Ventus Natum (3.5e Class)

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Ventus Natum (Born of Wind)[edit]

Ventus Natum, literally, born of wind. A Ventus Natum is born through two different methods. They may have the inherent gift of a connection to the plane of air, being born near a rift to the Plane of Air. These Ventus Natums are free-spirited and flighty. The other type of Ventus Natum is created through extensive training, that of a monk who has trained high in the mountaintops and eventually connects to the Plane of Air. These Ventus Natums are disciplined and wise. Though the creation of a Ventus Natum is variable, almost every Ventus Natum prefers wide open fields to enclosed cities. As well, the connection that has been developed to the Plane of Air has created a predisposition against creatures of the Plane of Earth. While this does not require a Ventus Natum to crusade against Earth creatures, they will rarely associate with them because of discomfort. As well, there is another similarity among all Ventus Natums. All of them go through extensive training, based on their origin. If they are not gifted through birth, they must train their body and mind to create the connection they will develop. If they are gifted, they must train their body and mind to withstand the powers they bring forth.

Making a Ventus Natum[edit]

A Ventus Natum works as well alone as with party members, depending on their focus of skills. They are variable as from being the front-line soldier in an army, to being a lone glorified beast of burden.

Abilities: The most important ability for a Ventus Natum is Dexterity. Constitution and Strength are both useful for increases in combat prowess, while Intelligence is useful for allotments of skills.

Races: Anyone may become a Ventus Natum through training, while some mortal creatures are born near a rift to the Plane of Air, being gifted with the connection from birth (Any).

Alignment: Any, usually Chaotic or Lawful.

Starting Gold: 5d4 (12 gp, 5 sp)

Starting Age: Complex.

Table: The Ventus Natum

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Fist
of Wind
of Wind
Fort Ref Will
1st +0 +0 +2 +2 Bonus Feat, Fist of Wind, Plane Connection, Unarmed Strike -2/Double Reach 1d6 +0 0 ft./None
2nd +1 +0 +3 +3 Bonus Feat, Separate -1/Double Reach 1d6 +0 0 ft./None
3rd +2 +1 +3 +3 Born of Wind +1 +0/Double Reach 1d6 +1/-1 0 ft./None
4th +3 +1 +4 +4 Blurred Fist (Magic) +1/Double Reach 1d8 +1/-1 0 ft./None
5th +3 +1 +4 +4 Open Body +2/Double Reach 1d8 +1/-1 Land Speed/Poor
6th +4 +2 +5 +5 Bonus Feat, Born of Wind +2 +3/Double Reach 1d8 +2/-2 Land Speed/Poor
7th +5 +2 +5 +5 Speed of Wind +4/Double Reach 1d8 +2/-2 Land Speed/Poor
8th +6/+1 +2 +6 +6 Purity of Air +5/+0/Double Reach 1d10 +2/-2 Land Speed/Poor
9th +6/+1 +3 +6 +6 Born of Wind +3, Disperse Body +6/+1/Double Reach 1d10 +3/-3 Land Speed/Poor
10th +7/+2 +3 +7 +7 Blurred Fist (Lawful/Chaotic) +7/+2/Double Reach 1d10 +3/-3 4x Land Speed/Average
11th +8/+3 +3 +7 +7 Born of Wind +4, Flurry of Wind, Emptiness of Body +8/+8/+3/Triple Reach 1d10 +4/-4 4x Land Speed/Average
12th +9/+4 +4 +8 +8 Abundant Step +9/+9/+4/Triple Reach 2d6 +4/-4 4x Land Speed/Average
13th +9/+4 +4 +8 +8 Clear Body +9/+9/+4/Triple Reach 2d6 +4/-4 4x Land Speed/Average
14th +10/+5 +4 +9 +9 +10/+10/+5/Triple Reach 2d6 +4/-4 4x Land Speed/Average
15th +11/+6/+1 +5 +9 +9 Born of Wind +5, Clear Soul +11/+11/+6/+1/Triple Reach 2d6 +5/-5 7x Land Speed/Good
16th +12/+7/+2 +5 +10 +10 Blurred Fist (Adamantine) +12/+12/+7/+2/Triple Reach 2d8 +5/-5 7x Land Speed/Good
17th +12/+7/+2 +5 +10 +10 Shimmering Air, Timeless Body +12/+12/+7/+2/Triple Reach 2d8 +5/-5 7x Land Speed/Good
18th +13/+8/+3 +6 +11 +11 Born of Wind +6 +13/+13/+8/+3/Triple Reach 2d8 +6/-6 7x Land Speed/Good
19th +14/+9/+4 +6 +11 +11 Tongue of Sun and Moon +14/+14/+9/+4/Triple Reach 2d8 +6/-6 7x Land Speed/Good
20th +15/+10/+5 +6 +12 +12 Perfect Self +15/+15/+10/+5/Triple Reach 2d10 +6/-6 10x Land Speed/Perfect

