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Class record

Zephyr Warder

Support

Tier
2
Difficulty
2 / 5
Main role
Support
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Mage 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 to Reason or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

A supportive wind user that can protect against and help with ranged attacks.

Tactical guidance

Playing Zephyr Warder

The Zephyr Warder specializes in ranged combat, helping both allies hit targets and preventing enemy archers from hitting.

Wind Infusion can be cast on every ally over the course of a battle and gives them not only an evasion bonus against ranged attacks, but also damage resistance against wind attacks. Worth using immediately when facing those types of enemies.

Wind Shield completely shuts down an enemy ranged attack, granting your ally such a huge bonus along with removing the lock-on and sure hit that the attack is sure to miss.

Wind Wall has to be cast in advance, but it can cover a wide chokepoint and removes all keywords that lets them ignore Dodge or Block. The range decrease can also matter a lot, especially if enemies are only using light ranged weapons. The mana cost isn't too bad either.

Wind-Empowered Aim buffs all your (heroic) ranged allies, giving a decent bonus to their accuracy rolls. Worth using if you have a lot of ranged attackers in your party or if you get into a shootout. With this buffs and all the anti-ranged buffs you have, you're sure to win a shooting battle.

Zephyr Warder

Class features

Abilities unlocked

Complete rules for every ability granted by Zephyr Warder.

Key ability

Wind Master

Class feature

Benefit 1

You gain Wind Mastery.

Benefit 2

You can use Glide.

1 AP0 MP
Range
30ft
Keywords
Spell, Type,Wind

You surround the willing target in protective winds, changing their typing to Wind II. As a Wind II type, they take regular damage from all other elements, but only half damage from Wind or Earth damage or from attacks with the Wind or Earth keyword unless that attack deals true damage. They take 50% more damage from Frost damage or attacks with the Frost keyword. While the ward lasts, they gain a +2 bonus to their Evasion against ranged weapon attacks. The ward lasts until the end of the encounter or until their type is overwritten by a more powerful type.

Requirements

-

Ability

Wind Wall

2 AP1 MP
Range
60ft
Keywords
Concentration,Spell,Wind

You create a wall of wind that is 30ft long, 5ft wide and 10ft high that slows down all ranged weapon attacks passing through it, treating them as having only half the normal range. This wall must be a straight line. These attacks also lose the Lock On, Sure Hit, Half Pierce, Guard Crush and Full Pierce keywords. In addition, the targets of those attacks are treated as having +2 Evasion and +1 Guard. Any Spells that are considered attacks (those that require an accuracy roll against a person that isn’t using the Block reaction) that pass through the wall also suffer this penalty.

Requirements

-
2 AP
Range
Self
Keywords
Aura, Upkeep

You project Wind-Empowered Aim aura around yourself that empowers the ranged attacks of your allies. When a heroic ally within 20ft of you (including yourself) makes a ranged attack, they may add 1d4 to the accuracy roll. Upkeep: You must spend 1 AP at the start of each turn or the Aura fades.

Requirements

-
1 RP
Range
30ft
Keywords
Aid,Shield,Spell

You grant the target  1 RP that must be spent on the basic Dodge or Block action against the triggering attack as well as Wind Shield. Wind Shield grants a bonus to Dodge equal to your Focus against the triggering attack. The triggering attack can also no longer benefit from Lock On or Sure Hit

Requirements

Ally is targeted by a ranged attack.