Difference between revisions of "Stormtamer (3.5e Prestige Class)"

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|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
|status=Stats complete
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|status=Complete
 
|editing=
 
|editing=
|balance=<!-- One of Low, Moderate, High, or Very High (closest approximation) -->
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{{3.5e Class Data
 
{{3.5e Class Data
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===Becoming a Stormtamer===
 
===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).
+
Characters that desire to take the mantle of the stormtamer are usually rangers or fighters, but many druids, paladins and barbarians try to follow the path. Most stormtamers are ranged warriors or prefer Dexterity over Strength anyway, attacking with multiple strikes like raindrops in a storm. Wisdom is important as it works both with their spellcasting and the Storm Within feature.
  
 
{| class="d20 dragon monstats"
 
{| class="d20 dragon monstats"
Line 49: Line 49:
 
|-
 
|-
 
! Skills:
 
! Skills:
| [[SRD:Knowledge|Knowledge(nature)]] 4 ranks.
+
| [[SRD:Knowledge|Knowledge (nature)]] 4 ranks.
 
|-
 
|-
 
! Feats:
 
! Feats:
| [[Point Blank Shot]] or
+
| [[Rapid Shot]] or [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]].
[[Two-Weapon Fighting]] or
 
any feat that has one of the previous ones as a prerequisite (such as per the [[ranger]]'s Combat Style feature).
 
 
|-
 
|-
 
! Special:
 
! Special:
| Must visit the Altar of Storms in pilgrimage.
+
| Must have conquered the [[Thunder Plains (3.5e Location)|Thunder Plains]].
 
|}  
 
|}  
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ <div>{{Anchor|Table: The Stormtamer}}</div>
 
|+ <div>{{Anchor|Table: The Stormtamer}}</div>
<p>Hit Die: d8</p>
+
<p>Hit Die: d10</p>
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 68: Line 66:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | [[#Spellcasting|Spellcasting]]
+
! colspan="10" | [[#Spells|Spells per Day]]
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 +
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
|-  
 
|-  
 
| 1st || +1 || +2 || +2 || +0
 
| 1st || +1 || +2 || +2 || +0
| class="left" | [[#Farsight|Farsight]], [[#Thundering Blade/Thundering Bow|Thundering Blade/Thundering Bow]]
+
| class="left" | [[#Farsight|Farsight]], [[#Storm Within|Storm Within]]
| class="left" | +1 level of existing divine spellcasting class
+
| 1 || 0 || — || —
 
|-  
 
|-  
 
| 2nd || +2 || +3 || +3 || +0
 
| 2nd || +2 || +3 || +3 || +0
| class="left" | [[#Combat Technique|Combat Technique]], [[#Son of the Storm|Son of the Storm]]
+
| class="left" | [[#Combat Technique|Combat Technique]], [[#Child of the Storm|Child of the Storm]]
| class="left" | +1 level of existing divine spellcasting class
+
| 2 || 1 || 0 || —
 
|-  
 
|-  
 
| 3rd || +3 || +3 || +3 || +1
 
| 3rd || +3 || +3 || +3 || +1
| class="left" | [[#Storm Resistance|Storm Resistance 2]], [[#Storm Within|Storm Within]]
+
| class="left" | [[#Storm Resistance|Storm Resistance]]
| class="left" | +1 level of existing divine spellcasting class
+
| 3 || 2 || 1 || 0
 
|-  
 
|-  
 
| 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]]
| class="left" |  
+
| 3 || 3 || 2 || 1
 
|-  
 
|-  
 
| 5th || +5 || +4 || +4 || +1
 
| 5th || +5 || +4 || +4 || +1
| class="left" | [[#Combat Technique|Combat Technique]]
+
| class="left" | [[#Hurricane Shot|Hurricane Shot]], [[#Rainstorm of Blows|Rainstorm of Blows]]
| class="left" | +1 level of existing divine spellcasting class
+
| 4 || 3 || 3 || 2
 
|-  
 
|-  
 
| 6th || +6 || +5 || +5 || +2
 
| 6th || +6 || +5 || +5 || +2
| class="left" | [[#Hurricane Shot|Hurricane Shot]], [[#Rainstorm of Blows|Rainstorm of Blows]]
+
| class="left" | [[#Combat Technique|Combat Technique]], [[#Lightning Strike|Lightning Strike]]
| class="left" |  
+
| 5 || 4 || 3 || 3
 
