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Jerzy Siemiginowski-Eleuter (1660–1711) Title: Allegory of Winter.
& Rituals: Olympus
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team
Aeolus, king of the winds, is one of the demigods who dwells not on Mount Olympus, but rather in the world of mortals. From his island home of Aeolia, he rules over the four winds Boreas the North Wind, Zephyros the West Wind, Notus the South Wind and Eurus the East Wind. Those who are brave enough to visit Aeolus, or who draw the attention of one of the four winds, may prove themselves worthy of the winds blessing. Like the legendary sons of Boreas, the blessed of Aeolus can run as swiftly as the wind, and even tread the very air. They are almost as much elemental as mortal.
Rogues, bards, monks, fighters and rangers are the most likely to become blessed of Aeolus, and the most likely to draw benefit from the gifts of the wind. Clerics of Hermes find the blessings of Aeolus very much to their taste, but may find it difficult to give up their spellcasting abilities.
NPCs who have earned Aeolus blessing rarely sit still for long. They do not settle in any one area, but rather roam across the land in search of excitement or interesting goings- on. They are often glad to offer their speed and skills to a worthy cause assuming they can be found.
Hit Die: d8.
to become a blessed of Aeolus, a character must fulfill all the following criteria.
Skills: Balance, 4 ranks, Jump 7 ranks, Tumble 4 ranks
Feats: Dodge, Mobility
Abilities: Charisma 13+
Special: The character must earn the blessing of Aeolus or of one of the four winds.
The blessed of Aeolus class skills (and the key ability for each skill) are Balance (Dexterity), Bluff (Charisma), Diplomacy (Charisma), Disguise (Charisma), Escape Artist (Dexterity), Gather Information (Charisma), Jump (Strength), Knowledge (geography) (Intelligence), Knowledge (mythology) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Sense Motive (Wisdom), and Tumble (Dexterity).
Skill Points at Each Level: 4 + Intelligence modifier.
|The Blessed of Aeolus|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+2||+0||Gift of Boreas, inherent spells I|
|3rd||+2||+1||+3||+1||Gift of Eurus|
|5th||+3||+1||+4||+1||Inherent spells II|
|7th||+5||+2||+5||+3||Gift of Zephyros|
|9th||+6||+3||+6||+3||Inherent spells III|
|10th||+7||+3||+7||+3||Gift of Notus|
All of the following are features of the blessed of Aeolus prestige class.
Weapon and Armor Proficiency: The blessed of Aeolus is proficient with all simple weapons and all ranged martial weapons.
Gift of Boreas (Su): Starting at 1st level, at the request of Aeolus, Boreas the North Wind grudgingly agrees to ignore the blessed character, and as a result, the character receives cold resistance 5. In addition, the character is considered to be under the effect of a continuous endure elements spell with respect to cold.
Inherent Spells I (Sp): By reminding Aeolus of their pact, the blessed character is able to use the following spell-like abilities once per day, as a standard action: clairaudience, mage hand, message, obscuring mist, true strike and wind wall.
These spell-like abilities have both a verbal and a somatic component the blessed character must raise her arms and send her appeal to Aeolus on a messenger wind. They are Charisma-based for the purposes of determining DC, and use the blessed of Aeolus character level to determine effect. The simplicity of these somatic gestures reduces spell failure chance for armor by 15%.
Uncanny Dodge (Ex): At 2nd level the blessed of Aeolus gains the uncanny dodge ability. She retains her Dexterity bonus to AC even while flat-footed or when attacked by an invisible opponent. An immobilized character (such as one who is paralyzed) cannot benefit from uncanny dodge.
Gift of Eurus (Su): At 3rd level, the playful East Wind smiles upon the blessed of Aeolus, and whirls about her at all times, causing her clothes and hair to whip about, causing them to move against the current breeze or prevailing wind.
If the blessed should fail a saving throw against any spell with the Air descriptor, the Gift of Eurus allows her to immediately make a second saving throw, taking the better of the two results. In addition, Eurus protects the character from harm (when hes paying attention, of course), causing all physical missile attacks (including touch attacks) to suffer a 20% miss chance.
Evasion (Ex): At 4th level, the blessed of Aeolus gains the evasion ability. If she makes a successful saving throw against an attack that normally deals half damage on a successful save, she takes no damage. Evasion can be used only if the blessed of Aeolus is wearing light or no armor. A helpless character (such as one who is paralyzed) cannot benefit from evasion.
Inherent Spells II (Sp): Once per day beginning at 5th level air wall, air walk, gaseous form, lightning bolt, and gust of wind. These spells function as per the entry for Inherent Spells I, above.
Deflect Arrows: At 6th level the blessed of Aeolus receives the benefits of the Deflect Arrows feat, even if she does not meet the prerequisites.
Gift of Zephyros (Su): At 7th level, Zephyros the West Wind has grown deeply enamored with the blessed of Aeolus, and through this constant attention, the character gains a flying movement rate of 60 feet (or 40 feet if she wears medium or heavy armor). She can ascend at half speed and descend at double speed, and her maneuverability is good. This is considered an 18th level spell effect, and may be suppressed (via dispel magic, or similar effects), but may not be permanently dispelled.
Improved Evasion (Ex): At 8th level, the blessed of Aeolus gains the improved evasion ability. She still takes no damage if she makes a successful saving throw against an attack that normally deals half damage on a successful save. However, even if she fails her save, she takes only half damage. Improved evasion can be used only if the blessed of Aeolus is wearing light or no armor. A helpless character (such as one who is paralyzed) cannot benefit from improved evasion.
Inherent Spells III (Sp): Once per day at 9th level control weather, cone of cold, dimension door, and. These spells function as per the entry for Inherent Spells I, above.
Gift of Notus (Su): By the time the blessed of Aeolus has reached 10th level, Notus the South Wind decides that he does not want to be seen as stingy, and emulating his brothers, vows to work against the character’s enemies. Once per day as a standard action, the character may call out to Notus and “snatch the wind” out from under his foes. All flying enemies within a 100 foot burst centered on the blessed of Aeolus must make a Fortitude save (DC 10 + 1/2 character level + Charisma bonus) or be unable to maintain their flight for one round. This applies to creatures using either natural or magical flight.
Creatures failing their saves do not plummet to the earth, but must use a move action to make a safe landing in effect, they are forced to move directly toward the ground on their next action. If a creature affected by the gift of Notus is too high up to reach the ground with a single move action, it ends its turn at the indicated elevation and may move normally in the next round.
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