Divine Wind of Freya, Aiverly PrC

Mar 21, 2005 22:27

Divine Wind of Freya (DWoF)

Hit die d10
BAB:full
Good saves: ref.

Requirements:
Permanent functional wings
BAB: +7
Weapon Focus in 1 reach weapon
Weapon Specialization in the same reach weapon
Flyby attack

Alignment: any good

1 Improved aerial dive, aerial dodge
2 Sonic boom
3 Aerial crit (weapon)
4 Increased flight speed, +10, +1 grade maneuver
5 Deafening roar
6 Increased flight speed, +30 +2 grade maneuver
7 Wind resistance
8
9 Increased flight speed, +50, +3 grade maneuver,
10 Kamikaze dive

Improved aerial dive: the first thing a Divine Wind of Freya learns is how to dive down at his opponents without facing their attacks. When making a dive, the defender does not get an attack of opportunity, unless the defender is a DWoF 4 levels higher or more (similar to rogues and sneak)

Aerial Dodge: Early in training, a DWoF learns how to do is to dodge attacks better while in the air. He may add a dodge bonus to his AC equal to his Dex bonus.

Sonic Boom: getting used to the force of flapping his wings, a DWoF can use them to create a sonic boom in a line s hape (60 feet), save dc 10 + str mod + DWoF lvl or be deafened for 3 rounds (fort), a second check is needed to even remain standing. A DWoF becomes fatigued after using wing abilities more than 3 times a day.

Aerial Crit: as he becomes more familiar with the air, the knight of (insert wind deity here) gets use of the improved critical feat on a chosen weapon when attacking from the air. This does not stack with any improved critical feat he may already have. However, it will stack with any Keen enchantments on the weapon.

Increased flight speed: self-explanatory (I hope)

Wind resistance: may fly in wind conditions as he was 2 sizes larger

Deafening Roar: fort save of sonic boom increases by 2. Also, the option of condensing the sonic force into a ball, and may use it as a targeted 20 foot radius burst.

Kamikaze Dive: In extreme instances, a knight of (insert wind deity here) will willingly sacrifice his own life to reach his objectives. By flying 100-200 feet in the air and studying the opponents positions for 1 round, a DWoF can Then plummet down upon his target at terminal velocity as a full attack action, causing 2 x 90% of his remaining hp dmg after a successful ranged touch attack(any armor the opponent is wearing will serve as 1 point dmg reduction for each point of AC after 10) This Attack does not come without a price however, as 90% + 5 of remaining hp is lost by the Wind warrior during the attack. If the attack misses, the knight of (insert wind deity here) must make a reflex save (DC32) to only take 30% +5 remaining hp dmg instead of 90% +5. all non magical items in the DwoF’s and the targets’s possession are instantly broken, magic items must make a fort save (dc 15) to remain intact

I need some help with balancing the last ability.
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