|-  
 
|-  
 
| 7th || +7 || +5 || +5 || +2
 
| 7th || +7 || +5 || +5 || +2
| class="left" | [[#Evasion|Evasion]], [[#Storm Resistance|Storm Resistance 3]]
+
| class="left" | [[#Evasion|Evasion]], [[#Stormbound|Stormbound]]
| class="left" | +1 level of existing divine spellcasting class
+
| 5 || 5 || 4 || 3
 
|-  
 
|-  
 
| 8th || +8 || +6 || +6 || +2
 
| 8th || +8 || +6 || +6 || +2
| class="left" | [[#Combat Technique|Combat Technique]], [[#Stormblade/Stormbow|Stormblade/Stormbow]]
+
| class="left" | [[#Combat Technique|Combat Technique]]
| class="left" |  
+
| 6 || 5 || 4 || 4
 
|-  
 
|-  
 
| 9th || +9 || +6 || +6 || +3
 
| 9th || +9 || +6 || +6 || +3
| class="left" | [[#Storm Resistance|Storm Resistance 4]]
+
| class="left" | [[#Thunder Strike|Thunder Strike]]
| class="left" | +1 level of existing divine spellcasting class
+
| 6 || 5 || 5 || 4
 
|-  
 
|-  
 
| 10th || +10 || +7 || +7 || +3
 
| 10th || +10 || +7 || +7 || +3
| class="left" | [[#Storm Calling|''Storm Calling'']], [[#Tame the Tempest|''Tame the Tempest'']]
+
| class="left" | [[#Stormcalling|''Stormcalling'']], [[#Tame the Tempest|''Tame the Tempest'']]
| class="left" | +1 level of existing divine spellcasting class
+
| 6 || 6 || 5 || 5
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>
{{3.5e Skills|Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Knowledge (religion), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope}}
+
{{3.5e Skills|Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Knowledge (religion), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope}}|}<!-- delete this table if the class has less than 10 pre-epic levels
|}
 
 
 
<!-- delete this table if the class has less than 10 pre-epic levels
 
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}
 
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}
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| 20th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
| 20th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|}-->
 
|}-->
 
 
====Class Features====
 
====Class Features====
  
 
All of the following are class features of the stormtamer.
 
All of the following are class features of the stormtamer.
  
'''{{Anchor|Spellcasting}}:''' At each level from the 1st (except at 4th, 6th and 8th level), you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If you had none this class feature doesn't apply, unless you gain divine spellcasting later.
+
'''{{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).
  
You add these spells to your divine spell list:
+
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]].
  
1st level: [[SRD:Entropic Shield|''entropic shield'']], ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Shatter|shatter]]'', ''[[SRD:Shocking Grasp|shocking grasp]]''.
+
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.
  
2nd level: ''binding winds'', ''gust of wind'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Wind Wall|wind wall]]''.
+
Your caster level is equal to your stormtamer level.
  
3rd level: ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Lightning Bolt|lightning bolt]]'', ''[[SRD:Sleet Storm|sleet storm]]''.
+
1st level: [[SRD:Entropic Shield|''entropic shield'']], ''[[Gust Bellow (3.5e Spell)|gust bellow]]'', ''[[Leaping Lightning (3.5e Spell)|leaping lightning]]'', ''[[Lightning Arrow (3.5e Spell)|lightning arrow]]'', ''[[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]]'', ''[[Soundblast (3.5e Spell)|soundblast]]'', ''[[Stun Volt (3.5e Spell)|stun volt]]''.
  
4th level: ''[[SRD:Air Walk|air walk]]'', ''[[SRD:Call Lightning|call lightning]]'', ''[[SRD:Shout|shout]]''.
+
2nd level: ''binding winds''<sup>[[Publication:Spell Compendium|SC]]</sup>, ''[[Concussive Blast (3.5e Spell)|concussive blast]]'', ''[[Elemental Augmentation (3.5e Spell)|elemental augmentation]]''<ref>Only for Air, Electricity and Sonic</ref>, ''[[Fingertip Lightning (3.5e Spell)|fingertip lightning]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[Thundershock (3.5e Spell)|thundershock]]'', ''[[Twister Rush (3.5e Spell)|twister rush]]'', ''[[Windslicer (3.5e Spell)|windslicer]]'', ''[[SRD:Wind Wall|wind wall]]''.
  
