Difference between revisions of "Stormtamer (3.5e Prestige Class)"
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− | | class="left" | [[#Farsight|Farsight]], [[#Thundering Blade/Thundering Bow|Thundering Blade/Thundering Bow]] | + | | class="left" | [[#Farsight|Farsight]], [[#Storm Within|Storm Within]], [[#Thundering Blade/Thundering Bow|Thundering Blade/Thundering Bow]] |
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| 3rd || +3 || +3 || +3 || +1 | | 3rd || +3 || +3 || +3 || +1 | ||
− | | class="left" | [[#Storm Resistance|Storm Resistance | + | | class="left" | [[#Storm Resistance|Storm Resistance]] |
| 3 || 2 || 1 || 0 | | 3 || 2 || 1 || 0 | ||
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| 4th || +4 || +4 || +4 || +1 | | 4th || +4 || +4 || +4 || +1 | ||
− | | class="left" | [[#Storm Aegis|Storm Aegis]] | + | | class="left" | [[#Combat Technique|Combat Technique]], [[#Storm Aegis|Storm Aegis]] |
| 3 || 3 || 2 || 1 | | 3 || 3 || 2 || 1 | ||
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| 5th || +5 || +4 || +4 || +1 | | 5th || +5 || +4 || +4 || +1 | ||
− | | class="left" | [[# | + | | class="left" | [[#Hurricane Shot|Hurricane Shot]], [[#Rainstorm of Blows|Rainstorm of Blows]] |
| 4 || 3 || 3 || 2 | | 4 || 3 || 3 || 2 | ||
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| 6th || +6 || +5 || +5 || +2 | | 6th || +6 || +5 || +5 || +2 | ||
− | | class="left" | [[# | + | | class="left" | [[#Combat Technique|Combat Technique]] |
| 5 || 4 || 3 || 3 | | 5 || 4 || 3 || 3 | ||
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| 7th || +7 || +5 || +5 || +2 | | 7th || +7 || +5 || +5 || +2 | ||
− | | class="left" | [[#Evasion|Evasion | + | | class="left" | [[#Evasion|Evasion]] |
| 5 || 5 || 4 || 3 | | 5 || 5 || 4 || 3 | ||
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| 9th || +9 || +6 || +6 || +3 | | 9th || +9 || +6 || +6 || +3 | ||
− | | class="left" | | + | | class="left" | |
| 6 || 5 || 5 || 4 | | 6 || 5 || 5 || 4 | ||
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All of the following are class features of the stormtamer. | All of the following are class features of the stormtamer. | ||
− | '''{{Anchor|Spells}}:''' You gain the ability to cast a small list of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell's level. | + | '''{{Anchor|Spells}}:''' You gain the ability to cast a small list of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wisdom bonus (if any). |
− | + | Like other spellcasters, you can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high [[SRD:Wisdom|Wisdom]] score. When the table indicates that you get 0 spells per day of a given [[SRD:Spell Level|spell level]], you gain only the bonus spells you would be entitled to based on your [[SRD:Wisdom|Wisdom]] score for that [[SRD:Spell Level|spell level]]. | |
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+ | You prepare and cast spells the way a [[SRD:Cleric|cleric]] does. You may prepare and cast any spell on the stormtamer's spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation. | ||
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+ | Your caster level is equal to your stormtamer level. | ||
1st level: [[SRD:Entropic Shield|''entropic shield'']], ''[[Gust Bellow (3.5e Spell)|gust bellow]]'', ''[[Leaping Lightning (3.5e Spell)|leaping lightning]]'', ''[[Lightning Spear (3.5e Spell)|lightning spear]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[Quickwind Shield (3.5e Spell)|quickwind shield]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[Shape Cloud (3.5e Spell)|shape cloud]]'', ''[[SRD:Shatter|shatter]]'', ''[[SRD:Shocking Grasp|shocking grasp]]'', ''[[Stun Volt (3.5e Spell)|stun volt]]''. | 1st level: [[SRD:Entropic Shield|''entropic shield'']], ''[[Gust Bellow (3.5e Spell)|gust bellow]]'', ''[[Leaping Lightning (3.5e Spell)|leaping lightning]]'', ''[[Lightning Spear (3.5e Spell)|lightning spear]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[Quickwind Shield (3.5e Spell)|quickwind shield]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[Shape Cloud (3.5e Spell)|shape cloud]]'', ''[[SRD:Shatter|shatter]]'', ''[[SRD:Shocking Grasp|shocking grasp]]'', ''[[Stun Volt (3.5e Spell)|stun volt]]''. | ||
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'''{{Anchor|Farsight}} {{Ex}}:''' A stormtamer enjoys great visual acuity. It suffers only half of the normal penalty on its [[Spot]] checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the stormtamer suffers only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2). | '''{{Anchor|Farsight}} {{Ex}}:''' A stormtamer enjoys great visual acuity. It suffers only half of the normal penalty on its [[Spot]] checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the stormtamer suffers only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2). | ||
