Breathformer (3.5e Class)
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A breathformer is one born with the Wind in his/her blood. From an early age, they can manipulate air currents and solidify air. Many do not understand why others do not have this same ability, and become elitist. Others are more compassionate, believing that they were born for a specific destiny and generally following their path.
Making a Breathformer
Breathformers are an extremely quick class. Most of their abilities are based on mobility, rather than normal combat. Breathformers are incredibly good as "mage-killers" being able to jump over the mages defending companions and deal with him directly. In a pitched battle, breathformers are best used in the same manner as cavalry: to attack weak areas, and give your allies flanking. Breathformers are infamous for picking off foes fleeing from a battle. The wind in their blood make them unpredictable and changing. They can be as sweet as a summer breeze and become a hurricane if something provokes their rage.
Abilities: Dexterity is by far the most important stat for a breathformer. However, many also tend to have high intelligence, for the skill points it provides, or constitution, to supplement their meager hit point total..
Races: Humans and elves are the most likely races to join the ranks of the breathformers. Humans have a natural curiosity that expands to all subjects, including the wind. Often, they will simply be born with the power. Elves are also common because of their connection to nature. Other races are far more rare, but breathformers also appear among monstrous humanoids.
Alignment: Any. Breathformers are as varied and capricious as the winds themselves. However, their love of flight means that they tend towards chaos more than law, and they generally value personal freedoms, even if they can see the necessity of some laws. Chaotic neutral, Chaotic good, True neutral and Neutral good are most properly to the free-spirit scent of Breathformers.
Starting Gold: 3d10×10 gp (150 gp).
Starting Age: Simple
|Saving Throws||Special||Weapon Bonus (Stacking)||AC bonus||Fly Speed|
|1st||+0||+0||+2||+2||Solid breath, graceful attack, air manipulation, steady hand||+0||+0||none|
|3rd||+2||+2||+5||+4||Levitate, Feather fall||+0||+1||50 ft. Poor|
|4th||+3||+3||+6||+4||Armor of Air, Flight||+0||+1||50 ft. Average|
|5th||+3||+3||+6||+4||Enchant Breath,Unstoppable||+1d4||+1||55 ft. Average|
|6th||+4||+3||+7||+5||Quick Breath, Knife of Air, Uncanny Dodge||+1d4||+2||55 ft. Average|
|7th||+5||+4||+7||+6||Double Breath||+1d6||+2||60 ft. Average|
|8th||+6/+1||+5||+8||+6||Speed of the Wind||+1d6||+2||65 ft. Good|
|9th||+6/+1||+6||+8||+6||Crooked Charge||+1d6||+2||70 ft. Good|
|10th||+7/+2||+6||+8||+6||Empower Breath||+2d4||+3||70 ft. Good|
|11th||+8/+3||+7||+8||+7||+2d4||+3||70 ft. Good|
|12th||+9/+4||+8||+9||+8||Dance of the Wind||+2d4||+3||80 ft. Good|
|13th||+9/+4||+8||+9||+9||+2d4||+3||80 ft. Good|
|14th||+10/+5||+9||+9||+9||Crooked Flight||+2d4||+3||80 ft. Good|
|15th||+11/+6/+1||+9||+9||+9||Sharp Tongue||+3d4||+3||80 ft. Perfect|
|16th||+12/+7/+2||+9||+10||+10||Gust of Wind||+3d4||+4||100 ft. Perfect|
|17th||+12/+7/+2||+9||+11||+10||+3d4||+4||100 ft. Perfect|
|18th||+13/+8/+3||+9||+12||+10||Air Walk||+3d4||+4||100 ft. Perfect|
|19th||+14/+9/+4||+9||+13||+11||+3d4||+4||100 ft. Perfect|
|20th||+15/+10/+5||+10||+14||+12||Wind Ambulation, Vorpal Breath, Air Rising||+4d4||+5||120 ft. Perfect|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the breathformer.
Weapon and Armor Proficiency: A breathformer is proficient with all simple and martial weapons and with light armor .
