Stormbringer (3.5e Class)

Summary::The very elements of the weather are at your command! Length::20 Minimum Level::1 Base Attack Bonus Progression::Moderate Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Alternate Magic Class Ability Progression::Full

Stormbringer

 * Until only a moment before, the sky was clear, accented only by a fair breeze. A look over the horizon to the west, however, showed an unseasonable change in the weather. Dark clouds gathered rapidly. The breeze stiffened to a chilling whip, then an icy gale. The landscape under the clouds was no longer visible, veiled by the vertical torrent being released from the massive heads of storm. A silent bolt of lightning flashed between earth and sky. We counted the silence to three before its voice cracked and growled over us. Another bolt, and its thunder delayed by only two seconds. Then another, with its deafening crash upon us immediately. The horses were already panicking, rearing, and tugging hard at their reins. The druid Mickel put his hands on the nearest gelding in an attempt to calm the beast, but then we saw it - or her - the reason for their terror. We had wandered into the realm of Ororo the Stormbringer.
 * - from The Journals of Clan Northwood

Whether through draconic lineage or the mutant X gene, a few peculiar individuals find that they possess the power to harness the winds and rains. This talent comes early for these people, sometimes too early to be controlled properly. As a consequence, the mundane people around whom these nascent stormbringers have grown up often feel threatened and frightened by their displays of power. If a stormbringer is not nurtured by others like them, they may grow contemptuous of normal people as well as themselves and lash out in dangerous ways, thus fitting their title more aptly. The use of these weather-controlling powers takes a toll on the stormbringer. Therefore, they can only manifest their highest level of powers a few times each day. After all their power points have been spent, stormbringers are quite vulnerable, unless they have also learned some combat skill as a fall-back tactic.

Making a Stormbringer
The strength of the stormbringer lies in their ability to summon storms of a relatively high level at earlier levels than other magic users. This comes at the cost of not being able to use as many powers (or spells, so to speak) per day as compared with similar casters. All stormbringer powers are charisma-based, similar to a sorcerer or a psion. Since the amount of powers per day is so limited for this class, some combat skill is necessary in the beginning levels at least.

Abilities: Charisma is most important, as it is used to manifest weather-changing powers. Strength and Dexterity may also be necessary in the beginning levels.

Races: Humans, Half-Elves, Dromites, and Aasimars may find this class very attractive. Archons, Doppelgangers, Mindflayers, Satyrs, and Pixies would do well as NPC's in this class due to their racial bonuses. From the Pathfinder race book, Catfolk, Dhampirs, Drow, Fetchlings, Ifrits, Changelings, Gillmen, Kitsune, Merfolk, Nagaji, Sulis, and Vishkanya would make excellent stormbringers.

Alignment: Any.

Starting Gold: 6d8 &times;10 gp.

Starting Age: Simple

Class Features
All of the following are class features of the Stormbringer.

Weapon and Armor Proficiency: Stormbringers may be proficient with all simple weapons and light armor.

Her base daily allotment of power points is given on Table: The Stormbringer. In addition, she receives bonus power points per day if she has a high charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

In order to manifest a power, the stormbringer must have a charisma score of at least 10 + the power level. Saving throw DC's for each power are 10 + power level + CHA. Most of the powers that the stormbringer uses are more commonly used as spells. For the purpose of this class, each power is gained as a spell-like ability. These abilities are considered innate and require no vocal, material, or somatic components, although casting time for each is as listed in their respective spell descriptions. These abilities each carry a cost of power points per usage. The cost of each power is the same as that of psionic powers. For quick reference: 1st level costs 1 point 2nd level costs 3 points 3rd level costs 5 points 4th level costs 7 points 5th level costs 9 points 6th level costs 11 points 7th level costs 13 points 8th level costs 15 points 9th level costs 17 points. Stormbringers choose their powers from the following list:

1st&mdash;Endure elements, Obscuring mist, ray of frost

2nd&mdash;Fog cloud, gust of wind, cold front, warm front

3rd&mdash;Lightning bolt, wind wall, call lightning, sleet storm

4th&mdash;Ice storm, solid fog

5th&mdash;cloudkill, call lightning storm, control winds

6th&mdash;Acid fog, chain lightning

7th&mdash;control weather

8th&mdash;Whirlwind, incendiary cloud

9th&mdash;Storm of vengeance



 : At levels 1, 3, and 5, stormbringers may gain a bonus feat in addition to feats gained through normal level-ups.

' :' At level 6, the stormbringer uses her abilities to manipulate matter and energy to make herself very light and use a focused wind to carry her as effectively as a fly'' spell. This spell-like ability costs no power points and is usable once per day.