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+ | '''{{Anchor|Storm Within}} {{Ex}}:''' You may enter, as a free action, an enhanced state, not too different from a barbarian's rage, but it stems from a bridled fury, rather than uncontrollable rage, as your body crackles with electricity, and whirling winds surround you. In this state, your wielded weapons +1d6 of [[Electricity]] damage, you gain a +2 deviation bonus to AC and you gain the [[SRD:Rogue#Evasion|Evasion]] feature of a rogue. These bonuses last for one round per class level per day + your Wisdom modifier (minimum 0), but you may choose to divide these rounds as you wish during the day. You may end Storm Within prematurely with another free action. | ||
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+ | This state is taxing on the body, and when it ends you are [[SRD:Staggered|staggered]] for one round. | ||
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+ | If you are inside any kind of storm, you may enter this state without wasting your daily limit as long as you remain within the storm. | ||
'''{{Anchor|Thundering Blade/Thundering Bow|Thundering Blade/Thundering Bow}} {{Su}}:''' You may attune your weapon during a storm: your weapon gains the [[SRD:Shock|shock]], [[SRD:Thundering|thundering]] or screaming special ability (though this feature doesn't count against the +5 limit to special ability for weapons). You may choose any one of the abilities and change it during another storm. At any moment only one kind of attunement may be active. | '''{{Anchor|Thundering Blade/Thundering Bow|Thundering Blade/Thundering Bow}} {{Su}}:''' You may attune your weapon during a storm: your weapon gains the [[SRD:Shock|shock]], [[SRD:Thundering|thundering]] or screaming special ability (though this feature doesn't count against the +5 limit to special ability for weapons). You may choose any one of the abilities and change it during another storm. At any moment only one kind of attunement may be active. | ||
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The special ability remains available indefinitely, if not changed. | The special ability remains available indefinitely, if not changed. | ||
− | '''{{Anchor|Combat Technique}} {{Ex}}:''' At 2nd level and again at | + | '''{{Anchor|Combat Technique}} {{Ex}}:''' At 2nd level and again at level 4th, 6th and 8th, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite, [[Electrocute (3.5e Feat)|Electrocute]] or [[Catastrophic Cacophony (3.5e Feat)|Catastrophic Cacophony]]) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6 or to increase the damage of your favored enemy feature or the number of uses of your smite feature. If you are a ranger or a scout, all levels in stormtamer increase your ranger level to improve your Combat style feature and its enhancements, and for the bonus feats gained by the scout class. |
You may freely choose to increase your class features or gain bonus feats any time you gain this ability. | You may freely choose to increase your class features or gain bonus feats any time you gain this ability. | ||
− | '''{{Anchor|Child of the Storm}} {{Ex}}:''' Beginning at 2nd level you | + | '''{{Anchor|Child of the Storm}} {{Ex}}:''' Beginning at 2nd level you count as a size larger for the purpose of determinating the effect that bad weather or storms have on you. You suffer no penalties to skill checks nor you suffer penalties from range to ranged attacks while in storms or because of winds. If you can fly your maneuverability increases by one step, or, if it can't be better, your existing fly speed increases by 10 feet. |
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− | + | At 7th level you don't suffer any kind of penalties to ranged attacks made during a storm and you are not negatively affected by any stormy or storm-like weather condition (such as being lifted by strong winds), but you may be affected by storms originated by magic sources. If you can fly your maneuverability increases by two steps, or, if it can't be better, your existing fly speed increases by 20 feet. | |
− | + | '''{{Anchor|Storm Resistance}} {{Su}}:''' By 3rd level, you gain electricity and sound [[SRD:Energy Resistance|resistance]] at 3rd level, equal to your class level. | |
