ZephyrWay ofWind and Water

Level 3

Drowning Weight.

Forced Movement damage and Falling damage caused by your Actions is doubled.

Forceful Drift.

When you hit a target you can Push it 1 space.

Level 7

Growing Tempest.

When you hit a target you can Push it 2 spaces instead of the 1 from Forceful Drift.

Skyward Strike.

(1/turn) When you hit with an unarmed strike, you may suffer 1 wound to launch your target STR spaces straight up and make them fall Prone immediately.

Level 11

Soaring Step.

You gain a flying speed while using Windstep (you fall at the end of your turn, or immediately if you use another move action, creatures you are grappling also fall with you).

Tidal Descent.

When you fall from 4 spaces or above, you may expend up to STR hit dice (rolling them). Enemies within Reach 2 of where you land take that much bludgeoning damage.

Level 15

Break the Horizon.

You may use Windstep a second time each turn. Whenever you use Skyward Strike, instead of making your target fall Prone, you may launch yourself to the same height, and Grapple your target automatically, regardless of size (fall at the end of your turn).

Wind's Grace.

You are immune to Fall Damage