Prestige Classes

MASTER OF THE WEST WIND

Kiu-Shanat simply bade the masters of the west wind, "Listen to the wind, whether it rustles gently or storms mightily. Then do as it does." Based on this cryptic credo (which Kiu-Shanat has refused to elucidate further), the masters of the west wind regard themselves as guardians of freedom, acting to make sure everyone has the freedom that the wind enjoys. Different masters of the west wind emphasize different sorts of freedom: One might uphold freedom of movement, while another might strive for freedom from suffering. Moreso than the other categories of master, masters of the west wind cling to the religious and philosophical beliefs they held before they came to the Palace of the Four Winds. Kiu-Shanat's teachings to the masters of the west wind supplement the dictates of their gods, they don't replace them.

Clerics who worship deities of good and law such as Heironeous and St. Cuthbert are the most likely masters of the west wind, along with the occasional follower of Wee Jas and a number of clerics who don't worship a specific deity.

Masters of the west wind stand apart from their more order-minded brethren, and in fact the clergy of Heironeous and St. Cuthbert often regard them as heretics. The church of St. Cuthbert, for example, excommunicates any cleric who visits the Palace of the Four Winds, and its priests challenge masters wherever both are present. Simultaneously upholding the ideals of law and freedom is a tricky balancing act, and thus masters of the west wind are likely to consult with each other and with Kiu-Shanat before undertaking a mission. Masters of the west wind are often present though rarely obtrusive - wherever there's a struggle for freedom or humanitarian crisis that Kiu-Shanat knows about.

Hit Die: d8.

Requirements

To qualify to become a master of the west wind, a character must fulfill all of the following criteria.

Alignment: Lawful good or lawful neutral.

Skills: Climb 10 ranks.

Spellcasting: Ability to cast 3rd-level divine spells.

Special: Ki strike (magic) class feature, turn undead class feature.

Class Skills

The master of the west wind's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.


Table: The Master of the West Wind

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +0 +0 +2 Monk abilities +1 level of existing divine class
2nd +1 +0 +0 +3 Turn undead +1 level of existing divine class
3rd +2 +1 +1 +3 +1 level of existing divine class
4th +3 +1 +1 +4 +1 level of existing divine class
5th +3 +1 +1 +4 Air domain +1 level of existing divine class
6th +4 +2 +2 +5 +1 level of existing divine class
7th +5 +2 +2 +5 +1 level of existing divine class
8th +6 +2 +2 +6 +1 level of existing divine class
9th +6 +3 +3 +6 +1 level of existing divine class
10th +7 +3 +3 +7
+1 level of existing divine class
Class Features

All of the following are class features of the master of the west wind prestige class.

Weapon and Armor Proficiency: The master of the west wind gains no weapon or armor proficiencies.

Monk Abilities: A master of the west winds class levels stack with his monk levels for the purpose of determining his unarmed damage, AC bonus, and unarmored speed bonus. If a master of the west wind doesn't have monk levels prior to becoming a master of the west wind, he gains the unarmed damage, AC bonus, and unarmored speed bonus of a monk of a level equal to his master of the west wind level.

Spellcasting: When a new master of the west wind level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 3rd-level spells before he became a master of the west wind, he must decide to which class he adds each level of master of the west wind for the purpose of determining spells per day.

Turn Undead: Starting at 2nd level, a master of he west wind improves his ability to turn undead. Half his master of the west wind levels (rounded down) stack with his cleric levels to determine how well he can turn undead.

Air Domain: A master of the west wind who reaches 5th level is granted access to the Air domain, which gives an additional granted power and offers one more spell option for the character to choose as a domain spell.