Airkin
Breeze *
Airkin aligned with the Breeze aspect embody gentleness, subtlety, and refreshing presence. Their talents lie in soothing tempers, moving with barely a sound, and spreading comfort wherever they go. Encounters around them tend to grow calmer, and their passage leaves allies rejuvenated.
IP |
Benefit |
|---|---|
| 0 | Lightfooted: +1 to Stealth checks when moving at half speed or less |
| 0 | Gentle Touch: Once per rest, soothe a creature to calm agitation (DC vs. Will, 1 target) |
| 0 | Aura of Refreshment: Allies regain +1 hp from short rests if present |
| 2 | Permanent Feather Fall effect when falling short distances (up to 20 ft, no damage) |
| 2 | After you aid or calm someone, they gain +1 to next Saving Throw (1 target/scene) |
| 1 | +2 to Diplomacy checks to mediate or comfort |
| 1 | +1 to Heal or Medicine checks to alleviate non-magical fatigue |
| 1 | +1 to saves against fear or emotional effects |
| 1 | Move silently over natural surfaces (grass, sand, leaves) once per rest (10 min) |
| 1 | +2 to initiative when in open air or breezy conditions |
Sky *
The Sky aspect grants airkin a boundless, open nature. They easily see the big picture, keep graceful composure in stressful situations, and are inherently attuned to heights, weather, and freedom of movement. Theyâre often visionaries, scouts, or guides seeking ever-distant horizons.
IP |
Benefit |
|---|---|
| 0 | Senses: +2 to Perception checks in outdoor/open air environments |
| 0 | Height Adapted: Never suffer negative effects from high altitudes or thin air |
| 0 | Once per session, ignore penalties due to adverse visibility while outdoors |
| 2 | Gain +1 on all checks to resist being caged, bound, or confined |
| 2 | Glimpsing Distant Vistas: Once per day, spot distant movement or weather changes automatically |
| 1 | +2 to Survival, Navigation or Explorerâs Lore when mapping/skying |
| 1 | +1 to defense when not adjacent to allies or obstacles ("space to maneuver") |
| 1 | Ignore half movement penalties when traversing inclines or climbing |
| 1 | +1 to Flyer or Acrobatics checks when leaping or gliding |
| 1 | +2 to resist environmental fatigue (heat, dehydration, cold wind) |
Cloud *
Those marked by the Cloud aspect are light, elusive, and ever in motion. They confound pursuers, slip through tight spots, and dazzle others with graceful maneuvers. Their thinking is fluid and intuitive, making them unpredictable but creative problem-solvers.
IP |
Benefit |
|---|---|
| 0 | Misty Evasion: Once per rest, impose disadvantage/penalty on an attack against you |
| 0 | Light as Air: Treated as one encumbrance tier lighter for movement/speed |
| 0 | Express Ideas Creatively: +1 to any single Creative or Deception check/session |
| 2 | Once per session, become insubstantial (phase through bar/gate, 5ft; 1 action) |
| 2 | Confounders: +2 to Escape or Slip from Grabs/Restraints |
| 1 | +1 to Acrobatics or Contortion escape checks |
| 1 | Ignore damage from nonlethal falls up to 30 feet |
| 1 | +2 to initiative checks on the first round of any encounter |
| 1 | May conceal one small object as if invisible, 1/day |
| 1 | Once per session, leave a trail of vapor to obscure vision (10-ft line, 1 min) |
Storm *
The Storm aspect is for airkin with powerful, dramatic tempers and the ability to channel fury into raw strength. They are adept at sudden shows of forceâwhether with wind, word, or weaponâoften turning the tide at crucial moments with energy and ferocity.
IP |
Benefit |
|---|---|
| 0 | Tempest Speech: +1 to checks to intimidate or awe others |
| 0 | Static Shock: Once per rest, deal 1 point lightning damage on physical contact |
| 0 | Wind Slam: Knock away unattended objects up to 10 lbs within 10 feet (minor action) |
| 2 | Once per session, unleash a thunderclap: all within 10ft make a Save or be deafened 1 round |
| 2 | +2 to any one damage roll per session with air/wind/lightning attack or weapon |
| 1 | +2 to Strength or Spell DC against forced movement while raging or in high wind |
| 1 | +1 to weapon attacks when angry or after taking damage |
| 1 | +2 to checks to resist effects which would knock you down or move you unwillingly |
| 1 | Cease adverse weather effects in 30ft sphere, 1/min per rest (calm the storm) |
| 1 | Move through difficult terrain (wind, debris, rain) at normal speed once/session |