Elemental Focus, Air

Edict: Quiet unrest and still commotion wherever it is found to encourage a peaceful and tranquil world. Protect the personal freedoms of yourself and others, and oppose those who infringe upon them.   Bonus Feats: Dodge, Mobility, Quick Draw, Lightning Reflexes, Improved Initiative, Spring Attack, Whirlwind Attack, Weapon Focus, Close-Quarters Thrower, Ricochet Toss(Ignore Weapon Training Prerequisite)   Spell-Like Ability: Reinvigorating Wind  
Obadiah's Windcloak: At 1st level, any thrown weapons or ranged weapons the Sacrament Striker wields gain the Cyclonic Weapon Special Quality. As a swift action, he can cloak his arms in sheets of gale-force winds to deal an additional 1d4 B/P/S damage on all thrown and ranged weapon attacks, and granting him a +2 bonus to his CMD. If this ability is used as a move action, this damage applies to melee strikes as well. The Strike can discharge these sheets of wind around his arms as an immediate action to propel himself up to 10ft in any direction - this movement does not provoke Attacks of Opportunity - or to give himself 20% miss chance against one thrown or ranged attack directed at him similarly to Entropic Shield. The damage level of this ability increases by one step and the propel distance and miss chance increases by 5ft/5% for every 5 Sacrament Strike levels gained.   Lael's Enlightenment: At 3rd level, the Sacrament Striker gains the use of Air Walk as a constant extraordinary ability which upgrades to a constant extraordinary fly speed equal to their base land speed at 7th level. Additionally, when making thrown weapon attacks, you can choose to create anchored pylons where the thrown weapons impact(So long as they targeted empty squares) connected by corridors of rippling wind - once created, these pylons have Hardness 10 and 10 HP, and allow any creature that touches one as a swift action(A free action for the Striker who made them) to be instantly transported to be adjacent to any other pylon within line of sight in movement that does not provoke Attacks of Opportunity. The Striker may have a number of pylons created equal to 2 + 1 for every 3 class levels after 3rd. These pylons, once created, last indefinitely until destroyed or until new pylons are made that would put the Striker over her limit - at which point the pylons are destroyed starting from the oldest first. Making these pylons destroys the thrown weapons used to create them. At 9th level, the Striker can concentrate on a pylon they created as a move action to remove all difficult terrain and environmental terrain effects(even magical ones, GM Discretion) within 10ft of the pylon in question.   Wind Control: At 7th level, the Sacrament Striker's control over the very air allows them to throw their senses through unimpeded windflow to any location within 100ft + 100ft per HD they possess of them. Throwing a sense in this way requires a standard action, and while the sense is thrown it is not functioning around them, potentially leaving them exposed to ambush. Additionally, when using thrown weapons or ranged weapons, they can choose to have them be suspended on localized wind currents in their square and fire one round later at the start of their turn at a target of their choosing OR the nearest hostile target(Chosen when releasing them) - when these projectiles strike(Hitting off the target's Flat-Footed AC), they make an automatic CMB check against the hit creature with a +4 for each projectile that lands a hit on them in that round - success means the target is entangled for 1d4+1 rounds without being anchored to the ground. If all projectiles hit the same target, they can choose to instead have them be entangled and anchored for 1 round on a successful CMB check. If the thrown weapon(s) used in this way are rendered broken before they can launch or the target moves out of range or becomes an invalid target, the attack is canceled and the weapon drops to the ground.   Bolts of Jericho: At 13th level, the Sacrament Striker can call down the almighty power of lightning once every 2d4 rounds by raising their hands to the air - upon using this ability, the air pressure drops in the area at a rapid pace as a lightning bolts connects with their arms, granting them an extra 2d6 goldbolt damage on all melee and thrown weapon strikes for 1 round + 1 round per 5HD they possess(Which is multiplied on critical hits) and forcing all hostile creatures within 20ft to succeed at a Fortitude Save (DC based on CONMOD) or be permanently deafened and dealt 1d6 points of electricity damage per 2HD the Striker possesses, negating half the damage and the deafened condition on a successful save.

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