"Battling me is as futile as trying to strike the wind. And if you try, you’ll look just as foolish."Prerequisite:
Mark of Storm feat
You’re more at home in the skies aboard a House Lyrandar airship than you are on the ground. Through the power of your dragon mark, you exert control over wind and weather. You’re naturally held aloft by breezes, but the wind isn’t just a constant companion, it’s also a weapon in your arsenal. With the aid of your dragon mark, you can cause sudden bursts of wind that send your enemies flying. With enough power, you can even summon a tornado to tear through your enemy’s ranks. Those who trifle with you feel the fury of the storm.
LYRANDAR WIND-RIDER PATH FEATURES Storm Adept (11th level)
: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers. Wind-Rider Action (11th level)
: When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn. Feather's Touch (16th level)
: Once per encounter, you can use the wizard utility power feather fall.
Lyrandar Wind-Rider Attack 11Wind Burst
With the power of your dragon mark, you call forth a column of wind that lands on your enemies, scattering them in all directions.
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Charisma or Constitution vs. Fortitude
Hit: 3d6 + Charisma or Constitution modifier damage, and you push the target 2 squares away from the attack’s origin square. A target in the burst’s origin square is knocked prone instead of pushed.
Lyrandar Wind-Rider Utility 12Zephyr Wings
You feel a rush of wind at your back, and you’re carried aloft.
Minor Action Personal
Effect: You gain a fly speed equal to your speed until the end of your next turn.
Sustain Minor: The effect persists.
Lyrandar Wind-Rider Attack 20Unruly Cyclone
Your dragon mark flares as you struggle to control a powerful tornado and blast your foes.
Daily Implement, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of violent wind that lasts until the end of your next turn. As a move action, you can move the zone 4 squares. Each creature that starts its turn within the zone is subject to the following attack.
Attack: Charisma or Constitution vs. Fortitude.
Hit: 3d10 + Charisma or Constitution modifier, and you push the target 4 squares away from the burst’s origin square.
Sustain Minor: The zone persists.
Published in Eberron Player's Guide, page(s) 72.