− | '''{{Anchor| | + | '''{{Anchor|Storm Aegis}} {{Su}}:''' Once per day, starting at level 4th, with a move action, you may invoke a shield made of storming winds that gives you a 20% chance of eluding ranged attacks from any weapon (including magic ranged attacks) and gives you a +2 bonus to Reflex saves. If Storm Within is active, your 20% miss chance increases by 10% and your bonus to Reflex by 2. This effect lasts one round per class level. |
− | + | Beginning at 9th level the miss chance increases to 40% and the Reflex bonus increases to +2. The increased bonuses while in Storm Within is active still apply. | |
− | + | '''{{Anchor|Hurricane Shot}} {{Ex}}:''' Starting at 6th level, while Storm Within is active, you may take a standard action to make one ranged attack with no penalties due to range, your maximum range increament increases (for thrown weapons it goes from five to ten range increments and for projectile weapons it goes from ten to fifteen range increments) and this shot is a ranged touch attack or ignores cover (if you know where to strike and if you succeed to pierce the cover by damaging it, you may hit with a ranged attack the enemy behind, with no penalties to the final damage). Precision damage, such as sneak attack, may always apply. | |
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− | + | '''{{Anchor|Rainstorm of Blows}} {{Ex}}:''' By 6th level, while Storm Within is active, when attacking, in any way, you gain an extra melee attack at your highest bonus, which stacks with the attacks you might have from two-weapon fighting. This attack doesn't suffer from any of the penalties of two-weapon fighting. | |
− | '''{{Anchor|Evasion}} {{Ex}}:''' At 7th level, a stormtamer can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the stormtamer is wearing light or no armor. A helpless stormtamer does not gain the benefit of evasion. If you already have this feature or you later should gain it again you | + | '''{{Anchor|Evasion}} {{Ex}}:''' At 7th level, a stormtamer can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the stormtamer is wearing light or no armor. A helpless stormtamer does not gain the benefit of evasion. If you already have this feature or you later should gain it again, you are granted [[SRD:Monk#Improved_Evasion|Improved Evasion]] instead, and the same happens when Storm Within is active. |
'''{{Anchor|Stormblade/Stormbow}} {{Su}}:''' As the Thundering blade/Thundering bow feature but you may infuse your weapon or weapons with two new special abilities: [[SRD:Shocking Burst (Weapon Enhancement)|shocking burst]] or screaming burst. At any moment only one kind of attunemnt may be active. You gain a +4 to confirm critical hits with your attuned weapons (it stacks with any other similar bonus). | '''{{Anchor|Stormblade/Stormbow}} {{Su}}:''' As the Thundering blade/Thundering bow feature but you may infuse your weapon or weapons with two new special abilities: [[SRD:Shocking Burst (Weapon Enhancement)|shocking burst]] or screaming burst. At any moment only one kind of attunemnt may be active. You gain a +4 to confirm critical hits with your attuned weapons (it stacks with any other similar bonus). | ||
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Caster level is your class level or the caster level you gain from your previous class, whichever is higher. | Caster level is your class level or the caster level you gain from your previous class, whichever is higher. | ||
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Revision as of 20:32, 1 December 2024
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These warriors attune with the storm inside of them and dominate it to unlock their true power. They revere the Storm as driving force, that moves the arm, the blade and the arrow as one thing, one entity. They are elites rangers, fighters and scouts, maybe the three classes most attracted to the stormtamer. Contrary to the Storm's nature they must not be chaotic, lest they succumb to its sway. 10 6 Good Good Good Poor
Prepared Divine Spellcasting,Full
Stormtamer
“ | Behold the strength of the Storm! | ” |
—Karwena, half-elf stormtamer, The Adventures of Karwena, a self-published best seller. |
From a breeze in the air to a gentle drizzle, to a flooding rain, to whirling wind and, finally, the thunderstrike. Such is the power of the Storm, both terrifying and fascinating, attracting many adventurers to it like a moth to a flame. But as the insect must be careful with the fire, so must those who dare to approach such power. Those that desire to conquer the Storm, both external and internal, must travel to the Altar of Storms. Such place is said to be the origin of all storms, as it is constantly surrounded by grey clouds and lightnings. The place is atop of a mountain-island, located far from any shore.
