Zephyr (3.5e Class)

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Zephyrs often view their powers as elegant art


Many gaze with fear when a mighty red dragon breathes fire on a helpless village. But to the Zephyr, breath weaponry is an art, and through extensive study and practice, the Zephyr learns a variety of breath weapons that she can unleash.

In many ways, a Zephyr is comparable to a Wizard. They both acquire their magnificent powers from intense research and study. However, a Wizard is a spellcaster who prepares spells and is limited to a certain amount of uses, while a Zephyr is a master of breath weaponry who does not have a limit to how many times she can use her many breath weapons each day.

Making a Zephyr[edit]

A Zephyr may be seen on the front lines breathing fire on the enemy. In the middle of the combat lines is where they are suited best, as most breath weapons they learn allow the Zephyr to rain death upon their foes. Most Zephyrs are as able in combat as a Cleric, though shouldn't stay in melee' for long, as their armor won't prevent too many blows, even if you'll have the hit points for it.

Abilities: Constitution is quintessential to the Zephyr, as it allows their breath weapon to become harder to avoid, and it grants the Zephyr more hit points. Intelligence allows a Zephyr to use and craft arcane items easily, while Dexterity helps your lightly armored Armor Class.

Alignment: Any

Starting Gold: 3d6x10

Starting Age: Complex

Table: The Zephyr

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Breath Weapons
Fort Ref Will Breath Weapons Known
1st +0 +2 +0 +2 Breath Weapons (lesser), Bonus Feat, Decrypt Item 1
2nd +1 +3 +0 +3 Draconic Magic 1
3rd +2 +3 +1 +3 2
4th +3 +4 +1 +4 Draconic Secret 2
5th +3 +4 +1 +4 Bonus Feat 3
6th +4 +5 +2 +5 3
7th +5 +5 +2 +5 Breath Weapons (greater) 4
8th +6/+1 +6 +3 +6 Draconic Secret, Draconic Magic 4
9th +6/+1 +6 +3 +6 5
10th +7/+2 +7 +3 +7 Bonus Feat 5
11th +8/+3 +7 +4 +7 6
12th +9/+4 +8 +4 +8 Draconic Secret 6
13th +9/+4 +8 +4 +8 Breath Weapons (wyrm) 7
14th +10/+5 +9 +5 +9 Draconic Magic 7
15th +11/+6/+1 +9 +5 +9 Bonus Feat 8
16th +12/+7/+2 +10 +5 +10 Draconic Secret 8
17th +12/+7/+2 +10 +6 +10 9
18th +13/+8/+3 +11 +6 +11 9
19th +14/+9/+4 +11 +6 +11 10
20th +15/+10/+5 +12 +6 +12 Bonus Feat, Draconic Secret, Draconic Magic 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

By studying the techniques of dragons and other creatures who posses breath weapons, the Zephyr masters the art of breath weaponry. This puts her at an advantage over spellcasters, who need to worry about the quantity of their spells, how much sleep they get, and the like. All a Zephyr needs is her trusty repertoire of breath weapons, which she can unleash at will, only waiting to recharge them after a few rounds. All of the following are class features of the Zephyr.

Weapon and Armor Proficiency: A Zephyr is proficient with light armor and simple weapons.

Bonus Language: A Zephyr's first challenge in dabbling in magic is understanding the written and spoken word. Thus, a Zephyr adds Draconic to her list of bonus languages.

Breath Weapons: A Zephyr studies the powers possessed by dragonkind, and through extensive focus, training, and concentration, the Zephyr begins to manifest signs of draconic power. Thus, a Zephyr's primary means of combat are breath weapons. Each respective breath weapon has a recharge time of 1d4 rounds, and the saving throw is given in each weapon's respective text. The Difficulty Class for all breath weapons gained from this class is 10 + 1/2 Zephyr level + Zephyr's Constitution modifier. All breath weapons originate from you. If a breath weapon applies a status condition, the duration is 1 minute/level, unless otherwise noted. No breath weapon ever allows spell resistance, and no breath weapon can ever be used to counterspell.

