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Intro |
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The most successful adventurers always have a contingency plan. Whether its charging into battle, fight after fight, or finding the height advantage for your arrows. The WindWalker however, never has a plan going into battle. He uses his multitude of special attacks to adapt to any and every situation, giving him the upper edge in any situation. Many WindWalkers, have a traumatic past, and fight for a sparatic, but specific cause. The WindWalker is generally charismatic, and often the leader of a party, using his magical abilities and his adaptability to better his party as a whole. Bards make excellent WindWalkers, as they can gain the spells it takes, and the battle prestige at the same time. However, some sorcerers are also WindWakers, but often have fighter classes as well to get the battle requirements in. Wizards are extremely rare among the WindWalker class, but there are a few exceptions.
Requirements: Alignment: any nonlawful and any nonevil. Skills: Tumble=11 ranks, Gather information=11 ranks. Feats= Battle Expertice, Weapon focus (any slashing, piercing, or ranged weapon) Base Attack Bonus +6/+1. The ability to cast 3rd lvl arcane spells.
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Class Features |
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Upon his first WindWalker level, the WindWalker must choose a WindWalker Specialization (i.e. slashing, piercing, or ranged). However, all classes get Weapon Perfection.
Weapon perfection: At his first level and every odd level after that, the WindWalker gains a +1 bonus to attack and damage rolls with his chosen weapon type. e.x. Aerin (who we will use in all of our examples) is an 8th lvl bard, and a 10th lvl WindWalker. He attacks a troll with his holy bastard sword and rolls a 5. He naturally gets a +19 on his first attack (his base attack bonus is +16/+11/+6/+1 with a +3 strength bonus) giving him a 24. However the trolls AC with his shiny armor is 25, not quite enough. But because he has a slash weapon perfection (in this setting) he gets a +5 to his attack roll. He rolls a d10 for damage and rolls a 6. His physical damage is 9 total, but he gets a +5 to damage because of his weapon perfection ability. He adds his 2d6 damage for his weapons holy ability and adds it to 14 for his total damage.
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Slashing |
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Stretch Sword: At his second level, the WindWalker gains the ability to use an attack that coveres three different attached squares within his threat range, using one attack roll for all three opponents. However, this attack takes longer to perform than normal attacks, and he has to sacrifice the attack after the one he uses for his stretch attack. e.x. A horde of orcs has come after Aerin and he wants to kill as many as possible quickly. He uses his first attack as a stretch sword attack and attacks three different orcs next to each other. His first attack is +19, and he attacks three different orcs at once, hitting them all. He deals his damage and kills each of them. However, now Aerin has to sacrifice his next attack, a +14, leaving him with another two, a +9 and a +4.
Focus Blade: At his fourth level, the WindWalker gains the ability to focus all of his attacks on one target, in one agile attack. The attack counts as a single attack, for damage reduction purpouses, and uses one attack roll. Sence this is only one attack, it counts as a standard action, instead of a full round one. The attack multiplies physical damage, (damage roll + Strength modifier + Weapon perfection bonus) times the number of his normal attacks. e.x. Aerin wants to take down an ogre who has recently knocked one of his party members unconcious. But he is 20 feet away, and cannot make a full attack. So he moves in 20 feet and uses his focus blade ability, using his first attack, a +19, and hits. He rolls his damage, making a 9. 9 + 3 (strength mod) + 5 (Weapon Perfection) = 17. He has a natural 4 attacks (19/14/9/4) so he multiplies 17 by that amount, coming out with a 68 and adds his 2d6 holy damage for his weapons magic ability, coming out with a total of 74 damage, and drops the ogre.
Flash Blade: At sixth level, the WindWaker can cast a magic incantation (full round action) sacrificing a spell slot, to increase the chance his or someone elses weapon has to hit. The extra attack bonus is determined by multiplying the spell slot level sacrificed by itself. e.x. Aerin wants to attack a dragon next turn, but it has a huge AC bonus. So, he sacrifices a 6th level slot to get a +36 bonus next turn on his first attack. Note to players: This is often a very lethal combo with the Focus Blade ability.
Gambit: At eighth level, the WindWaker can Double his total critical threat range, however, any roll that is not a hit, automatically misses. e.x. Aerin wants to use his new keen bastard sword (crit 17-20, 4 numbers) but he also has the improved critical feat, making his threat range 15-20, six numbers. He decided to use his gambit ability to attack a troll. 6x2=12, making a 9-20 a critical hit. However, he rolls a 5, and his hit automatically misses.
Dancing Blade: At tenth level, the WindWalker can add all of his attack bonuses togeather, and divide it by two, to get half of his normal attacks with that number instead. e.x. Aerin wants to take down a rather large troll, but cant seem to hit it. He uses his Dancing Blade ability to add his base attack bonuses togeather. 16+11+6+1= 34. 34/2=17. Now Aerin has 2 different attacks with a plus 17 attack roll on each. (not including strength and weapon perfection or any other magical bonuses.