Becoming a Stormtamer
Characters that desire to take the mantle of the stormtamer are usually rangers or fighters, but many druids, paladins and barbarians try to follow tge path. Most stormtamers are ranged warriors or prefer Dexterity over Strength anyway, attacking with multiple strikes like raindrops in a storm. Wisdom is important if the character was previously a spellcaster (as the class increases divine spellcasting).
Alignment: | Any non chaotic. |
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Base Attack Bonus: | +5. |
Skills: | Knowledge(nature) 4 ranks. |
Feats: | Rapid Shot or Two-Weapon Fighting. |
Special: | Must have conquered the Thunder Plains. |
Class Features
All of the following are class features of the stormtamer.
Spells: You gain the ability to cast a small list of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wisdom bonus (if any).
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.
You prepare and cast spells the way a cleric does. You may prepare and cast any spell on the stormtamer's spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.
Your caster level is equal to your stormtamer level.
1st level: entropic shield, gust bellow, leaping lightning, lightning spear, obscuring mist, quickwind shield, resist energy, shape cloud, shatter, shocking grasp, stun volt.
2nd level: binding windsSC, gust of wind, fog cloud, protection from energy, thundershock, wind wall.
3rd level: gale force, gaseous form, great thunderclapSpC, lightning bolt, see through fog, sleet storm, thicken air.
4th level: air walk, call lightning, shout, stormclouds of bad omen, shout of Typhon, supersonic flight, storm blast, wall of thunderbolts.
Farsight (Ex): A stormtamer enjoys great visual acuity. It suffers only half of the normal penalty on its Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the stormtamer suffers only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Storm Within (Ex): You may enter, as a free action, an enhanced state, not too different from a barbarian's rage, but it stems from a bridled fury, rather than uncontrollable rage, as your body crackles with electricity, and whirling winds surround you. In this state, your wielded weapons +1d6 of Electricity damage, you gain a +2 deviation bonus to AC and you gain the Evasion feature of a rogue. These bonuses last for one round per class level per day + your Wisdom modifier (minimum 0), but you may choose to divide these rounds as you wish during the day. You may end Storm Within prematurely with another free action.
This state is taxing on the body, and when it ends you are staggered for one round.
If you are inside any kind of storm, you may enter this state without wasting your daily limit as long as you remain within the storm.
Thundering Blade/Thundering Bow (Su): You may attune your weapon during a storm: your weapon gains the shock, thundering or screaming special ability (though this feature doesn't count against the +5 limit to special ability for weapons). You may choose any one of the abilities and change it during another storm. At any moment only one kind of attunement may be active.
To do this you must venture into the storm and meditate for one hour, doing a Concentration check (DC is 20 but may increase depending on the force of the storm). If you fail your weapon doesn't attune to the Storm and you lose any previous attunemnt. You may only attune one ranged weapon or two melee weapons if you use two weapons for fighting.
The special ability remains available indefinitely, if not changed.
Combat Technique (Ex): At 2nd level and again at level 4th, 6th and 8th, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite, Electrocute or Catastrophic Cacophony) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6 or to increase the damage of your favored enemy feature or the number of uses of your smite feature. If you are a ranger or a scout, all levels in stormtamer increase your ranger level to improve your Combat style feature and its enhancements, and for the bonus feats gained by the scout class.
You may freely choose to increase your class features or gain bonus feats any time you gain this ability.
Child of the Storm (Ex): Beginning at 2nd level you count as a size larger for the purpose of determinating the effect that bad weather or storms have on you. You suffer no penalties to skill checks nor you suffer penalties from range to ranged attacks while in storms or because of winds. If you can fly your maneuverability increases by one step, or, if it can't be better, your existing fly speed increases by 10 feet.
