Gale Walkers

Masters of Air and Wind, the Gale Walkers are a nomadic people who wish to better not only themselves, but the world as a whole. They seek balance with nature and everything in it, as the earth and air have an equal balance. They draw magic from natural dieties and use it to help keep their world together.

Adventure: There are many reasons as to why a Gale Walker would go adventuring: the correct an imbalance, to better themselves, or to take care of immediate threats they have noticed in an area.

Religion: Gale Walkers may worship one of many dieties including but not limited to: Silvanus (God of Nature), Orion (God of Pestilence), Selune (Sister of the Moon), or Mystra (Goddess of Magic).

Background: Gale Walkers have been born of a Gale Walker parent and inducted into their nomadic way of life. Occassionally it has been heard of for a Gale Walker to be brought into the group by being inducted after tagging along with their nomadic breathren and proving themselves worthy.

Races: Humans make the best Gale Walkers because of their love to wander, half elves make good Gale Walkers because they find it hard to fit in and easier to wander about seemingly aimlessly, and oddly halflings make decent Gale Walkers for these same reasons. While other races might become Gale Walkers, these two groups are most likely as there are not many tribes of other races wandering about.

Other Classes: Gale Walkers get along best with druids because of their similar demeanor. They try to accept everyone though, so long as they are not overly zealous or extremely demented.

Role: Gale Walkers are adept casters in the realm of air and do well to stay out of the way of most battles while supporting from the back.

Table 3-1: The Gale Walker

Lvl	BaB	Fort	Ref	Will	Special		   Speed	Unarmed Damage
1	+0	+0	+2	+2	Squall Tattoo, 
					Auran Diplomat	   30ft			d6
2	+1	+0	+3	+3			   30ft			d6
3	+1	+1	+3	+3			   30ft			d6
4	+2	+1	+4	+4			   35ft			d8
5	+2	+2	+4	+4	Squall Tattoo	   35ft			d8
6	+3	+2	+5	+5			   35ft			d8
7	+3	+3	+5	+5			   40ft			d8
8	+4	+3	+6	+6	Windlike Sense	   40ft			2d6
9	+4	+4	+6	+6			   40ft			2d6
10	+5	+4	+7	+7	Squall Tattoo	   45ft			2d6
11	+5	+5	+7	+7			   45ft			1d10
12	+6/+1	+5	+8	+8			   45ft			1d10
13	+6/+1	+6	+8	+8			   50ft			1d12
14	+7/+2	+6	+9	+9			   50ft			1d12
15	+7/+2	+7	+9	+9			   50ft			2d8
16	+8/+3	+7	+10	+10			   55ft			2d8
17	+8/+3	+8	+10	+10			   55ft			2d10
18	+9/+4	+8	+11	+11			   55ft			2d10
19	+9/+4	+9	+11	+11			   60ft			2d12
20	+10/+5	+9	+12	+12			   60ft			2d12

Game Rule Information
Gale Walkers have the following game statistics.

Abilities: Wisdom determines how powerful a Gale Walker's spells are, a Gale Walker can only cast one of their spells if their Wisdom is at least 10 + the spells level. Dexterity helps to make sure a Gale Walker won't be hit in combat.

Alignment: Any neutral.
Hit Die: d4.

Other: Gale Walkers need to be tattooed by an elder before they are recognized as a fully fledged Gale Walker.

Class Skills
Gale Walker's class skills (and the key ability for each skill) are Balance, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Listen, Move Silently, Perform, Slight of Hand, Tumble
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All the following are class features of the Gale Walker.

Weapon and Armor Proficiency: Gale Walkers are not proficient with any armor or shields, and if they wear any armor they lose their airbending abilities. The weapons they are proficient with are club, light mace, sling, gauntlet, sap, light hammer.

Unarmed Damage: Gale Walkers can use high-velocity punches instead of weapons to damage their oponents. Their fists are treated as weapons and no longer deal subduel damage.

Speed: Gale Walkers can use the wind around them to propel them to run faster than they normally would be able to.

