THE AEROMANCER
The aeromancer has an inherently magical connection to the wind, the air, and the weather. She can manipulate winds, create vacuums, lower or raise the temperature, generate thunder and lightning, take on the qualities of air, and move herself and objects through the air with ease.



REQUIREMENTS
To qualify to become an aeromancer (Aer), a character must fulfill all the following criteria.
Alignment: Nonlawful
Skills: Jump 2, Move Silently 2, Spellcraft 4, Survival [Intuit Direction/Wilderness Lore] 2
Feats: Lightning Reflexes
Spellcasting: The character must be able to cast 3rd-level arcane spells without preparation. In addition, all Spells Known except for one per spell level must be from the aeromancer spell list.
Special: You can meet the Feat requirement by being an air genasi (or similar air-touched race), being able to bind Wind Spirits (shaman core class), dabbling in Mist Magic or Winter Magic (witch core class), being able to Wild Shape into an elemental, or by having the Air domain and one of the following domains: Destruction, Storm, Thunder, Travel, Weather, or Winter.

GAME RULE INFORMATION
Aeromancers have the following game statistics.
Base Attack Bonus: Low (as a loremaster)
Hit Die: d4
Saves: High Reflex and Will
Class Skills: The aeromancer’s class skills are Balance (Dex), Concentration (Con), Jump (Str), Listen (Wis), Move Silently (Dex), Scry (Int), Spellcraft (Int), Spot (Wis), and Survival [Intuit Direction/Wilderness Lore]. Skill Points: 2 + Intelligence modifier per level

CLASS FEATURES
All of the following are class features of the aeromancer.
Weapons and Armor Proficiency: The aeromancer gains no additional weapon or armor proficiencies.

1 Aerial Authority, Cold Resistance 5, Spellcasting [Spellcasting +1]
2 Weightless, [Spellcasting +1]
3 Breathless, Lightning Resistance 5, [Spellcasting +1]
4 Aerodynamic, [Spellcasting +1]
5 Aeromancy, Thunder Resistance 5
6 Cold Resistance 10, Windblade, [Spellcasting +1]
7 Living Wind, [Spellcasting +1]
8 Lightning Resistance 10, [Spellcasting +1]
9 Aerodynamic, [Spellcasting +1]
10 I Am the Air, Thunder Resistance 10, Wind Magic

Aerial Authority: The aeromancer can command living wind. A number of times per day equal to her Charisma bonus, she can rebuke and command air elementals as an evil cleric of equal level affects undead. This supernatural ability stacks with any pre-existing ability to rebuke and command air elementals, such as that gained from the Air domain or the shaman’s Spellbinding ability.

The aeromancer can enhance her Aerial Authority with the Extra Aeromancer Ability feat.

Cold Resistance (1st/6th level): She grows increasingly resistant to the biting cold of the northernmost winds. The aeromancer gains Cold Resistance 5, which increases by 5 at 6th level and every 5 levels thereafter.

Spellcasting (1st/2nd/3rd/4th/6th/7th/8th/9th level): At the indicated levels, the aeromancer gains new Spells Known and Spells Per Day as if she had also gained a level in whatever class met the spellcasting requirement of this prestige class. (If she had more than one qualifying class, she must choose the one to benefit, a decision that cannot be later changed.) However, all spells learned as part of this progression must be selected from the list below, up to the spell level normally allowed by the designated class:

Spell Notes: When casting any spell with a Divine Focus, disease component, Dragon Magic component, or Corruption cost, the aeromancer may substitute burning incense or a handful of feathers; such spells have a minimum casting time of 1 full round. Spells simply renamed, such as hurricane force and warmward, operate identically to the root spell noted (bull’s strength and divine zephyr, in these cases). Become the wind is identical to shapechange except that the only form that can be assumed is that of an air elemental. When learned as part of her aeromancer progression, spells listed with parentheticals, such as elemental swarm and summon spells, can only have the indicated effect or summon the indicated creature. A list of each spell’s source is at the end of this post.

