be reckoned with, just like the wind itself.
The Wind Blade
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Wind Song 1/Day
2nd|
+2|
+3|
+0|
+0|Song of the Sky (20ft)
3rd|
+3|
+3|
+1|
+1|Wind Edge 1/day
4th|
+4|
+4|
+1|
+1|Wind Barrier 1/Day
5th|
+5|
+4|
+1|
+1|Wind Song 2/day
6th|
+6/+1|
+5|
+2|
+2|Wind Edge 2/day
7th|
+7/+2|
+5|
+2|
+2|Song of the Sky (30ft)
8th|
+8/+3|
+6|
+2|
+2|Wind Barrier 2/day, Soothing Wind +1 1/day
9th|
+9/+4|
+6|
+3|
+3|Guiding Wind +1, Wind Edge 3/day
10th|
+10/+5|
+7|
+3|
+3|Wind Song 3/day , Improved Wind Song
11th|
+11/+6/+1|
+7|
+3|
+3|Wind Guardian
12th|
+12/+7/+2|
+8|
+4|
+4|Wind Barrier 3/day, Wind Edge 4/day
13th|
+13/+8/+3|
+8|
+4|
+4|Ariel Mastery
14th|
+14/+9/+4|
+9|
+4|
+4|Song of the Sky (40ft)
15th|
+15/+10/+5|
+9|
+5|
+5|Wind Song 4/day, Wind Edge 5/day
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Wind Barrier 4/day Soothing Wind +2 2/day
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Ariel Pounce
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Wind Edge, 6/day
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Guiding Wind +2
20th|
+20/+15/+10/+9|
+12|
+6|
+6|Wind Barrier 5/day, Wind Song 5/Day, Master Wind Song[/table]
Class Abilities:
Wind Song: The Wind Blade may Call up his wind Song ability to Create a Wind shield around his body for the attackers Round. This Barrier Grants a +1 AC Bonus. It is called when the attack is called against them, not after they know if it would hit or not. They May Use this ability once per day at level one, twice at level Five, three times at level ten, four times at level fifteen, and five times at level twenty.
Song of the Sky: At second level, the Wind Blade becomes in tune with the winds of the skies. He may use the wind to take off into flight. A number of days equal to his Dex Modifier, the Wind Blade may gain the ability to fly with Full Mobility for 1 Minute. If the duration ends while the wind blade is still in the air, he acts as though he has Feather fall until he reaches the ground.
The fly speed is 20ft at 2nd level, 30ft at 7th level, and 40ft at 14th level.
Winds Edge: At 3rd Level, the power of the Wind amplifies the Damage of your blade. 1/day you may call upon the forces of wind, empowering your blows. You may add your Dex Modifier to the Damage of your attack (Min of 1). At 6th level this increases to 2/day, 3 at 9th, 4 at 12th, 5 at 15th. And 6 at 18th.
Wind Barrier: At Fourth Level The Wind Blade Gains the ability to Summon forth a Wind Wall around him as a Standard Action Once per day. He cannot move After he summons the Barrier. The Wind Barrier covers a Five foot Radius around the User. All Projectiles and Ranged Weapons (Excluding Magic/Psionics) miss their target if they are within the Barrier. All Tiny Creaters within the Area must Make a Strength Check DC 10 in order to remain in the area each wrong, or be forced out of the Square. Ranged attacks may be fired out of the Field, but suffer a –5 penalty to attacks. All Melee attacks made within the Wind Barrier Suffer a –2 on attack rolls. This ability Lasts for 2 rounds after use. This counts as a Supernatural ability. At 8th level It goes up to 2 times per day, 3 times at 12th, 4 times at 16th, and 5 times at 20th.
Soothing Wind: At 8th level, the Wind Blade can summon up a wind Aura for 4 + Your Wisdom Modifiers rounds(Min 2). Every round 1 hp is restored. You may use this ability 1/day. And 16th level this bonus Goes up to Plus 2, and may be used twice per day.
Guiding Wind: At 9th Level, every attack past your first is guided by a Celestial Wind. If your first attack hits, you gain a +1 bonus to all attack rolls made After your initial attack. This bonus improves to +2 at 18th Level. See chart below.
