Wind Friend School
Wind Friend Adept School.
Wind Grasp Tier: 1 Card Type: Action Can use the wind to pull a small, light object to hand. The object should not weigh more than a grapefruit and should be within Long range. |
Probing Strike Tier: 1 Card Type: Action Effect: NegAttack1, Defense5,Init2, FreeMove3 A defensive strike used to probe or stall an enemy. |
Repose Tier: 1 Card Type: Action Effect: PoiseRegain5 The Adept and Sylph re-integrate, drawing breathe and centering their chi. |
Zephyr Stance Tier: 1 Card Type: Stance Effect: Defense2, Init2, MoveSpeed1 |
Clear Air Tier: 1 Card Type: Stance The Sylph whips quickly around the Adept, clearing the air around them of poisons and fog/dust/mites that would otherwise interfere with their vision and free action. Clears a 5 foot radius. This can be de-activated with a thought. |
Dancing Winds Tier: 1 Card Type: Passive Effect: Defense1,AgilitySave3 The Adept has learned to weave the Sylph about their body. Like a sinuous extra layer of muscle, it pushes the Adept out of harm's way. |
Wind Aura Tier: 1 Card Type: Passive Effect: PoiseMax6 The wind extends the Adept's sense of self to several inches out from their body. They can feel incoming blades, or the twitch of an opponent's foot. |
Intervening Winds Tier: 1 Card Type: Passive Effect: RangedDefense4 The Adept has learned to work in tangent with the Sylph to help block incoming missiles. Helpful winds intervene to nudge the Adept out of the way while also nudging projectiles off target. |
Wind Guide Tier: 1 Card Type: Passive Effect: RangedAttack2 The Sylph helps guide missile weapons to their target, correcting any small mistakes in aim its owner might have made. |
Wind Shoes Tier: 1 Card Type: Passive Effect: MoveSpeed2 The Sylph helps carry the Adept along swiftly. Increases base move speed by 1. Also allows for extended leaps, about twice what an unaided person could make. |
Cutting Strike Tier: 2 Card Type: Action Effect: Attack2,Defense3,Init4, ForwardMove4 A fast and balanced attack. |
Dust Storm Tier: 2 Card Type: Stance The Sylph blows up any dust or debris at up to Medium range from the Adept. The flying particles will obscure vision and interfere with missile fire (-5 to ranged attacks in the entire area assuming a decent amount of dust). The effectiveness of the dust storm will depend on what is on the ground. For instance, this Stance would have little effect on clean, stone ground. |
Cyclone Stance Tier: 2 Card Type: Stance Effect: RangedDefense6,AgilitySave2 This stance extends all of the Adept's physical and mystical efforts into dodging and deflecting ranged attacks. |
Gusting Stance Tier: 2 Card Type: Stance Effect: MoveSpeed3,Init2 The Adept moves lightly on the winds and their feet, breezing across the battlefield while still ready to fight. |
Wind Guide 2 Tier: 2 Card Type: Passive Effect: RangedAttack2 The Sylph helps guide missile weapons to their target, correcting any small mistakes in aim its owner might have made. |
Dancing Winds 2 Tier: 2 Card Type: Passive Effect: Defense1,AgilitySave3 The Adept has learned to weave the Sylph about their body. Like a sinuous extra layer of muscle, it pushes the Adept out of harm's way. |
Wind Aura 2 Tier: 2 Card Type: Passive Effect: PoiseMax6 The wind extends the Adept's sense of self to several feet out from their body. They can feel incoming blades, or the twitch of an opponent's muscle. |
Wind Guardian Tier: 2 Card Type: Passive Effect: PoiseRegain2 The wind continually aids the Adept, helping correct their stance, moving pure air into their lungs, and sweeping sweat and blood out of their eyes. |
Cushioned Landing Tier: 2 Card Type: Passive Using a carefully directed gust of wind, slows the character so that they land gently on the ground. Can reliably use this for falls of 50 feet or less onto relatively solid and visible ground. If the fall is exceptionally far, or if the landing area is obscured, need to make a Medium Agility Save or takes 2 wounds on impact. Note that the Sylph will perform this action even if its carrier is unconscious or otherwise impaired. |
