Floating Sorcerer (Character Kit)

__TOC__
Unlike most of the other Elemental Planes, the plane of Air is easily habitable by planars of all races. Some of the wizards who make their residences on this plane have adapted their magic to their environment.
This kit is available to any wizard of any race who has grown up on the plane of Air. Wind dukes (air genasi) are obvious choices for this kit. Specialist floating sorcerers are nearly always air elementalists.
Role: These wizards are masters of the sky. Using flying harnesses, they can manipulate the wind to take them from place to place. Whether on the plane of Air or in the skies of some other plane, they are more at home soaring through the air than lumbering along on the ground.
They prefer to travel as lightly as possible, using lightweight weapons (especially ones capable of being thrown through the air). Aside from spells of elemental air, floating sorcerers love magic that takes them into the skies—levitate, fly, and so on.
Weapon Proficiencies: Thrown dagger and dart only.
Nonweapon Proficiencies: 
* Required—Riding (airborne — winged harness; see below).
* Recommended—Rope use, tumbling, weather sense.
Equipment: The trademark of a floating sorcerer is a winglike harness of light wood and stretched skins similar to a hang glider. This item allows the sorcerer to glide up to 1,000 feet horizontally for every 100 feet of descent. In strong winds (DM's discretion), a floating sorcerer may make an Intelligence check to actually gain altitude, at a rate of 100 feet of ascent for every 1,000 feet of horizontal movement. In aerial combat, these devices are considered to have Class E maneuverability and a movement rate of 18. A mere 6 points of damage destroys these flimsy flying harnesses.
Special Benefits: Floating sorcerers gain a +1 bonus to any saving throw or ability check dealing with balance, climbing, falling, being knocked down, and so on. They are also able to modify any spell that levitates, floats, or otherwise moves matter through the air. Their modifications increase the range, area of effect, duration, or weight limit by 50%. The caster must choose one of these factors to be modified at the time of casting.
Special Hindrances: Floating sorcerers suffer double penalties from being encumbered. Further, they can never learn the agriculture, mining, riding (land-based), seamanship, or swimming proficiencies.