You begin knowing one breath weapon of the lowest grade (lesser). As you progress, you learn more breath weapons, and those of higher grade. The three grades, in order of least powerful to most powerful, are as follows: lesser, greater, wyrm.

At any level when a Zephyr learns a new breath weapon, he can also replace a breath weapon he already knows with another breath weapon of the same or a lower grade.

Applying a metabreath feat to any one breath weapon does not affect the recharge time for any others. If you posses the feat ability focus with a breath weapon, you must chose one breath weapon that you know how to use. If you later wish to apply that ability focus to a different breath weapon in place of the current one, you may do so upon attaining another level in Zephyr.

For example, Draco is a 2nd level Zephyr. He knows Breath of the Wyrmling and possesses ability focus with Breath of the Wyrmling. Upon reaching level 3, Draco learns Breath of Noxious Gas and chooses to apply his ability focus to his newly learned Breath of Noxious Gas instead of Breath of the Wyrmling.

Lesser Breath Weapons

Breath of the Wyrmling: You call upon draconic might and expel a weak version of a dragon's breath weapon. Deals 1d6 per level (max 10d6) of fire, electricity, cold, or acid in a 15-foot cone or 30-foot line. (Ref. half). Upon selecting this breath, you must choose a shape and an energy type to learn. You can select this breath multiple times, each time choosing a new shape and/or energy type.

Breath of Noxious Gas: You begin to wretch as you direct a cloud of bile at nearby adversaries. Your breath sickens any creatures in a 15-foot cone. (Fort. negates)

Breath of the Wind: You expand your diaphragm and allow a force of wind to be expelled from your body. Replicates a gust of wind spell in a 30-foot line, except spell resistance does not apply. (Fort. negates)

Breath of Despair: You weave words of discomfort into your breath, expelling a dreary cloud of despair. Any creature within a 15-foot cone is shaken. (Will negates) This is a mind affecting fear effect.

Breath of Hungry Earth: You bellow a deep tone, knocking your foes over. Affected creatures in a 30ft line are knocked prone (Fort. Negates). *Dwarves and other creatures with the Sturdy ability may apply their bonus to their saving throws.

Breath of Temporal Distortion: You gently breathe, resulting in the sluggish movements of your foes. Replicates a Slow spell in a 15ft cone. (Fort. negates)

Greater Breath Weapons

Breath of the Dragon: You focus your draconic energy into a dragon-like breath weapon. Deals 1d6 per level (max 15d6) of fire, electricity, cold, or acid in a 30-foot cone or 60-foot line. (Ref. half). Upon selecting this breath, you must choose a shape and an energy type to learn. You can select this breath multiple times, each time choosing a new shape and/or energy type.

Breath of the Druid's Wrath: You call upon the might of nature and expel vines that attempt to hinder your foes. Replicates an entangle (Ref. negates) and deals 6d6 points of piercing damage to creatures in a 30-foot cone (Ref. Half). Any entangled creature takes 6d6 points of piercing damage each round.

Breath of Thunder: Your breath is focused into a crash of mighty thunder. Affected creatures in a 30-foot cone are deafened permanantly and stunned for 1d3 rounds. (Fort. negates)

Breath of Bile: You vomit in a large line, causing affected creatures to experience extreme distress. Nauseates affected creatures in a 60-foot line. (Fort. negates)

Breath of Horror: You focus you psyche into breathing horrifying images at your adversaries. Any creature affected in a 60-foot line is frightened. (Will negates) This is a mind affecting fear effect.

Breath of the Vampire: You do not breathe, but inhale everything around you, draining the life from living creatures and gaining it as your own. Deals 8d4 points of damage to all living creatures in a 30-foot cone. (Fort. Negates) For every creature affected, you gain 5 temporary hit points.

Breath of Cursing: Your breath damns your foes, destroying their powers. Affected creatures in a 60-foot line take a -6 to one ability score (minimum 1) of your choice. (Will negates) The curse bestowed by this breath weapon cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, or when the duration expires.

