In a world where the power of song holds dominion over nature, magic and man, it stands reason that the power of dance should have some unique function as well, and it does. The wind dancer is a force of nature, but without the ability to harness and use magic like a spellcaster. The nature of air and dance have one thing in common, they are both creatures of chaos. Wind dancers harness the primal chaotic power of air and wind infuse it within and without themselves. In return it gives them inherent abilities such as the power of flight, greater focus and enhanced potential with ranged weapons, use of air and wind based abilities and warding from external forces.Wind dancers are usually, but are not always, fickle creatures. While they revel in the wind and air and take delight in every moment they spend under the open sky and dream of wonders of the clouds that await them, that doesn't mean that are primarily airheads. Wind dancers can crack down on themselves and be serious. When hard pressed against threats to livelihood of themselves and their friends they are able to rain down a world of hurt on their foes.
Role: Wind dancers excel in moving around on a battlefield putting a good distance between them and their foes. When properly positioned to yield the best result in ranged combat only then do they open up a volley of armor and flesh piercing peril. When forced to meet their foes head on or in enclosed confines, wind dancers prefer to use proper weapons and strategy to do as much damage as they possibly can.
Alignment: Any non-lawful.
Hit Die: d8
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis).Skill Ranks Per Level: 4 + Int modifier.
| Fort | Ref | Will | Finesse | Finesse | Wind | |||
|---|---|---|---|---|---|---|---|---|
| Level | Base Attack Bonus | Save | Save | Save | Special Abilities | Expertise | Focus | Dance |
| 1st | +1 | +2 | +2 | +0 | Weapon Finesse, Expanded Finesse | 1st | ||
| 2nd | +2 | +3 | +3 | +0 | Armor As Light As Air, Expanded Finesse | +1 | ||
| 3rd | +3 | +3 | +3 | +1 | Updraft, Wind Blast | 2nd | ||
| 4th | +4 | +4 | +4 | +1 | Finesse Expertise, Wind Strike | +1 | +2 | |
| 5th | +5 | +4 | +4 | +1 | Armor As Light As Air | 3rd | ||
| 6th | +6/+1 | +5 | +5 | +2 | Expanded Finesse | +3 | ||
| 7th | +7/+2 | +5 | +5 | +2 | Windbourne | 4th | ||
| 8th | +8/+3 | +6 | +6 | +2 | Wind Strike | +2 | +4 | |
| 9th | +9/+4 | +6 | +6 | +3 | Reprocessed Air | 5th | ||
| 10th | +10/+5 | +7 | +7 | +3 | Expanded Finesse | +5 | ||
| 11th | +11/+6/+1 | +7 | +7 | +3 | 6th | |||
| 12th | +12/+7/+2 | +8 | +8 | +4 | Wind Strike | +3 | +6 | |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Windbourne | 7th | ||
| 14th | +14/+9/+4 | +9 | +9 | +4 | Expanded Finesse | +7 | ||
| 15th | +15/+10/+5 | +9 | +9 | +5 | 8th | |||
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Wind Strike | +4 | +8 | |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Body of Air | 9th | ||
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Expanded Finesse | +9 | ||
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Windbourne | 10th | ||
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Cloud Kicker, Wind Strike | +5 | +10 |
Class Features
Weapon & Armor Proficiency: Wind Dancers are proficient with all light weapons, plus longbows, rapiers, shortbows and short swords and all light armor. Wind Dancers are not proficient with any shields.When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, the wind dancer loses her wind dance, updraft and windbourne class features.
Weapon Finesse: At 1st level the Wind Dancer gains Weapon Finesse as a bonus feat.
Expanded Finesse (Ex): At 1st and 2nd level and then every four levels thereafter the Wind Dancer chooses one weapon that has a range increment to add to the list of weapons that she can apply the benefit of the weapon finesse feat to.
Finesse Focus: At 1st level and every two levels thereafter the Wind Dancer chooses one weapon that she applies the benefit of the Weapon Finesse feat from. With the chosen weapon she gains one of the following feats of her choice; Crossbow Mastery, Deadly Aim, Far Shot, Focused Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Weapon Focus, Weapon Specialization. Any minimum level prerequisites from the aforementioned feats are waived, but all other prerequisites must be fulfilled for the selected feat.
Armor As Light As Air (Ex): At 2nd level the Wind Dancer becomes more comfortable in her armor and is able to coax more maneuverability from it. Whenever she is wearing light armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2. At 5th level the armor check penalty reduces by 1 additional point (total -2) and the maximum Dexterity bonus increases by 2 (total +4). This ability only applies if the Wind Dancers is wearing light armor.
