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 |