Wyrm Breath Weapons

Breath of the Great Wyrm: You expel a dragon-like breath weapon, displaying expert focus and training. Deals 1d6 per level (max 20d6) of fire, electricity, cold, or acid in a 60-foot cone or 120-foot line. (Ref. half). Upon selecting this breath, you must choose a shape and an energy type to learn. You can select this breath multiple times, each time choosing a new shape and/or energy type.

Breath of Luminous Might: You exhale not fire or acid, but sunlight, searing affected creatures. Any affected creature in a 60-foot cone takes 6d8 points of damage (Ref. Half) and are blinded pemanantly (Ref. negates). Any undead caught in the cone instead take 2d6 points of damage per level (max 40d6, Ref. half) and are blinded and dazed. (Ref. negates)

Breath of Dispelling: You breathe anti-magic, which surpresses or destroys magical effects. Replicates greater dispel magic in a 60-foot cone, with a caster level equal to your Zephyr level.

Breath of the Bleeding Wound: You breathe a vile line of flesh corroding poison through affected creatures. Any creatures affected in the 120-foot line take 2d8 points of constitution damage. (Fort. negates) This is a poison effect.

Breath of Unnerving: Your breath produces a calming, yet violent spear of energy through creatures, causing their minds to waver and bend to insanity. Affected creatures in a 120-foot line are confused (Will negates). This is a mind affecting effect.

Breath of Damnation: Your breath corrodes the prowess gained by long years of training, forcing creatures to accept their inadequacy. Affected creatures in a 60-foot cone gain 1d4 negative levels. (Will negates)

Breath of the Basilisk: You screech, unleashing a dangerous magic that petrifies foes. Replicates a flesh to stone in a 120-ft line. (Fort. negates) The duration is 1 minute.

Bonus Feats: At level 1, you gain a bonus feat. This must be a metabreath feat for which you meet the prerequisites, an item creation feat for which you meet the prerequisites, or Ability Focus with a breath weapon gained from this class. You gain an additional bonus feat at level 5 and every 5 levels thereafter. (Metabreath feats are found in the Draconomicon.)

Decrypt Item (Su): A Zephyr can use her draconic powers to create magic items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). She can substitute a Decipher Script check (DC 20 + spell level) in place of a required spell she doesn't know or can't cast. Treat the Zephyr as a Wizard of her Zephyr level for the purposes of what spell level she could cast, and for her caster level.

If the check succeeds, the Zephyr can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; his progress is simply arrested. She cannot retry this Decipher Script check for that spell until she gains a new level.

When using a magic item that she created, a Zephyr may use a Decipher Script check in place of a Use Magic Device check. The Zephyr may take 10 on any Decipher Script roll, even if distracted or stressed.

The Saving Throw for any Zephyr's item is 10 + level of the spell + Zephyr's Intelligence Modifier.

Draconic Magic (Sp): At 2nd level, and every 6 levels thereafter, a Zephyr's mastery over the draconic power that she studies begins to come to fruition. A Zephyr gains a Spell-like Ability usable once per day. A Zephyr may select the same spell-like ability more than once. If she does so, she gains an additional use per day.

The Saving throws for these spell-like abilities is (10 + spell level + INT mod) and your caster level equals your Zephyr level.

Draconic Secrets (Ex): At 4th level, and every 4 levels thereafter, a Zephyr's extensive magical studies grant her a mystic resistance to a certain type of effect. A Zephyr may select the same bonus more than once. If she does so, the effects stack.

  • +4 on Saving Throws versus sleep and paralysis.
  • Resistance to acid 10.
  • Resistance to cold 10.
  • Resistance to electricity 10.
  • Resistance to fire 10.
  • Damage Reduction 3/magic.
  • +1 Natural Armor

Table: The Epic Zephyr
Hit Die: d8
Level Special
21st Breath Weapons (Epic)
24th Draconic Secret
25th Bonus Feat
26th Draconic Magic
28th Draconic Secret
30th Bonus Feat

Class Skills: 4 + Int modifier skill points per level.