Solid Breath (Su): As a move action, a breathformer can solidify air breathed out into any weapon that they are proficient with. This ability is not considered a spell remaining unaffected by anti-magic fields or spells that block magic. This weapon has no weight and cannot be sundered or disarmed. Anyone fighting against a breath weapon may not gain the benefits of a dexterity bonus. Bludgeoning weapons can be used, but any created only deal 1d6 damage. You may not gain a strength bonus to damage for a breath weapon. You may create a weapon up to one size category larger than you (so a medium character can create a large weapon or a large character can create a huge weapon.) You may create ranged weapons, but not ammunition with solid breath. Any thrown weapon dissipates before it hits its target. A wind weapon can be seen with Truesight or see invisibility, in which case a dexterity bonus may be gained. The invisible penalty does not affect anyone with the Uncanny Dodge effect unless they are a lower level than the breathformer. Additionally, a breathformer who has multiclassed into a class with sneak attack or sudden strike may not use a wind weapon in order to deal a sneak attack. A breath weapon can be used to form a shield or buckler that adds +2 to AC.
Graceful Attack (Ex): A breathformer gains dexterity bonuses instead of strength bonuses to damage with any weapon she is proficient with.
Air Manipulation (Su): A breathformer may spend a move action in order to manipulate very slight amounts of wind in an area in order to move an object. This effect functions like the 0-level spell mage hand, but is non-magical, and does not work in areas without an atmosphere (space)
Steady Hand (Ex):A Breathformer is allowed to apply her Dexterity modifier instead of her Strength modifier to attack rolls.
Deflect Arrows: At 2nd level, a breathformer gains the feat deflect arrows for free, even if she does not have the prerequisite dexterity score or feats.
levitate (Su): Beginning at 3rd level, a breathformer gains the ability to “climb” up and down through the air, acting as if the air itself forms rungs of an invisible ladder. This acts like the spell Levitate, but is nonmagical. It requires a concentration check of DC 5 + 1/10th of the total weight you are carrying. If you are damaged while attempting this, you immediately fall (no save). You may climb up to half your move speed a turn. You may not use this ability with any armor heavier than light.
feather fall (Sp): Beginning at 3rd level, a breathformer gains the ability to cast feather fall at will.
Armor of Air (Su): Beginning at 4th level, a breathformer gains a permanent swirling current of air around their bodies. This makes hitting the character difficult, as the weapon you try to strike with moves in unpredictable directions. Any foes must roll a save with a 25% chance of their weapons being strewn away from the wind. This counts as a circumstance bonus for armor, and stacks with regular armor and dodge. This bonus is not gained if the breathformer is wearing any armor heavier than light.
Flight (Ex): Beginning at 4rd level, a breathformer finally gains the ability to Fly. This is a very important moment for them as it was something long foreseek for them.This is part of their elemental heritage, so this kind of flight is not considered an spell remaining unaffected by the anti-magic fields or spells that blocks magic. Furthermore they don't fly with wings, so they cannot be stopped by a grab or a shot to a specific point of them (Like it would happens with wings)
Enchant breath (Su): Beginning at 5th level, a breathformer’s weapon gains bonuses to damage. This does not allow a breathformer to bypass damage reduction.
Quick breath (Su): Beginning at 5th level, a breathformer may create or change a solid breath weapon as a free action instead of a move action.
Knife of Air (Su): Beginning at 6th level, a breathformer may use a ranged attack in place of his regular attack. This always does 1d6 damage + his normal extra dice, and the opponent is still denied his dexterity bonus. The range is 15 ft. (no range increment)
Uncanny Dodge (Ex): Beginning at 6th level, and because of his new ability that allows him to use invisible range weapon a breathformer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Air Jump (Su): Beginning at 6th level, a breathformer starts this maneuver off by performing a Jump check. He attacks a target no further away from him than two times her reach. If his attack hits, he adds half the result of her Jump check to the damage of the attack. ( Example: A jump check is done = 15 is the result ( 10 of the roll + 5 ranks in jump). The Breathformer Jumps and stabs at the target dealing the normal damage of the weapon dice + half of the jump check (15/2= 7) The jump atack still needs to hit the AC of the target like in a normal melee attack. Can be used along with the breath weapons.
