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→Class Features
''{{Anchor|Dancing Wind}} {{Su}}:'' Whenever the skycutter is on the move, she transforms into a thick mist. While moving you briefly gain swarm traits, as if a swarm made up of fine creatures. This grants immunity to critical hits, flanking, all weapon damage, and other swarm traits. You do not gain swarm attack or distraction, and the effect only lasts while moving (so it applies on attacks of opportunity). You must move at least 10 feet to use this ability, and thus cannot use it to escape a grapple.
''{{Anchor|Improved Audiomancy}} {{Su}}:'' The skycutter's voice is a powerful weapon. She can choose to amplify her voice so that she can be heard up to 1 mile per [[Cha]] modifier away (minimum 1 mile), and she gains a breath weapon. The breath weapon deals 1d6 sonic damage/HD in a 60 foot cone, with a [[Fortitude]] save for half damage. It can be used every 1d4 rounds. Requires Audiomancy.
''{{Anchor|Sonic Boom}} {{Su}}:'' Whenever you make a charge attack you arrive with a deafening bang! Before your charge attack hits your target must make a [[Fortitude]] save or be deafened for 1 minute and knocked prone. On a successful save they only take a -4 penalty to Listen checks for 1 round. In addition whenever performing a Run, Overrun, or Trample actions you can choose to have the deafening and prone effect happen to any adjacent creatures you pass by.
''{{Anchor|Sound of Silence}} {{Su}}:'' The skycutter's wind and sonic effects can breach a ''[[SRD:Silence|silence]]'' spell and vacuums. They may also use ''silence'' as a spell like ability at will, but may only have a single silence effect in play at a time. Casting another ends the duration of the previous casting.
''{{Anchor|Summoning}} {{Sp}}:'' Once per day a skycutter may summon an air elemental as if using a ''[[SRD:Summon Monster I|summon monster]]'' spell appropriate for your level. The summoned creature(s) persist for 1 hour/level, or until slain. It can only summon elementals with the air subtype.