Make your own free website on Tripod.com

Master of the Four Winds

      The Master of the Four Winds is a spell user with an extra ordinary ability control the power of wind.  They are usually loners wandering from town to town to gain more power or help the needy.  They are always spell casters of some sort, although some masters have decided to also take up training (multiclass) as a monk or a fighter. Most masters are specialized in a certain direction of the wind, and they are usually as mysterious as the wind as well, disappearing often as soon as they came.  Their lot in life is wandering, and almost no master has made a permanent home until they are too old to travel.  Most masters of the four winds prefer a solitary life of wandering as wise men, studying the ways of spirits and the winds... however some younger Masters are more adventuresome, and are even found in the courts of Rokugan as mercenaries, or the Shadowlands fighting off evil, thinking they need to use their powers for good or evil.
      Masters can come from any race, but they are usually only Wu Jen, Sorcerers, Shugenja, or Shamen.  Fighters, Samurai and other combat oriented classes find it difficult to find the time and patience to learn the wind and it's powers.

 

Hit Dice: d4

 

Requirements
To qualify as an Master of the Four Winds, a character must fulfill the following requirements:

Skills: Spellcraft: 6 ranks, Knowledge (nature): 4 ranks, Concentration: 4 ranks, Scry: 4 ranks, Wilderness Lore: 6 ranks, Swim: 4 ranks , Intuit Direction: 6 ranks
Feats: Any 1 metamatic feat, Energy Substitution (cold, fire, electricity, or acid), Eschew Materials, Energy Admixture (cold, fire, electricity or acid), Void Use, Depths of the Void
Spells: Ability to cast 3rd level spells, one of which must be an elemental subtype.
Special: The character may only be located in rokugan, since this is a rokugan based PrC

Class Skills:
The Master of the Four Winds class skills (and the ability for each skill) are: Concentration (con), Craft (int), Intuit Direction (wis), Knowledge (nature) (int), Knowledge (arcana) (int), Profession (wis), Spot (wis), Listen (wis), Spellcraft (int),  Wilderness Lore (wis)

Skill Points per Level: 2 + int

The Master of the Four Winds

Class Level

Base Attack

Fortitude Save

Reflex Save

Willpower Save

Special

Spells Per Day

1st

+0

+0

+0

+2

Mark of the Wind

+1 Level of Existing Class

2nd 

+1

+0

+1

+3

Secret of the Wind

+1 Level of Existing Class

3rd

+2

+1

+1

+3

Whispering Wind 

None

4th  

+2

+1

+2

+4

Secret of the Wind 

+1 Level of Existing Class

5th

+3

+2

+2

+4

Mark of the Wind 

+1 Level of Existing Class

6th

+4

+2

+3

+5

Secret of the Wind 

None

7th

+4

+3

+3

+5

Improved Familiar 

+1 Level of Existing Class

8th

+5

+3

+4

+6

Secret of the Wind

+1 Level of Existing Class

9th

+6

+4

+4

+6

Tornado of Defense 

None

10th

+6

+4

+5

+7

Mark of the Wind, Master of the Four Winds

None

Class Abilities
Weapon and Armor Proficiency: The Master of the Wind gains no additional Weapon and Armor Proficiencies.

