Aerokinesis > Aerokinesis 2
Aerokinesis
1. Light Step: Passive
You do not take fall damage, are capable of flight, and take 50% reduced damage from air attacks.
2. Wind Strike: At-will Attack; Range: 7
Send a powerful gust of wind at an enemy dealing your INT stat magic damage. Roll this Attack using INT; if you roll over 18, they will be pushed three spaces back.
3. Run like the Wind: Passive
Calculate your movement with your INT instead of your DEX.
4. Wall of Air: Daily^7 Action; Range: 7
Attempt to deflect an oncoming projectile by creating a wall of air two spaces wide. Roll INT, over 15 you succeed. Enemies who pass over either of these spaces are thrown 1d6 spaces in a direction of your choosing. You can cast this as an Interrupt but must out roll the target’s INT, DEX or CON using your INT.
5. Distorting Blast: Encounter Action; Range: 6
Create a sudden gust of wind to disrupt an enemy. Roll a 1d20, 1-5 the target is slowed by 3 for one round, 6-10 the target drops a piece of armor they are wearing, 11-15, they drop their weapon or equipment they’re using, 16-20, all three occur and they are unable to attack for one turn.
6. Air Burst: Encounter^4 Attack; Range: 7
Create a floating air mine. You may detonate it immediately or use an Action to detonate it on another one of your turns. Roll this Attack using INT. On hit, deals damage equal to your INT stat in a 3x3 AoE and pushes targets 3 tiles away from the center of the blast. A successful attack roll over 15 knocks targets Prone and deals a bonus INT damage.
7. Vacuum Blast: Daily^10 Attack; Range: (Level/2)+1
A powerful blast that pulls the target towards you and knocks them Prone, dealing INT + weapon + 20 damage.
8. Wind Fury: Encounter^10 Action; Range: 5
Imbue a target of your choosing with the power and speed of the wind, granting them an attack of opportunity and boosting their place in the initiative turn order by a number of your choice up to your INT. This effect cannot cause a teammate to lose their turn that round. If the effect would cause this, the turn order is not changed until the end of their turn.
9. Abortion Tornado: Daily Attack; Range: 7
Use your wind manipulation to buffet an enemy about, immobilizing them for 1d2 rounds and dealing INT stat*2 damage at the end of every round. While in the tornado, they lose your INT accuracy. At the end they are launched up and away in a direction of your choosing.
Aerokinesis 2 Req. Aerokinesis Completed.
1. Ventus: Passive
You now have 75% reduction against air based attacks. Your movement is now based off of both DEX and INT. Sprint for free while flying.
2. Jet Stream: At-Will Attack; Range: 7
Deal your INT stat + weapon damage to an enemy. In between you and them you leave a trail that slows movement by 3 when moving towards the starting point and increases movement by 3 when moving towards that enemy. This ability also affects projectiles range (-3 or +3).
3. Tornado Trap: Encounter Attack; Range: 6
Create an Air Burst that instead pulls targets towards itself upon detonation. In addition, enemies hit by this ability have disadvantage on their defensive rolls until their next turn.
4. Air Cutter: Daily^15 Attack
Send a vertical wave of air ripping through enemy lines. All enemies in a straight line that starts from you take magic damage equal to your INT stat + weapon damage. This attack cannot be Blocked or Countered. On critical hits this skill inflicts Bleed.
5. Easy Come Easy Go: Daily^10 Action
Pull everyone within your intelligence mod to you, or push them away that far. This skill may be used as a free action.
6. Sonic Boom: Daily Interrupt
Turn an ability’s cooldown into a Daily interrupt. Performing said ability must be done immediately after activating Sonic Boom, and will create a small sonic boom from the speed at which you perform it.
7. Billowing Cyclone: Encounter Action; Range: 5
Send a ball of air travelling in a line, knocking all enemies in its path 5+2d4 spaces upwards and away, and leaving them unable to Shift the following round.
8. Do The Windy Thing: Passive
You can effectively reach for anything within your INT range of you without rolling using your wind. Also you can ride on tornados.
9. Atmospheric Maelstrom: Daily Full; Range: 5
Create 1/3 of your INT Abortion Tornados that travel two spaces a turn, picking up enemies that would pass through them or they pass over. You can donate movement speed you do not use on your turn to your allies' next turn.
