Aeromancer

Quetzalcoatl's Rite of Air:

A Aeromancer cannot consult her repertoire normally. Any time she wishes to prepare her spells for the day, she needs to perform the Rites of Air. The rite itself is simplistic, requiring the Aeromancer only an hour of uninterrupted chanting an open area of outside air where weather takes place (Freeport alpha's Garden and the holodeck also function as they both have artificial weather)

Doing so allows her to access her repertoire. If, for some reason, she cannot perform the rite, she is unable to use Ninjutsu. The rites of Air can only be performed once every 24 hours

Cloud-Born (Ex):

A Aeromancer has adapted to the wind, and the wind accepts her as one of the many clouds that floats through its vastness. She gains resistance to Air equal to her Aeromancer level × 2.

Aero Manipulation (Su):

The Aeromancer has become so adept at casting Wind spells, normal metachakra is easier to apply to the sharp winds. At 2nd level, when you apply metachakra effects to spells with the [Wind] descriptor you decrease the total spell level by 1, down to a minimum of 0.

Patlāna

Gain Quetzalcoatl's Secret Technique Patlāna.

Skill: Fly Becomes a Class skill.

Expert Aeromancy:

When a 4th level Aeromancer casts a [Wind] spell, she may sculpt it as per sculpt spell without any increase in casting time or spell slot adjustment.

Quetzalcoatl's Shout (Su):

The Aeromancer gains an inner reservoir of Compressed Air to call upon, allowing her to emit a blast of wind from her mouth at her enemies. At fifth level, once every 1d4 rounds, she can use her breath weapon that deals 1d6/2 caster levels in Wind damage in a 30 ft cone, usable as a standard action.

Patlāna

Casting Time: 1 standard action

Chakra Use: 15

Duration: 1min/per level.

DESCRIPTION

The Aeromancer can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is Average.

Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The Aeromancer can charge but not run, and it cannot carry aloft more weight than its maximum load, including any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d4 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d4 points of damage per 5 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an anti-chakra field.

can be cast on others within 30ft, but must pay 15 chakra extra per extra person or animal it affects.

See Falling Damage if something bad happens!