Faerûnian Prestige Class : Windwalker

The Rider of Winds teaches his adherents to ride the wind and let it take them wherever it blows, so as to see the wonder of the world. Some followers of Shaundakul take this admonition literally, learning to shape the winds with their hands and ride them to lands as yet unseen. In their travels, windwalkers spread the teachings of Shaundakul far and wide, lending a helping hand to those in need and blazing trails for those who follow. Many come to Myth Drannor to drive the evil outsiders from the site of Shaundakul's greatest temple.

Most windwalkers are clerics or rangers. Some bards and sorcerers become windwalkers, but other classes rarely follow this path. Windwalkers are usually loners and rarely stay in any one location for any length of time. Many make their living exploring new caravan routes for merchant consortiums. Others simply live off the land, traveling far and wide across the globe in search of new vistas. A fair number of windwalkers are active adventurers, albeit with a penchant for exploring far-off ruins in mysterious locales.

Requirements

To qualify to become a Windwalker, a character must fulfill all the following criteria:

Class Skills

The windwalker's class skills are Climb, Concentration, Diplomacy, Heal, Hide, Jump, Knowledge (nature), Knowledge (religion), Move Silently, Ride, Search, Spot, Survival, and Swim.

Skill Points at Each Level: 4 + Int modifier.

Class Features

The following are Class Features of the windwalker prestige class.

Weapon and Armor Proficiency: A windwalker gains no weapon or armor proficiencies.

Spells per Day: At each windwalker level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a windwalker, the player must decide to which class to add each windwalker level for the purpose of determining spells per day and spells known.

Air and Travel Spells: A windwalker can prepare any spell from the Air or Travel domains as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Air or Travel domain list. For instance, a ranger/windwalker could prepare obscuring mist as a 1st level ranger spell.

Soft Fall (Su): A windwalker always receives some support from the winds, as if under the protection of feather fall spell.

Cold Resistance (Ex): As the windwalker gains levels in this prestige class, she becomes increasingly resistant to cold, gaining cold resistance in the amount listed on the table.

Portalsense (Su): A 3rd-level windwalker can use the spell analyze portal at will.

Air Walk (Su): A windwalker may air walk at will.

Smite Fiend (Su): Once per day, beginning at 5th level, a windwalker may attempt to smite a fiend (evil outsider) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that isn't an evil outsider, the smite has no effect hut is still used up for the day. If she has a smite ability from another class, she may use her smite abilities separately or combine them into a single attack, if appropriate. At 9th level, she can use this ability twice per day.

Windsong (Su): A 7th-level windwalker can churn the air in a 30 foot radius from herself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the windwalker herself) must make Concentration checks (DC 10 + 1/2 windwalker's class level + windwalker's Charisma bonus) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the windwalker are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong 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 windwalker makes a class level check instead of a Perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of rounds per day equal to her class level.

Ride the Winds (Su): At 10th level, a windwalker gains a fly speed of 100 ft. (good).

WindwalkerHit Die: d8
CLBABFortRefWillSpecialSpells per Day
1st+1+0+0+2Air and Travel spells, soft fall+1 level of divine spellcasting class
2nd+2+0+0+3Cold resistance 5+1 level of divine spellcasting class
3rd+3+1+1+3Portalsense, air walk+1 level of divine spellcasting class
4th+4+1+1+4Cold resistance 10+1 level of divine spellcasting class
5th+5+1+1+4Smite fiend 1/day+1 level of divine spellcasting class
6th+6+2+2+5Cold resistance 15+1 level of divine spellcasting class
7th+7+2+2+5Windsong+1 level of divine spellcasting class
8th+8+2+2+6Cold resistance 20+1 level of divine spellcasting class
9th+9+3+3+6Smite fiend 2/day+1 level of divine spellcasting class
10th+10+3+3+7Ride the winds+1 level of divine spellcasting class

Source: Faiths & Pantheons

Older Prestige class adapted to 3.5


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