| Devout Prestige Class |
|
|
||
Whirlwind of the Goddess |
|
|||
| d20 home | bestiary | grimoire | organizations | prestige | open gaming license | ||
|
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
As a deity of freedom and travel, the Goddess of Winds teaches that her followers should move as much as possible from place to place and from activity to activity. Her most devout followers become disciples of movement, becoming like the winds themselves. These men and women are called the Whirlwinds of the Goddess, in no small part because of their ability to move as swiftly as the wind — with the most devout even taking to the air. Hit Dice: d8. RequirementsTo qualify to become a whirlwind, a character must fulfill all the following criteria.
Class SkillsThe whirlwind’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class FeaturesWeapon and Armor Proficiency: Whirlwinds of Akadi gain no proficiency with any weapon or armor. Many of the whirlwind’s abilities rely on his ability to fully utilize the movements of his body and his confidence in his appearance. When wearing any sort of armor or using a shield, his glory of the divine ability does not function and he cannot use any of his spell-like abilities. Spells per Day: A whirlwind continues to study standard magic as
well as pursuing his other studies. Thus, when a new whirlwind level is
gained, the character gains new spells per day as if he had also gained a
level in a divine spellcasting class he belonged to before becoming a
whirlwind. He does not, however, gain any other benefit a character of that
class would have gained (improved chance of controlling or rebuking undead,
and so on). Protection of the Winds (Sp): A whirlwind can cast protection from arrows as a sorcerer of a level equal to the whirlwind’s class level. Using this spell-like ability is a free action and it functions only for the whirlwind. The whirlwind may use protection of the winds two times per day. Breath of the Goddess (Su): At 2nd level, a whirlwind can call upon the elemental plane of air — the plane ruled by the Goddess of the Wind — to enhance a spell as it is cast. Any spell that uses, manipulates, or creates air (including those of the Air domain) is both empowered and enlarged (as if the Empower Spell and Enlarge Spell feats had been used on them, but the spells don’t require higher-level slots). Spells that are already empowered or enlarged are unaffected by this benefit. The whirlwind may use breath of the Goddess once per day at 2nd level, and an additional time every four levels thereafter. Run Like the Wind (Sp): A whirlwind of 3rd level or higher can cast expeditious retreat as a sorcerer of a level equal to the whirlwind’s class level. Using this spell-like ability is a free action and it functions only for the whirlwind. The whirlwind may use run like the wind once per day without cost. Thereafter, using the ability requires him to expend one of his turning attempts for the day. Touch of the Wind (Su): At 4th level, the whirlwind gains the ability to expend one of his turning attempts per day in order to use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the whirlwind must make a ranged touch attack instead. Using the touch of the wind requires either a full-round action or the casting time of the spell, whichever is longer. Walk on the Wind (Sp): By expending one of his turning attempts for the day, a whirlwind of 5th level or higher can cast air walk as a sorcerer of a level equal to the whirlwind’s class level. Using this spell-like ability is a free action and it functions only for the whirlwind. The Goddess’ Whirlwind (Su): At 7th level, the whirlwind gains the ability to perform a Whirlwind Attack feat when using a heavy flail (the Goddess’ favored weapon), even if he does not have the other prerequisites for the feat. Furthermore, when using this ability, the Whirlwind Attack counts as a standard action rather than a full-round action. This is ability can be used a number of times per day equal to the whirlwind’s Charisma bonus (always at least once). Force of the Winds (Su): Upon reaching 8th level, the whirlwind gains the ability to expend one of his turning attempts per day in order to increase by +2 the DC for saving throws against the whirlwind’s divine spells and for caster level checks for his divine spells to overcome spell resistance. The whirlwind can elect to expend more than one turning attempt at once in order to provide cumulative effects. This ability stacks with itself and other spell power effects that affect divine spells. Ride the Wind (Sp): A whirlwind of 9th level or higher can cast fly as a sorcerer of a level equal to the whirlwind’s class level. Using this spell-like ability is a free action and it functions only for the whirlwind. The whirlwind may use ride the wind once per day without cost. Thereafter, using the ability requires him to expend one of his turning attempts for the day. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
Dungeons and Dragons ® and Wizards of the Coast ® are registered trademarks of Wizards of the Coast and are used with permission. The D20 System and D20 System Logo are registered trademarks of Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at Wizards' d20 home page. This content is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. |
|
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all darketower.net logos and identifying marks and trade dress, including all darketower.net product and product line names; any locations, gods, historic events, magic items, organizations; and any and all stories, storylines, plots, characters, thematic elements, fiction and dialogue; web page design; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, graphic designs, except such elements that already appear in the D20 System Reference Document and are already OGC by virtue of appearing there. The above product identity remains the intellectual property of the credited creators, and is considered Closed Content. Designation of Open Content: Subject to the product identity designation above, the following portions of this darketower.net website are designated as open game content: All prestige classes except the prestige class description (material between the name of the prestige class and the hit dice). |