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Ventus Natum.

Weapon and Armor Proficiency: The ventus natum spends most of their training time on their body or their connection to the Plane of Air. Because of this, they are proficient with very simple weapons. The ventus natum is proficient with the club, dagger, club, spear, and quarterstaff. Ventus Natums not proficient with any armor or shields, as most of their abilities require freedom of movement.

Fist of Wind (Ex): The ventus natum's signature fighting ability is to send an attack flying through the air. Through extensive concentration and training, the ventus natum has developed a connection to the air itself. When unarmored, the ventus natum may activate the Fist of Wind ability as a full round action to increase the reach of their attacks, at the cost of accuracy. At first level, the ventus natum makes a full attack action with a -2 penalty on each attack to double the reach of their melee weapon (Or Unarmed Strike). At fifth level, this penalty lessens to -1. At ninth level, this penalty is removed entirely. This ability may be used with any weapon the ventus natum is proficient with (This includes any weapon they later take a proficiency in).

Unarmed Strike: At first level, the ventus natum gains Improved Unarmed Strike as a Bonus Feat. A ventus natum striking unarmed is not considered to be attacking with an off-hand under any circumstance, and may thus apply their full Strength (Or, in the case of Graceful Strike, Dexterity) modifier to their unarmed strikes. When making an Unarmed Attack, the ventus natum may choose to deal nonlethal damage at no penalty to their attack roll (The same applies to damage while grappling). The ventus natum's unarmed strikes are treated as both manufactured weapons and natural weapons for the purpose of spells and effects. In addition, the Ventus Natum deals more damage than a normal person with the Improved Unarmed Strike would (See the Table for the scaling of their damage rolls). The damage shown on the table is for a medium sized Ventus Natum, and increases or decreases for large or small creatures, respectively (Use the table found at Weapon Qualities to determine damage, using the Medium Ventus Natum as an anchor).

Plane Connection (Ex): Being able to constantly connect to the Plane of Air allows (and requires) the ability to speak the Elemental Language of Air. The ventus natum adds Auran to its known languages at first level.

Bonus Feat: At first level, the ventus natum may choose a bonus feat between the feats Dodge and Stunning Fist (Treated as monk for purposes of Stunning Fist). At second level, they may choose between the feats Deflect Arrows and Graceful Strike (Explained below). At sixth level, they may choose between the feats Combat Expertise and Spring Attack. A ventus natum need not have any of the prerequisites normally required for these feats to select them.

Graceful Strike: At second level, a ventus natum may choose this from the two optional bonus feats. This feat grants the ability for the Ventus Natum to use Natural, Light, and special weapons (As Weapon Finesse) with their Dexterity Modifier, rather than their Strength Modifier on attack and damage rolls.

Separate (Su): At second level, a Ventus Natum gains the ability to separate the molecules of their body in order to gain the effect of "Evasion". The Ventus Natum can avoid even magical and unusual attacks. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Separate can only be used when the ventus natum is wearing light or no armor, and is carrying less than a heavy load. A helpless ventus natum does not gain the benefit of Separate.