Epic Breath Weapons (Su): A Zephyr continues to gain breath weapons in her epic level career, though at a much slower rate. The epic Zephyr gains a breath weapon at 21st level, and every 10 levels thereafter. In addition, she gains access to the long forgotten and destructively powerful epic breath weapons. Unlike regular breath weapons, epic Zephyrs need to meet specific prerequisites to gain access to epic breath weapons.

Epic Breath Weapons

Breath of Bahamut:

  • Prerequisites: CON 21, Any good alignment, Must have slain a wyrm or older red dragon (alone or with a party of no more than six), must have made friendly contact with any metallic dragon of at least Wyrm age.
  • You call upon the might of the Platinum King in order to destroy your foes. Deals 2d8 points of damage per level in a 300-ft line. Creatures who are slain by this breath weapon are disintegrated. A successful Fort. save reduces the damage to 10d8. This otherwise functions as the disintegrate spell.

Breath of the Prismatic Dragon:

  • Prerequisites: CON 21, Breath of Luminous Might
  • You breathe a cone of fantastic colors that have various effects. Replicates a prismatic Spray in a 120-ft cone. See the spell description for information on saving throws.

Breath of the Banshee:

Breath of Tiamat:

  • Prerequisites: CON 21, Any evil alignment, Must have slain a wyrm or older gold dragon (alone or with a party of no more than six), must have made friendly contact with any chromatic dragon of at least Wyrm age.
  • You breathe five different breath weapons at once, calling upon the Nemesis of the Gods' power. You breathe a 120-ft cone of fire that deals 1d6 fire/level, a 120-ft cone of cold that deals 1d6 cold/level, a 300-ft line of acid that deals 1d6 acid/level, a 300ft line of lightning that deals 1d6 electric/level, and a 120-ft cone of acid that deals 1d6 acid/level. Opponents are allowed one reflex save to half the total damage.

Breath of the Force Dragon:

  • Prerequisites: CON 25, Any Neutral alignment
  • You realize that so-called mortal matters are beneath you, and your apathy fills you with serenety, granting you the breath of the Force Dragon. You deal 1d12 force/level to anything in a 120-ft cone. (Fort. half)

Breath of Banishment:

  • Prerequisites: CON 25, Non-neutral alignment, must have made peaceful contact with an outsider of your exact alignment
  • Your extra planar allies stand ready to punish the infidels who you send to them. You send all creatures in a 300-ft line to the plane of your exact alignment. (Will negates) For example, a Lawful Neutral Zephyr would send her foes to Mechanus, the Lawful Neutral plane. Creatures who oppose your alignment receive a -4 on their save, and outsiders who oppose your alignment receive a -10.

Breath of the Unending Pain:

  • Prerequisites: CON 30, INT 21, One other epic Breath Weapon
  • You unlock the first breath weapon ever conceived by man, the one that the Dragon Tamer Slevon, the first Zephyr, conceived to destroy the king of his land who had his wife executed because she would not be his courtesan. This breath weapon has several effects in a 120-foot cone. First, the breath weapon permanently deals 1d10 negative levels per 10 Zephyr levels you possess. (Will negates) Next, it permanently drains 6d6 points of Strength from the targets per 10 Zephyr levels you possess. (Fort. Negates) Finally, it deals 40d6 points of nonlethal damage per 10 Zephyr levels you possess. (Ref. half) Regardless of whether or not foes succeed on their saves, they are cowering. Foes who gain more negative levels than hit die they posses are paralyzed and dazed.

Draconic Secrets(Ex): A Zephyr gains an extra Draconic Secret at 24th level and every 4 levels thereafter. If the Epic Zephyr selects the damage reduction, it becomes DR/ epic

Bonus Feats: A Zephyr gains a bonus feat at 25th level and every 5 levels thereafter. These feats must be drawn from the Zephyr's bonus feat list or the epic Zephyr's bonus feat list.

