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| Hyooz10-13-07, 05:50 PM | I recently picked up the Complete Divine. Found it cheap, figured what the heck. Coming across the Stormlord PrC, I got kind of excited. I'd almost make a new character just to play it (at least, what I thought it'd be, a Druid/cleric/whatever who has focused on storm/weather magic.) Finding it to be little more than being a servant of Pelor and a class focused more on javelins than storms saddened me. So, I've decided to remake/make a new PrC based on weather magic and I thought I'd seek some ideas/advice (or if there already was a class like this.) EDIT: Well, it ended up being much more than a re-work. I have a completely new PrC on my hands, the Storm Born. I might add more storms, and Storm Cast spells to the high storms (possible attunement to them as well.) Please PEACH and tell me what you think. |
| Hyooz10-15-07, 10:43 PM | http://www.e-mailmarketing.com.au/cbwc/black_lightning.jpg Storm Born Prestige Class By Hyooz The Storm Born are a group of casters who have found their power in nature's rage. Having experienced the full force of the storm, they seek to become one with its power, drawing energy and abilities from its chaotic nature. Many clerics, wizards and sorcerers find themselves drawn to this new source of power, while some few druids find themselves in need of more destructive power than is normally allowed them, so they turn to nature's darker side. Adventures: The darker among the Storm Born seek destruction where they travel, conjuring their storms to make it all the easier. Some, however, especially druids who take the class, find themselves in need of the added strength to right a wrong or seek revenge against a transgressor. The Storm Born typically have one goal in life, and they put all their power toward reaching it. Once achieved, they will typically withdraw from society, feeling that their powers are now of little use to the world, but may be talked into joining a noble cause. Characteristics: Storm Born draw their power from the world around them, more specifically the chaos of the storm. They may have to prepare well in advance for a fight, but they understand that. It was a fight they sought, after all. Alignment: Most Storm Born are neutral, since what drove them to the class is generally a selfish need, as opposed to a desire to effect the world in one way or the other. They are sometimes evil, drawn to the power for its sheer destructive force. Rarely are they good or lawfully aligned, since the wide-spread nature of the storms they conjure effect too much area for the good-aligned person to feel comfortable wielding them against enemies, and the storm's chaotic nature conflicts with the lawful-minded. Religion: Storm Born will typically worship the deity they followed before taking on the class, be it Ehlonna, Obad-hai, or any variety of other gods. Background: Storm Born typically share some secret tragedy in their past. A heavy loss that drove them to this power, or a desperate need to find more power in whatever form was available. They share no special bond to other Storm Born, other than that may which already exist, but they respect the decisions of these others, and generally share a respect for druids. Races: All races which typically take druid are well suited to the Storm Born, as well as several more. Almost any class can take this successfully. Other Classes: Druids share a respect with the Storm Born, both of them drawing their abilities from nature. Most caster classes will also respect the Storm Born, other than those who are more good or lawfully aligned. Role: This class primarily will be a support caster, sitting back to conjure a storm to protect allies from a volley of arrows, or hide the party from those seeking them with fog. They also bring with them powerful spells, several augmented by the storm's power. Game Rule Information: Storm Born have the following game stats. Abilities: Whatever abilities were important to the class before he took Storm Born are still the most important abilities. Alignment: Any non-good & non-lawful Hit Die: d6 Requirements To qualify to become a Storm Born, a character must fulfill all the following criteria: Alignment: Non-Lawful. Feats: Endurance Spellcasting: Can cast 3rd level spells, one of which must be weather-related (Fog Cloud, Gust of Wind, Call Lightning, etc.) Special: Must have been struck by lightning or suffered an electric-based attack. Class skills The Storm Born's class skills (and the key ability modifier for each skill) are: Concentration (Int), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int) Skill Points at Each Level: 2 + Int modifier. Storm Born Level BAB Fort Ref Will Special 1 +0 +2 +0 +2 Storm Spell Power 2 +1 +3 +0 +3 Channel Storm (+1 level of existing spellcasting class) 3 +2 +3 +1 +3 Storm Walk (+1 level of existing spellcasting class) 4 +3 +4 +1 +4 Thundering Strike (+1 level of existing spellcasting class) 5 +3 +4 +1 +4 Summon Storm (+1 level of existing