'''{{Anchor|Farsight}} {{Ex}}:''' A stormtamer enjoys great visual acuity. Its 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).
+
3rd level: ''[[Gale Force (3.5e Spell)|gale force]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''great thunderclap''<sup>SpC</sup>, ''[[SRD:Lightning Bolt|lightning bolt]]'', ''[[See Through Fog (3.5e Spell)|see through fog]]'', ''[[SRD:Sleet Storm|sleet storm]]'', ''[[Thicken Air (3.5e Spell)|thicken air]]''.
  
'''{{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.
+
4th level: ''[[SRD:Air Walk|air walk]]'', ''[[SRD:Call Lightning|call lightning]]'', ''[[Frozen Lightning (3.5e Spell)|frozen lightning]]'', ''[[Great Lightning Arrow (3.5e Spell)|great lightning arrow]]'', ''[[SRD:Shout|shout]]'', ''[[Stormclouds of Dark Omens (3.5e Spell)|stormclouds of bad omen]]'', ''[[Shout of Typhon (3.5e Spell)|shout of Typhon]]'', ''[[Supersonic Flight (3.5e Spell)|supersonic flight]]'', ''[[Tomoe's Storm Blast (3.5e Spell)|storm blast]]'', ''[[Wall of Thunderbolts (3.5e Spell)|wall of thunderbolts]]''.
  
To do this you must venture into the storm and meditate for one hour, doing a [[SRD:Concentration|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.
+
'''{{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).
  
The special ability remains available indefinitely, if not changed.
+
'''{{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 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.
  
'''{{Anchor|Combat Technique}} {{Ex}}:''' At 2nd level and again at 5th and 8th level, 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) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6 or to increase your favored enemy feature. If you are a ranger 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.
+
This state is taxing on the body, and when it ends you are [[SRD:Staggered|staggered]] for one round.
  
You may freely choose to increase your class features or gain bonus feats any time you gain this ability.
+
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|Son of the Storm}} {{Ex}}:''' Beginning at 2nd level you are 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 and if it cannot do it your fly speed increases by 10 feet (3 meters)
+
By level 8th the deviation bonus to AC increases to +4 and your wielded weapons inflict 1d8 per critical multiplier of [[Electricity]] damage everytime you score a critical hit.
  
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 arcane sources. If you can fly your maneuverability increases by two steps and if it cannot do it your fly speed increases by 20 feet (6 meters).
+
'''{{Anchor|Combat Technique}} :''' 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.
  
'''{{Anchor|Storm Resistance}} {{Su}}:''' You gain electricity and sound [[SRD:Energy Resistance|resistance]] 2 at 3rd level. It increases by one at 7th and 9th level.
+
You may freely choose to increase your class features or gain bonus feats any time you gain this ability.
 
 
'''{{Anchor|Storm Within}} {{Ex}}:''' Beginning at 3rd level you may enter, one minute per Wisdom modifier per day, a state in which you gain a +4 to Strength and Dexterity, a +20 feet (6 meters) to land and fly speed (if you have any; this stacks with the fly speed increase from Son of the Storm) and a +4 to Reflex save. You may split the time during the day. Entering and exiting this state is a free action.
 
  
If you are inside any kind of storm you may activate this ability without consuming the time limit as long as you remain within the storm.
+
'''{{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.
  
'''{{Anchor|Storm Aegis}} {{Su}}:''' Once per day, starting at level 4th, with a move action, you may invoke a shield made from tempest that confers you a 20% chance of eluding ranged attacks from any weapon (but not magic ranged attacks) and gives you a +1 deviation bonus to AC. If you are in Storm within state your 20% chance increases by 10% and your deviation bonus by 2. It lasts one round per class level.
+
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.
  
Beginning at 9th level the miss chance increases to 40% and may affect even magical ranged attack and the deviation bonus increases to +2. The bonuses while in Storm within state still apply.
+
'''{{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|Hurricane Shot}} {{Ex}}:''' From 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 damage). Precision damage, such as from sneak attack, may always apply.
+
'''{{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.
  
