Air

Elemental Beings of Air

Details

Alignment Neutral
Pantheon Elemental Beings
Areas of Concern Air, Travel, Divination, Freedom, Protection
Domains Air, Knowledge, Liberation, Protection, Travel
Subdomains Cloud, Lightning, Wind, Education, Thought, Freedom, Revolution, Self-Realization, Purity, Solitude, Exploration
Favored Weapon Longbow
Symbol Flowing Air
Sacred Animal(s) birds
Sacred Color(s) white

Obedience

Spend one hour meditating in a windy area preferably high on a ledge. Gain a +4 sacred bonus on Fly checks.

Divine Gift

Nethys Note: See here for details on how to gain a Divine Gift
The character gains three greater slaying arrows. The designated creatures for each of these three arrows is determined by the GM. The magic of these greater slaying arrows vanishes if they are sold, but they can be given to others in trade for goods or as a gift. If a worshiper of Air fires one of these greater slaying arrows and misses, the arrow vanishes and a slaying arrow of the same type appears in the gifted character’s quiver. If this regular slaying arrow is then fired, only to miss its target, it has a 50% chance to be lost, as normal.

Boons – Deific Obedience

Evangelist

1: Family’s Bond (Sp)cure light wounds 3/day, shield other 2/day, or prayer 1/day
2: Twin Fang (Ex) Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.
3: Faithful Archer (Ex) You are particularly skilled at using Air’s favoured weapon. When using a longbow, you add your Wisdom bonus on attack and damage rolls against targets within 30 feet.

Exalted

1: Devotionals (Sp)unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day
2: Hunter’s Ally (Sp) Once per day as a standard action, you can summon a medium Air Elemental. TheAir Elemental follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home. The Air Elemental don’t follow commands that would violate their alignment. Such commands will not only earn refusal and scorn from the Air Elementals, but could cause them to attack you if the command is particularly egregious.
3: Communal Table (Sp) Your devotion to caring for your community allows you to evoke Air’s divine bounty to feed your friends with a banquet of cooked game and simple beverages. Once per day, you can use heroes’ feast as a spell-like ability. Creatures that eat from this communal table, a process that takes 1 hour, gain a +2 sacred bonus on attack rolls and Will saving throws instead of the usual +1 morale bonus. Whenever you cast this spell, choose one teamwork feat; you may select a new feat every time you cast this spell, but once it’s cast, your selection can’t be changed. Anyone who eats from the communal table gains the benefits of the chosen teamwork feat. The benefits of the heroes’ feast, including the bonus teamwork feat, last for 12 hours. A character doesn’t need to meet the prerequisites for a teamwork feat granted through this ability.

Sentinel

1: Graceful Warrior (Sp) animate rope 3/day, cat’s grace 2/ day, or haste 1/day
2: Glorious Might (Su) Your passionate devotion to Air grants you extra prowess in your battles against evil, allowing you to see and root out the ugliness at the heart of your foe. you gain a +2 bonus on weapon attack rolls against evil targets.
3: Cloak of Feathers (Su) An aura of colorful features, glowing with Air’s holy grace, shields you against electricity attacks. You gain electricity resistance 15.

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