Stormtamer (3.5e Prestige Class)
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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[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.
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. |
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | ||||||||||||||||||||||||||||||||||||||||
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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.) 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.
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- ↑ Only for Air, Electricity and Sonic
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 + |