Gods of the winds vary in their representations of the powers of the air, but what they share is an inclination toward the unchained freedom of the open sky and the ability to travel where they may upon the gales. Windwalkers take this tradition to its greatest heights, learning to shape the winds with their hands and their wills, and ride them to lands near and far. In their travels Windwalkers spread the tenets of their myriad faiths, be it lending a helping hand to those in need or calling the tempest down upon their foes, in all cases blazing trails for those who follow.
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, travelling 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.
Lvl | BAB | Saves | Feats | HP | Cold Resist |
||
---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||
1st | +1 | +0 | +0 | +2 | Soft Fall | 8 | - |
2nd | +2 | +0 | +0 | +3 | Cold Resistance | 16 | 5 |
3rd | +3 | +1 | +1 | +3 | Portal Sense, Air Walk | 24 | 5 |
4th | +4 | +1 | +1 | +4 | 32 | 10 | |
5th | +5 | +1 | +1 | +4 | Smite Evil | 40 | 10 |
6th | +6 | +2 | +2 | +5 | 48 | 20 | |
7th | +7 | +2 | +2 | +5 | Windsong | 56 | 20 |
8th | +8 | +2 | +2 | +6 | 64 | 30 | |
9th | +9 | +3 | +3 | +6 | Extra Smiting | 72 | 30 |
10th | +10 | +3 | +3 | +7 | Ride the Winds | 80 | 30 |
Windwalker is locked at 10 levels.
Soft Fall: A Windwalker always receives some support from the winds, as if under the protection of a feather fall spell, rendering them immune to the Reverse Gravity spell.
Cold Resistance: At level 2, the Windwalker starts to be able to resist the cold due to their travels high in the sky. This starts at 5 cold resist, but scales up to 30 by level 8, stacking with spells and items.
Portal Sense: The Windwalker can tell if an area contains a magic portal. If he studies an area for 1 round, he knows the sizes and locations of any portals in the area. Each round he spends studying a portal, he can discover one property of the portal, in this order: any key or command word needed to activate the portal, any special circumstances governing the portal's use (such as specific times when the portal can be activated), whether the portal is one-way or two-way, and a glimpse of where the portal leads. (Note: RP ability only.)
Air Walk: The Windwalker can tread on air as if walking on solid ground, gaining the ability to fly.
Smite Evil: This feat allows the character to make a special attack against evil creatures. The character applies their charisma modifier to their attack roll, and their class level to the damage delivered. Smite evil may be used two times per day. 10 minutes recharge.
Windsong: A 7th level windwalker can churn the air in a 30' radius from herself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within this area are deafened and silenced (Fortitude save DC = 10 + 1/2 class level + CHA modifier). Both effects can be removed by leaving the AoE. This ability can be used 1/day for a number of rounds equal to twice class level.
Extra Smiting: This feat increases the smiting ability to a total of 5 times per day.
Ride the Winds: At 10th level, a Windwalker gains a fly speed of 100 feet. This is a RP only ability.