At 7th level you don't suffer any kind of penalties to ranged attacks made during a storm and you are not negatively affected by any stormy or storm-like weather condition (such as being lifted by strong winds), but you may be affected by storms originated by magic sources. If you can fly your maneuverability increases by two steps, or, if it can't be better, your existing fly speed increases by 20 feet.
Storm Resistance (Su): By 3rd level, you gain electricity and sound resistance at 3rd level, equal to your class level.
Storm Aegis (Su): Once per day, starting at level 4th, with a move action, you may invoke a shield made of storming winds that gives you a 20% chance of eluding ranged attacks from any weapon (including magic ranged attacks) and gives you a +2 bonus to Reflex saves. If Storm Within is active, your 20% miss chance increases by 10% and your bonus to Reflex by 2. This effect lasts one round per class level.
Beginning at 9th level the miss chance increases to 40% and the Reflex bonus increases to +2. The increased bonuses while in Storm Within is active still apply.
Hurricane Shot (Ex): Starting at 6th level, while Storm Within is active, you may take a standard action to make one ranged attack with no penalties due to range, your maximum range increament increases (for thrown weapons it goes from five to ten range increments and for projectile weapons it goes from ten to fifteen range increments) and this shot is a ranged touch attack or ignores cover (if you know where to strike and if you succeed to pierce the cover by damaging it, you may hit with a ranged attack the enemy behind, with no penalties to the final damage). Precision damage, such as sneak attack, may always apply.
Rainstorm of Blows (Ex): By 6th level, while Storm Within is active, when attacking, in any way, you gain an extra melee attack at your highest bonus, which stacks with the attacks you might have from two-weapon fighting. This attack doesn't suffer from any of the penalties of two-weapon fighting.
Evasion (Ex): At 7th level, a stormtamer can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the stormtamer is wearing light or no armor. A helpless stormtamer does not gain the benefit of evasion. If you already have this feature or you later should gain it again, you are granted Improved Evasion instead, and the same happens when Storm Within is active.
Stormblade/Stormbow (Su): As the Thundering blade/Thundering bow feature but you may infuse your weapon or weapons with two new special abilities: shocking burst or screaming burst. At any moment only one kind of attunemnt may be active. You gain a +4 to confirm critical hits with your attuned weapons (it stacks with any other similar bonus).
Stormcalling (Sp): At 10th level you may use the spell call lightning storm as a spell-like ability once per day.
You may always call the maximum number of bolts (15) and you may use a move action to do so instead of a standard action.
Caster level is your class level or the caster level you gain from your previous class, whichever is higher.
Tame the Tempest (Sp): At 10th level you may use the spell control weather as a spell-like ability once per day.
You may only call storms or tempest-like conditions but you are not bound to the season and the change occurs within one minute. In addition you may "tame" tempests, soothing them. If the storm is natural you don't have to do any check but if it is magical you have to do a caster level check to dispel it.
Caster level is your class level or the caster level you gain from your previous class, whichever is higher.
Ex-Stormtamers
Characters that become chaotic can't advance in the class without traversing the Thunder Plains again (and thus returning lawful), but they don't lose any previously obtained feature.
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
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Article Balance | High + |
Author | the bluez in the dungeon + |
Base Attack Bonus Progression | Good + |
Class Ability | Prepared Divine Spellcasting + |
Class Ability Progression | Full + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 6 + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Skill | Balance +, Climb +, Concentration +, Craft +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope + |
Skill Points | 6 + |
Summary | These warriors attune with the storm insid … These warriors attune with the storm inside of them and dominate it to unlock their true power.
be chaotic, lest they succumb to its sway. +They revere the Storm as driving force, that moves the arm, the blade and the arrow as one thing, one entity. They are elites rangers, fighters and scouts, maybe the three classes most attracted to the stormtamer. Contrary to the Storm's nature they must not be chaotic, lest they succumb to its sway. |
Title | Stormtamer + |
Will Save Progression | Poor + |