Windrunner (4e Paragon Path)

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Catch me if you can!

Prerequisite: Elementalist, Wind Preferance

Windrunner Path Features[edit]

Cutting Wind (11th Level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity Modifier at the end of you turn.
Gale Action (11th Level): When you spend an action point to take an extra action, you also gain a move action.
Windborne Charge(16th Level): When you begin a charge, you gaina +1 bonus to AC and Reflex until the start of your next turn. Also, after completing a charge, you can take futher actions (if you have any left).

Thunder Slash Windrunner Attack 11
You run past the foe, slashing as you go.
Encounter Star.gif Primordial, Thunder, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom Vs. AC
Hit: 3[W]+ Wisdom modifier Thunder damage
Effect: Shift to any square adjacent to the target.
Special: You must make a charge, and use this power instead of a melee basic attack

Wind Run Windrunner Utility 12
You leap into the sky, using your power over air to run on the wind.
Encounter Star.gif Primordial
Move Action Personal
Effect: You fly a number of squares equal to your speed and must land at the end of the movement. This movement does not cause opportunity attacks.

Rushing Tempest Windrunner Attack 20
You run, causing the wind to boost you to unbelievable speeds, letting it buffet and throw all the foes caught in your wake... and then stop, in the exact place you started.
Daily Star.gif Primordial, Thunder, Teleportation, Weapon
Standard Action Close burst 10
Target: Each enemy in burst
Attack: Wisdom Vs. Fortitude
Hit: 3[W]+ Wisdom modifier, and you can teleport the target to a location of your choice within the burst
Miss: Half damage, and no teleportation.

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