| Post/Author/DateTime | Post |
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| Aramar the Black10-28-07, 02:11 AM | The Stormrider Stormriders take immense pleasure in riding our nature's fury. To them, the heavy rains, driving winds, and crashing thunder and lighting are are sort of exaltation. And what better way to enjoy the storm then to travel in right up in the sky and in the clouds? Hit Die: d8 Prerequisites: In order to qualify to become a Stormrider, a character must meet the following criteria: Base Attack Bonus: +5 Skills: Handle Animal 10 ranks, Knowledge (Nature) 7 ranks, Ride 10 Ranks Feats: Mounted Combat Special: Must have either an flying animal companion able to serve as a mount, a flying special mount, or a flying mount reared by the character. Class Skills: Handle Animal (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis) Skill Points per Level: 2 + Int Modifier Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +3 +0 Storm Magic, Electricity Resistance 5, Rider's Mount 2nd +2 +3 +3 +0 Air Combat 3rd +3 +3 +3 +1 Freedom of the Skies 4th +4 +4 +4 +1 Electricity Resistance 10, Storm Weapons 5th +5 +4 +4 +1 Bonus Feat 6th +6 +5 +5 +2 Storm’s Embrace 7th +7 +5 +5 +2 Electricity Resistance 15 8th +8 +6 +6 +2 Rider’s Bond 9th +9 +6 +6 +3 Arms of Fury 10th +10 +7 +7 +3 One with the Storm Rider’s Mount: A Stormrider adds his class level to his effective druid or paladin level for the purposes of determining the capabilities of his animal companion or special mount. Storm Magic:The Stormrider gains access to one domain of his choice of the following: Air, Storm, Water, Weather/Windstorm. If the character has no previous spellcasting abiltiy, then his caster level is treated as being equal to half his class level, and he may cast a number of spells per days equal to his Wis modifier. Electricity Resistance: At 1st level, the Stormrider gains electricity resistance 5. This stacks with any previous electricity resistance, and increases by five every three levels, until full immunity is gained at level 10. Air Combat: At 2nd level, the Stormrider gains a +1 competence bonus on attacks rolls and +1 dodge bonus to his AC when he faces an airborne opponent. Also, his range with his ranged weapon increases by 50% Freedom of the Skies: At 2nd level, the stormrider and his mount may move through any storm (magical or natural) at their normal movement rates, completely unaffected by high winds, pounding precipitation, objects driven by the winds, great claps of thunder, or natural bolts of lightning. Storm Weapons: At 4th level, any melee weapon the Stormrider wields deals and additional points 1d6 points of sonic damage on a successful hit. The weapon loses this ability one round after leaving the Stormrider’s hands. Any ranged weapon the Stormrider uses is treated as a shock weapon. The weapon loses this ability one round after it leaves the stormrider’s hands. Bonus Feat: At 5th level, the Stormrider gains one bonus feat chosen from the fighter’s bonus feat list. Storm’s Embrace: At 6th level, a stormrider gains the ability to fly during any storm as if using the fly spell. The Freedom of the Skies ability applies to this movement. Also, the fly speed of the Stormrider’s mount is increased by 50%. Rider’s Bond: At 8th level, the Stormrider gains a +4 bonus to Ride checks with his mount. Arms of Fury: At 9th level, any melee weapon the Stormrider wields is treated as a Thundering weapon. It loses this ability one round after leaving the Stormrider’s hand. Any ranged weapon the Stormrider uses is treated as a shocking burst weapon. It loses this ability one round after leaving the Stormrider’s hand. One with the Storm: At 10th level the Stormrider gains immunity to electricity and sonic resistance 10. While using his ability to fly during storms, his speed increases by 50% and his maneuverability by one step. His mount’s natural weapons are treated as shock weapons, and the mount’s fly speed increases a full 100% during storms. Variant: Blizzard Rider Storm Magic: Add Cold domain as a domain choice Electricity Resistance: Change to Cold resistance Storm Weapons: All weapons are treated as icy weapons, increasing to icy burst weapons at level nine. One with the Storm: Immunity to cold, mount’s weapons are treated as icy weapons. |
| Aramar the Black10-30-07, 08:41 PM | And....a thundering bump. |
| Darth Sephiroth11-06-07, 12:05 PM | For Storm Magic, it seems a bit odd. Consider modifying it so that those who enter it with magic gain the domain, those who don't gain 1/day SLA's with a Wisdom prerequisite and each spell as your class level minus 1 (Meaning at 2nd level you gain the first level spell in the domain as a 1/day SLA if you have a Wisdom of 11 or higher, at 3rd class level you gain the 2nd Level Spell as one, and so on.) |
| Legdiwena11-06-07, 12:37 PM | Isn't that the same as Stormrider from CWar? |
| Aramar the Black11-06-07, 05:31 PM | It's based off the Stormlord PrC from the Complete Divine. I know of no offical stormrider class. @ Sephiroth: I think I see where you're coming from, but is mechanic so odd? Though it did need a little rewording. I don't like the idea of the 1/day SLAs, and I hadn't thought to give this class access to high level spells. |
| Darth Sephiroth11-06-07, 08:22 PM | @ Sephiroth: I think I see where you're coming from, but is mechanic so odd? Though it did need a little rewording. I don't like the idea of the 1/day SLAs, and I hadn't thought to give this class access to high level spells. The problem is that the class has no direct casting, and thus the domain access part ends up rather odd. That causes other complications with it as it would give no benefit to non-casters who could easily take the class as none of the prerequisites require you to be a caster. |
| Aramar the Black11-06-07, 09:15 PM | Tovan, the Ranger 2/Fighter 5/Stormrider 6, has chosen access to the Air domain. Under the current set-up, he may cast 3 spells per day (because of his 16 Wis), and these atollment can be used up by any combination of Obscuring Mist and/or Wind Wall. His effective caster level for these spells is three. |