Weightless (2nd level): She can become as light as air. The aeromancer feather falls at will as a supernatural effect. In addition, once per day she may air walk (or water walk) as a spell-like ability for up to 10 minutes.

Breathless (3rd level): She transcends the need for breath. The aeromancer no longer breathes, rendering her immune to inhaled attacks, drowning, and effects based on scent.

Lightning Resistance (3rd/8th level): She grows increasingly resistant to lightning. The aeromancer gains Electricity Resistance 5, which increases by 5 at 8th level and every 5 levels thereafter.

Aerodynamic (4th/9th level): She can fly. The aeromancer gains the ability to fly at her ground speed +10 (up to 50 feet maximum) with Average maneuverability. At 9th level, she can fly at twice her ground speed (up to 80 feet maximum) with Good maneuverability. This is a supernatural effect.

The aeromancer can enhance her Aerodynamics with the Perfect Flight feat.

Aeromancy (5th level): The aeromancer’s mastery of air is so great that she can mold her magic into a variety of effects. Once per day, she can attempt to cast any spell on the aeromancer spell list (except Universal spells) by sacrificing the spell slot of an aeromancer spell she knows that is at least three levels higher than the desired spell. For example, she could sacrifice one casting of cone of cold, a 5th-level aeromancer spell that she knows, in an attempt to cast fog cloud, a 2nd-level aeromancer spell that she does not know. To successfully replicate the desired spell, she must make a Spellcraft check (DC 5 + twice the desired spell’s level). Success indicates that the desired spell is cast; failure indicates that the desired spell is not cast and the sacrificed spell slot is lost.

However, this intimate connection to air has a price. Any spell with the Acid or Fire descriptor that the aeromancer casts without preparation is now cast as if one level higher, an adjustment similar to that caused by certain Metamagic feats. An aeromancer who learned fireball as a sorcerer, for example, now casts that spell as if it were a 4th-level spell. If the aeromancer cannot yet cast spells of the higher spell level, she cannot cast the Acid or Fire spell until attaining the requisite spellcaster level (although knowledge of the spell is not lost).

The aeromancer can enhance her Aeromancy with the Extra Greater Aeromancer Ability and Greater Aeromancy feats.

Thunder Resistance (5th/10th level): She is unphased by the shattering boom of thunder. The aeromancer gains Sonic Resistance 5, which increases by 5 at 10th level and every 5 levels thereafter.

Windblade (6th level): The aeromancer can convene a shimmering blade of focused wind in her empty hand. This blade strikes as a +2 scimitar, dealing Force damage, dealing double damage to earth elementals, and striking creatures in gaseous form normally. The aeromancer can wield the blade perfectly even if she lacks proficiency with the scimitar. She can create a windblade once per day as a spell-like ability, and the blade lasts for up to one hour. Exposure to a vacuum or submersion in water instantly destroys the weapon.

The aeromancer can enhance her windblade with the Epic Windblade, Extra Greater Aeromancer Ability, Greater Windblade, Improved Windblade, Whirlwindblade, and Windblade Mastery feats.

Living Wind (7th level): The aeromancer can become living wind. Once per day, she may wild shape into a Small, Medium, or Large air elemental. This is a spell-like ability.

The aeromancer can enhance her Aerial Authority with the Extra Aeromancer Ability feat.

I Am the Air (10th level): She can become the air. Once per day for up to 10 minutes, the aeromancer may assume an incorporeal, invisible, scentless, and tasteless state. All of her possessions assume this form with her, but anything dropped resumes its natural state; light-radiating objects become invisible but their radiance does not, resulting in illumination with no visible source. While in this form, the aeromancer is under the effects of improved invisibility and can fly at a rate of 100 feet with Perfect maneuverability. She may wield her windblade normally in this form.

The aeromancer can enhance her Aerial Authority with the Extra Greater Aeromancer Ability feat.

Wind Magic (10th level): The aeromancer can select any spell from the aeromancer spell list as a bonus Spell Known, up to the spell level she can normally cast.

