The Lighthouse Forums Air Wizard


Master of the arcane magicks of the air, the Air Wizard represents the traditions of ancient Alphatian wizards throughout history. As some of the most powerful arcane users in the empire, the air wizard commands the respect of the Council and the awe of other wizards. Outside Alphatia they often serve in ambassadorial functions, working as the eyes and ears of Eradina in other lands.

Wizards choose to become air wizards out of reverence for ancient traditions and to unlock the potential of the element of air. Sorcerers choose this route to gain additional spell powers to augment their limited selection of spells. Classes without at least one level of these classes find little benefit in becoming air wizards, as the requirements sometimes outweigh the gains.

NPC air wizards are usually powerful and important Alphatian wizards that are either in a foreign nation on a specific mission or are conducting personal research outside the bounds of the Thousand Wizards. Whatever the reason, air wizards are usually allowed to pass as they wish with few issues.

Hit Die: d4.


Requirements

To qualify to become an Air Wizard, a character must fulfill all the following criteria.

Diplomacy: 4 ranks.
Feats: Elemental Focus (Air).
Spellcasting: Ability to cast three different air spells, one of which must be 3rd level or higher.
Special: In addition, the character must have chosen the region Alphatia or spent 2 ranks in the Knowledge (Alphatia) skill.


Class Skills

The air wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Features

All of the following are class features of the air wizard prestige class.

Weapon and Armor Proficiency: An air wizard is proficient with the club, dagger, dart, heavy crossbow, light crossbow, and quarterstaff. Air wizards are not proficient with armor nor with shields of any type.

Spells per Day: An air wizard continues training in magic as well as in their study of the element air. Thus, when a new air wizard level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before they became an air wizard, they must decide which class they add each level of air wizard for the purposes of determining spells per day when they add the new level. The chosen spellcasting class must cast arcane spells, however.

Endure Sonic: At 1st level, an air wizard becomes resistant to sonic damage, as they are able to mute the waves traveling through the air. They can ignore 5 points of sonic damage at 1st level, improving to 10 at 3rd level and 15 at 7th level. This is an extraordinary ability.

Obscuring Mist: At 2nd level, the air wizard gains the innate spell-like power to cast obscuring mist as per the spell once per day.

Wind Wall: At 4th level, the air wizard gains the innate spell-like power to cast wind wall as per the spell once per day.

Elemental Familiar: At 5th level, the air wizard is able to summon an air fundamental to serve as their familiar.

Control Winds: At 6th level, the air wizard gains the innate spell-like power to cast control winds as per the spell once per day.

Rebuke Elemental: At 8th level, the air wizard gains the extraordinary ability to rebuke or command air creatures as a cleric of the same level. Air wizards have no power over undead, however.

Endless Breath: At 9th level, the air wizard gains the supernatural ability to refrain from breathing. His lungs are always full of air, and gas attacks and drowning do not apply.

Elemental Form: At 10th level, the air wizard gains the supernatural ability to take the form of a medium air elemental. The air wizard can assume this form as often as they choose, and can maintain it until they choose to return to their original form. Changing form is a full-round action.


Table: The Air Wizard
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Endure sonic (5) +1 level of existing class
2nd +1 +0 +0 +3 Obscuring mist +1 level of existing class
3rd +1 +1 +1 +3 Endure sonic (10) +1 level of existing class
4th +2 +1 +1 +4 Wind wall +1 level of existing class
5th +2 +1 +1 +4 Elemental familiar +1 level of existing class
6th +3 +2 +2 +5 Control winds +1 level of existing class
7th +3 +2 +2 +5 Endure sonic (15) +1 level of existing class
8th +4 +2 +2 +6 Rebuke elemental +1 level of existing class
9th +4 +3 +3 +6 Endless breath +1 level of existing class
10th +5 +3 +3 +7 Elemental form +1 level of existing class







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