Windwalker

Additional Abilities

Lancet
XP Cost: 340
As a full round action, you may make a Jump check to jump high into the air and attack an opponent anywhere within your base land speed (typically 30ft.). You can only do this while wielding a polearm weapon two-handed. If your attack roll is successful, you deal +1d6 damage for every 10 points of your Jump check result. For example, if Sarath got a Jump check result of 36, he would deal an extra +3d6 damage to his opponent. You still have to make an attack roll to see if you hit your target.

For the purpose of this ability, Jump] checks made for high jumps count as Jump checks made for long jumps. This ability counts as a charge for any effects that would affect a charge. However, opponents do not get attacks of opportunity against you when you use this ability, nor do you get a bonus on attack rolls or a penalty to your Defense.

Walker Abilities

A Scar to Remember
Wound Point Cost: 10
Effect: Whenever you make a critical hit with a melee weapon, you deal an additional 2 points of Charisma damage to your opponent

Dash
Wound Point Cost: 5
Effect: Triple your base movement rate for this round.

Extend Strike
Wound Point Cost: 5
Effect: Double your weapon's reach for this round.

Gambler's Strikes
Wound Point Cost: 10
Effect: Roll 1d4. The result is the number of attacks that you may make this round at no penalty. Each attack you make in this way deals 1d20 plus your Strength modifier in damage. You may make no other types of attacks this round if you use this ability. This ability may only be used once per round.

Hekatoncheires Bane
Wound Point Cost: 15
Effect: As a full round action, you may make 10 thrown weapon attacks at a -5 penalty to each attack. Each attack you make this round does 1d10 damage, plus any other appropriate modifiers from feats, kits, skills, or abilities.

Knock Them Down
Wound Point Cost: 10
Effect: If you hit an opponent with a melee attack this round, and the opponent is one size larger, equal in size, or one size smaller than you, they're automatically knocked prone.

Land
Wound Point Cost: 5
Effect: Cancel out all falling damage, no matter the height.

Ligament Strike
Wound Point Cost: 10
Effect: Whenever you make a critical hit with a thrown weapon, you deal an additional 2 points of Dexterity damage to your opponent.

Soul Crusher
Wound Point Cost: 20
Effect: With each successful melee attack this round, you deal an additional 2 points of Wisdom damage.

Spear of the Gods
Wound Point Cost: 15
Effect: As a full-round action, you may makes a ranged attack with a thrown weapon that deals triple the listed damage. You can wait until the next round to throw the weapon if you desire (effectively taking no actions this round) to throw it as a standard action that deals quadruple the listed damage.

Super Jump
Wound Point Cost: 5
Effect: You gain a +20 on Jump skill checks this round.

Wind Lance
Wound Point Cost: 10
Effect: As a full round action, you may make a thrown weapon attack at a single opponent. If the attack roll hits, the target suffers normal damage and is blown away

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License