The wind sorcerer uses the forces of the wind to confuse and destroy his foes, all while flying through the air with ease.
The wind sorcerer is an archetype of the black mage class, available only to lambkin black mages.
Archetype Main Ability Scores:
The wind sorcerer mainly focuses on DEX for combat and INT for his class features and spellcasting.
Archetype Feature Replacements:
2nd – Mage Talent, Elemental Shield. 3rd – Dark Affliction, Focused Caster. 4th – Elemental Seal. 5th – Metamagic Enhancement. 7th – Arcane Knowledge. 8th – Mage Talent. 9th – Black Magery. 10th – Doublecast, Mage Talent. 15th – Sudden Metamagic. 18th – 1 MP Spell. 19th – Shaped Area. 20th – Advanced Mage Talent.
Wind Jaunt (Su)
At 2nd level, the wind sorcerer can summon a burst of wind that will lift and carry him a very short distance. As part of the movement he takes during a move action, he can fly 15 feet. This counts as 5 feet of ground movement as part of his normal move rate. At the end of this movement, if he is not floating 5 feet off the ground, he falls slowly as if Choco Feather was casted upon him until he is 5 feet off the ground. He may use this power a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces a mage talent gained at 2nd level.
Buffered by the Sky (Su)
At 2nd level, the air around the wind sorcerer always acts to aid him. He gains DR 1/—, and gains 1 additional DR per four black mage levels after 2nd.
This ability replaces elemental shield.
Wind Blast (Su)
At 3rd level, a wind sorcerer can unleash a blast of air in a 30-foot line. He makes a combat maneuver check against each creature in the line, using his caster level as his base attack bonus and his Intelligence modifier in place of his Strength modifier. He treats the results as a bull rush attempt. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces dark affliction.
Air Barrier (Su)
At 4th level, a wind sorcerer creates an invisible shell of air that grants her a +2 deflection bonus to AC. At 8th level and every four black mage levels thereafter, this bonus increases by 2. The wind sorcerer can use this barrier for 1 hour per black mage level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
This ability replaces elemental seal.
Wind Ward (Su)
A wind sorcerer can touch a willing creature (including himself) and grants a ward of wind. This ward lasts for a number of rounds equal to his black mage level. When a warded creature is attacked with an arrow, ray, or other ranged attack that requires an attack roll, that attack suffers a 20% miss chance. At 5th level, the ward lasts for 1 minute for every black mage level the wind sorcerer possesses. At 15th level, the miss chance increases to 50%. Once affected, the creature cannot be the target of this ability again for 24 hours.
This ability replaces metamagic enhancement.
Wind Sight (Su)
The wind sorcerer ignores the penalties on Perception checks caused by wind and the first 100 feet of distance. At 7th level, he can, as a standard action, hear or see into any area—as clairaudience/clairvoyance, using that spell’s range—provided that there’s an unobstructed path for air to travel between the wind sorcerer and the target area. This doesn’t require line of effect, meaning the path can turn corners and go through spaces as narrow as 1 inch in diameter. The wind sorcerer can use this ability a number of rounds per day equal to her black mage level, but these rounds do not need to be consecutive.
This ability replaces arcane knowledge.
Wind Savant (Su)
At 8th level, the wind sorcerer treats the penalties from natural or magical wind effects as two steps less severe. In addition, he is surrounded by a cushion of air that grants him a bonus equal to half his black mage level on saving throws against gases, gaseous breath weapons, inhaled poisons, and similar effects.
This ability replaces a mage talent gained at 8th level.
At 9th level, the wind sorcerer gains the ability to fly, which acts as the fly spell. He may do this a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces a black magery gained at 9th level.
Thin Air (Su)
At 10th level, as a free action, the wind sorcerer can surround himself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to him. Creatures beginning their turn in the aura are fatigued, a Fortitude save (DC 10 + half of the black mage’s level + his Intelligence modifier) negates this effect. A fatigued creature that begins its turn in the aura must make a Fortitude save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. He can use this ability for a number of rounds per day equal to his black mage level; the rounds need not be consecutive.
This ability replaces doublecast.
Soaring Assault (Su)
At 10th level, the wind sorcerer can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to his black mage level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional wind damage equal to the wind sorcerer’s black mage level.
This ability replaces a mage talent gained at 10th level.
Sky Knight (Su)
At 15th level, when the wind sorcerer is flying, he gains a +2 bonus to AC, saving throws, and caster level.
This ability replaces sudden metamagic.
Wind Aura (Su)
At 18th level, a wind sorcerer is surrounded by an aura of howling winds. Creatures attempting to cast spells while adjacent to the wind sorcerer must succeed at a concentration check (DC 15 + spell level), and ranged attack rolls against him take a –4 penalty. Creatures larger than the wind sorcerer that attack him in melee with a natural weapon or touch attack must succeed at a Fortitude save (DC 10 + half the black mage’s level + his Intelligence modifier) or the attack fails and the creature is flung back 5 feet and knocked prone. The wind sorcerer can suspend this aura as a free action.
This ability replaces 1 mp spell.
At 19th level, the wind sorcerer can summon a whirlwind to carry himself and his allies. As a free action, he can create a platform of wind (up to 10 feet in diameter) that flies with a 60-foot movement rate under his direction. The platform is as stable as unmoving ground. The platform remains, unmoving, up to a minute after he is disabled, knocked out, or killed. He may only have one such platform in existence at a time and may dismiss it as a free action.
This ability replaces shaped area.
Wind Master (Su)
Upon reaching 20th level, the wind sorcerer becomes a master of wind. He can apply any one of the following feats to any elemental (wind) spell without increasing the MP cost: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.
This ability replaces an advanced mage talent gained at 20th level.