'''{{Anchor|Rainstorm of Blows}} {{Ex}}:''' From 6th level, while Storm within is active, you may take a full-round action to attack normally. In addition you double the number of extra attack you may do due to the Two-weapon fighting feat or its derivatives or other feats or class features or special abilities (but not from spell or magical effects such as [[SRD:Haste|''haste'']]).
+
Beginning at 8th level the miss chance increases to 40% and the Reflex bonus increases to +4. The increased bonuses while in Storm Within is active still apply.
  
All the standard penalties and bonuses apply to all hits.
+
'''{{Anchor|Hurricane Shot}} {{Ex}}:''' Starting at 5th level, while Storm Within is active, you may take a full-round action to make one ranged attack as a line as long as the maximum range of the weapon (10 + your class level + your Wisdom modifier to halve). This effect may avoid cover by inflict enough damage to the object. Precision damage, such as sneak attack, may apply.
 
If you don't have any such feature you may only do two extra attack as if you had the Two-weapon fighting and Improved two-weapon fighting feats.
 
  
You may not do it if you can't take full-round actions.
+
'''{{Anchor|Rainstorm of Blows}} {{Ex}}:''' By 5th level, while Storm Within is active and you fight with two weapons, you may use a full-round action to attack in a 15-feet cone, dealing your weapons damage to anyone in the area (10 + your class level + your Wisdom modifier to halve).
  
'''{{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 gain improved evasion intead.
+
'''{{Anchor|Lightning Strike}} {{Ex}}:''' By level 6th, you may spend one round of Storm Within to replicate the effects of the [https://www.d20pfsrd.com/magic/all-spells/b/bladed-dash/ ''bladed dash''] spell, except you add your Wisdom modifier as a circumstance bonus to the attack, rather than Intelligence or Charisma, and you also inflict +1d6 of [[Sonic]] damage with this attack.  
  
'''{{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|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|Stormcalling}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Call Lightning Storm|call lightning storm]]'' as a spell-like ability once per day.  
+
'''{{Anchor|Stormbound}} {{Ex}}:''' By level 7th, if Storm Within is active, you gain a fly speed of 50 feet with perfect maneuverability. If you already have a fly speed, you instead gain [[SRD:Flyby Attack|Flyby Attack]].
  
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.
+
'''{{Anchor|Thunder Strike}} {{Ex}}:''' By level 9th, your Lightning Strike feature becomes stronger. You may spend one round of Storm Within to replicate the effects of the [https://www.d20pfsrd.com/magic/all-spells/b/bladed-dash/ ''greater bladed dash''] spell, except you add your Wisdom modifier as a circumstance bonus to the attacks, rather than Intelligence or Charisma, and you also inflict +1d6 of [[Sonic]] damage with these attacks.  
  
Caster level is your class level or the caster level you gain from your previous class, whichever is higher.
+
'''''{{Anchor|Stormcalling}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Call Lightning Storm|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 stormtamer level.
  
 
'''''{{Anchor|Tame the Tempest}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Control Weather|control weather]]'' as a spell-like ability once per day.
 
'''''{{Anchor|Tame the Tempest}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Control Weather|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.
+
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 stormtamer level.
  
Caster level is your class level or the caster level you gain from your previous class, whichever is higher.
 
 
<!--'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
 
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====Variants====
 
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* [[Stormsoul_Adept_(3.5e_Alternate_Class_Feature)|Stormsoul Adept]] - A [[Monk In The Dungeon (3.5e Class)|monk]] variant of the stormtamer, better fitted to advance in monk abilities.
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* [[Stormsoul_Adept_(3.5e_Alternate_Class_Feature)|Stormsoul Adept]] - A [[Monk In The Dungeon (3.5e Class)|monk]] variant of the stormtamer, better fitted to advance in monk abilities.-->
  
 
====Ex-Stormtamers====
 
====Ex-Stormtamers====
  
Characters that become chaotic can't advance in the class without performing the pilgrimage to the Altar of Storms again (and thus returning lawful), but they don't lose any previously obtained feature.
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Characters that become chaotic can't advance in the class without traversing the [[Thunder Plains (3.5e Location)|Thunder Plains]] again (and thus cease to be chaotic), but they don't lose any previously obtained feature.
  