spellcasting class) 6 +4 +5 +2 +5 Storm Casting (+1 level of existing spellcasting class) 7 +5 +5 +2 +5 Eye of the Storm (+1 level of existing spellcasting class) 8 +6 +6 +2 +6 Improved Storm Channel (+1 level of existing spellcasting class) 9 +6 +6 +3 +6 Enhanced Storm 10 +7 +7 +3 +7 Attune to Storm (+1 level of existing spellcasting class) Class features All of the following are class features of the Storm Caller prestige class. Weapon and Armor Proficiency: The Storm Caller gains no additional weapon or armor proficiencies Storm Spell Power (Su) – Due to his alignment with the storms, and spell the Storm Born casts with the air, electricity, or water descriptor is cast at a +2 caster level. Channel Storm (Su) - As the Storm Born grows in power, his weapon begins to become more effective. At this stage, his weapon gains +1d6 electrical damage on all critical hits. Storm Walk (Su) – The Storm Born can move normally within a storm. Even hurricane force winds cannot hinder his motion. Thundering Strike (Su) - Any weapon used by a Storm Born is treated as a thundering weapon (+1d8 sonic damage on critical). This stacks with the Channel Storm ability. Summon Storm (Ex) – As many times per day as he has Storm Born levels, the caster may summon a magical storm covering a 1 mile radius. This storm can be of a number of kinds, detailed in the table below. This is a full-round action, and can only be used out of doors. The storm takes 1d6 rounds to appear and reach full force. This incites attacks of opportunity, and concentration checks must be made when necessary. If the Storm Born fails a concentration check, he loses that use of Summon Storm for that day. A storm lasts 1d4 hours and disperses quickly at the end of this time. Storm Casting (Ex) – By burning a spell slot, the Storm Born can cast a spell related to the summoned storm in which he stands. See table below. Eye of the Storm (Su): The Storm Born is immune to all adverse effects of being within a storm, short of being directly effected by the storm (i.e. struck by lightning or struck by an object hurtling around in a windstorm.) The Storm Born can extend this protection to all allies within 10ft. Improved Storm Channel (Su) - Any weapon used by a Storm Born is treated as a shocking burst weapon (+1d6 electrical damage on hit, +1d10 electrical damage on critical). This stacks with the Thundering Weapon Abilities. Enhanced Storm (Ex): At 9th level, the Storm Born gains the ability to call forth more powerful and new storms. He also gains the ability to summon certain storms into an enclosed environment. These storms last up to 2d4 hours, and can cover a 3-mile or 100ft radius (indoors.) See table below. Attune to Storm (Su): At 10th level, the Storm Born becomes so attuned to a certain storm, he gains the ability to summon his attuned storm much more easily. Summon Storm can now be used as a standard action to summon his attuned spell, and no longer requires a concentration check. Also, within his attuned storm, he casts air, electricity, sonic, or water spells at a +4 caster level (this replaces the +2 given by Storm Spell Power, but only within his attuned storm.) To become attuned to a storm, the Storm Born must spend 24 uninterrupted hours within the storm of his choice, meditating. Basic Storms: All of these storms are available to summon once the Stormlord has reached level 5. These can also be summoned indoors (covering a 100ft radius instead of the usual 3 miles) once the Stormlord gains Enhanced Storm. Lightning: During a lightning storm, rain pours, thunder booms, and lightning cracks across the sky, occasionally striking the ground and those upon it. During a lightning storm, a concentration check (DC 10) must be made to cast any spell, and unsheltered fires are put out. Also, lightning will sometimes strike the ground, dazzling light-sensitive creatures and rarely striking a random creature below (95+ on a d% roll, made every round) for (1d10)d8 damage. Storm Cast Spell: Thunderclap – You can burn a spell slot to create a 30ft burst of sonic energy that does 1d4 points of damage per level of spell slot burned. Any creature damaged by this effect must make a Fortitude save or be stunned for 1 round. Enhanced Lightning storm: During an enhanced lightning storm, lightning strikes twice as often (Concentration check now DC 15, 90+ on d% roll for striking a creature.) Lightning Storm Born: A Stormlord who chooses to attune himself to the lightning storm courses with electricity. Once per round, as a free action, the Stormlord can deliver an electric shock to a single opponent within 10ft. This attack does 4d4 nonlethal electrical damage (Fortitude save DC 18 for half damage.) Wind: Winds whip wildly across the area, buffeting people and objects alike. During a windstorm, ranged attacks suffer a -5 penalty to hit. Also, creatures must make a fortitude save (DC 15) at the beginning of the storm (Add size modifier) or be knocked down. Storm Cast Spell: Gale Speed – After burning a spell slot, the Stormlord