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Class record

Flowing Wind Style

Striker / Utility

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

Rules reference

Class mechanics

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

Entry

Requirements

Forager, Fighter, Rogue, Martial Artist, Cultivator or Adventurer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Perception, Insight, Medicine, Intimidation 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 Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The Flowing Wind Style was founded by Yun Fei of the Azure Cloud Sect, a cultivator and the first leader of the sect. She taught that freedom without motion is illusion, and motion without freedom is merely compulsion. To cultivate the wind is to accept that remaining unchanged is itself a form of confinement. These teachings shape the core beliefs behind the style and likewise the style encourages its students to accept those tenets.

Motion is continuity. A flowing thing may be slowed, turned aside or dispersed but it does not stop unless forced. Students are taught that every movement is an act of cultivation. To move is to remain free.

Freedom is choice and choice is power. Without the strength to resist being forced into an action, a person can never be truly free. Those that follow the Flowing Wind Style seek strength for that reason, to remain free until the very end.

Tactical guidance

Playing Flowing Wind Style

The Flowing Wind Style is a damage dealing class with some focus on mobility.

Cloudstep is your initial ability and it lets you move a short distance without provoking. While the distance is very short at the start, it's good for repositioning in melee and it gets buffed when combined with the Plume-Treading Art passive, which boosts your movement speed. When you get enough extra movement, the halved movement speed from Cloudstep matters less. It also lets you walk on air to reach flying targets without needing to fly yourself.

All this movement lets you build up stacks you can then proc with Flowing Wind Strike, which can deal up to +10 extra damage based off your stacks. 

You can also use your stacks to gain a bonus to your Dodge with Driftwind Evasion, which may let you avoid an attack you couldn't normally dodge at the cost of giving up damage.

Your Secret Art: Vanishing Thousand Steps lets you move freely across the battlefield for 1 turn. It can be great for both starting a fight by instantly reaching their backline or for catching runners towards the end of a fight.

Flowing Wind Style

Class features

Abilities unlocked

Complete rules for every ability granted by Flowing Wind Style.

Key ability

Cloudstep

Class feature

Benefit 1

You may use Cloudstep.

No listed cost
Keywords
Stacking

After you use Cloudstep, you treat air as regular walkable terrain until the end of your turn. At the end of your turn, if still standing on air and not Flying, you float back down to the ground without taking fall damage.

In addition, after each AP spent on the Move action or an ability that lets you move, you gain 1 Windflow up to a maximum of 6. Each stack of Windflow gives a +5 Windflow bonus to your movement speed. These stacks last until the end of the encounter or until you end your turn without having moved.

Cloudstep also always gives you 1 stack, up to your normal cap.

1 AP1 MP
Range
Melee Weapon Range
Keywords
Sidestep

You make a Light attack against the target that deals additional damage equal to double your Windflow stacks. Afterwards, you lose all Windflow stacks.

Afterwards, you may Sidestep 5ft though this movement does not give a Windflow stack.

Requirements

Must have moved at least 10ft before using this.

1 RP
Range
Self

You take the Dodge action against the attack and gain a Windflow bonus to your Dodge equal to your Windflow stacks.

Afterwards, you lose all Windflow stacks.

0 AP3 MP
Range
Sight

You may sidestep to a target within range and make a Heavy attack against them. 

Then, until the end of the turn, you may Sidestep to any enemy you can see as part of a melee attack you are about to make. You gain Windflow stacks as if you spent AP on the movement equal to the AP spent on the attack.