Stormbender (3.5e Class)
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These rare masters of the element of storms learned to use their inner capability to manipulate the energies around them to create storm-like effects. This allows for astounding electrical, air-based, and weather changing capabilities that can be done on the stormbender's whim.
Making a Stormbender
Stormbenders focus on being out of combat so as to fire damaging electric spells. They can move quickly and avoid damage effectively to help support this as well as cast wind based spells to supplement them.
Abilities: Stormbenders focus on wisdom as they need to be in tune with their environment lest they shock themselves or not be able to call upon the natural energies. Afterwards, they need to move quickly to avoid damage and thus need high dexterity.
Races: Races accustomed to high elevations, constant storming, and other storm-like conditions are best suited (half air-elemental is a great idea) but really any race may have a stormbender or two show up in it.
Alignment: Stormbenders are one with their environment so most are neutral of some sort.
Starting Gold: 1d10 x 10 gp, around 55 gp
Starting Age: Simple
All of the following are class features of the stormbender.
Weapon and Armor Proficiency: Stormbenders are proficient with all simple weapons as well as light armor. They are not proficient with any shield. Armor heavier than light armor interferes with a stormbender’s gestures, which can cause his techniques with somatic components to fail.
One With the Storm: A stormbender may cast any spell with the electricity or air subtypes as well as any that alter weather conditions (such as those granted by the weather domain) but not unnatural weather conditions (such as Fire Storm). If a spell shows up on multiple spell lists, it is considered the lowest level spell possible (I.E.: sleet storm is a level 3 spell despite it being a level 4 weather domain spell).
Also, a stormbender need not supply the material or focus costs of the spells he casts. Instead he uses a number of technique points equal to the 1 + (Spell Level - 1) * 2. A table is provided below for easy access to prices.
The following is a list of spells the stormbender may cast, but it is not limited to these spells:
1: Spell Compendium
Technique Points per Day: A stormbender’s ability to use spells is limited by the technique points he has available. His base daily allotment of technique points is given on Table: The Stormbender. Uniquely, though, a stormbender may not gain any bonus technique points from high ability modifiers, feats, items, or racial benefit.
Spells: Stormbenders learn new ways to use their internal capabilities. As such, they learn a very limited number of spells and those spells can not be replaced. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). A stormbender may learn any spell with the electricity or air subtypes as well as any that alter weather conditions.
To learn or cast a spell, a stormbender must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a stormbender’s spell is 10 + the spell level + the stormbender’s Wisdom modifier.
A stormbender does not get bonus spells per day.
Internal Current: The stormbender has learned to manipulate an internal, electrical energy within itself. This gives him the power to send an electrical shock through his touch dealing 1d8 + wisdom modifier electrical damage as a standard action touch attack. The stormbender may also channel this through metal weapons, adding this damage onto the weapon's damage.
Recurring Winds: Starting at 2nd level, the stormbender learns how to retain the air currents the motion of his body creates to replicate the effects of spells. Every 15 feet the stormbender moves through his own methods of travel, he keeps enough wind around himself to cast a 0 level air subtype spell (called an air charge). He may cast a higher level spell by storing 1 air charge for each level of the spell beyond 0. Alternatively, a charge may be used to increase guiding winds' bonuses by 2 for 1 minute. You may only do this once while the effect is active.
After storing 4 air charges, a light breeze noticeable for 30' around the stormbender kicks up. After storing 7 air charges, leaves, sand, or other light objects begin to swirl around the stormbender's feet. After storing 10 air charges, the stormbender gains +5 to jump checks as well as (if appropriate) concealment from the strong wind blowing leaves, sand, or other small objects in a tornado-like fashion around him.
You may have a total of 1/2 your stormbender level of air charges at any one time.
Static Recharge: Starting at 2nd level, the stormbender learns how to store enough electrical energy within himself to replicate the effects of spells. Every 15 feet the stormbender moves through his own methods of travel, he stores enough electrical energy to cast a 0 level electricity subtype spell (called an electric charge). He may cast a higher level spell by storing 1 electric charge for each level of the spell beyond 0. Alternatively, a charge may be used to add the stormbender's wisdom modifier to the damage of the stormbender's internal current. You may only do this once per use of internal current.
After storing 4 electrical charges, the stormbender's hair stands on end and electrical currents jumping around his body are easily visible. After storing 7 electrical charges, electric bars move up and down between the bars of his hair and between fingers. Finally, after storing 10 electrical charges, the stormbender is surrounded by an orb of electricity that will zap anyone who comes within 10' dealing 1d10 damage once per round on the start of that creature's turn.
You may have a total of 1/2 your stormbender level of electric charges at any one time.
The Spark of Life: At level 3, a stormbender may charge a body that has been dead for a max of 1 minute with a high enough electrical burst, mixed with a bit of positive or negative energy drawn from nature, to restore it to life. This requires the stormbender to charge for 6 seconds before zapping the body as a full round action. It has a 75% failure rate but may be done multiple times before the time limit is reached. It is as effective as raise dead but without level loss. The number of minutes a body may be dead increases by 1 every 3 levels beyond 3rd. The failure rate reduces by 10% every 2 levels beyond 3rd to a minimum of 5%. The amount of time needed to charge is reduced by 3 seconds at 10th (standard action) and 17th level (free action). The stormbender may use this a number of times per day equal to his wisdom modifier + 1/2 his class level.
Surging Spirit: At 4th level and every 4 levels afterwords, the stormbender's base movement speed increases by 5'.
Static Field: Beginning at 5th level, a stormbender amplifies the static buildup around him. Enemies within 5 feet of you that take an attack of opportunity must succeed on a fortitude save of DC 10 + 1/4 stormbender's level + wisdom modifier or lose the attack of opportunity due to the sharp pain of static discharge.
Guiding Winds: Unconsciously manipulating the currents around himself, the stormbender can push himself out of the way of incoming danger or blow incoming danger away. This gives a +3 class bonus to AC and reflex saves at level 8. Both bonuses increase by 1 at levels 12 and 16. At 20th level, this bonus changes to the stormbender's wisdom modifier if higher.
Lord of Storms: Once the stormbender has reached 20th level, his static recharge and recurring winds class skills gain charges every 10 feet of movement. Internal current may use a charge from static recharge to fire its effect up to 30 feet as a free action only while moving. Also, each charge of static recharge provides a bonus 2 damage to any electricity subtype spells you cast. And lastly, each charge of recurring winds provides 15' of perfect flight.
2 + Int modifier skill points per level.
Bonus Feats: The epic stormbender gains a bonus feat every two levels after 20th.