Smelling Sylph Tier: 2 Card Type: Passive Effect: OlfactoryPerception6 After a long partnership, the Sylph begins to understand humans and their sense of smells. It brings the Adept choice particles, giving them a vastly enhanced sense of smell. Can be used to notice faded or distant smells. Can also be used to block out or soften unpleasant smells. |
Sound Sylph Tier: 2 Card Type: Passive Effect: AudioPerception6 After a long partnership, the Sylph begins to understand humans and their sense of hearing. It brings the Adept choice sounds, giving them a vastly enhanced sense of hearing. Can be used to notice soft or distant smells. Can also be used to block out or soften loud and jarring smells. |
Wind Servant Tier: 2 Card Type: Passive The Sylph summons up two continuous currents of wind, which can grasp and hold up to two grapefruit sized objects. For instance, it could hold up a torch, a bottle, or a grapefruit. This effect is somewhat strenuous to maintain, so objects need to be within 5 feet of the Adept. The object's can be thrown/dropped/manipulated just as though they were in the Adept's hands. |
Hop-Flight Tier: 3 Card Type: Action Effect: HopFlight, NegPoise15, FreeMove40 Uses a downward directed blast of air to launch across the landscape. Has a move speed of 40 and can clear small buildings. Using this technique costs 15 Poise as it is rather disorienting even for experienced users. Does not provide protection from power lines, birds, etc. Will causes massive self-harm if the Adept is restrained in any way, e.g. was chained to wall, cloak is caught in door, etc. |
Wind Saw Tier: 3 Card Type: Action The Sylph focuses its fiercest winds against a small area. While not powerful enough to be used as a weapon in combat, these winds can be maintained for minutes or hours to impressive effect. They can cut through a tree trunk, scour stone clean, or slice straight through stone if given an hour. The air blade is nearly soundless, and the Adept needs to be within a few feet of it (though no concentration or even wakefulness is required once the process starts). |
Suffocate Tier: 3 Card Type: Action Effect: Init6 The Sylph creates a zone around the target's head and then drives all good air away from that zone. Can only be applied at Short Range, can only be applied to one target at a time. If the target fails a hard Con save, they can no longer regain Poise. The effect can be broken by moving to a medium distance away from the Adept, or by beating them severely. If applied for more than a minute, will start doing 1 health damage per round. There have been scattered reports of Sylphs learning to enjoy choking the life out of people beings, so it is probably best not to use this too frequently. Has no effect on creatures which do not breathe |
Lightning Strike Tier: 3 Card Type: Action Effect: Attack3, Defense1, Init12, ForwardMove8 A nearly instantaneous strike that relies more on the Sylph than on human muscles or nerves. |
Eye of Hurricane Tier: 3 Card Type: Action Effect: PoiseRegain10 The Adept and Sylph re-integrate, drawing breathe and centering their chi. |
Dancing Winds 3 Tier: 3 Card Type: Passive Effect: Defense2,AgilitySave2 The Adept has learned to weave the Sylph about their body. Like a sinuous extra layer of muscle, it pushes the Adept out of harm's way. |
Wind Aura 3 Tier: 3 Card Type: Passive Effect: PoiseMax9 The wind extends the Adept's sense of self to several yards out from their body. They can feel incoming blades, or the twitch of an opponent's eye. |
Wind Armor Tier: 3 Card Type: Passive Effect: WoundBlock1 The Sylph instantly focuses all of its strength in a single spot, enough to lessen or turn aside a strike. This defense is invisible until the moment it turns a blade aside. |
Adept Reflexes Tier: 3 Card Type: Passive Effect: Init2,AgilitySave2 The Adept and Sylph are completely integrated. The Adept trusts the Sylph like his own limbs, while the Sylph knows the Adept's will before he does. They move with super-human speed. |
Adept Defenses Tier: 3 Card Type: Passive Effect: Defense3 The Adept and Sylph are completely integrated. The Adept trusts the Sylph like his own limbs, while the Sylph knows the Adept's will before he does. They move with super-human grace. |