Double breath (Su): Beginning at 7th level, a breathformer may use two solid breath weapons at once. These must be created independently. This does not allow you to fight with two weapons without penalty.
Unstoppable (Ex): Beginning at 7th level, the wild and free scent of the wind flows harder into the breathformers blood, making impossible for something to paralice him. Breathformer cannot longer be Paralyzed
Speed of the Wind (Su): Beginning at 8th level, a breathformer gains the ability to haste himself for a number of rounds per day equal to his class level. These rounds can be divided up any way that the breathformer chooses, and does not have to be used all at once. This can be activated as a swift action.
Crooked Charge (Su): Beginning at 9th level, a breathformer can grab what appears to be thin air while charging in order to swing his momentum without slowing down. He may execute however many turns he requires without sacrificing any movement speed, and these turns may be up to 90 degrees each. Is essence, he no longer has to charge in a straight line. The breathformer CANNOT tumble while attempting a crooked charge, but he may use his air walking ability, when he gains this.
Empower Breath (Su): Beginning at 10th Level, a Breathformer is able to exchange a number of damage dice to gain a special ability for his solid breath weapon. He may exchange 1 die for a minor ability, 2 dice for a medium ability, and 3 dice for a major ability. It takes 1 full round to change this ability.
Dance of the Wind (Ex): At 12th level, a breathformer gains the ability to use a sort of improved flyby attack. A breathformer using this gets an attack against every enemy that is within reach when they fly by them. These attacks are at his full attack bonus. You may not attack more enemies than the number of attacks you would get if you were to take a full attack.
Crooked Flight (Su): Beginning at 14th level, a breathformer may apply their crooked charge ability to their flight. They may make any number of 90 degree turns while flying, even turning upward or downwards. They may also come to a complete stop and hover using their levitate ability. At this level, using levitate no longer requires a concentration check, and it may be activated as a free action.
Sharp Tongue (Su): Beginning at 15th level, all solid breath weapons gain the wounding ability. This does not count towards the number of dice a breathformer may sacrifice to gain a special ability on his wind weapon.
Gust of Wind (Su): Beginning at 16th level, a breathformer may use the spell Gust of Wind at will, except using this power requires a full-round action instead of a standard action, unlike a normal spell casting.
Air Walk (Su): Beginning at 18th level, a breathformer may use an effect similar to the spell Air Walk at will. This can be activated as a free action, and does not require concentration to maintain. Very often, after learning this power, a breathformer will never truly walk again, choosing instead to hover a few inches above the ground.
Wind Ambulation (Su): At 20th level, a breathformer is able to use this ability at will. Its effects are identical to those of the spell Telekenisis, and this ability requires concentration just as the spell does. You may not take any other action in a round that you use this ability.
Vorpal Breath (Su): At 20th level, a breathformer’s breath weapons all become so sharp that they are counted as vorpal weapons. This does not count towards the number of dice a breathformer may sacrifice to gain a special ability on his wind weapon.
Air Rising (Su): At 20th level, a breathformer becomes an outsider.
Breathformers in your world
Breathformers are a relatively new occurrence to most realms. having been few in number for many centuries their elemental heritage comes to the forefront in some pairings. occasionally a different type of elemental heritage will give rise to a breathformer. however these instances are rare and happen mainly among the Aquatic races.
roll knowledge Arcana or History to determine knowledge about Breathformers
|10 and under||breathformers hardly ever seem to be armed|
|11 - 15||Breathformers can control the air around them|
|16 - 20||breathformers can use the air around them to deflect blows and attack their foes|
|21 - 25||all but the weakest of breathformers can fly through the air. the faster they can fly the stronger they are.|
|26+||knowledge about specific Breathformers in your campaign.|
The Epic Breathformer