1. Light Step: Passive
You do not take fall damage, are capable of flight, and take 50% reduced damage from air attacks.
2. Wind Strike: At-will Attack; Range: 7
Send a powerful gust of wind at an enemy dealing your INT stat magic damage. Roll this Attack using INT; if you roll over 18, they will be pushed three spaces back.
3. Run like the Wind: Passive
Calculate your movement with your INT instead of your DEX.
4. Wall of Air: Daily^7 Action; Range: 7
Attempt to deflect an oncoming projectile by creating a wall of air two spaces wide. Roll INT, over 15 you succeed. Enemies who pass over either of these spaces are thrown 1d6 spaces in a direction of your choosing. You can cast this as an Interrupt but must out roll the target’s INT, DEX or CON using your INT.
5. Distorting Blast: Encounter Action; Range: 6
Create a sudden gust of wind to disrupt an enemy. Roll a 1d20, 1-5 the target is slowed by 3 for one round, 6-10 the target drops a piece of armor they are wearing, 11-15, they drop their weapon or equipment they’re using, 16-20, all three occur and they are unable to attack for one turn.
6. Air Burst: Encounter^4 Attack; Range: 7
Create a floating air mine. You may detonate it immediately or use an Action to detonate it on another one of your turns. Roll this Attack using INT. On hit, deals damage equal to your INT stat in a 3x3 AoE and pushes targets 3 tiles away from the center of the blast. A successful attack roll over 15 knocks targets Prone and deals a bonus INT damage.
7. Vacuum Blast: Daily^10 Attack; Range: (Level/2)+1
A powerful blast that pulls the target towards you and knocks them Prone, dealing INT + weapon + 20 damage.
8. Wind Fury: Encounter^10 Action; Range: 5
Imbue a target of your choosing with the power and speed of the wind, granting them an attack of opportunity and boosting their place in the initiative turn order by a number of your choice up to your INT. This effect cannot cause a teammate to lose their turn that round. If the effect would cause this, the turn order is not changed until the end of their turn.
9. Abortion Tornado: Daily Attack; Range: 7
Use your wind manipulation to buffet an enemy about, immobilizing them for 1d2 rounds and dealing INT stat*2 damage at the end of every round. While in the tornado, they lose your INT accuracy. At the end they are launched up and away in a direction of your choosing.
Aerokinesis 2 Req. Aerokinesis Completed.
1. Ventus: Passive
You now have 75% reduction against air based attacks. Your movement is now based off of both DEX and INT. Sprint for free while flying.
2. Jet Stream: At-Will Attack; Range: 7
Deal your INT stat + weapon damage to an enemy. In between you and them you leave a trail that slows movement by 3 when moving towards the starting point and increases movement by 3 when moving towards that enemy. This ability also affects projectiles range (-3 or +3).
3. Tornado Trap: Encounter Attack; Range: 6
Create an Air Burst that instead pulls targets towards itself upon detonation. In addition, enemies hit by this ability have disadvantage on their defensive rolls until their next turn.
4. Air Cutter: Daily^15 Attack
Send a vertical wave of air ripping through enemy lines. All enemies in a straight line that starts from you take magic damage equal to your INT stat + weapon damage. This attack cannot be Blocked or Countered. On critical hits this skill inflicts Bleed.
5. Easy Come Easy Go: Daily^10 Action
Pull everyone within your intelligence mod to you, or push them away that far. This skill may be used as a free action.
6. Sonic Boom: Daily Interrupt
Turn an ability’s cooldown into a Daily interrupt. Performing said ability must be done immediately after activating Sonic Boom, and will create a small sonic boom from the speed at which you perform it.
7. Billowing Cyclone: Encounter Action; Range: 5
Send a ball of air travelling in a line, knocking all enemies in its path 5+2d4 spaces upwards and away, and leaving them unable to Shift the following round.
8. Do The Windy Thing: Passive
You can effectively reach for anything within your INT range of you without rolling using your wind. Also you can ride on tornados.
9. Atmospheric Maelstrom: Daily Full; Range: 5
Create 1/3 of your INT Abortion Tornados that travel two spaces a turn, picking up enemies that would pass through them or they pass over. You can donate movement speed you do not use on your turn to your allies' next turn.
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