"I soar, carried on currents of elemental air."
The mantle of the windlord is taken up by those who devote themselves to mastering elemental air, able to manipulate any expression of it from the lightest breeze to the most terrible gale.
A windlord might be a mortal who has pledged fealty to a primordial such as Chan, Yan-C-Bin, or another figure associated with elemental air or storms. Other individuals come to master the talents of the windlord after discovering a primordial relic or being transformed during an extended foray into the Elemental Chaos.
In some histories, the earliest windlords were eladrin mages who discovered how they could use elemental air to supplement their magical training. Legends go on to say that once these mages mastered the higher mysteries, they lost their fey heritage and soared through the air as eagles. Some claim that they still watch over the eladrin cities today, always circling, always vigilant until the day when they are vitally needed.
Other accounts hypothesize that the djinn handed down the secrets of becoming a windlord to mortal allies who had earned their trust. Support for this claim is found in frescoes in the ruined city of Badalada, perched atop a f loating earthmote in the Elemental Chaos, that show djinn carrying what are obviously humans, elves, and other races through the air and teaching them to f ly. If there were such connections between these races, they are long dead now, since the djinn presently show little interest in forging bonds with the people of the natural world.
A windlord who strikes out in the world does not go long without attracting a potential employer. One who does not pursue the life of an adventurer might find work as a spy or a scout. Being able to manipulate elemental air helps such an individual pick out sounds another person might not perceive. A windlord can hide on a high perch and monitor enemy movements, or find a path through the wilderness from the advantage of an aerial position. Windlord Starting Feature (1st level)
: Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks.
You also gain the wind fury assault power. Windlord Level 5 Feature (5th level)
: Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square. Windlord Level 10 Feature (10th level)
: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.
Windlord Attack Wind Fury Assault
The wind carries you aloft, helping you deliver a punishing strike against a distant foe.
Encounter Elemental, Weapon
Standard Action Melee or Ranged weapon
Effect: You can fly up to your speed. At any point during this movement, you can make the following attack.
Target: One creature
Attack: Highest ability modifier vs. AC
Hit: 1[W] + highest ability modifier damage, and you can slide the target 1 square.
Level 11: 2[W] + highest ability modifier damage.
Level 21: 3[W] + highest ability modifier damage.
Windlord Utility 2Protective Gale
The wind rises up in a shell around you, hindering your enemies and deflecting their projectiles.
Encounter Aura, Elemental
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of your next turn. The aura is difficult terrain for enemies. You and each ally in the aura gain a +2 power bonus to AC and Reflex against ranged attacks.
Windlord Utility 6Bend Light
Light seems to veer away from your target, and the creature abruptly vanishes.
Daily Elemental, Illusion
Standard Action Ranged 10
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target makes an attack, the invisibility ends.
Sustain Minor: If the target is within 10 squares of you, the invisibility persists until the end of your next turn.
Windlord Utility 10Wind Step
For a few moments, the wind carries and holds you and then places you safely down again.
Minor Action Personal
Effect: Until the end of your next turn, you have a fly speed of 8 and can hover. When this flight ends, you descend to the ground, taking no falling damage.
Published in Heroes of the Elemental Chaos, page(s) 58.