acts as if the spell Haste has been cast on him for 1 round per spell level he sacrificed. Enhanced Wind storm: During an enhanced wind storm, the winds are much more powerful and wild. Ranged attacks become impossible, and creatures must make a fortitude save (DC 18, add size modifier) or be knocked down. If they fail this save by more than 5, the creature is blown away in a random direction (roll d8 for direction.) A blown away creature rolls 1d4x10 feet and suffers 1d4 nonlethal damage for every 10ft. Wind Storm Born: A Stormlord who chooses to attune himself to the wind storm seems less substantial than most. Ranged attacks have a 20% chance of missing the Stormlord in this attunement, and he can cast Gust of Wind as a free action. Snow: Stillness covers the area, and snowflakes fall, filling the air. During a snowstorm, visibility is reduced by half, inducing a -4 penalty to Spot and Search checks. Movement is also impeded by the snow littering the ground, halving movement speeds as long as the snow is falling. Any creatures vulnerable to cold will suffer whatever negative effects they normally incur within cold. Storm Cast Spell: Snow Clone – By sacrificing a spell slot, the Stormlord may create perfect snow duplicates of himself and/or allies as Mirror Image. One duplicate appears for every level of spell sacrificed, and each can be of the caster or any ally he so chooses. These images are still snowmen, and can therefore do no harm and are destroyed with any attack, but you are also glammered to look like one of these snowmen. Enhanced Snow Storm: During an Enhanced Snow Storm, visibility is further reduced to 1/4th normal distances, and Spot/Search checks gain a -6 penalty. Movement is further impeded by an icy coating over the ground, forcing characters to make a balance check (DC 10) every time they move further than 10ft. Snow Storm Born: A Stormlord who chooses to attune himself to the snow storm gains an aura of cold around his body. This manifests itself as a constant Chill Metal spell in a 5ft radius around the Stormlord. (The level of chill on the metal does not decrease unless it is outside of the aura. Fog: Utter softness deafens the area, smothered in grey. A thick fog completely envelopes the terrain, reducing visibility to 15ft. In circumstances like these, all within the fog gain a +5 to their hide checks, even within visibility range. Given the silencing nature of these phenomenons, however, all within the cloud also gain a +2 to Listen checks. Storm Cast Spell: Thicken Cloud – By sacrificing a spell slot, the Stormlord may thicken the cloud around an enemy (whose location he knows) for a number of rounds equal to the level of spell burnt. The victim of this spell is wrapped in fog so thick, no matter how far he wanders, he always ends up in the same place he started, unless he meets another character/creature. This effect is not obvious to the victim, and they will only notice the effect (thought not break free of it) if a Survival check (DC15) is made. Enhanced Fog: In an Enhanced Fog, it’s almost impossible to see, limiting visibility to 10ft. All hide checks are now given a +7 bonus, and listen checks a +5. Also, the Stormlord can make the land appear different than it did, as a Hallucinatory Terrain spell, and all non-magical methods of discerning direction are squelched. The fog then appears next to the last person the caster loved, and devours them. Fog Born: The rare few Stormlords who attune themselves to the serenity of the fog gain a constant Blur effect on their person, as well as a +5 bonus to all concentration checks. High Storms: These storms are very powerful, dangerous storms, that only become available to the Stormlord when he reaches 9th level and has spent the 24 hours within a storm to attune himself to it. These storms cannot be summoned indoors. These storms are rarely summoned at all, given the widespread death and destruction generally occurring due to their presence. Only one who seeks destruction, or who is in desperate need of their power, should ever consider summoning these. Tornado: Winds swirl, and the sky touches the ground. Suddenly, trees are uprooted and everythings gone to chaos. Such is the tornado, a storm that can be summoned from within a lightning storm by spending another full round summoning it (incurring AoO and requiring a concentration check if attacked.) With a tornado on the ground, ranged attacks are impossible, and doing much of anything other than avoiding it can lead to death. The tornado is summoned around the Stormlord, and moves 30ft in a random direction every round (roll d8 for direction.) The tornado it 5ft wide at its base, and up to 30ft wide at its top, and reaches to the lowest cloud cover. Creatures within 15ft of the tornado must make a fortitude save (DC 25) or be drawn 5ft closer. A creature who comes in contact with the tornado must make a reflex save (DC 20) or be sucked in. If sucked in, the creature can make a reflex save every round (DC 20) to try to escape the tornado. For