Spells: A Gale Walker casts divine spells that are drawn from the Gale Walker list. He must prepares spells at the start of the day, such as a cleric or druid.

Windlike Senses: At 8th level the Gale Walker gains a +5 to Balance, Escape Artist, Jump, Listen, Move Silently, and Perform(Dance) while there is wind in the air. If there is air around the Gale Walker can bend it's senses to make them his own.

Auran Diplomat: The Gale Walker has a natural connection with the air, and therefore can communicate with creatures made of it. The Gale Walker gains Auran if they did not all ready have it, and get a +2 diplomacy competency bonus when dealing with Air-type creatures.

Squall Tattoo: Each tattoo imbues the Gale Walker with new Airbending abilities. It is not to say that the tattoo is the source of airbending, but that each tattoo is a rite of passage before the Gale Walker may learn a new technique. There are two choices for a new tattoo, either the Gale Walker may have an elder of their tribe scribe the tattoo or choose to do it themselves (note that the first tattoo must be scribed by an elder, and that all airbending requires 2 free hands). In order the powers of the tattoos are:

	~ Air Ball: The Gale Walker can harness the wind and ride a current. This ability lasts for 10 minutes per Gale Walker level. The Gale Walker can move in all directions while airbending this form. Note that the Gale Walker cannot perform anything but free actions while controlling the Air Ball. This tattoo is a long blue arrow on either arm, reaching from the armpit around to the top of the arm and down to the top of the hand.

	~ One with the Wind: Gale Walkers can ride the wind, and thusly cannot be hurt by falling. They gain unlimited feather fall. This tattoo is a long blue arrow on either leg, starting on the outer side of the thigh and winding forward down the knee and ending on the top of either foot.

	~ Summon Steed: The Gale Walker can summon a giant flying bison to do his bidding. It has giant horns, 6 thick legs, and a large tale like a beaver. It has thick fur with similar markings to that of it's master. It will not attack unless it is being attacked, and then will nullify it's attacker and fly away immediately. If the bison is "killed" he will return to the air plane he was summoned from and may be re-summoned in 1d6 weeks. It has the following statistics:
		~ Stats: 25 STR, 24 DEX, 16 CON, 6 INT, 10 WIS, 10 CHA
		~ Hit Points: For the purposes of battle, the bison has 10d8+30 hit points.
		~ Skills: +5 Listen, +5 Spot
		~ Attacks: +16 Bite Attack (2d6+6)
		~ Other: The creature can speak empathetically to it's master. It's exact size 			category is Huge. It can only fly carrying 500 pounds or less.
		~ Tattoo: Both the bison and the Gale Walker's tattoos for this level is a large 			arrow centered at the very top of the forehead and goes down to where 			the point is between the eyebrows.

Gale Walker Spells:
Gale Walker spells are mostly used to change the area around the Gale Walker or to better himself and/or his party.

0-Level Spells: Change Current*, Create Air*, Detect Current*, Detect Magic 
1-Level Spells: Gaseous Form, Gust of Wind, Longstrider, Obscuring Mist, Pass without Trace, Wind Wall
2-Level Spells: Air Walk, Control Winds, Fly, Freedom of Movement, Spider Climb
3-Level Spells: Control Weather, Elemental Swarm(Air), Whirlwind, Wind Walk 

Table 3-2: Tide Weaver Spells Per Day

Level	0	1	2	3
1	3	-	-	-
2	4	1	-	-
3	5	1	-	-
4	5	1	-	-
5	6	2	-	-
6	6	2	1	-
7	7	2	1	-
8	8	3	1	-
9	8	3	2	-
10	9	4	2	1
11	9	4	2	1
12	10	5	3	1
13	10	5	3	2
14	11	6	3	2
15	12	6	4	3
16	13	7	4	3
17	13	7	5	4
18	14	8	5	4
19	14	8	6	5
20	15	9	6	5

Change Current: Changes the direction in which the wind is blowing.

Create Air: Creates a gust of air proportional to the Gale Walker's level. This spell is frequently used if there is a dead day and the Walker is in need of Air Bending.

Detect Current: Gives basic information about the wind in the immediate area.