Lady of the Skies, her energy blast can part the clouds!
Limit Break (Su)
At 1st level, Valefor receives the Limit Break (Energy Blast).
Energy Blast (Su): Valefor fires a number of destructive beams, blasting all enemies in a 30-ft.-line, 10-ft.-wide. Enemies within the area of effect take 1d6 points of wind damage per summoner level, with a Reflex save (DC 10 + half of the summoner’s level + Valefor’s Constitution modifier) for half damage.
Wind Claw (Ex)
At 2nd level, as a standard action, Valefor’s claw shears air upon her enemy. If the claw attack hits, she adds 1d6 points of wind damage to his claw attack.
Aero II (Sp)
At 4th level, Valefor is able to cast Aero II like the spell. This is a spell-like ability and consumes 2 MP from the summoner.
Fury Claw (Ex)
At 6th level, as a standard action, Valefor makes an attack that hits three times with her claw attack with a -3 penalty. Valefor adds double her Dexterity bonus to all damage rolls for Fury Claw.
Aerial Armor (Su)
At 8th level, Valefor grants allies an aerial barrier. All allies gains Damage Reduction 5/-. The allies must be within 30 feet of Valefor when she uses this ability to receive these bonuses. This consumes 4 MP from the summoner. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Sonic Wings (Su)
At 10th level, as a standard action, Valefor sends a shock wave at an enemy, making two ranged touch attack rolls against a target within 60 feet. If the attack is successful, the target takes 5d6 points of wind damage per wave.
At 12th level, Valefor is able to cast Slice like the spell. This is a spell-like ability and consumes 5 MP from the summoner.
Swift Strike (Ex)
At 14th level, as part of a full attack, Valefor can make two additional claw attacks. This attack is at Valefor’s highest base attack bonus, but each attack in the round (including the extra one) takes a –3 penalty.
Scouring Winds (Sp)
At 16th level, Valefor is able to cast Scouring Winds like the spell. This is a spell-like ability and consumes 7 MP from the summoner.
Aerial Guard (Ex)
At 18th level, Valefor is considered to have concealment against ranged attacks. Any ranged attack has a 20% miss chance.
Energy Ray (Su)
At 20th level, Valefor fires a super-charged beam, dealing 15d8 points of wind damage in a 60-ft.-line, 5-ft.-wide. Creatures within the area of effect must make a Reflex save (DC 10 + half of the summoner’s level + Valefor’s Dexterity modifier) for half damage.