Draconic Magic: A Zephyr gains an additional spell-like ability at 26th level and every 6 levels thereafter.

Epic Zephyr Bonus Feat list Craft Epic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Great Constitution.

Human Zephyr Starting Package[edit]

Weapons: Dagger, Light Crossbow

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Appraise 4 INT -
Bluff 4 CHA -
Concentration 4 CON -
Craft 4 INT -
Decipher Script 4 INT -
Disguise 4 CHA -
Intimidate 4 CHA -
Knowledge 4 INT -
Perform 4 CHA -
Profession 4 WIS -
Spellcraft 4 INT -
Use Magic Device 4 CHA -

Feat: Skill Focus (Decipher Script).

Bonus Feats: Maximize Breath, Quicken Breath

Breath Weapon: Breath of the Wyrmling (30ft line of lightning)

Gear: Studded Leather, one day's trail rations, box with 10 crossbow bolts, flint and steel, bedroll, 2 torches.

Gold: 30 gp.

Campaign Information[edit]

Playing a Zephyr[edit]

Religion: Zephyrs, due to their immense hours of study to learn even the simplest breath weapon, typically revere Boccob, the god of magic. Many Zephyrs instead worship the dragon gods who utilize the powers of breath weaponry, typically Bahamut or Tiamut.

Other Classes: Zephyrs get along well with sorcerers, as they share the developed internal magical talent of the arcane. Wizards scoff at the powers of a Zephyr, considering their own study superior. Rogues appreciate the addition of an armored companion to the middle lines, as you may be able to take more hits than them, while still providing them with support. Barbarians don't care too much either way for a Zephyr; as long as they help kill things, they're ok. Fighters appreciate Zephyrs a bit more, due to their immense training that manifests itself as feats. Paladins are a bit skeptical of Zephyrs, and may inquire as to why you have the power of the evilest of dragons. Clerics and Druids generally accept Zephyrs, but may badger you as to your techniques and methods. Be wary of Rangers. Most don't really pay attention to you, as they are always an the lookout, but the occasional dragon hunter may attack on sight.

Combat: As a Zephyr, you are a crowd controller with some utility in other circumstances. You typically stay between the chaos that the frontliners bring, but you put yourself in the way of the snipers. You are not a primary mundane warrior, but your weapon selection grants you at least some use. However, your armor and weapon proficencies, your draconic secrets, and your d8 hit die combined with a few feats can make you a stalwart melee' combatant.

Advancement: Most characters who become Zephyrs typically remain so until epic level. Thereafter, they may become magical warriors, such as clerics, paladins, or even psychic warriors. Many characters multiclass between the barbarian and the zephyr, as the extra constitution grants them more dangerous breath weapons.

Zephyr in the World[edit]

"Breathe in... and... OUT!"

Daily Life: Most settled Zephyrs are scribes and librarians, and don't get around to adventuring. Thus, they prefer the practice of their powers as a hobby, and typically dabble in arcane magic. Often, Zephyrs become outcasts, due to an accident involving their breath weapons, they scar their face, and live their life cast away as a monster.

Organizations:Good Zephyrs may be servants of Bahamut, and may hold a temple in his name. Many evil Zephyrs form cults to chromatic dragons and/or Tiamut.

NPC Reactions: Most NPCs mistake Zephyrs for mages such as Sorcerers or warmages. Unless you walk around breathing fire or dispelling everything in sight, no one will know that you use breath weaponry.

Zephyr Lore[edit]

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

Knowledge (Arcana)
DC Result
5 Zephyrs are an unusual brand of wizards who cannot cast spells, but can use magic items.
10 Zephyrs utilize breath weaponry.
15 Zephyrs learn up to ten different breath weapons.
20 Zephyrs study the tactics of dragons to learn the secrets of breath weaponry. Thus, the most common first choice for any Zephyr is Breath of the Wyrmling.

