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Class record

Aeromaster

Striker / Controller

Tier
3
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

Aeromancer 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 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The Aeromaster has taken their abilities to the next level, becoming a master of air magic. They are able to wield powerful and destructive spells, using their control over the air to unleash devastating storms and gales upon their enemies.

Tactical guidance

Playing Aeromaster

The Aeromaster gains increased control over their displacements ability through their key ability. This helps them position the enemies they push to set them up for their allies.

Wind Blast II is a more versatile version of Wind Blast, most importantly letting you do a precise attack for an almost guaranteed knockback.

Downburst II allows the aeromaster to punish flying enemies even when its not their turn. It has the same properties as the normal downburst otherwise.

Cyclone is primarily a control tool used for knocking enemies prone that does a slight amount of damage. It can also be combo'd into Downburst II, though the RP cost may be too high to do it a lot.

Their Secret Art: Razor Hurricane is another mix of control and damage. The large size of it makes it good for locking down areas. It also cannot be destroyed like wall type blockades and even if they can take the damage, the knockback is still a problem. If you don't need to seal off an area, you can move it into enemies for some extra damage.

Aeromaster

Class features

Abilities unlocked

Complete rules for every ability granted by Aeromaster.

Key ability

Controlled Wind

Class feature

Benefit 1

When pushing a target back or up with a Wind Spell, you may choose to push up to the maximum distance instead of always pushing the maximum distance.

1 AP1 MP
Range
120ft
Keywords
Spell,Wind

You may make a Light (1 AP), Precise (2 AP) or Heavy Attack (2 AP) that deals Wind damage against the target. On damage, you push the target back 20ft.

Requirements

-

Ability

Cyclone

2 AP
Range
60ft
Keywords
Spell,Wind

All targets in a 15x15 ft area must make a save against your Potency or be knocked airborne for 10ft, falling Prone once they land.

Requirements

-
1 RP1 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 is knocked airborne or is Flying.

4 AP3 MP
Range
30ft

You create a rapid spinning hurricane with a 15x15 size and 50ft in height in the target location. All creatures caught in the hurricane immediately take Wind Light Damage and are pushed out of the Hurricane. Every creature that enters the hurricane immediately takes Wind Light Damage and must succeed at a save against your Potency or be pushed back 20ft. Leaving the hurricane does no damage and requires no save. Upkeep: You must spend 1 Mana and 2 AP at the start of each turn or the spell ends. When you pay this Upkeep, you may move the hurricane up to 20ft. Any creature that comes into contact with the hurricane during this move takes damage and must make a save as if they had entered it.

Requirements

-