Born of Wind (Su): At third level, a Ventus Natum realises their true nature and gains the ability to adjust the wind currents around their body, simulating the Levitate spell at will (Target limited to Self). In addition to this newfound ability, comes a benefit and downside of a creature of the plane of air. If the ventus natum is levitating, flying, or falling, it receives a +1 dodge bonus to AC and a +1 circumstantial bonus on Attack Rolls. If the ventus natum is standing on solid ground, it receives a -1 dodge penalty to AC and a -1 circumstantial penalty on Attack Rolls. These bonuses and penalties increase (+2/-2) on a one-to-one ratio every third level thereafter.

Blurred Fist (Su): At fourth level a Ventus Natum's Fist of Wind ability is empowered by the plane of air's biomes. Their unarmed attacks are treated as Magic Weapons for the purpose of dealing damage to creatures with Damage Reduction. Blurred Fist increases with the Ventus Natum's level. At tenth level their unarmed attacks are treated as Lawful or Chaotic Weapons with relation to their alignment for the purpose of dealing damage to creatures with Damage Reduction (If Neutral Good, True Neutral, or Neutral Evil, choose Lawful or Chaotic upon receiving the ability). At sixteenth level their unarmed attacks are treated as Adamantine Weapons for the purpose of dealing damage to creatures with Damage Reduction, and bypassing hardness.

Open Body (Ex): At fifth level the ventus natum's body becomes lighter through over-extension into the Plane of Air. The ventus natum can effectively lift itself through shifting the force of wind, flying at a speed equal to their Land Speed, with Poor Maneuverability. In addition, the Ventus Natum's body weight is reduced to half, though looks no different. This fly speed increases every fifth level after 5, in addition to the maneuverability. At tenth level, the Ventus Natum has a fly speed equal to their land speed, multiplied by 4, with a maneuverability of average. At fifteenth level, they have a fly speed equal to their land speed multiplied by 7, with good maneuverability. At level twenty, they now have a fly speed equal to their land speed multiplied by 10, with perfect maneuverability. If the ventus natum is rendered unable to fly (Such as by being knocked unconscious), it will float downward as if under the effects of Feather Fall (The Feather Fall effect may be dispelled, if this is attempted, the ventus natum's caster level is treated as half its class level. The Feather Fall effect does not work within an Antimagic Field)

Speed of Wind (Su): At seventh level the ventus natum is able to create handholds into the Plane of Air and throw itself forward at double their current flight speed, while being able to move as their current Flight Maneuverability allows (Can be stacked on top of the Run Action, with the restrictions of the Run Action). This can be done for rounds equal to the ventus natum's constitution score (Treated as Running thereon) before needing to rest for 1 minute.

Purity of Air (Ex): At eighth level, the ventus natum's molecular structure is no longer dense enough to sustain a disease. The ventus natum has gained immunity to all diseases except supernatural and magical disease. In addition, the ventus natum now requires half the water a normal creature of their race would need.

Disperse Body (Ex): At ninth level the Ventus Natum has acquired the ability to separate its molecules to the point of becoming near-ethereal for a moment. This creates the effect of "Improved Evasion". The Ventus Natum still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth it takes only half damage on a failed save. A helpless Ventus Natum does not gain the benefit of improved evasion.

Emptiness of Body (Ex): At eleventh level the Ventus Natum no longer needs to breathe through its mouth, but instead absorbs air through any pore of its body. With this ability also comes the ability to heal through absorbing air directly from the Plane of Air. The Ventus Natum creates a rift into the Plane of Air and absorbs oxygen. It is able to do this once per day for a maximum of double its level in Hit Points.

Flurry of Wind: At eleventh level the Ventus Natum has become adept at the Fist of Wind ability. When using the Fist of Wind ability, the ventus natum may now make an extra attack at its highest Base Attack Bonus, and triples their reach (Rather than doubling their reach).

Abundant Step (Su): At twelfth level the Ventus Natum has learned to create a full-body rift close to the Plane of Air, effectively skimming the surface between the Plane of Air, and the current Plane, traveling as if with the spell Dimension Door, once per day.

Clear Body (Ex): At thirteenth level, the Ventus Natum's bloodstream has more oxygen than hydrogen, effectively making its bloodstream more air than water. and thus is unable to transport poison through the body. While the Ventus Natum is now immune to poisons of all kind, it also requires more oxygen. The Ventus Natum may no longer stay underground for more than a week, taking exponentially growing penalties (-2, -4, -8, etc.) until eventually dying of asphyxiation on the seventh day. The Ventus Natum's body weight is also reduced to half their previous body weight.

