Windwalker (3.5e Prestige Class)

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<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

More warlock prestige classes here.

Becoming a Windwalker[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Skills: Jump 2 ranks, Knowledge(arcana) 4 ranks, Spellcraft 9 ranks
Invoking: Invocation: Fell flight or Celestial flight
Table: The Windwalker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invoking
Fort Ref Will
1st +0 +0 +2 +2 Eldritch blast +1d6, Flyby attack, Wind rose +1 level of existing invocation-using class
2nd +1 +0 +3 +3 Faster than the clouds, New lesser invocation: Airwalking +1 level of existing invocation-using class
3rd +2 +1 +3 +3 Eldritch blast +1d6, Plasma body 3, Plasma surge 1d6 +1 level of existing invocation-using class
4th +3 +1 +4 +4 Skywalking +1 level of existing invocation-using class
5th +3 +1 +4 +4 Eldritch blast +1d6, New greater invocation Rainstorm blast +1 level of existing invocation-using class
6th +4 +2 +5 +5 Flying blast, Plasma surge 2d6 +1 level of existing invocation-using class
7th +5 +2 +5 +5 Eldritch blast +1d6, Plasma body 7 +1 level of existing invocation-using class
8th +6 +2 +6 +6 Gale cowl, Winds unbound +1 level of existing invocation-using class
9th +6 +3 +6 +6 Eldritch blast +1d6, Plasma surge 3d6 +1 level of existing invocation-using class
10th +7 +3 +7 +7 Typhon's voice +1 level of existing invocation-using class

Class Skills (2 + Int modifier per level)

Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(the planes) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the windwalker.

Weapons and Armors proficiency: A windwalker gains no proficiency with weapons or armors.

Invocations: At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Eldritch blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th, 6th, 8th and 10th level.

Flyby attack: You gain the Flyby attack feat as a bonus feat.

Wind rose (Ex): You have an innate sense of orientation and always know where up is and where the north is. Your maneuverability while using fell flight or any other method to fly is increased by one step. You are a size larger to determine as winds and bad weather affect you.

Faster than the clouds (Ex): Your fly speed with fell flight and any other mean of fly is 20 feet (6 meters) faster.

New lesser invocation: Airwalking (Sp): This invocation replicates the spell levitate but you may target even an unwilling creature that must make a Will save (DC=10+invocation level+Charisma modifier) to resist the effect. You may lift 200 lb./level. A willing creature or an object may fly (the object on your command) with a fly speed of 10 feet (3 meters) with poor maneuverability. This counts as a 3rd level spell.

Plasma body (Su): You gain electricity resistance 3. At 7th level it increases to 7. It stacks with the energy resistance of the same type you gain as a warlock.

Plasma surge (Su): One time per day you may be pervaded by electricity surging through your body. Anyone who attacks you with a non-reach weapon or touches you suffers a 1d6 of electricity damage. This damage increases by 1d6 at 6th and 9th level. It lasts 1 minute.

Skywalking (Sp): You may use your fell flight invocation to fly in a similar way to the overland flight spell. You may fly at your fly speed (or 10/20 feet-3/6 meters-less if wearing medium or heavy armor, or if carrying a medium or heavy load). Using this ability requires a full-round action. While flying this way your maneuverability decreases by one step. Any other condition of the overland flight spell apply, such as duration and you may use this feature only one time per day (you may separate hours of continuity).

You count 2 size larger to determine the effects winds and storms have on you.

New greater invocation: Rainstorm blast (Sp): Your eldritch blast deals electric damage and it may stun enemies. Foes hitten have to make a Fortitude save to resist being stunned for 1 round. Constructs may suffer this effect as well. If you hit enemies during storms or wrapped in metal or made largely from metal the save DC is +1 the normal value. These conditions do not stack.

Flying blast: You may fly before and after having taken a standard action to use your eldritch blast (modified, if needed), provided that the total distance moved is not greater than your fly speed. Your flying movement does not provoke attacks of opportunity from the creatures you attack during the round when you use this feat.

Gale cowl (Sp): Once per day you may summon the winds to engulf you. You gain your Charisma modifier as a deviation bonus to AC, non-magical projectile may not hit you (unless two sizes larger than you), and any enemy near you is subject to a -3 to attacks. Your are uneffected by winds and similar effects while the cowl is on. It lasts 1 minute. At any time, even as you use this power the first time, you may throw a hurricane towards your enemies. This replicates the spell cyclonic blast except the bull rush has a +20 bonus+your Charisma modifier and any enemy hit suffer 1d8 per each two class level of damage. Targets two sizes larger than you may not save against this ability.

While flying with this feature active you gain a +10 feet (3 meters) and you have perfect maneuverability. If you use skywalking with gale cowl it stays on as long as you fly, but if you interrupt your flight its normal duration resumes.

Winds unbound (Sp): When using fell flight or similar invocations you may bring along one willing person per Charisma modifier (Creatures of Huge size count as 2, beyond Huge size this feature doesn't work) per day. You may do it at the same time you use fell flight or while flying as a standard action. It lasts one minute per class level.

Otherwise you may use it while using your skywalking feature: it works as previously stated but lasts until you stop skywalking. It works only once per day this way.

Either way of use depletes your use per day but you may switch once between them while using them. Your allies have good maneuverability.

Typhon's voice (Sp): Once per day you may summon a storm as the spell storm of vengeance or replicate the spell elemental swarm though you may summon only air elementals.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->


<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a Windwalker[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Windwalkers in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Windwalker Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Windwalkers in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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