every round the creature spends in the tornado, he suffers 3d6 damage from wind and debris within the tornado, and there is also a chance (7-10 on a d10, make this roll after the throw to escape fails) that the character will be ejected from the storm, landing d% feet away from the base and taking 50ft of falling damage. After summoning, the tornado lasts 5 minutes. Hailstorm: Snow falling from the heights isn’t dangerous because the air slows it down, but when ice falls… watch out. During a snowstorm, a Stormlord can spend another full round to force the harmless flakes together into dangerous balls of ice, creating a hailstorm 2d4 rounds later. Once summoned, the hailstorm will last 2d6 rounds, causing 1d4 lethal damage per round to all unsheltered creatures below. Concentration checks are required to cast all spells, and all within the storm suffer a -2 penalty to hit. The true power of this storm lies in destroying vegetation and property. All buildings under the effect of this storm suffer large amounts of damage, and entire forests can be ravaged by a hailstorm of this magnitude. Crops are destroyed, trees mangled, and wildlife scared off or killed. This is a storm that can destroy a village’s livelihood, if not the village as well. Firestorm: A greater version of the hailstorm, the firestorm can turn a once lush area completely barren, leaving nothing but burnt trees and corpses of those unfortunate enough to be near the Stormlord. By meditating a further full round after a hailstorm has begun, the Stormlord can rain Biblical terror upon the area, once the firestorm begins 2d4 turns later. During a firestorm, all characters still take 1d4 lethal damage per round, but in addition, everything flammable catches fire. This storm is rivaled in pure destructive power by only the hurricane. |
| Aramar the Black10-17-07, 09:49 PM | This interests me becuase I myself just designed a storm-based class after being dissatisfied with the Stormlord. But anyway. It looks pretty good to me, aside from Summon storm. Having a storm appear that quickly at minimum level 10, and that often, seems a little powerful. I like the idea and mechanic, though. How long do the storms persist? Why do you have non-good listed as an alignment requirement? |
| Hyooz10-18-07, 08:38 PM | Storm duration is one thing I was hoping for some advice on. I wasn't sure how fast to make them go away, or make them appear. I wanted them to show up fast enough that if you were caught off guard, you could hopefully call one up within a few rounds of fighting on your own. As far as the non-good requirement goes, the idea was that the storms you summon which are an inescapable part of this class, most of them cause some amount of destruction on a wide scale, so you could be effecting someone far off you don't know. Maybe I'm using a very restrictive definition of 'Good' but I didn't think possible harm to a complete stranger would fit. |
| Aramar the Black10-18-07, 10:19 PM | Hmm...how about 1d4 hours for storm duration, and at the end of that duration they disappear rather quickly. Limit the radius of the intial summoned storms. A three-mile radius is beyond even what control weather can do. (Unless the caster is a druid) No more than a mile. Then, when the Enhance Storm abilty is obtained, the storms last 2d4 hours and can be of a three-mile radius, or 100 ft. radius and indoors. Also, in contrast to what I've been saying, your tornado is terribly weak compared to the tornados presented in the DMG. |
| Hyooz10-19-07, 09:07 PM | Thanks very much, though I wonder what I should do with the tornado. Should I beef it up to DMG levels, or leave it at where it is? Also, do you think I should give the high storms Storm Cast spells? Or are they powerful enough as is? |
| Aramar the Black10-20-07, 12:08 AM | I'd beef it up somewhat, though not as far as the DMG. At the very least, bump up the saves to something like 20-25, increase the damage to 2d6 or even 3d6, and increase the tornado's speed up to maybe 30. I don't think high storms need Stormcast spells; since they are summoned during previously summoned (or natural) storms, they are almost like powerful Stormcast spells themselves. Also, have you considered including a dust storm? |
| Hyooz10-20-07, 03:20 AM | I have considered a dust storm, but my main stopping blocks (similar to those for the hurricane) are Making it somehow make sense to call up a dust storm or hurricane in an environment that wouldn't normally support them (i.e. no dust/sand, where's it all come from?) I could just make it environmental, if you summon a wind storm in a desert, voila, dust storm, wind storm near ocean (then heightened) voila hurricane) And, to a lesser extent, making it unique. Seems like it'd largely be a windy fog, in game terms, unless I work out some form of skin-chafing effect, probably something if they don't protect their eyes...) I'd like to include more storms, and a dust storm could be very interesting. I'll work out some details, see what I can't come up with. |