Clear Soul (Ex): At fifteenth level, the Ventus Natum's body structure has become more of an elemental than mortal, and thus gains the ability to force its molecules outward, dispersing itself to the point of becoming Ethereal. Once per five levels per day as a quick action, for a duration of one round per level, the Ventus Natum is able to activate the Clear Soul ability, gaining the following benefits. This gives the Ventus Natum a 50% miss chance, multiplying their speed by 1.5, and gaining a +2 circumstantial bonus to hit. A Ventus Natum keeps its equipment when it shifts into this air-like form and its weight becomes 1/6 of what it would normally be, reverting back to normal when the ability is finished.

Shimmering Air (Ex): At seventeenth level, the Ventus Natum has acquired the ability to affect the oxygen within another being, after coming in contact with that creature. The Ventus Natum may use this Shimmering Air attack once per week, if the attack succeeds and the target takes damage from the attack, the Ventus Natum can thereafter try to slay the victim at any point. As a free action, the Ventus Natum wills the oxygen in the target's lungs to shoot out forcefully, and kill the target. The victim is allowed a Fortitude save (DC 10 + 1/2 Ventus Natum's level + Ventus Natum's Wisdom Modifier), if it does not beat the DC, the victim dies. If the target succeeds the save, it is safe from that particular Shimmering Air attack, but may still be affected by another at a later date. (Note: Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Constructs, Oozes, Undead, and Incorporeal Creatures have no need for Oxygen. Plants, and Creatures immune to Critical Hits have a different anatomy to what the Ventus Natum is accustomed.)

Timeless Body (Ex): At seventeenth level, the Ventus Natum has arisen to the point it is almost a full Air Elemental, and will thus no longer suffer the lifespan of a mortal. Any penalties from age before this stage are irreversible, but the Ventus Natum no longer suffers further penalties for aging and can no longer be magically aged.

Tongue of Sun and Moon (Ex): A Ventus Natum of nineteenth level or higher can speak with any living creature.

Perfect Self (Ex): By level twenty, the Ventus Natum has become what it most aspired to be like, an Elemental of the Plane of Air. From here on, the Ventus Natum is considered an Outsider and gains Damage Reduction 10/Magic. As well, their weight is permanently one fifth of the weight they should be.

Ex-Ventus Natums[edit]

A Ventus Natum may not knowingly and willingly make a binding contract with a being from the Plane of Earth. If ever a Ventus Natum does this, it may no longer gain any levels in Ventus Natum, and loses all ability to open rifts to the Plane of Air (Fist of Wind, Blurred Fist, Speed of Wind, Wholeness of Body, and Abundant Step).

Epic Ventus Natum[edit]

Table: The Epic Ventus Natum

Hit Die: d8

Level Born of Wind Open Body Special
21st +7/-7 10x Land Speed/Perfect
22nd +7/-7 10x Land Speed/Perfect
23rd +7/-7 10x Land Speed/Perfect
24th +8/-8 10x Land Speed/Perfect
25th +8/-8 13x Land Speed/Perfect Bonus Feat
26th +8/-8 13x Land Speed/Perfect
27th +9/-9 13x Land Speed/Perfect
28th +9/-9 13x Land Speed/Perfect
29th +9/-9 13x Land Speed/Perfect
30th +9/-9 16x Land Speed/Perfect Bonus Feat

4 + Int modifier skill points per level.

Born of Wind: Born of Wind increases ever three levels above eighteenth

Open Body: Open Body's speed increases by 20 ft. every five levels above twenty.

Unarmed Strike: A Ventus Natum's Unarmed Strike does not increase after level twenty.

Blurred Fist: Blurred Fist does not automatically increase with level after sixteenth.

Wholeness of Body: The Epic Ventus Natum can heal up to twice his or her level each day as normal.

Diamond Soul: The Epic Ventus Natum's Spell Resistance is 10 + class level, as normal.

Abundant Step: Use the Ventus Natum's class level when determining the caster level of this ability, as normal.

