Stormlord

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Requirements

Alignment: As for a cleric of Talos or chosen storm deity

Feats: Endurance, Great Fortitude, Weapon Focus (spear or javelin)

Base Save Bonus: Fort +4.

Spells: Able to cast 3rd-level divine spells.

Patron: Talos or chosen storm deity

Special: The character must have been hit by a bolt of lightning, whether a natural bolt or one created by magic, and survived.

Summary



Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath or agents of any other storm deity, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.

Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.

Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.

Role: Spell DPS

Characteristics: Divinely inspired casters that can ride the lightning and empower their own weapons

Source: Complete Divine

Game Rule Information

The Stormlord has the following game statistics.

Abilities: Wisdom for your casting stat, Strength for using your new shocking weapons and javelins

Alignment: As cleric of chosen storm deity

Hit Die: d8

Starting Gold: N/A

Class Skills

The Stormlord's class skills are Concentration (Con), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Int), Spot (Wis), Swim (Str), 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 Stormlord.

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

Spells per Day: At each storm lord level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add each stormlord level for the purpose of determining spells per day and spells known.

Electricity ResistanceEx: As the stormlord gains levels in this prestige class, he becomes increasingly resistant to electrical energy, gaining electricity resistance in the amount given on the table.

Shock WeaponSu: At 2nd level, any spear or javelin used by a stormlord is treated as a shock weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord.

Storm WalkEx: At 3rd level, a stormlord (and his mount, if any) can walk or ride through storms (natural or magical) at his regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects driven by the wind (which always seem to miss him), great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos's fury.

Thundering WeaponSu: For a stormlord of 5th level or higher, any spear or javelin he uses is treated as a thundering weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord's shock weapon ability.

Storm RideSp: At 6th level, a stormlord gains the ability to fly during any storm as if using the fly spell. Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away when flying.

Shocking Burst WeaponSu: For a stormlord of 8th level or higher, any spear or javelin he uses is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord?s thundering weapon ability.

Elemental ConflagrationSp: Upon reaching 10th level, a stormlord gains the ability to summon a quartet of Huge elementals once per tenday. These four elementals are summoned as if using the summon monster IX spell, except that each elemental is of a different type (air, earth, fire, water).

Table 1-1: Stormlord Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +2 +0 +2 Enhanced javelins +1, resistance to electricity 5 +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Shock weapon +1 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Storm walk +1 level of existing divine spellcasting class
4th +3 +3 +1 +4 Resistance to electricity 10 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Thundering weapon +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Storm ride, enhanced javelins +2 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Resistance to electricity 15 +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Shocking burst weapon +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Immunity to electricity, Enhanced javelins +3 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Elemental conflagration +1 level of existing divine spellcasting class