Mark of the Wind: When the master of the wind learns how to use and read the wind, a branded rune of one of the four winds appears in his left palm.  At 1st level, the Master chooses one direction of wind (listed below), and that is the wind type that is branded into his palm.  At 5th and 10th levels the Master can choose to enhance the powers of that rune, or acquire another rune in addition to his 1st level one by picking another direction of wind power to learn.  If the player chooses to take two or three separate wind mark abilities they do not combine. 
For Example: Sally a 5th level Master of the Four Winds takes Mark of the North Wind at 1st level and Mark of the South Wind at 5th level.  Sally can use her Northwind Ability to deal 2d8 wind and cold damage in one round.  The next round she can use her South Wind ability to deal 2d8 wind and fire damage to the same opponents or different ones.  Choosing two or three separate winds gives the master two or three minor uses of the winds.  If the Master chooses to take the same wind at all 3 levels, they gain one large powerful gust of wind once per day.  Example: Tom a 5th level Master of the Four Winds has chosen to take the Mark of the North Wind ability at 1st level and 5th level.  In combat he can use the North Wind ability to deal 4d8+4 wind and cold damage once per day.
      When the master uses their mark and activates the rune upon their palm for this ability, a blast of wind and a certain element (decided by wind direction chosen) flies from the palm of the Masters hand in a 30 foot cone acting as if it were a breath weapon.  All creatures in the cone must succeed a Reflex save (DC 10 + MotFW level) to receive half damage.  If they fail their saving throw they take full damage.  The damage is split into two elements (Wind + another).  If a creature is immune to the type of element they can ignore that damage and only take damage from the other portion (wind or the other).
Example: A salamander immune to fire would only take wind damage from the Southern wind mark (wind + fire) but would take double damage from the cold damage of the North Wind mark (wind + cold). 
      This ability is a spell like ability. The ability to use the rune cannot be used if the character has anything in his left hand or has it covered by any kind of material (Ie: glove,
wrappings, shield, or weapon ..ect). 

- NORTH WIND - This wind is considered to be the wind of winter, bringing cold winter snows and ice from the north.  A blue symbol for water appears on the Masters hand when he chooses this mark.  The abilities below stack and are usable 1/day.
      - 1st level: 1d8 wind and 1d8 cold damage
      - 5th level: +1d8+2 wind and +1d8+2 cold damage added to the 1st level damage
      - 10th level: +1d8+4 wind and +1d8+4 cold damage added to 1st and 5th level damage
Total if Master took all 3 levels of this mark: 3d8+6 wind damage and 3d8+6 cold damage for a combination of 6d8+12 dmg 1/day

- WEST WIND - This wind is represented by spring and the earth.  The west wind is usually unruly and noisy, but can be dangerous as well.  A green symbol for earth appears on the palm of the master who takes this mark. The abilities below stack and are usable 1/day.
      -1st level: 1d8 wind and 1d4 acid damage*
      -5th level: +1d8+2 wind and +1d4+2 acid damage* added to the 1st level damage
      -10th level: +1d8+4 wind and +1d4+4 acid damage* added to 1st and 5th level damage
Total if Master took all 3 levels of this mark: 3d8+6 wind damage and 3d4+6 acid damage* 1/day
*the acid damage unless some how neutralized, continues to burn and harm the creature for a number of rounds equal to the number of dice of damage dealt.  EX: at 10th level, the acid damage would be 3d4+6 and would burn an extra +1d4 damage to those who got hit for 3 rounds after the attack.  Those who pass their reflex saves and only receive half damage, do not receive additional damage past the first attack.*

- SOUTH WIND - The south wind represents summer, bringing hot human winds from the south.  A red rune of fire appears on the hand of the master that takes this mark. The abilities below stack and are usable 1/day.
      -1st level: 1d8 wind and 1d8 fire damage
      -5th level: +1d8+2 wind and +1d8+2 fire damage added to the 1st level damage
      -10th level: +1d8+4 wind and +1d8+4 fire damage added to 1st and 5th level damage
Total if Master took all 3 levels of this mark: 3d8+6 wind and 3d8+6 fire damage for a total of 6d8+12 combined damage 1/day

- EAST WIND - This wind represents autumn and the stormy blustery winds that are associated with fall.  A purple rune of lightning appears on the palm of the master who takes this mark. The abilities below stack and are usable 1/day.
      -1st level: 1d8 wind and 1d8 lightning damage
      -5th level: +1d8+2 wind and +1d8+2 lightning damage added to the 1st level damage
      -10th level: +1d8+4 wind and +1d8+4 lightning damage added to 1st and 5th level damage
Total if Master took all 3 levels of this mark: 3d8+6 wind and 3d8+6 lightning damage for a total of 6d8+12 combined damage 1/day.