{table=head]Level|Base Attack<br>Bonus|
9th|+9/+5
10th|+10/+6
11th|+11/+7/+2
12th|+12/+8/+3
13th|+13/+9/+4
14th|+14/+10/+5
15th|+15/+11/+6
16th|+16/+12/+7/+2
17th|+17/+13/+8/+3
18th|+18/+14/+9/+4
19th|+19/+17/+11/+6
20th|+20/+18/+12/+7[/table]
Improved Wind Song: At Tenth Level, The Bonus Wind Song Grants improves to +2 AC instead of +1.
Wind Guardian: At 11th Level, the Wind Blade learns to summon up the wind to extinguish flames. A number of days equal to his dex modifier, (Minimum of 1) the Wind Blade can Call Fourth a powerful wind that blows out all fire in a five foot radius, both non-magical and Magical alike. In Addition, Wind Guardian my be used to negate the effects of Fire spells targeting himself or any square he threatens. By expending a use of Wind Guardian, he makes an attack roll. If his Attack roll is greater than the attackers, the spell is negated. However if the spell has no attack roll, such as a Fireball, the DC is the Save DC + The Casters Dex Modifier. All secondary effects of the spell are negated as well.
Wind Guardian may only be used if the Wind Blade has a weapon he is proficient with in his hands, and may not be used any time he is denied his Dex bonus to his AC.
Air Mastery: At 13th Level, the Wind Blade learns to take advantage of his Ariel abilities. As long as the Wind Blade is airborne all other airborne creatures suffer a -1 to attack and damage rolls against the Wind Blade.
Ariel Pounce: At 17th level, while Airborne the Wind Blade masters Ariel Combat. Making a move action, so long as the Wind Blade moves at regular speed he may make a full attack as a standard Action.
Master Wind Song: At 20th Level, the Wind Song is truly Mastered, now Granting a +3 Bonus to AC.
Because the other thread was so old, I decided it was probably best to remake one.
HD: D10
Class Features: Simple and Martial Weapons, Light Armour.
skill Points: (2 + Int Modifier) X 4
Class Skills: Balance, Climb, Craft, Handle animal, Hide, Move Silently, Ride, Tumbel, Use Rope
Starting Gold: 6D4 X 10 (150)
Description: The windy peak of the mountain are generally Baron. The violent winds prevent most from ever living there. However some see this wind as a power to be harnessed. Those who believe this rise to these peaks, learning the ways of the wind. Living in its harsh enviroment, they grow strong as their body’s begin absorbing small traces of the trace magical energies that infuse it. They train themselves to harness this energy to become a force to be reckoned with, just like the wind itself.
The Wind Blade
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Wind Song 1/Day
2nd|
+2|
+3|
+0|
+0|Song of the Sky (20ft)
3rd|
+3|
+3|
+1|
+1|Wind Edge 1/day
4th|
+4|
+4|
+1|
+1|Wind Barrier 1/Day
5th|
+5|
+4|
+1|
+1|Wind Song 2/day
6th|
+6/+1|
+5|
+2|
+2|Wind Edge 2/day
7th|
+7/+2|
+5|
+2|
+2|Song of the Sky (30ft)
8th|
+8/+3|
+6|
+2|
+2|Wind Barrier 2/day, Soothing Wind +1 1/day
9th|
+9/+4|
+6|
+3|
+3|Guiding Wind +1, Wind Edge 3/day
10th|
+10/+5|
+7|
+3|
+3|Wind Song 3/day , Improved Wind Song
11th|
+11/+6/+1|
+7|
+3|
+3|Wind Guardian
12th|
+12/+7/+2|
+8|
+4|
+4|Wind Barrier 3/day, Wind Edge 4/day
13th|
+13/+8/+3|
+8|
+4|
+4|Ariel Mastery
14th|
+14/+9/+4|
+9|
+4|
+4|Song of the Sky (40ft)
15th|
+15/+10/+5|
+9|
+5|
+5|Wind Song 4/day, Wind Edge 5/day
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Wind Barrier 4/day Soothing Wind +2 2/day
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Ariel Pounce
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Wind Edge, 6/day
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Guiding Wind +2
20th|
+20/+15/+10/+9|
+12|
+6|
+6|Wind Barrier 5/day, Wind Song 5/Day, Master Wind Song[/table]
Class Abilities:
Wind Song: The Wind Blade may Call up his wind Song ability to Create a Wind shield around his body for the attackers Round. This Barrier Grants a +1 AC Bonus. It is called when the attack is called against them, not after they know if it would hit or not. They May Use this ability once per day at level one, twice at level Five, three times at level ten, four times at level fifteen, and five times at level twenty.