Wind Dance (Ex): When lightly armored and lightly encumbered, the Wind Dancer gains a deflection bonus to her AC equal to half her class level, to a maximum of +10 at 20th level. This ability manifests itself as a tight envelope of hard air around the character and is pressure resistant to external forces.
These bonuses to AC apply even against touch attacks or when the Wind Dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
Updraft (Ex): At 3rd level the Wind Dancer is able to mitigate the effect of a fall or can gain an assist to a jump by creating an updraft. At 4th level the Wind Dancer can treat a 20 foot fall as non-existent and for every 2 class levels after 4th, the Wind Dancer adds an additional 10 feet to the maximum distance she can fall without suffering damage. The Wind Dancer gains a bonus on her acrobatics skill check to assist her in a jump equal to her class level and is always counted as having running start when making jump checks using Acrobatics.
Wind Dancers that are immobilized or helpless, wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load are unable to benefit from this ability.
Wind Blast (Su): As a swift action, the Wind Dancer can gather a ball of air in the cusp of her hands; this ball off air can then be fired as a move action. The ball of air can either inflict cold damage or it can be treated as a Bull Rush.
A Wind Blast used to inflict cold damage deals XD6+X damage, with X being equal to half the Wind Dancer's class level (to a maximum of 10D6+10) to one target that the Wind Dancer has line of sight to. For every 30 feet that the affect has to travel to reach its target, its damage die decreases by 1.
A Wind Blast used as a Bull Rush is resolved normally, but the Wind Dancer gains a bonus on her Combat Maneuver check equal to her class level x1.5 plus her Dexterity modifier. A target affected by this use of Wind Blast is moved the maximum distance allowable by the effect. Wind Dancers do not provoke attacks of opportunity when using a wind blast to make a bull rush.
Regardless of which function of this ability the Wind Dancer decides to use, it can only be employed a number of times per day equal to one-third the Wind Dancer's class level +4.
Finesse Expertise (Ex): At 4th level and every four levels thereafter the Wind Dancer gains a +1 bonus to her attack and damage rolls made with all weapons that she applies Weapon Finesse to.
Wind Strike (Ex): At 4th level and every 4 levels thereafter when the Wind Dancer uses a ranged weapon in which she is proficient with she adds an additional 40% to weapons range increment (this only applies for every additional 5 feet that is added to the range increment of the weapon).
Windbourne (Ex): At 7th level the Wind Dancer is able to Fly for a number of rounds per day equal to her class level x5 + her Dexterity modifier x2. At 13th level the duration of this ability increases to minutes. At 19th level the Wind Dancer has no limit to amount of time she can stay airbourne. The Wind Dancer does not have to use all of her flying time all at once.
When flying the Wind Dancer has a fly speed of 60 feet. They have good maneuverability, can ascend at half speed and descend at double speed. Flying requires only as much concentration as walking, so the Wind Dancer can attack or cast spells (if able to) normally. At 7th level Wind Dancers can charge while flying, but are unable to run while doing so until they reach 13th level. If the wind Dancer is aloft and her daily duration of flying ends, she immediately begins to fall.
Wind Dancers that are immobilized or helpless, wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load are unable to achieve flight.
Reprocessed Air (Ex): At 9th level, the tight envelope of hard air that exists around the Wind Dancers body and grants her a bonus to her AC expands its function to recycle this air and provide the character with a continuous fresh supply of air. The character always has this air to draw from as a self contained ozone. Altitude, toxic air/fumes/gas or windbourne poisons cannot affect the character and she never needs to hold her breath or worry about drowning.
Body of Air (Su): At 16th level the Wind Dancer can become an Air Elemental of her same size category for a number of rounds per day equal to her class level plus her Dexterity modifier. When the Wind Dancer assumes elemental form all of her equipment and gear transform as well.
Cloud Kicker (Ex): At 20th level the Wind Dancer treats clouds as a solid surfaces and any cloud the Wind Dancer currently resides on does not lose any mass and it can be directed to move as per the will of the character as if the cloud is an extension of their body by using the Fly skill. Further the Wind Dancer can shape a cloud that she is on to her desire in order to form it into a crude dwelling. Wind Dancers are able to invite others onto their clouds and have them be able to treat it as a solid surface as well and can revoke this invitation at any time.
In addition the Wind Dancer is able to fall any distance without taking damage from it.