Secret of the wind: The master can now listen to the wind and learn the abilities that it can teach him.  At 2nd, 4th, 6th and 8th levels, the master of the four winds may choose one of the abilities below
. He Can NOT choose the same ability twice, and he may only choose one type of wind each time he gains this ability. See further discriptions below. All of these abilities are cast as a wizard of the same level as their Master of the Four Winds level, otherwise they are identical to the spells.

Winds of Healing: The Master gains the ability to cure light wounds as an innate spell like ability 3/day.  This ability is identical to that of the Cure Light Wounds spell.
Winds of Strength: The Master gains the ability to use Bulls Strength as an Innate spell like ability 2/day.  This ability is identical to that of the Bulls Strength spell.
Winds of Speed: The Master gains the ability to use Cats Grace as an innate spell like ability 2/day.  This ability is identical to that of the Cats Grace spell.
Winds of Wisdom: The Master gains the ability to use Owls Wisdom as an innate spell like ability 2/day.  This ability is identical to that of the Owls Wisdom spell.
Winds of Knowledge: The master gains the ability to use Foxes Cunning as an innate spell like ability 2/day. This ability is identical to that of the Fox's Cunning spell.
Winds of Splendor: The master gains the ability to use Eagles Splendor as an innate spell like ability 2/day.  This ability is identical to that of the Eagles Splendor spell.
Winds of Change: The master gains the ability to use the void magic spell Winds of Change as an innate spell like ability 1/day.
Winds of Courage: The master gains the ability to use Aid as an innate spell like ability 2/day. This ability is identical to that of the Aid spell.
Winds of Skill: Gain a skill as a class skill.
Winds of War: Gain a bonus feat.
Winds of Protection: The master gains the ability to use Sanctuary as a innate spell like ability 3/day.  This ability is identical to the Sanctuary spell.
Winds of Creation:  The Master gains the ability to use Identify as an innate spell like ability 4/day.  This ability is identical to the Identify spell.
Winds of Illusion: The Master gains the ability to use Mirror Image as an innate spell like ability 1/day.  This ability is identical to that of the spell.

Whispering Wind: At 3rd level, the Master of the Four Winds is able to use the spell Whispering Wind at will as an Innate spell like ability.  The spell is cast as a wizard equal to the players master of the four winds level.  This ability can be used unlimited times per day, however only one message at a time can be sent.  If the master tries to send out two message, the second message will replace the first.

Improved Familiar:  At 7th level the master of the four winds gains the ability to acquire a familiar if they do not already have one.  They also gain the feat improved familiar, so they may choose from more exotic species of familiars.  The Master of the four winds may only choose familiars that have an air elemental subtype, or that can fly and can only choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil)
ex: a LG master of the four winds could only choose a Lawful Good, Neutral Good, Lawful Neutral, or Neutral familiar.  If the Master of the Four winds already has a familiar, he must first dismiss his familiar, wait a year and a day, then he can acquire another familiar using this ability.

Tornado of Defense (SP): When the Master of the Four winds uses this ability, a tornado like wall of wind blows around the Master.  It takes 1 full round to activate.  When it is completed the tornado grants 1/2 cover (+4 AC) for the master, any arrows or bolts are deflected upwards and miss the master, while any other normal ranged weapon passing through the tornado suffers a 30% miss chance (A giant thrown boulder, siege projectiles, and other massive ranged weapons are not effected).  Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the tornado.  This ability has no effect on incorporeal creatures.  The master cannot use missile weapons while using this ability.  This ability is usable 1/day for a number of rounds equal to 1round / 2 levels of master of the four winds (Rounded down).  This is a spell like ability.  If the Masters concentration is broken during the round of casting, the ability is lost for the day if the master fails a concentration check, as if casting a spell.

Master of the Four Winds (SP):  The Master of the Four winds by now has learned all about the different winds, and he now can become one with the wind. At 10th level 1/day the Master of the four winds gains the innate spell like ability of Wind Walk (as the spell).  He casts the spell as a wizard equal to his Master of the Four winds level. He cannot use this ability with his Tornado of Defense ability. And as per the spell, no spell can be cast while in vaperous form, including innate spell like abilities.


Click here to Return to Prestige classes