HGd10PHB - OptClass - Wizard

The Aeromancer is a mage who wields the power of the air. From small breezes to hurricanes, the very air we breathe is within their grasp. Four out of the five Characteristics for calculating Speed are recommended for Aeromancers making Aeromancers a relatively fast class.

Basic Skill: Mysticism

Source: Inner Spirit (MYR Recommended)

Must Take Foible: Opaque Mind - Air Only

Below are recommended minimums for building an Aeromancer. Characteristics or Skills not listed are not prohibited, but not considered essential to an Aeromancer build.

Characteristic Minimums
AGL: 8/10 - Agility is the PC for Air and for Ranged Magic Attacks. Air magic has a lot of Movement applications which also uses AGL as its PC. AGL is used to calculate SPD.

PRS - 6 - MYR is calculated off of PRS. Social Skills are often PRS based.

INT: 8 - Aeromancers use Mysticism and are Inner Source which generally draws on MYR, which may be calculated partly from INT. Knowledge Skills are largely INT based. INT is used to calculate SPD.

PRC: 6 - PRC is the SC for Ranged Magic Attacks. PRC is used to calculate SPD.

SPI: 8/10 - Aeromancers may choose SPI instead of AGL as their PC for the Air Spectrum and may also choose SPI instead of INT for Mysticism. SPI calculates into LIFE and may also support Summon and Transformation Purposes. An Aeromancer that specializes in Air Elementals may want to have a high SPI. SPI is used to calculate SPD.

Total = 38

Skills
Typically, an Aeromancer will tend towards skills based in above recommended Characteristics, especially those based in Agility and Intelligence or Spirit.

Melee Combat - Only give this serious consideration if the Agile Fighter Trait is taken as it will enhance all light and fast melee attacks such as 1H Melee and Hand to Hand. Otherwise, Aeromancers who are reduced to relying on Melee combat have probably already lost the fight.

Ranged Combat - Most Air-Attack spells are ranged by nature. Only Aeromancers who do not wish to Attack can ignore this Basic Skill


 * Ranged Magic Attack (RMA)
 * Bows
 * Crossbows and Guns
 * Thrown Weapons

Physical Defense


 * No Armor
 * Light Armor

Mysticism - The heart of the Aeromancer is Mysticism. One simply cannot be an Aeromancer without this skill.


 * Spectrum: Air
 * Purposes:
 * Attack
 * Defense
 * Movement
 * Summon
 * Transformation

Knowledge - INT based, Knowledge skills will be central to the Aeromancer who is already better than average in intelligence.


 * Music
 * Sound
 * Weather
 * Gasses

Movement - Given that the Air Spectrum is based in AGL, it is natural that Movement Skills would come naturally to an Aeromancer.


 * Dodge
 * Flying
 * Juggle
 * Jump
 * Seafaring
 * Stealth

Social - Generally higher than average in Personality, Aeromancers tend toward Social Skills and even leadership roles.


 * Concentration
 * Etiquette
 * Linguist
 * Oratory
 * Perform
 * Sing
 * Ventriloquism

Combat Equipment

 * Aeromancer Robes
 * Leather Armor
 * Any Ranged
 * Any light weapons or Hand to Hand if Agile Fighter Trait is taken.

Traits and Foibles
These Traits are a recommended list for Aeromancers to choose from that would be particularly beneficial to Aeromancers. They are not limited to the non-Mystical Traits. The Mystical Traits in italics are limited to that Spectrum only:


 * Agile Fighter
 * Improved Dodge
 * Immunity/Resistance: Fire, Lightning, Gravity
 * Initiative
 * Keen Sense: Hearing
 * Prodigy: Magic
 * Empower Air
 * Enlarge Air
 * Extend Air
 * Maximize Air
 * Mystical Energy Reserve (MYR)
 * Air Affinity
 * Widen Air

Regular Foibles are unlimited for Aeromancers based on the player's preferences. Mystical Foibles are limited to those listed below:


 * Encumbered Caster
 * Weakness: Earth
 * Backfire
 * Complex Gestures: Air
 * Depowered Spectrum: Air
 * Expensive Spectrum: Air
 * Extended Time: Air
 * Limited MYR
 * Minimize Spectrum: Air
 * Narrowed Spectrum: Air
 * Opaque Mind: Air Only
 * Opposed Spectrum: Earth
 * Quick Burn Spectrum: Air
 * Reduced Spectrum: Air
 * Tongue-tied

Notable Aeromancers
Bladewind - Hero's Guild Director

Windy - New Guild Director

Loar

 * Doogan Riftwind
 * Dalgan Riftwind
 * Koribald Riftwind
 * Council of Wind
 * Fhubassa
 * Jai Rogeddian

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement