Blowing Sails
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Blowing Sail
In the grim, deadly wastes of the Sand Sea, an ancient culture clings to life. The Grimlanders live in a land most would term Hell, with every day a struggle, the night their only refuge and even that infested with monsters most find unimaginable.
Millenia of struggle have stripped the Grimlanders down to a hard nub, but they have grown strong over the eons. One of those strengths is their rare but powerful fighting style, modeled after their long-lost days upon the Seas.
Their style is known as Blowing Sails, and is modeled upon the motions of a sail luffing and snapping in a breeze, moving in curving, billowing arcs with deceptive slowness, then suddenly snapping with awesome force. Blowing Sails is highly discredited in the Empire, due to the rarity of the Grimlanders and the ancient prejudices instilled in the fighting community during the long-ago Age of the Warrior Kings. To a follower of the Nine Ways of War, Blowing Sail seems almost ridiculously soft and flowing.
In truth, Blowing Sail is a nicely balanced style, whose main drawback is that it demands a great deal of space. In cramped quarters, it can be at a disadvantage.
Hit Die: d10
Requirements:
Base Attack Bonus: 7 Skills: Tumble 3 ranks. Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (any curved or flexible slashing weapon)
Class Skills:
The Sailor's skills (and key ability for each skill) are Balance(Dex), Craft(Int), Escape Artist(Dex), Jump(Str), Listen(Wis), Tumble(Dex).
Skill Points at Each Level: 4 + Int modifier
Advancement Table
Level Base Attack Bonus Fort Save Ref Save Will Save Ride the Wind Special 1st +1 +0 +2 +2 +1 Ride the Wind, Squall 1/day, +1 Bonus, Stormrider 2nd +2 +0 +3 +3 +1 Biting Wind 3rd +3 +1 +3 +3 +1 Spring Attack, Squall 2/day, +2 Bonus 4th +4 +1 +4 +4 +1 Hurricane of Steel 5th +5 +1 +4 +4 +2 Lightfooted +5ft, Squall 3/day, +3 Bonus 6th +6 +2 +5 +5 +2 Gust, Airy Weapons 7th +7 +2 +5 +5 +2 Float, Squall 4/day, +4 Bonus 8th +8 +2 +6 +6 +2 Lightfooted +10ft 9th +9 +3 +6 +6 +3 Tireless Wind, Squall 5/day, +5 Bonus 10th +10 +3 +7 +7 +3 Typhoon
Class Features:
All the following are class features of the Sailor prestige class: Weapon and Armor Proficiency: Sailors receive no Weapon or Armor proficiencies.
Ride the Wind (Ex): The sailor initially gains this bonus to his Armor Class. The bonus is gained as long as he is wearing no, light, or medium armor and not carrying a shield. This bonus applies even against touch attacks or when flat-footed. The bonus is lost when immobilized, helpless, etc.
Squall (Ex): a sailor can invoke the power of the ocean storms a certain number of times per day. While in this state, he can take a full attack action (for melee attacks only) and still move up to his speed. However the sailor must move a minimum of 5 feet between each attack when using this ability, and he can not return to a square he just exited (though he may return to that square later during his full attack). The sailor is subject to attacks of opportunity while under the power of the Squall, but may tumble normally as part of his move. A sailor prevented from completing his move is also prevented from finishing his full attack. If a sailor wields a curved slashing or flexible weapon while in a Squall, he gains a bonus on his attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter. A sailor may only summon a Squall while wielding a slashing or flexible weapon (he may use a double weapon, or multiple weapons, only if both ends of the weapon, or all weapons are of the slashing type). He can not invoke Squall in any armor heavier than medium or if he is using a shield. While in a Squall state, a sailor can not use skills or abilities that involve concentration or require him to remain still, such as Move Silently, Hide, or Search. A sailor can use the Combat Expertise feat while in a Squall. A sailor can not use the Squall power while under the effect of a rage or frenzy ability. A sailor can invoke a Squall only once per encounter. A Squall lasts 5 rounds plus 1 round for every point of Dexterity modifier he possesses. At the end of a Squall, the character becomes fatigued for the duration of the encounter (unless he is 9th-level, at which point this limitation no longer applies).
Stormrider (Ex): A sailor is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Balance, or Tumble check, he may take 10 even if stress and distraction would normally prevent his form doing so.
Biting Wind (Ex): a sailor is able to fight with two curved or flexible slashing weapons as if he has the Two Weapon Fighting feat, even if he does not normally qualify for it.
Spring Attack: at 3rd level, a sailor gains the Spring Attack feat, even if he does not meet the prerequisites.
Hurricane of Steel (Ex): at 4th level, a sailor gains the benefit of the Cleave feat while within a Squall, even if he does not meet the prerequisites for the feat. He does not have to move 5 feet before making the extra attack granted by this ability. In addition, the sailor gains DR X/- while within a Squall, where X is his current Ride the Wind bonus. The bonus stacks with DR gained from class abilities or feats, but with nothing else.
Lightfooted (Ex): at 5th level and higher, a sailor gains an enchantment bonus to his speed. A sailor in any armor heavier than medium or carrying a heavy load loses this bonus.
Gust (Ex): when he attains 6th level, a sailor gains a +2 bonus on initiative rolls.
Airy Weapons(Ex):A sailor fighting with two curved or flexible slashing weapons treats both of them as Light, even if they are really considered one-handed.
Float (Ex): when he attains 7th level, a sailor gains a +4 bonus to Armor Class when he chooses to fight defensively or use all-out defense in melee combat.
Tireless Wind: when the sailor reached 9th level, the character no longer becomes fatigued for the duration of the encounter at the end of a squall.
Typhoon(Ex): When a sailor reaches 10th level, he receives one additional main-hand attack at his full BAB while performing a full attack action (whether in a Squall or not). If a sailor uses this ability in conjunction with his Squall, he can now make up to 2 attacks between moves, or move up to ten feet between attacks, or any combination thereof. He still may not return to any square he just exited. The sailor also gains the benefit of the Great Cleave feat with slashing weapons, even if he does not have the normal prerequisites. He does not have to move 5 feet before making any extra attacks granted by this Great Cleave ability. Last, while within a Squall, the Sailor gains his full Ride the Wind bonus as ER against all energy types. This bonus stacks with ER gained from class abilities and feats, and with nothing else.