Shimmering Air: Use the Ventus Natum's class level when determining the DC to resist this attack, as normal.

Bonus Feats: The epic Ventus Natum gains a bonus feat (selected from the list of epic Ventus Natum bonus feats) every 5 levels after 20th.

Epic Ventus Natum Bonus Feat List: Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Blurred Fist (As Improved Ki Strike), Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Corrupting Strike (As Chaotic Righteous Strike), Self-Concealment, Shattering Strike, Vorpal Strike.

Human Ventus Natum Starting Package[edit]

Weapons: Quarterstaff (1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning).

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Listen 4 Wis
Spot 4 Wis
Escape Artist 4 Dex 0
Tumble 4 Dex 0
Move Silently 4 Dex 0
Hide 4 Dex 0
Jump 4 Str 0
Swim 4 Str 0
Balance 4 Dex 0

Feat: If chose Stunning Fist for first level, and Dex above 13, Dodge. If chose Dodge for first level, or Dex below 13, Run.

Bonus Feats: If has Dodge, Mobility. If does not have Dodge, Blind-Fight.

Gear: Backpack with Waterskin, one day's trail rations, bedroll, common lamp, and flint and steel. One Pint of Oil.

Gold: 2d4.

Campaign Information[edit]

Playing a Ventus Natum[edit]

Religion: Ventus Natums are normally less concerned with Deities and more concerned with the Plane of Air, though they will not reject Deities and might worship any Deities that do not govern the Domain of Earth.

Other Classes: Ventus Natums often find companionship with Monks, as they have the same disciplines and are very alike. The same may go for Wizards or Sorcerers because of the variability of Ventus Natums as such the differences between Wizards and Sorcerers.

Combat: Because of the need to be in the air and on the move at all times, Ventus Natums are often found behind or above Monks, maybe to act as a second barrier between the foe and the weaker party members, or to be dealing damage more efficiently.

Advancement: A Ventus Natum will almost always have a goal of reaching the Plane of Air, and if it does not have this goal, it has a goal to never go near the Plane of Earth. A Ventus Natum will usually avoid directing attention away from studying its current path, but will do so if it suits a longterm goal.

Ventus Natums in the World[edit]

To be one with the Wind is to be truly free, even society can not tie you down.
—Yachin Drakon, Human Ventus Natum

Ventus Natums will rarely be seen inside societies, because of how uncomfortable they are in towns and on the ground for that matter. Most often they'll be soaring through the skies, making no ties to keep them down.

Daily Life: The life of a Ventus Natum can very from meditating on the top of the highest mountain peak, to soaring along the Ocean to feel the breeze and taunt Sea Monsters.

Notables: The most powerful of these are often indistinguishable from other Mortals, while some might have the exact appearance of an Air Elemental.

Organizations: There are very few organized groups of Ventus Natums, and the ones that do exist are purely to train the aspiring Ventus Natum to sustain and control the rifts to the Plane of Air they will create. These groups are often similar to Monk Monasteries.

NPC Reactions: Seeing a man fly through the skies above is often thought of as a Wizard or Sorcerer, very confusing when you see someone flying about without halt. As well, Monks are often thought to be the masters of Martial Arts, even more confusing to see a man punch the air and feeling the pain of a real punch.

Ventus Natum Lore[edit]

Characters with ranks in Knowledge (The Planes) or Knowledge (Arcana) can research Ventus Natums to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes), Knowledge (Arcana)
DC Result
5 They are much like Monks with a connection to another Plane.
10 They are able to open rifts to the Elemental Plane of Air.
15 They are able to attack from a distance and are easily in their natural element when soaring through the skies.
20 They are unable to survive efficiently in enclosed spaces, to the point that they are weaker just by standing on solid ground.

Ventus Natum in the Game[edit]

A Ventus Natum can work well with a group or alone, as they are very much a utility class.

Adaptation: Earth, Fire, Water, or other Elements.

Sample Encounter: A Ventus Natum may be found as a disciplined Monk inside a Temple atop a Mountain, where the Element of Air reigns free. A Ventus Natum might also be a traveler, for the plane-borne Ventus Natum is very flighty, refusing to stay within towns for long.

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