In this age of oppression, only the wind is truly free. The Windwalker
is the physical embodiment of this freedom. An elusive wind that blows
swift and unhindered across the lands, turning into a deadly hurricane
when the need for violence arises.
1. Blessings of the Wind +2
2. +1 dodge bonus to AC
3. Light Feet +5 ft.
4. Swift +2
5. +1 Dex
6. Black Wind
7. +2 dodge bonus to AC
8. Light Feet +10 ft.
9. Commune with Nature 1/day
10. +1 Wis
11. Blessings of the Wind +4
12. +3 dodge bonus to AC
13. Light Feet +15 ft.
14. Swift +4
15. +1 Dex
16. Gaseous Form 1/day
17. +4 dodge bonus to AC
18. Light Feet +20 ft.
19. Commune with Nature 2/day
20. +1 Wis
Blessings of the Wind: The Windwalker is light
of foot and keen of ear, as the winds help her circumvent the dangers
she encounter. The Windwalker gains the listed bonus on all Jump,
Listen, Move Silently and Tumble checks. If environmental conditions
are at least moderately windy, this bonus is increased by +1 at 1st
level, and +2 at 11th. Black Wind: Winds may be light and swift, but
can also be powerful and violent, bringing about great destruction.
When the Windwalker takes a charge action, she may move three times her
base speed, and gains an additional +2 bonus on the attack roll.
Light Feet: The Windwalker is lighter on her
feet than nearly any other. Her base speed increases by the listed
amount. She also reduces the distance of any fall by this amount for
the purposes of determining damage from falling.
Swift: Winds are fast, agile and elusive, and
impossible to catch. The Windwalker gains the listed bonus as a bonus
to Initiative, Reflex saving throws and Escape Artist checks.