Zephyrs in the Game[edit]

Adaptation: The whole concept of the Zephyr is to be a breath weapon monster who mixes the powers of the warlock and sorcerer. Thus, they may be adapted to possess more warlock powers such as decieve item, or maybe spells as a sorcerer. Regardless, the Zephyr is a breath weapon focused class, and thus, without them is not a Zephyr.

Sample Encounter: Zephyrs may be scholars in town, or vicious cultist raiders. Draco Frostflame is a priest of Tiamut, and brings her (Tiamut's) breath to the common folk. He may be encountered as a preacher in a large city.

A crowd is gathered around the town's gallows, but there is no hanging. As the adventurers approach, they see a small man, probably a dwarf, sporting a large red beard that is braided in many different ways and that houses a circular . He wears a chainshirt, minus the cap, and underneath he wears a fancy red and gold robe that cuts off at his ankles. His neck appears discolored and scarred, and his jaw appears strong and stern. As the party gets closer, they see a couple scrolls tucked away at his belt, just above his rear.

"Kneel to her glory, I implore you! Her greatness Tiamut comes, and we are her humble servants! Do not become the derelict slave, for the punishment for such a crime is far worse than one hundred mere lashes in the all seeing eyes of her greatness." preaches the man

"Who are you to tell us our fate, machinist?!?" a voice from the crowd beckons

"I am Tiamut's loyal prophet, kin to her glory, and scribe of her teachings. For her glorious coming will be the end of all things if we, her slaves, do not work to fix her a fair and deserved welcoming! I continue to implore you, my brothers and sisters in this world, to turn to her glory and prepare her coming!"

A few commoners look at each other and step forward, giving themselves to the small man, who mutters a rite of some sort and anoints them with oil.

EL 9: Draco Frostflame, Dwarven Zephyr 9

STR: 13 DEX: 12 CON: 21 INT: 14 WIS: 8 CHA: 8

Hit Points: 9d8+36 (81 HP) Armor Class: 17 (10 base, +5 Chainshirt, +1 Dex, +1 Ring) Touch: 12 Flat Foot: 16 BAB/Grapple (+6/+1)/+4 Fortitude +12 Reflex +5 Will +6 Speed: 20ft Initiative +1

Weapons: +1 ShortSpear +8 melee' (1d6+2)

Special Abilities: Resistance to fire and cold 10, Dwarf Traits

Breath Weapons: 2 Greater, 3 Lesser

Lesser: Breath of Hungry Earth (DC: 19), Breath of the Wind (DC: 19), Breath of the Wyrmling (30ft line of acid, DC: 19)

Greater: Breath of the Dragon (30ft cone of cold, DC: 21), Breath of Thunder (DC: 19)

Feats: Ability Focus (Breath of the Dragon), Maximize Breath, Quicken Breath, Lingering Breath, Clinging Breath, Scribe Scroll

Skills: Decipher Script +14, Spellcraft +16, Arcana +14, Disguise +11, Use Magic Device +11, Intimidate +11

Inventory: Amulet of Health +2, Ring of Protection +1, Cloak of Resistance +1, +1 Chainshirt (Check penalty -1, ASF 20%), bedroll, 4 loaves of bread, waterskin, a dagger, flint and steel, firewood, Scroll of Dispel Magic (Cl 9), Scroll of Shield (CL 9), Potion of Barkskin (Cl 9), Potion of Bear's Endurance (CL 9), 20 rolls of paper, Fine robes

If Draco Frostflame is aware of an incoming threat, he will buff himself in the following order: Potion of Barkskin, Scroll of Shield, Potion of Bear's Endurance. This brings his Armor Class to 25 and his Flat-Footed Armor Class to 24, and his Constitution Score to 23, raising his average Hit Point total to 90, raising all his Breath Weapon DCs by 1, and his Fortitude Save by 1. Should Draco Frostflame be a major enemy NPC, the DM is recommended to raise his hit points to three-fourths maximum (90, 108 with Bear's Endurance), and give him a small following of NPCs. Remember that, when using the scrolls, Draco incurs Arcane Spell Failure of 20%.

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