Stormcaster

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Requirements

Alignment: Any nonlawful

Skills: Knowledge (arcana) 4 ranks, Knowledge (nature) 4 ranks

Spellcasting: Must have the ability to cast Gust of Wind and either Lightning Bolt or Call Lightning.

Summary

Many things in nature have drawn the attention of the seeker of the arcane—the elements, the nature of the unseen world, the weaving of illusions. The stormcaster is one who seeks to tap into the power of a strange and terrifying phenomenon: the raging storm. The stormcaster is a terrible figure to most who encounter him. He seems to travel, unconcerned, through the foulest of weather. A part of him revels in this destructive manifestation of the elements—the fouler the weather, the happier he seems. Many who know of these weather wizards whisper that they do not follow storms—rather, the storms follow them.

The would-be stormcaster revels in the fury of the storm. There is something awesome and terrible about a storm that draws him, and he is constantly seeking to understand it. He masters those spells that mimic the power of the storm and even learns to infuse the elements of the storm—whether the clap of thunder or the strike of lightning—into his other spells, seeking to become one with that power.

Stormcasters are drawn from the ranks of arcane or divine casters. The wizard who pursues this path needs to understand the primal energies inherent in the storm. The sorcerer, on the other hand, often feels that he is laying claim to some terrible birthright—many such sorcerers have in their heritage the blood of blue dragons or of other creatures who are at home in a wild storm’s fury. Druids occasionally pursue the path of the stormcaster but at the risk of turning their backs on much of their natural powers.

Role: Spell DPS

Characteristics: Use the power of storms to dispatch foes with sonic and electric effects

Source: Stormwrack

Game Rule Information

The Stormcaster has the following game statistics.

Abilities: Intelligence for the skill points needed to be successful as a stormcaster, Constitution for remaining alive and being able to make concentration checks when things go awry.

Alignment: Any Nonlawful

Hit Die: d4

Starting Gold: N/A

Class Skills

The Stormcaster's class skills are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Stormcaster.

Weapon and Armor Proficiency: A Stormcaster is proficient with whatever they were already proficient with prior to taking levels in this class.

Storm Spell Power Ex: You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Thunderclap Su: You can channel stored spell energy into pure sonic energy. You can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. This otherwise functions like the cleric's spontaneous casting class feature.

Resistance to Electricity Ex: At 2nd level, you gain some ability to resist the deadly power of lightning (resistance to electricity 10).

Spellcasting: Beginning at 2nd level, when you gain a new stormcaster 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 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 spellcasting class before becoming a stormcaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Shield of Winds Sp: Starting at 3rd level, you can call up high winds to cast aside the arrows of your foes. As an immediate action (equivalent to a free action, except you can take it when it isn't your turn), you can surround your space with an effect equal to a Wind Wall for 1 round. You can use this ability once per day at 3rd level, two times per day at 6th level, and three times per day at 9th level.

Eye of the Storm Ex: Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with ranged attack rolls and Listen checks due to high winds. Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

Thunderbolt Ex: Beginning at 5th level, you use your knowledge of the storm to add the power of thunder to your lightning-based spells. Any spell you cast that deals electricity damage also deals an extra 1 point of sonic damage per spell level and stuns any creature damaged by the spell for 1 round (Fortitude save negates; DC equals the save DC of the spell, even if the spell wouldn't normally allow a save).

Resistance to Sonic Ex: At 7th level, you become somewhat resistant to the power of thunder. You gain resistance to sonic 10.

Call Storm Sp: You only feel fully at home within the confines of a storm. At 8th level, you gain the ability to use a Control Weather effect once per week but can only create a windstorm, thunderstorm, or hurricane-force winds. You are treated as a druid when using this ability (or when casting control weather through your own spellcasting power) for the purpose of duration and area of the spell.

Lord of the Storm Su: At 10th level, your mastery of the power of the storm is complete. You gain resistance to electricity 30 and resistance to sonic 30. You are immune to being blown away, knocked down, or checked by high winds (whether natural or magical). You gain a +2 competence bonus on saves against spells with the air or water descriptor.

Table 1-1: Stormcaster Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +2 +2 +0 Storm spell power, thunderclap
2nd +1 +3 +3 +1 Resistance to electricity 10 +1 level of existing spellcasting class
3rd +1 +3 +3 +1 Shield of winds 1/day +1 level of existing spellcasting class
4th +2 +4 +4 +1 Eye of the storm +1 level of existing spellcasting class
5th +2 +4 +4 +2 Thunderbolts +1 level of existing spellcasting class
6th +3 +5 +5 +2 Shield of winds 2/day +1 level of existing spellcasting class
7th +3 +5 +5 +2 Resistance to sonic 10 +1 level of existing spellcasting class
8th +4 +6 +6 +3 Call storm, eye of the storm 30-ft. radius +1 level of existing spellcasting class
9th +4 +6 +6 +3 Shield of winds 3/day +1 level of existing spellcasting class
10th +5 +7 +7 +3 Lord of the storm +1 level of existing spellcasting class