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Class record

Aeromancer

Striker / Controller

Tier
2
Difficulty
3 / 5
Main role
Striker
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered or Wind mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Reason or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The first Aeromancer corps were born in Northi, created as a direct response to Sorthen's formidable Ace Aerial Mage squads. While the Catfolk had a stronghold on the ground with their incredible speed, the Fae and Sorthen flyers posed a constant threat from above. That is, until a cunning Catfolk mage named Nicole Mimi changed the game.

Mimi took a magical art that was once considered weak, Aeromancy, and turned it into a force to be reckoned with. By destabilizing the air itself, she crafted powerful gales and sudden downbursts, effectively disrupting air superiority. What was once seen as a lesser magic became a devastating weapon under her mastery.

To this day, Aeromancers from all corners of the world study Mimi's tomes, learning to command the sky just as she did. They've turned Aeromancy into an art of its own, capable of twisting the winds and reshaping the battlefield.

Tactical guidance

Playing Aeromancer

Aeromancers take on a more controllery striker role, displacing enemies while attacking them. They are very dangerous when near cliffs or other hazards. Their difficulty lies in the importance of their positioning. Knockbacks do damage if the target can not be moved the full distance, so knocking enemies into walls can add a decent amount of damage.

Wind Blast is a low investment ability that provides significant displacement. While using it near hazards is the obvious choice, it can also be used to free up space for allies or to push the enemy closer to your allies so they can spend more AP on attacking instead of moving.

Wind Scatter is an almost pure disruption tool. It makes further AoE's impossible, so careful use is required to not disrupt your allies. A good Wind Scatter however, can put significant distance between the front most and backmost enemy of a formation, which allows for targets to be isolated and picked off.

Wind Buffet is a more defensive knockback, forcing enemies away from you. Be careful, as it provokes attacks of opportunities and can hit allies.

Downburst is a simple, but extremely powerful anti-air tool. With high range and lock-on, an aeromancer is a aerial mage or flying monster's worst nightmare.

Aeromancer

Class features

Abilities unlocked

Complete rules for every ability granted by Aeromancer.

Key ability

Wind Master

Class feature

Benefit 1

You gain Wind Mastery.

Benefit 2

You can use Glide.

Ability

Wind Blast

1 AP1 MP
Range
120ft
Keywords
Spell,Wind

You may make a Light Attack that deals Wind against the target. On damage, you push the target back 20ft. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-

Ability

Downburst

2 AP1 MP
Range
720ft
Keywords
Lock On,Spell,Wind

You may make a Heavy Attack that deals Wind damage against the target. 

On damage, the target immediately plummets to the ground and takes falling damage. This falling damage cannot be negated through the use of abilities that would normally negate falling damage.

Requirements

Target must be Flying.

1 AP
Range
60ft
Keywords
Spell,Wind
You select a point within range. All targets in a 15x15 area must make a save against Potency or be pushed back 15ft away from the point you selected. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-
2 AP2 MP
Range
30ft cone
Keywords
Spell,Wind

You blow wind in a 30ft, 60ft degree cone in your chosen direction. All caught in the cone must make a save against your Potency or be blown back to the end of the cone and knocked Prone. Enemies with a size smaller than you suffer a 1d4 penalty to this roll, while enemies bigger than you get a 1d4 bonus instead. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-