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Piercing |
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Drawback: At second level, the WindWalker can use a previous strike to automatically deal damage on a second. On his first attack, the WindWalker must score a hit, obviously. On the second, he twists the weapon and pulls it back out, re-dealing non-magical damage again. e.x. Aerin has sucessfully struck his opponent, a demon, with his holy shortsword. Using his drawback ability, he re-rolls his damage (1d6 +3+5), automatically hitting and ignoring magic damage.
Flayer: At fourth level, The WindWalker can pierce his opponent and have a chance to automatically kill him. On his first attack, the WindWalker must pierce his opponent. On his second, the WindWaker attempts to rip his weapon out the side of his opponent. The WindWaker makes a damage roll (magical damage not counting) and adds 10 to it. This will count as his kill roll. The target of the attack must make a fortitude save matching or besting the kill roll, or die. If the WindWaker fails, he does one half of his earlier damage roll and withdraws his weapon. e.x. Aerin wants to instantly kill an imp, to show off in front of his friends. His first attack lands and doesn't kill the imp. He rolls damage again for his Flayer attack, getting a 5. 5+3+5 for a total of thirteen damage, and a kill roll of 23. The imp rolls a 15 with a plus 3 on his fortitude save, for 18. Close, but not enough, and instantly dies.
Flash Dagger: see Flash Blade
Shred: At eighth level, the WindWalker can use multiple extra attacks, as long as it is against a single opponent, with a minus 2 penalty on each attack he wants to make, as well as a minus 2 penalty to ac for each attack he made the round after.. e.x. Aerin has come across a powerful sorcerer, and he wants to do as much damage as possible before he can cast a strong spell. The player knows ac doesn't matter against spells, so he decides to use shred. He uses his first four attacks, no penalty, and then uses two attacks after that (-2 and -4). The first hits, but the second misses. Aerin could keep going if he wanted to, but decides not to, just in case the Sorcerer has some friends that would require he had a high ac.
Precision Combat. At tenth level, the WindWalker gains the ability to threaten the square that he himself is in, and can stay in an already occupied square, whether its his friends, or his enemies. Note that any WindWalker cannot be wearing armor heavier than light, or he looses is precision combat ability. e.x. Aerin is having trouble taking out a dark knight with an enchanted bane longsword, so he decides to play dirty. He is already in a square next to the knight, and he decides to take the five foot step to get into the knights square, and can attack fully. He does not suffer an attack of opportunity because he only took a five foot step. This puts the knight in a bad situation, because to attack Aerin, he has to step out of one threatened square, and into another, suffering an attack of opportunity.
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Ranged |
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Target Aim: At second level, the WindWalker gains the ability to take one of his attacks to aim, and then adds the attack bonus (including dexterity) to his next attack. These effects stack. e.x. Aerin is trying to assasinate a bandit clan leader from far away, about 500 feet. But something Aerin didn't expect, the bandit leader was wearing his full plate armor, and Aerin doesn't have far shot. So he waits two full rounds, to build up a massive +106 bonus to his attack before he finally decides to fire his first arrow.
Hail of Arrows: At fourth level, the WindWalker gains the ability to fire all of his arrows at once, with an average base attack bonus. e.x. Aerin wants to take out four different ogres at once, but isn't sure if he can hit one of them with only a +1 bonus, as his last attack. So, he uses hail of arrows, and adds his base attacks togeather for a total of 34, divided by 4 is 8.5 (rounded up) equals 9. So he fires all four of his arrows with a plus 9 base attack bonus, not counting dexterity of Weapon perfection.
Pierce: At sixth level, the WindWalker gains the ability to fire a single arrow with tremendous force, sacrificing the rest of his attacks, but multiplying the damage dealt (not including magic damage) by the number of attacks he would normally have. e.x. Aerin is trying to kill a monster with a high damage resistance, and four seperately fired arrows won't do any damage at all. So, he fires one pierce arrow. He rolls a damage of 1, plus 5 for weapon perfection, times 4 equals 24 damage.
Sharpened Edge: See Gambit
Flash Arrow: At tenth level, the WindWaker can sacrifice one spell slot to increace the damage he deals with his next arrow. e.x. Aerin wants to deal tremendous damage with a single shot, and hopefully take out a guard with his next shot, so he sacrifices a sixth level slot and gains an extra 36 damage on his next arrow. If the arrow misses, the enchantment is lost as well as the spell slot. (see Focus Blade for spell slot details)
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Statistics |
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For all the following referances, see the players handbook, pg22
Base attack bonus: good
Fortitude: good
Reflex: good
Will: good
Spells: +1 of existing arcane spellcasting class per level.
HD: 1d8
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Notes |
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The WindWalker class can be gained several times, each with a different specialization. e.x. Aerin gets a level, but he can no longer gain levels in the WindWalker "slashing" class, so he becomes...
bard8/WindWalker(slashing)10/WindWalker(ranged)1
The Weapon perfection ability works only for weapons of the specified type. (i.e. he would get +5 on slashing weapon attacks and +1 on ranged Weapon attacks)
Also, note that any slashing weapon MUST be one handed, with no shield. Also, any Windwalker cannot wear armor heavier than medium.
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