Master of Wind and Wave
D&D 3e (3.0/3.5) Rules
Those who follow the path of the Master of Wind and Wave are often just referred to as sea mages or ship's mages. However, the truth is, the Master is one of the most powerful spellcasters that could ever roam the sea. Land bound arcane casters often scoff at these strange and rare brethren, but their true power is in no way diminished due to their preference for the oceans and seas of Krynn.
These sea sages were rare even during the older ages, but since the birth of natural sorcery they have become more common. Therefore, sorcerers (and the occasional bard) are the most common type of adventurers that select this class now, but there are still traditions within certain groups (mainly the minotaurs and Ergothians) who still follow the old ways of High Sorcery in order to take up the mantle of the Master of Wind and Wave.
Skills: Knowledge (local) 6 ranks, Knowledge (nature) 6 ranks, Swim 6 ranks.
The master of wind and wave's class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (arcana and nature) (Int), Profession (sailor) (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the Master of Wind and Wave prestige class.
Weapons and Armor: The Master of Wind and Wave gains the ability to use a cutlass (still considered a small blade by Wizards of High Sorcery standards), but gains no other proficiencies.
Augment Summoning: As the feat of the same name, but only applies to creatures of the Elemental Plane of Water or those that exist in an aquatic environment. At 3rd level this ability also includes creatures of Elemental Air and those that fly naturally.
Familiar Link: If a Master of Wind and Wave has an appropriate familiar, then any levels he gains from this prestige class stack with their previous class for determining familiar abilities as long as the familiar is water related (sea gull, sea otter, sea snake, small air or water elemental, etc).
Weather Sense (Su): At first level, the Master of Wind and Wave gains complete understanding of his immediate weather conditions. By concentrating for one minute he gains an intimate knowledge of the current weather conditions for the entire day (24 hours) and can tell if any current weather conditions are normal or magical in nature. This ability also gives the Master a +2 magical bonus with any Spellcraft checks to identify a magical weather-type spell effect.
Wind and Wave Knowledge (Ex): This is similar to the bard's ability except it applies only to knowledge of the oceans and seas and their connected environment (ocean currents, river outlets, seaports, sea chanties, lost treasures, marine life/monsters, famous mariners, etc). If the Master of Wind and Wave has bard levels, then these abilities stack as if the levels of Master of Wind and Wave were bard levels.
Bonus Feat: The Master of Wind and Wave may select one new metamagic or item creation feat at 4th and 8th level.
Sea Legs (Su): At sixth level, the Master of Wind and Wave gains the ability to remain rooted in place when on water. This ability can be used at any time without concentration. First, when on board a ship, the Master cannot be knocked down, picked up, or in any way moved, or shifted without his consent when on board a ship at sea (although he can move and act normally otherwise). Second, if the Master is not on board a ship and in contact with any sort of water, he may instead move on top of it as if it were solid ground.
As-One with the Sea and Sky (Su): At tenth level, the Master gains the ability to fly outdoors and swim underwater at their base walking speed magically and without tiring. They also gain the ability to breathe underwater permanently. While flying and underwater, the Master acts as if affected by a freedom of movement spell. Additionally, natural sea-dwelling animals will not willingly attack a Master unless in self-defense or are compelled to magically.
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