Epic Aeromancer: The epic-level aeromancer continues her Hit Die, skill point, and Resistance progressions, gaining Cold Resistance 15 at 11th level, Lightning Resistance 15 at 13th level, etc. In addition, she receives bonus epic feats at 13th level and every three levels thereafter (13th, 16th, 19th, 22nd, etc), chosen from the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Distant Shot, Elemental Focus, Enhance Spell, Epic Counterspell, Epic Elemental Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Windblade, Extra Aeromancer Ability, Extra Greater Aeromancer ability, Greater Aeromancy, Greater Windblade, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Windblade, Intensify Spell, Multispell, Perfect Flight, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic, Whirlwindblade, and Windblade Mastery.


NEW FEATS:

ARCANE INSIGHT [General]
Your natural aptitude for and knowledge of arcana grant you insight into the basic laws of magic.
Prerequisite: Any Metamagic feat, Able to cast arcane spells without preparation.
Benefit: Select up to two of the following sorcerer spells as bonus Spells Known: absorption, analyze dweomer, arcane sight, break enchantment, detect magic, dispel magic, freedom, globe of invulnerability, greater dispelling, greater spell resistance, identify, lesser spell immunity, minor globe of invulnerability, minor reflection, Mordenkainen’s disjunction, nondetection, permanency, protection from spells, remove curse, see invisibility, spell turning, true seeing, or unbinding. The combined spell levels of the spell or spells chosen cannot the maximum spell level that you can cast at the time the feat is taken minus 2.
Special: You may take this feat multiple times, choosing up to two additional spells each time. Each additional time the feat is chosen, the number of Metamagic feats you must know for the prerequisite increases by one (two Metamagic feats the second time it’s taken, three feats the third time, etc.).

ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of Spell Failure you can ignore by 5% each time.

CENTERED [General]
You have an exceptional sense of direction.
Benefit: You get a +2 bonus on all Balance and Survival [Intuit Direction/Wilderness Lore] checks.

ELEMENTAL FOCUS [General]
Your spells with the chosen energy descriptor are more potent than normal.
Prerequisites: Spell Focus (Evocation or Conjuration) feat, Able to cast three spells with the chosen energy descriptor.
Benefits: Choose one of the following energy types: Acid, Cold, Electricity, Fire, or Sonic. Add a +2 to the Difficulty Class for all saving throws against your spells and spell-like abilities with this descriptor. This stacks with the effects of all Spell Focus feats and the Elemental Focus and similar class features.

EPIC ELEMENTAL FOCUS [Epic]
Your spells with the chosen energy descriptor are even more potent than normal.
Prerequisites: Elemental Focus (Chosen energy type) feat, Greater Spell Focus (Evocation or Conjuration) feat, Able to cast one 9th-level spell with the chosen energy descriptor.
Benefits: Add a +4 to the Difficulty Class for all saving throws against your spells and spell-like abilities with this descriptor. This stacks with the effects of all Spell Focus feats and with the Elemental Focus and similar class features but does not stack with the Elemental Focus feat.

EPIC WINDBLADE [Epic]
Your windblade is more deadly than before.
Prerequisites: Windblade class feature, Greater Windblade feat, Improved Windblade feat, Windblade Mastery feat.
Benefits: Your windblade is now treated as a +4 scimitar, dealing Force damage and dealing triple damage against earth elementals and double damage against creatures in gaseous form.

EXTRA AEROMANCER ABILITY [General]
You can use one of your aeromancer features more frequently than you normally could.
Prerequisites: Class feature or feat to be affected.
Benefits: Choose one of the following class features: Aerial Authority, Living Wind, or Whirlwindblade. You may use this ability two more times per day.
Special: You can take this feat multiple times, gaining two additional uses of any ability selected.

EXTRA GREATER AEROMANCER ABILITY [General]
You can use one of your aeromancer features more frequently than you normally could.
Prerequisites: Class feature to be affected.
Benefits: Choose one of the following class features: Aeromancy, I Am the Air, or Windblade. You may use this ability one more time per day.
Special: You can take this feat multiple times, gaining one additional use of any ability selected.

FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made when casting defensively.

GREATER AEROMANCY [Epic]
You are more skilled at casting spells without preparation through Aeromancy.
Prerequisites: Aeromancy class feature, must be able to cast 9th-level spells.
Benefits: You can use your Aeromancy class feature twice per day. In addition, Aeromancy now only requires a spell slot 2 levels higher than the spell level of the desired spell.
Special: You can take this feat additional times, gaining one more use of Aeromancy per day each additional time.
Normal: You can only use Aeromancy once per day, and it consumes a spell slot three levels higher than the desired spell.

GREATER WINDBLADE [General]
Your windblade is even more devastating than before.
Prerequisites: Improved Windblade feat.
Benefits: Select one of the following magic weapon special abilities: Icy Burst, Mighty Cleaving, Shocking Burst, or Speed. When you manifest your windblade, it now carries this special ability. Alternately, you can choose to designate any two special abilities from the Greater Windblade or the Improved Windblade feat that you have already selected, such as Shock and Shocking Burst, Frost and Thunderous, or Mighty Cleaving and Speed. When you manifest your windblade, it now can manifest with these two special abilities simultaneously.
Special: You may select this feat multiple times, selecting a different special ability each time. Whenever you manifest your windblade, it manifests with one of the special abilities you have selected. You may switch between those special abilities that you have selected as a move-equivalent action.

IMPROVED WINDBLADE [General]
Your windblade is more devastating than before.
Prerequisites: BAB +8, Windblade class feature.
Benefits: Select one of the following magic weapon special abilities: Frost, Shock, or Thunderous. When you manifest your windblade, it now carries this special ability.
Special: You may select this feat multiple times, selecting a different special ability each time. Whenever you manifest your windblade, it manifests with one of the special abilities you have selected. You may switch between those special abilities that you have selected as a move-equivalent action.

METAMAGICIAN [General]
Your ability to manipulate your own natural arcane magic becomes almost second-nature to you.
Prerequisite: Quicken Spell feat and at last one additional Metamagic feat, Able to cast arcane spells without preparation.
Benefit: A number of times per day equal to the number of Metamagic feats you know, you may cast a spell without preparation and with a Metamagic effect without the normal 1 round penalty to casting time. For example, a sorcerer with the Extend Spell, Quicken Spell, and Silent Spell feats who takes the Metamagician feat can cast up to three sorcerer spells each day with one of these three Metamagic effects without the normal penalty to casting time.

OUT OF BODY [Epic]
You can enter a trance and release your astral form.
Prerequisite: Wisdom 23, Tranquility class feature or ability to cast 9th-level spells.
Benefit: After meditating for 10 minutes, you can free your astral self, as if under the effects of astral projection cast by a sorcerer of your character level. This spell-like ability can be used once per day.

PERFECT FLIGHT [Epic]
You can fly with the speed and grace of an air elemental.
Prerequisites: Class feature allowing you to fly at least twice your ground speed with at least Very Good maneuverability.
Benefits: You can now fly at a rate of 100 feet with Perfect maneuverability.

QUICK [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

REGAIN FOOTING [General]
You can regain your footing from a prone position.
Prerequisite: Dexterity 13, Lightning Reflexes, Skill Focus (Tumble).
Benefit: When in light or no armor, you can regain your footing from a prone position as a free action on your next turn.
Normal: Standing from a prone position is a move-equivalent action.

SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.

UNSTOPPABLE [General]
It is difficult to keep you at bay.
Benefit: You received a +4 bonus to all saves against all hold and slow spells and effects.

WHIRLWINDBLADE [Epic]
You can execute an improved Whirlwind Attack with your windblade.
Prerequisites: Windblade class feature, Improved Windblade feat, Greater Windblade feat (Mighty Cleave or Speed), Windblade Mastery feat.
Benefits: A number of times per day equal to your Charisma modifier when manifesting your windblade with either the Speed or Mighty Cleave special abilities, you may executive a Whirlwind Attack with your windblade as a standard action, striking all creatures within reach.

WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff and Escape Artist checks.

WINDBLADE MASTERY [General]
You can wield your windblade with greater skill.
Prerequisites: BAB +10, Windblade class feature.
Benefits: You now wield your windblade with the benefits of both the Weapon Focus feat and, if desired, either the Improved Weapon Insight, Weapon Finesse, Weapon Insight, or Zen Strike feat. You must otherwise qualify for any feat chosen.


Flavor text graciously provided by Voidmage:

Leon's eyes flash open with a crack of thunder.
They're here, in his sanctuary.
They will face the might of the winds.

The mage in dark leggings and a red coat rises from his crystal ball and faces the entrance to the temple, waiting.

The door cracks open, flooding light into the sky-lit chamber. The intruders had arrived. Surely they knew the strength of Auran magic, why else would they have come?

A trio of men enters the chambers, their breath misting, they pant heavily. The stairs must have been hard for them, they are weak.

Leon chants, his long black hair swirling around him, his coat flaps open wildly. The air in the chamber grows heavy, then in an instant rushes towards the men, scattering them like leaves. Leon smiles, too easy.

The men move to stand and Leon frowns. The fools don't know when to die.

Leon's Legs bend, then straighten, sending the Aeromancer soaring into the air. The men ready pathetic fire based defenses, Leon sniffs in annoyance.

Focusing, a thin blade of wind solidifies in Leon's hands and he dives, slices. Rending one of the men into two halves. The two men flee in horror, severly outmatched.

It's too late, Leon persues them out of the temple doors, and with little effort causes the wind to sweep them off the cliff side stairs.

Smiling in satisfaction, Leon runs his hands through his hair. The temple is safe.



Spell/Domain Sources: All spells and non-epic feats are from the Player’s Handbook, except as follows: Book of Vile Darkness: Evil Weather, No Light; Deities & Demigods: Weather domain; Defenders of the Faith: Divine Agility, Divine Flame, Divine Zephyr, Knife Spray, Sword Stream, Weather Eye; Dragon Magazine: Eagle’s Splendor (282), Electrified Lair (308), Fly Like an Arrow (308), Footpad’s Grace (302), Freezing Cloud (308), Gasp (304), Hurl (275), Infuse with Element (285), Phantasmal Whisperer (291), Ray of Ice (A5), Roaring Wall (308), Shield Companion (308), Stench (302), Thunder domain (290), Thunderhead (302), Transparency (305), Unstoppable Energy (308), Winter domain (290); Forgotten Realms: Eagle’s Splendor (again), Scatterspray, Storm domain; Magic of Faerun: Ball Lightning, Binding Winds, Blindsight, Cloudburst, Electric Jolt, Gedlee’s Electric Loop, Greater Mage Hand, Great Thunderclap, Horizikaul’s Boom, Launch Bolt, Launch Item, Reverse Arrows, Scent, Scintillating Sphere, Stormrage, Storm Tower, Thunderlance, Wind at Back, Wind Tunnel; Masters of the Wild: Cloudwalkers, Creeping Cold, Greater Call Lightning, Greater Creeping Cold, Speed of the Wind; Savage Species: Air Breathing, Blindsight (again), Blood Wind, Buoyant Lifting, Cloud Wings, Desiccating Bubble, Improved Blindsight, Scent (again); Song & Silence: Allegro; Tome & Blood: Cold Orb, Eagle’s Splendor (and again), Electric Orb, Filter, Lesser Cold Orb, Lesser Electric Orb, Mass Fly; Unapproachable East: Ball Lightning (again), Ilyykur’s Mantle; WotC Website: Anticold Sphere, Blood Sirocco, Elemental Familiar, Frost Vortex, Gentle Breath, Heatstroke, Icemelt, Icy Claw, Remove Scent.

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