Wind Blade (3.5e Prestige Class)

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Wind Blade[edit]

Without so much as a chance to blink or to think, the man was struck dead where he stood.
—Toshiro Umazawi, Drunken Ramblings

Becoming a Wind Blade[edit]

Many people who become Wind Blades have some fighting skills already. They want to improve their skills to make them a bit more versatile in combat than just the meat shield, or to give them a chance to fight with less risk of lost limbs. Some druids are known to take this class as it is imparted with some of nature's blessings.

Entry Requirements
Feat: Lightning Reflexes, Weapon Focus(with any sword)
Skills: Balance 4, Tumble 4, Jump 4
Table: The Wind Blade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Wind Blast, Weapon Finese
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 Monkey Grip
4th +4 +1 +4 +1
5th +5 +1 +4 +1 Slice and Dice
6th +6 +2 +5 +2 Piercing Wind
7th +7 +2 +5 +2 Improved Evasion
8th +8 +2 +6 +2
9th +9 +3 +6 +3
10th +10 +3 +7 +3 Hurricane Strike, Flight

Class Skills (2 + Int modifier per level)
Acrobatics(Dex), Balance(Dex), Escape Artist(Dex), Fly(Dex), Intimidate(Cha), Jump(Str), Listen(Wis), Sense Motive(Wis), Spot(Wis), Tumble(Dex)

Class Features[edit]

All of the following are class features of the Wind Blade:

Weapon and Armor Proficiency: A Wind Blade is proficient with all martial melee slashing and bludgeoning weapons (including those that can be used as thrown weapons) and armor(medium, and light).

Wind Blast: At 1st level, once per day per level, the Wind Blade can swing his sword with enough force that the wind hits an opponent and knocks them down. This has the same effects as the Gust of Wind Spell.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Evasion: At 2nd level, the Wind Blade gains the same ability as the rogue.

Monkey Grip: At 3rd level, the Wind Blade gains this feat, which grants the ability to wield melee weapons that are one size too large for you, as if they were one size smaller, at a –2 penalty to hit. (This includes using two-handed weapons as single-handed weapons, as two-handed weapons are considered a size category larger.)

Slice and Dice: At 5th level, whenever the Wind Blade charges, he may make a full attack that round.

Piercing Wind: At 6th level, the Wind Blade is unparalleled at manipulating the air to deadly effect. Once per day per his dexterity modifier, as a full round action, he may make an attack roll and may thrust his sword out as a 60ft line effect that stops at the first creature struck. The attack deals weapon damage plus 1d8 piercing damage if successful.

Improved Evasion: At 7th level, the Wind Blade gains the same ability as the rogue.

Hurricane Strike: At 10th level, once per day as a full round action the Wind Blade can attack all creatures in a 20ft radius as if he had the reach necessary. Each creature struck must make a Reflex save DC 15 + Dexterity modifier or be knocked prone.

Flight: At 10th level, the Wind Blade gains a fly speed equal to his base land movement speed and perfect maneuverability. He also gains a +10 bonus to the skill (Fly).

Campaign Information[edit]

Playing a Wind Blade[edit]

Combat: In combat, the Wind Blade starts the battle from mid range until the heavier fighters or opponents close in. At that time, he uses his speed to dart around enemies and attack them when they can't hit him.

Advancement: Typical advancement options for characters with this class. Some may want to multi-class from other fighting classes. If you are spell casting inclined, their attunement with the sky will make them interesting druids.

Resources: Wind Blades have no official organizations, and will help anyone that they feel they should. They tend to avoid underground adventures though, so do not bother asking unless you know they'll help.

Wind Blades in the World[edit]

I can do things with the gust of wind that no man... or woman would think possible.
—Aeries Keltenborn, Human Wind Blade, Pillow Talk

These characters belong wherever they are needed. They tend to wander at times, but for the most part are ordinary people.

Daily Life: The Wind Blade behaves like any other person, if a bit more in tune with nature than most. They have a natural calling to the open sky and usually will avoid going underground for any reason, not out of fear, but because the air is most associated with the skies. A basement is nothing, but deep caves and dungeons make them uncomfortable.

NPC Reactions: Until in combat, these people are treated like any other sword wielding fighter.

Wind Blade Lore[edit]

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

<-Knowledge (History)->
DC Result
11 Wind Blades don't need to be up close to attack, though it is recommended.
16 Heavy armor can reduce the effects of the Wind Blade's attacks.
21 Wind Blades are rare, however they serve as outstanding light infantry on the battle field.
26 The first Wind Blade was blessed by Akadi to learn his techniques. He was instructed to save his home village, and then he could pass his skills on.



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