Acolyte of the Tempest (3.5e Class)

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Acolyte of the Tempest[edit]

basically its a monk that can shoot lightning from his hands and control the weather.

Making a Acolyte of the Tempest[edit]

a Acolyte is best suited for close to mid range combat as he is not as effective at long range but still Quite effective.

Abilities: Dexterity, Wisdom.

Races: any race can become one but only if you find one of there temples.

Alignment: Any chaotic.

Starting Gold: 2d8x10 (90gp).

Starting Age: Complex.

Table: Acolyte of the Tempest

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike, Bolt 1d6 –2/–2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus Feat, Electricity Immunity –1/–1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Control Weather 1/day, Call Lightning 1/day +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft, Charged jump 20 ft, Bolt 2d6 +1/+1 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Purity of Body +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus Feat, Slow Fall 30 ft, Charged jump 30 ft. +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Control Weather 2/day, Call Lightning 2/day +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Slow Fall 40 ft, Charged jump 40 ft. +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Bolt 3d6 +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Ki Strike (chaotic), Slow Fall 50 ft, Charged jump 50 ft. +7/+7/+2 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Control Weather 3/day, Call Lightning 3/day, Greater Flurry +8/+8/+8/+3 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Slow Fall 60 ft, Charged jump 60 ft. +9/+9/+9/+4 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 wheather immunity +9/+9/+9/+4 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Slow Fall 70 ft, Charged jump 70 ft, Bolt 4d6 +10/+10/+10/+5 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Control Weather 4/day, Call Lightning 4/day, Quivering Palm +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki Strike (Adamantine), Slow Fall 80 ft, Charged jump 80 ft +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless Body +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft, Charged jump 90 ft. +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 Control Weather 5/day, Call Lightning 5/day, Bolt 5d6 +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Slow Fall Any Distance, Charged jump Any Distance +15/+15/+15/+10/+5 2d10 +4 +60 ft.
  1. The value shown is for Medium monks. See Table: Monk Unarmed Damage by Size for monks of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Acolyte.

Weapon and Armor Proficiency: Acolytes are proficient with the dagger, handaxe, kama, nunchaku, quarterstaff, sai, shuriken and any monk style weapon.

Acolytes are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a Acolyte loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Acolytes may also take on Monk Fighting Styles.

AC Bonus (Ex): When unarmored and unencumbered, the Acolyte adds his Wisdom bonus (if any) to his AC. In addition, a Acolyte gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Acolyte is flat-footed. he loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a Acolyte may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Acolyte. This penalty applies for 1 round, so it also affects attacks of opportunity the Acolyte might make before his next action. When a Acolyte reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a Acolyte may attack only with unarmed strikes or with special Acolyte weapons (kama, nunchaku, quarterstaff, sai and shuriken). He may attack with unarmed strikes and special Acolyte weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Str bonus × 1-1/2 or ×1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Acolyte may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in his flurry of blows routine to do so.

When a Acolyte reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

Unarmed Strike: At 1st level, a Acolyte gains Improved Unarmed Strike as a bonus feat. A Acolyte’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Acolyte’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. he has the same choice to deal lethal or nonlethal damage while grappling.

A Acolyte’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Acolyte also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Acolyte. The unarmed damage on Table: The Acolyte is for Medium Acolytes. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large Acolyte deals more damage; see Table: Acolyte Unarmed Damage by Size.

Table: Acolyte Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Bonus Feat: At 1st level, a Acolyte may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, he may select either Improved Disarm or Improved Trip as a bonus feat. A Acolyte need not have any of the prerequisites normally required for these feats to select them.

Electricity Immunity: At level 2 and on a Acolyte no longer takes damage from electrical attacks.

Control Weather: Changes weather in local area. Caster level is half your Acolyte level.

Call Lightning: Calls down lightning bolts from sky (it works like the spell). Caster level is half your Acolyte level.

Bolt: From 1st level and on instead of making a physical attack a Acolyte can send a bolt of lightning from his body at his opponent dealing 1d6 damage which takes a full round action and increases by 1d6 every 5 level. you can still choose a target for Call Lightning but only if it was cast in the round(s) before.

Fast Movement (Ex): At 3rd level, a Acolyte gains an enhancement bonus to his speed, as shown on Table: The Acolyte. A Acolyte in armor or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su): At 4th level, a Acolyte’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Acolyte level. At 10th level, his unarmed attacks are also treated as a chaotic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Charged jump (Su): At 4th level or higger, a Acolyte build up energy in his legs and release it to increase the height of his jump. When first using this ability the jump is 20 feet higher than it is normally. The Acolyte’s ability to jump improves with his Acolyte level until at 20th level he can jump to any distance.

Purity of Body (Ex): At 5th level, a Acolyte gains immunity to all diseases except for supernatural and magical diseases.

wheather immunity (Su): At 13th level, a Acolyte gains immunity to all forms of whether based damage and effects regardless if it is was magically created or naturally occurring.

Quivering Palm (Su): Starting at 15th level, a Acolyte can set up vibrations within the body of another creature that can thereafter be fatal if the Acolyte so desires. He can use this quivering palm attack once a week, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Acolyte strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Acolyte can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the Acolyte merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the Acolyte’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex): Upon attaining 17th level, a Acolyte no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Acolyte still dies of old age when his time is up.

Ex-Acolyte of the Tempest[edit]

A Acolyte who becomes nonchaotic cannot gain new levels as a Acolyte but retains all Acolyte abilities.

Like a member of any other class, a Acolyte may be a multiclass character, but multiclass Acolytes face a special restriction. A Acolyte who gains a new class or (if already multiclass) raises another class by a level may never again raise his Acolyte level, though he retains all his Acolyte abilities.

Epic Acolyte of the Tempest[edit]

Table: The Epic Acolyte of the Tempest

Hit Die: d8

Level AC
Bonus
Unarmored
Speed Bonus
Special
21st +4 +70 ft. Storm of Vengeance 2/day
22nd +4 +70 ft.
23rd +4 +70 ft. Bonus Feat,Control Weather 6/day, Call Lightning 6/day
24th +4 +80 ft. Bolt 6d6
25th +5 +80 ft. Storm of Vengeance 3/day
26th +5 +80 ft. Bonus Feat
27th +5 +90 ft. Control Weather 7/day, Call Lightning 7/day
28th +5 +90 ft. Bolt 7d6
29th +5 +90 ft. Bonus Feat, Storm of Vengeance 4/day
30th +6 +100 ft.

4 + Int modifier skill points per level.

AC Bonus: The Acolyte’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Unarmed Strike: The damage for a Acolyte’s unarmed strike does not increase after 20th level.

Fast Movement: The epic Acolyte’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven Acolytes increases by 5 feet instead of 10 feet.

Ki Strike: The Acolyte’s ki strike ability does not automatically increase with class level after 16th level.

Quivering Palm (Su): Use the Acolyte’s class level when determining the DC to resist this attack, as normal.

Storm of Vengeance: Storm rains acid, lightning, and hail. the epic Acolyte continues to receive 1 more use every 4 levels, caster level is half your total level.

Control Weather: the epic Acolyte continues to receive 1 more use every 4 levels.

Call Lightning: caster level is half your total level.

Bolt: bolt still increases 1d6 every 5 levels.

Bonus Feats: The epic Acolyte gains a bonus feat (selected from the list of epic Acolyte bonus feats) every three levels higher than 20th.

Epic Acolyte Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

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