Devout Prestige Class

Whirlwind of the Goddess

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Written by David Paul Guzmán
 
hamay surveyed the damage to the shrine, letting his hand touch the defaced holy symbols. He looked at the magnificent eagle slain inside, it’s blood spilled across the altar. Someone had taken great care to hunt this magnificent creature. Someone had taken great pleasure in killing it here. From the arrowheads still piercing it, he knew that orcs had committed this travesty. He could still smell their stench on the wind. A stench that was, perhaps, still too strong.

From behind him there was a noise, and the priest knew he was not alone. He turned to see several orcs staring at him, bows readied. Ahamay raised his right hand as the orcs fired a volley of arrows toward him. But his hair was already caught up in a swirl of powerful winds that effortlessly knocked the arrows aside. The orcs looked on for a moment, stunned, before dropping their bows and arming themselves with spears and hatchets.

As they closed in around the priest, he gripped his heavy flail tightly, waiting for each of them to come close enough. One by one the orcs snarled as they approached, but Ahamay stood his ground, feeling the power of his Goddess fill him like a whirlwind. Raising his heavy flail, he took one step forward, bridging the distance between himself and his foes. “Today you have angered the Goddess of Winds. Today is the day she reclaims your breath...”

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.

Requirements

To qualify to become a whirlwind, a character must fulfill all the following criteria.

Alignment: Any non-evil.
Deity: The Goddess of Winds.
Bluff: 5 ranks
Diplomacy: 5 ranks
Knowledge (religion): 9 ranks
Knowledge (the planes): 5 ranks
Feats: Extra Turning, Run.
Spellcasting: Must be able to cast 3rd-level divine spells.

Class Skills

The 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
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save

Special

Spells per Day
  1st +0 +0 +2 +2 Protection of the Winds +1 level of existing class
  2nd +1 +0 +3 +3 Breath of the Goddess (1/day) +1 level of existing class
  3rd +1 +1 +3 +3 Run Like the Wind +1 level of existing class
  4th +2 +1 +4 +4 Touch of the Wind +1 level of existing class
  5th +2 +1 +4 +4 Walk on the Wind +1 level of existing class
  6th +3 +2 +5 +5 Breath of the Goddess (2/day) +1 level of existing class
  7th +3 +2 +5 +5 The Goddess’ Whirlwind +1 level of existing class
  8th +4 +2 +6 +6 Force of the Winds +1 level of existing class
  9th +4 +3 +6 +6 Ride the Wind +1 level of existing class
10th +5 +3 +7 +7 Breath of the Goddess (3/day) +1 level of existing class

Class Features

Weapon 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).
     If a character had more than one divine spellcasting class before he became a whirlwind, he must decide to which class he adds each level of whirlwind for purposes of determining spells per day when he adds the new level.

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.

   
 

 This page was last updated on September 23, 2004 .