Windstriker
Precision martial artiss who hits like a gale and never wastes a movement.
Pick Tree
15 picks along the Windstriker path. Pair them with the general Silent class picks.
Level 2
Wind Stance
Choosing this locks Windstriker as your Specialization. Spend a Bonus Action to enter a fluid combat stance, increasing your movement speed by 3 meters. The stance lasts until you change it or leave it as a Bonus Action. You also gain +2 to Dodge until the start of your next turn.
Details →Perfect Strike
Requires: Pick: Wind Stance
Once per combat, you can double your FCS bonus for one attack hit roll.
Details →Level 3
Lightfoot Technique
Requires: Pick: Wind Stance
Your steps become unnaturally light, allowing you to traverse hazardous terrain with ease. You can spend 1 Harmony Point to ignore difficult terrain for a turn. Additionally, you leave no tracks and can move across surfaces that wouldn't normally support your weight, such as freshly fallen snow or thin ice.
Details →Thundering Palm
Requires: Pick: Wind Stance
Your strikes carry the force of a mountain storm. When you hit with an unarmed strike, you can spend 2 Harmony as a Free Action to force the target to make a STR save against your FCS Roll or be pushed back 3 meters and knocked prone. This ability creates a thunderous boom audible to 30 meters.
Details →Sundering Strike
Requires: Pick: Wind Stance
Spend Bonus Action to make an unarmed attack against a target. On hit, roll an additional STR Die to damage.
Details →Level 4
Mountain Stance
Requires: Pick: Wind Stance
As a Free Action, you root yourself to the ground with unshakable stability. During your turn, spend 2 Harmony to enter Mountain Stance until the start of your next turn. While in this stance, you cannot be forcibly moved, knocked prone, or grappled, and you gain Physical Resistance(2).
Details →Eagle Stance
Requires: Pick: Wind Stance
Your precision strikes target vital points with devastating accuracy. For 3 rounds, your unarmed attacks critically strike if your FCS portion comes within 1 of the defender's RES portion. When you score a critical hit with an unarmed attack, add your INT die as additional damage and the target suffers Bleed(2). You can spend 2 Harmony Points to treat any hit as a critical hit for this purpose once per combat.
Details →Level 5
Thousand Fists
Requires: Pick: Wind Stance
This turn, all attacks you make are doubled. If you make a Basic Attack, make two - both targeting the same enemy. If you use an ability that attacks, it attacks twice against the same target. Any Harmony or resource costs only apply to the first attack of each pair. Movement during this turn does not provoke opportunity attacks. Each doubled attack hits the same target as the original. You can target different enemies with different action spends. Action economy is the limiter - you still only have 1.5 Actions and 2 Bonus Actions. FCS degradation applies per attack in the sequence (Attack 1 and its echo are attacks 1 and 2 in the degradation sequence).
Details →Level 6
Gathering Storm
Requires: Pick: Wind Stance
Your strikes build momentum through sustained aggression. After your first hit on a target, your subsequent hits against the same target gain escalating damage: +2 after the first hit, +4 after the second hit onwards. When you switch targets, the +4 bonus carries to your first hit against the new target, then resets to +2 on the second hit, building back to +4 on the third. If you go an entire round without dealing damage, the cascade resets completely.
Details →Windborne Speed
Requires: Pick: Wind Stance
You gain +6 meters to your speed when using basic movement actions (Walk, Run). This bonus does not apply to movement gained through abilities such as Flowing Movement or Whispering Rush.
Details →Level 7
Eye of the Hurricane
Requires: Pick: Wind Stance, Thousand Fists
While Thousand Fists is active, for the first time an enemy comes within your reach, you may make a free doubled attack against them as a Free Action. Additionally, you may attack at any point during your Movement Actions. All Movement Actions are Quickened by one step while Thousand Fists is active (Run becomes ½ Action, Walk becomes Bonus Action).
Details →Level 8
Percussive Palm Technique
Requires: Pick: Wind Stance
Spend a Bonus Action to channel Harmony into projected force. For 3 rounds, your melee attacks can strike targets up to 10 meters away - your fists punch the air and the strikes materialize at the point of impact. These attacks count as melee attacks for all ability interactions and deal Force Damage. On the activation round, ranged strikes carry no additional cost. On subsequent rounds, each strike made outside normal melee range costs 4 WP.
Details →Level 9
Windstrike
Requires: Pick: Wind Stance
You jab the air with such speed that a pressure wave explodes forward in a 6-meter long, 6-meter wide cone of Force energy. All creatures in the cone take Force Damage equal to AGI Roll + 2× AGI Bonus. Targets must make an AGI Save - on failure they take full damage, on success half damage.
Details →Virtuous Blow
Requires: Pick: Wind Stance
Once per combat. Make a melee attack (unarmed or finesse weapon) against a target suffering from a qualifying condition. The condition is cleared from the target. The attack deals double AGI Bonus damage and automatically crits on hit. Qualifying conditions: Stunned, Dazed, Immobilized, Prone, Frightened, Blinded.
Details →Level 10
The One Punch
Requires: Pick: Wind Stance
Make a single unarmed attack. The attack deals AGI Roll × AGI Bonus Crushing Damage. The attack is unavoidable - the defender may only roll their defense die, no active defense actions may be taken against it. The attack can crit. If the target is killed, you regain half the Harmony spent.
Details →