Masters of the breath, Zephyr channel power from within in order to expel breath weapons gained from different creatures.
4 Hit Points | 4 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Zephyr are proficient with simple weapons and a single weapon type chosen from the following; Sword, Axe, Hammer, or Bow. They are proficient with armor.
Zephyr's Spirit
Zephyr's rely on their very soul and body to channel their powers, using this power to expel various magical powers from their very lips. At first level they must choose which spirit they are attuned to - the kind of spirit determines and alters their breath weapon, as well as their Spiritual Secrets at every 4th level.
If their Zephyr's Spirit grants a breath weapon which deals damage, use the damage listed above. If it is a bonus/penalty, use the rolled dice as the bonus/penalty instead.
Draconic
Breath Weapon: Choose an arcane element (except corruption, sonic, or arcane) for this breath weapon's damage type, and this breath uses Endurance for to-hit and damage. Its range is a 6 square cone or a 12 square line (chosen when picking their Zephyr's Spirit, and cannot be changed later). This goes against Defense.
This breath weapon costs a number of MP to use equal to 1/4 level. Instead, the Zephyr can spend MP equal to double level + 1 to use corruption, sonic, or arcane instead.
4th Level: Receive Energy Resistance against an element equal to your Resistance + 1/4 level.
8th Level: Receive Natural Deflection to all body parts equal to 1/2 Endurance. This is in addition to existing Natural Deflection.
12th Level: When using a breath weapon, the Zephyr can choose to spend 4 more points from their Inner Reserve to adds 1/2 level as a bonus to damage for 1d5+1 rounds.
16th Level: When making an attack with a breath weapon, deal half damage on a miss (if the attack deals damage).
20th Level: Enemies who would normally have immunity to their breath weapon's damage type instead only receive 30 Energy Resistance against it.
Vampire
Breath Weapon: Breathe an unholy breath weapon, and this breath uses Resistance for to-hit and damage. Its range is a 4 square cone. This goes against Bodily Defense. Upon successfully dealing damage, heal 1/2 the damage dealt in HP.
This breath weapon costs a number of MP to use equal to 1/4 level.
4th Level: The Zephyr is healed by Unholy healing if they aren't already. If they are already healed by Unholy, they receive Holy Resistance 10.
8th Level: After hitting an enemy with their breath weapon, the Zephyr deals 1d5 points of bleed damage to their target(s) for a number of rounds equal to Resistance.
12th Level: Once per encounter, points from Inner Reserve can be used to cast any unholy Divine spell the Zephyr would be able to cast as a Mage of equal level.
16th Level: Once per encounter, the Zephyr can spend 10 MP from their Inner Reserve to heal all damage dealt with their breath weapon instead of half.
20th Level: The Zephyr becomes immune to critical hits and bleed damage.
Inner Reserve
Depending on the type of breath weapon the Zephyr specializes in, their focus and abilities change accordingly. Zephyr's have a pool of energy similar to that of MP that is equal to their level + Resistance + Endurance. So long as their Zephyr's Spirit is above 0, they add their Resistance to all Defenses. Versus Magic, they effectively double RES for their defenses.
Further references to spending from the Inner Reserve in class abilities will reference it as MP instead.
Magic Feats can be used on their breath weapons as if they were spells, increasing their cost accordingly.
The Zephyr's Spirit alters whether they uses Endurance for to-hit and damage, or Resistance on their Breath Weapons.
Spirit Link
As a swift action a Zephyr can 'link' themselves with an ally who possesses MP. In doing this, they are able to use their allies' MP in place of their own when using their breath weapons. Doing this however requires the ally to be willing, and to possess MP - and when doing this the ally does not have access to the Zephyr's MP-like Inner Reserve. They can link with an ally once per encounter.
Spiritual Pressure
As a standard action the Zephyr can unleash an immense amount of pressure within the air, affecting gravity with their magical resonance. When doing this, all enemies within 6 squares have an attack made against them using Resistance for to-hit, and on a successful hit they lose their standard action on their turn.
Using this costs 4 MP per enemy being attacked.
Defensive Coating
As a reaction the Zephyr can coat themselves in a wispy and mystical energy using their breath, this breath can catch attacks mid-air and block them. In using this, the Zephyr can use their breath weapon granted by their Zephyr's Spirit to parry attacks. In addition to this, even if the attack hits, they apply their breath weapon's unmodified rolled damage dice as if it were a shield against their whole body (maximum of 6 Deflection at 20th level).
Using this costs 2 MP per parry.
Steal Breath
As a standard action the Zephyr can breath out in a 6 square cone, and all enemies caught within it who are hit begin to suffocate for 1d5 rounds + 1 per point of Endurance the Zephyr possesses. This attack uses Endurance for to-hit. If an enemy is slain by using this ability, the Zephyr recovers HP equal to the enemies' level + the enemies' Endurance.
Using this costs 5 MP per enemy being attacked.
No Breath
Zephyr are immune to drowning and suffocation, and are able to comfortably survive within the vacuum of space or in the deep depths of the ocean - all without protection.
Precise Breath
When making an attack with a breath weapon, the Zephyr can opt to only attack a single target with it - making the attack go against the individual's Avoid. If the attack went against Avoid, Mental Defense, or Bodily Defense the attack goes against the same Defense as it would normally attack and receives a +5 bonus on to-hit.
Using this costs 8 MP.
Absorb Spells
When using Defensive Coating, this can be used against spells - allowing the Zephyr to parry both melee and ranged spells against them. When doing this they do not get a Deflection bonus if the attack still hits, however if the spell is parried they recover MP equal to double the spell's MP cost.
This costs 6 MP per parry.
Counter Breath
Once per encounter upon successfully using Absorb Spells, the Zephyr can choose - instead of recovering MP to instead redirect the spell at the caster. This uses the Zephyr's breath weapon attack in place of the spell's attack, however uses the caster's level like normal to determine and Magic for determining damage or effects.
Steal Soul
Upon successfully hitting a target with their breath weapon, once per encounter the Zephyr can choose to damage their soul instead. When doing this you instead deal 1d5 points of Resistance drain to the target with the attack, or 2d5 Resistance drain on a critical hit. If this would reduce the target's RES to 0, they are erased from existence and the Zephyr recovers all of their MP and HP.
Undying Breath
Once per encounter the Zephyr can attempt to breathe life into someone who has died. Doing this is a standard action, and the target must not have been dead for more than 1 day. Upon doing so, the target is revived and recovers to half their HP. If the target was missing any limbs, these limbs will regenerate after 1d5 days of rest.
This costs 20 MP.
Soul Breath
If an enemy has been slain through the use of Steal Soul, the Zephyr can as an immediate action make a breath weapon attack against a target within line of sight rather than accepting a total recovery to MP and HP. In doing this the Zephyr expels the recently deceased target's life energy at their opponent in order to overwhelm their body and shut it down. This is a breath weapon attack as normal, except on a successful hit their Resistance immediately drops to 0. On a failed hit, the target instead takes 1d5 points of Resistance drain (which can only drop their Resistance to a minimum of 1).
First Awakening
Zephyr can use their Resistance in place of Agility when making dodge attempts.
Heroic Awakening
When taking sanity damage and being subject to a mental disorder, the Zephyr can as an immediate action recover from and negate the mental disorder. This can only be used once per encounter.
Unchained Awakening
If the Zephyr would be subject to an effect which would force them to suffocate (such as Drown) the one initiating the effect instead becomes the subject and starts to suffer from it.
True Awakening
Zephyr are immune to called shots against the head, cannot be decapitated, are immune to blindness and deafness, as well as being immune to being muted or otherwise unable to speak.