Song of the Sky: At second level, the Wind Blade becomes in tune with the winds of the skies. He may use the wind to take off into flight. A number of days equal to his Dex Modifier, the Wind Blade may gain the ability to fly with Full Mobility for 1 Minute. If the duration ends while the wind blade is still in the air, he acts as though he has Feather fall until he reaches the ground.
The fly speed is 20ft at 2nd level, 30ft at 7th level, and 40ft at 14th level.
Winds Edge: At 3rd Level, the power of the Wind amplifies the Damage of your blade. 1/day you may call upon the forces of wind, empowering your blows. You may add your Dex Modifier to the Damage of your attack (Min of 1). At 6th level this increases to 2/day, 3 at 9th, 4 at 12th, 5 at 15th. And 6 at 18th.
Wind Barrier: At Fourth Level The Wind Blade Gains the ability to Summon forth a Wind Wall around him as a Standard Action Once per day. He cannot move After he summons the Barrier. The Wind Barrier covers a Five foot Radius around the User. All Projectiles and Ranged Weapons (Excluding Magic/Psionics) miss their target if they are within the Barrier. All Tiny Creaters within the Area must Make a Strength Check DC 10 in order to remain in the area each wrong, or be forced out of the Square. Ranged attacks may be fired out of the Field, but suffer a –5 penalty to attacks. All Melee attacks made within the Wind Barrier Suffer a –2 on attack rolls. This ability Lasts for 2 rounds after use. This counts as a Supernatural ability. At 8th level It goes up to 2 times per day, 3 times at 12th, 4 times at 16th, and 5 times at 20th.
Soothing Wind: At 8th level, the Wind Blade can summon up a wind Aura for 4 + Your Wisdom Modifiers rounds(Min 2). Every round 1 hp is restored. You may use this ability 1/day. And 16th level this bonus Goes up to Plus 2, and may be used twice per day.
Guiding Wind: At 9th Level, every attack past your first is guided by a Celestial Wind. If your first attack hits, you gain a +1 bonus to all attack rolls made After your initial attack. This bonus improves to +2 at 18th Level. See chart below.
{table=head]Level|Base Attack<br>Bonus|
9th|+9/+5
10th|+10/+6
11th|+11/+7/+2
12th|+12/+8/+3
13th|+13/+9/+4
14th|+14/+10/+5
15th|+15/+11/+6
16th|+16/+12/+7/+2
17th|+17/+13/+8/+3
18th|+18/+14/+9/+4
19th|+19/+17/+11/+6
20th|+20/+18/+12/+7[/table]
Improved Wind Song: At Tenth Level, The Bonus Wind Song Grants improves to +2 AC instead of +1.
Wind Guardian: At 11th Level, the Wind Blade learns to summon up the wind to extinguish flames. A number of days equal to his dex modifier, (Minimum of 1) the Wind Blade can Call Fourth a powerful wind that blows out all fire in a five foot radius, both non-magical and Magical alike. In Addition, Wind Guardian my be used to negate the effects of Fire spells targeting himself or any square he threatens. By expending a use of Wind Guardian, he makes an attack roll. If his Attack roll is greater than the attackers, the spell is negated. However if the spell has no attack roll, such as a Fireball, the DC is the Save DC + The Casters Dex Modifier. All secondary effects of the spell are negated as well.
Wind Guardian may only be used if the Wind Blade has a weapon he is proficient with in his hands, and may not be used any time he is denied his Dex bonus to his AC.
Air Mastery: At 13th Level, the Wind Blade learns to take advantage of his Ariel abilities. As long as the Wind Blade is airborne all other airborne creatures suffer a -1 to attack and damage rolls against the Wind Blade.
Ariel Pounce: At 17th level, while Airborne the Wind Blade masters Ariel Combat. Making a move action, so long as the Wind Blade moves at regular speed he may make a full attack as a standard Action.
Master Wind Song: At 20th Level, the Wind Song is truly Mastered, now Granting a +3 Bonus to AC.