 
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Latest revision as of 13:35, 31 December 2024

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Author: the bluez in the dungeon (talk)
Date Created: 06/01/2021
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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,
"Spontaneous Divine Spellcasting or Other." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


Stormtamer[edit]

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[edit]

Characters that desire to take the mantle of the stormtamer are usually rangers or fighters, but many druids, paladins and barbarians try to follow the path. Most stormtamers are ranged warriors or prefer Dexterity over Strength anyway, attacking with multiple strikes like raindrops in a storm. Wisdom is important as it works both with their spellcasting and the Storm Within feature.

Entry Requirements
Alignment: Any non chaotic.
Base Attack Bonus: +5.
Skills: Knowledge (nature) 4 ranks.
Feats: Rapid Shot or Two-Weapon Fighting.
Special: Must have conquered the Thunder Plains.

Table: The Stormtamer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Farsight, Storm Within 1 0
2nd +2 +3 +3 +0 Combat Technique, Child of the Storm 2 1 0
3rd +3 +3 +3 +1 Storm Resistance 3 2 1 0
4th +4 +4 +4 +1 Combat Technique, Storm Aegis 3 3 2 1
5th +5 +4 +4 +1 Hurricane Shot, Rainstorm of Blows 4 3 3 2
6th +6 +5 +5 +2 Combat Technique, Lightning Strike 5 4 3 3
7th +7 +5 +5 +2 Evasion, Stormbound 5 5 4 3
8th +8 +6 +6 +2 Combat Technique 6 5 4 4
9th +9 +6 +6 +3 Thunder Strike 6 5 5 4
10th +10 +7 +7 +3 Stormcalling, Tame the Tempest 6 6 5 5

Class Skills (6 + Int modifier per level.)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).|}

Class Features[edit]

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 arrow, lightning spear, obscuring mist, quickwind shield, resist energy, shape cloud, shatter, shocking grasp, soundblast, stun volt.

2nd level: binding windsSC, concussive blast, elemental augmentation[1], fingertip lightning, gust of wind, fog cloud, protection from energy, thundershock, twister rush, windslicer, 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, frozen lightning, great lightning arrow, 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 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.

By level 8th the deviation bonus to AC increases to +4 and your wielded weapons inflict 1d8 per critical multiplier of Electricity damage everytime you score a critical hit.

Combat Technique : 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 8th level the miss chance increases to 40% and the Reflex bonus increases to +4. The increased bonuses while in Storm Within is active still apply.

Hurricane Shot (Ex): Starting at 5th level, while Storm Within is active, you may take a full-round action to make one ranged attack as a line as long as the maximum range of the weapon (10 + your class level + your Wisdom modifier to halve). This effect may avoid cover by inflict enough damage to the object. Precision damage, such as sneak attack, may apply.

Rainstorm of Blows (Ex): By 5th level, while Storm Within is active and you fight with two weapons, you may use a full-round action to attack in a 15-feet cone, dealing your weapons damage to anyone in the area (10 + your class level + your Wisdom modifier to halve).

Lightning Strike (Ex): By level 6th, you may spend one round of Storm Within to replicate the effects of the bladed dash spell, except you add your Wisdom modifier as a circumstance bonus to the attack, rather than Intelligence or Charisma, and you also inflict +1d6 of Sonic damage with this attack.

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.

Stormbound (Ex): By level 7th, if Storm Within is active, you gain a fly speed of 50 feet with perfect maneuverability. If you already have a fly speed, you instead gain Flyby Attack.

Thunder Strike (Ex): By level 9th, your Lightning Strike feature becomes stronger. You may spend one round of Storm Within to replicate the effects of the greater bladed dash spell, except you add your Wisdom modifier as a circumstance bonus to the attacks, rather than Intelligence or Charisma, and you also inflict +1d6 of Sonic damage with these attacks.

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 stormtamer level.

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 stormtamer level.


Ex-Stormtamers[edit]

Characters that become chaotic can't advance in the class without traversing the Thunder Plains again (and thus cease to be chaotic), but they don't lose any previously obtained feature.





Back to Main Page3.5e HomebrewClassesPrestige Classes

the bluez in the dungeon's Homebrew (786 Articles)
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  1. Only for Air, Electricity and Sonic
Article BalanceHigh +
Authorthe bluez in the dungeon +
Base Attack Bonus ProgressionGood +
Class AbilityPrepared Divine Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, 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 Points6 +
SummaryThese warriors attune with the storm insid
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.
be chaotic, lest they succumb to its sway. +
TitleStormtamer +
Will Save ProgressionPoor +