Stormbound (3.5e Prestige Class)
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|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
Stormbounds wield the raw power of storms and electricity for both constructive and destructive ends.
Becoming a Stormbound
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
|Base Attack Bonus:||+6|
|Skills:||Knowledge (Nature) 8 ranks, Survival 4 ranks, Heal 8 ranks.|
|Spellcasting:||Ability to cast divine spells.|
|Special:||Focused worship of Talos.|
|1st||+0||+2||+0||+2||Channel Lightning 1d10, Lightning Resistance (5), Summon Storm 1/day||+1 level of existing class|
|2nd||+1||+3||+0||+3||Healing Rain, Summon Storm 2/day||+1 level of existing class|
|3rd||+2||+3||+1||+3||Storm Walk||+1 level of existing class|
|4th||+3||+4||+1||+4||Lightning Resistance (10), Channel Lightning 2d10, Summon Storm 3/day||+1 level of existing class|
|5th||+3||+4||+1||+4||Cauterize, Shocking Revival, Storm Senses||+1 level of existing class|
|6th||+4||+5||+2||+5||Summon Storm 4/day||+1 level of existing class|
|7th||+5||+5||+2||+5||Channel Lightning 3d10, Lightning Resistance (15)||+1 level of existing class|
|8th||+6/+1||+6||+2||+6||Summon Storm 5/day||+1 level of existing class|
|9th||+6/+1||+6||+3||+6||Stormbound's Protection||+1 level of existing class|
|10th||+7/+2||+7||+3||+7||Lightning Immunity, Channel Lightning 4d10, Summon Storm 6/day||+1 level of existing class|
Class Skills (4 + Int modifier per level)
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the stormbound.
Spellcasting: At every level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a stormbound, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Channel Lightning (Su): At first level the stormbound gains the ability to channel electricity through the air to heal 1d10 points of damage and increasing to 2d10 at level 4, 3d10 at level 7, and 4d10 at level 10. Channeling lightning causes a burst that affects all designated, living creatures in a 30-foot radius centered on and including the stormbound, if she desires it. This energy cannot be used to harm creatures, and creatures healed by channel lightning cannot exceed their maximum hit point total—all excess healing is lost. A stormbound may channel lightning a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.
Lightning Resistance (Ex):As a stormbound gains levels in this prestige class, he becomes increasingly resistant to lightning, gaining resistance to lightning as shown on the chart above. At level 10, a stormbound is immune to electricity. This resistance does not prevent the stormbound from being healed by Channel Lightning.
Summon Storm (Su): A stormbound is so in touch with nature that she can call upon nature to create storms at his will. As a stormbound grows in power, so does the power of the weather she calls. A stormbound can make 1 summon attempt at level 1, 2 at level 2, 3 at level 4, 4 at level 6, 5 at level 8, and 6 at level 10.
To summon in a weather effect, a stormbound must concentrate for a full round (grants attacks of opportunity). If she is hit while summoning the storm, she must succeed on a concentration check (modified +1 per level in stormbound) of 10 + damage taken to stay focused. After she takes the summoning action, the storm appears 1d10 - stormbound level rounds later (if result is 0, it occurs right away). All summonings last 1 hour (unless otherwise noted) and have a 1 mile radius centered on the stormbound. A stormbound can take a full round action, identical to the one used to create the weather, to end the effect unless otherwise noted. Should the stormbound move a great distance, the storm will follow her moving at 10 miles per minute. The effects created by this ability are considered natural and not subject to anti-magic fields or anything else that effects magic.
Below is a list of the weather a stormbound can create, which are gained at each level of the class.
1. Wind and Clouds: A stormbound can create light, moderate, or strong winds (0-10, 11-20, 21-30 mph) and dark storm clouds overhead, blocking out sunlight, and appearing to be the start of a storm (although no precipitation occurs). The conditions created here are enough to increase the damage dealt by magic that relies on weather (Call Lightning, etc).
2. Precipitation: A stormbound can create precipitation as listed below. A stormbound can not create snow in hot conditions and cannot create rain in cold conditions.
Rain: Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. Rain automatically extinguishes any unprotected flames and has a 50% chance of extinguishing protected lights (lanterns, etc.). Rain has the same effect on ranged weapons as strong winds.
Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. Snowfall leaves 1d3 inches of snow on the ground.
3. Severe Winds and Storms: A stormbound can create severe winds. These winds, in addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and there is a 50% chance that these lights will be extinguished. Ranged weapon attacks and Listen checks are at a -4 penalty. Also, a stormbound can create a minor storm that combines severe wind with precipitation. To create a rain or snow storm requires the use of 2 storm summonings.
4. Severe Precipitation: A stormbound can create thick clouds that bring heavy precipitation with them. To call down such weather requires the use of 2 storm summonings.
Downpour: Treat as rain, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). A downpour for a full hour results in a flood. During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4x50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river. A river in flood makes Swim checks one category harder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter. A downpour cannot be called down in extremely cold conditions.
Heavy Snow: Heavy snow has the same effects as normal snowfall, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Heavy snowfall for a full hour leaves 1 foot of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4x5 feet deep, especially in and around objects big enough to deflect the wind, such as a cabin or a large tent. Snow has the same effect on flames as moderate wind. Heavy snow cannot be called down in extremely hot conditions
5. Thunderstorm: In addition to wind (severe) and standard precipitation (of the stormbound choice), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10xd8 dice (no save, no SR). Also, 1 round after a lightning bolt strikes the ground, all creature within a 25 ft. radius must make a DC 14 Fort save or be deaf for 2d4 hours. The creature struck by the lightning must the same save or be deaf permanently. A stormbound has no control over where the lightning strikes in a thunderstorm. Calling a thunderstorm requires the use of 3 storm summonings.
6. Electrically Charged Air: A stormbound can charge the air in the area with veil of electrical energy. Although this does no damage by itself, it increases the damage (die size) dealt by any electricity based (magical or natural) attacks. For example, a lightning bolt (the divine spell) would deal d8 damage, a shocking weapon will deal an additional d8 instead of d6, a shocking burst would do a d12 on a crit instead of d10, etc. The air is charged in a 400ft radius centered on the stormbound.
7. Windstorm: A stormbound can create powerful enough wind to create full blown windstorms. These windstorms are powerful enough to bring down branches and potentially whole trees, automatically extinguish unprotected flames, and have a 77% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. Calling a windstorm requires the use of 2 storm summonings.
8. Hailstorm: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Hail created by a stormbound is large enough to deal 1 point of lethal damage per round (Fort save DC 20 for no damage) to anything in the open. Once on the ground, hail has the same effect on movement as snow. A hailstorm lasts only 20 min and have a radius of 400ft centered on the stormbound and requires the use of 2 storm summonings.
9. Hurricane-force Wind: A stormbound can summon amazingly powerful winds. With hurricane force winds, all flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible; all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Calling forth hurricane force winds uses 3 storm summonings.
10. Furious Storm: The most powerful storm a stormbound can muster, a furious storm, is a combination of various effects. A furious storm has hurricane force winds, thunder and lightning (as per a thunderstorm), electrically charged air, and either heavy snow, a downpour of rain, or hail (as per a hailstorm). A furious storm lasts 30 min and in that time can create a flood (as opposed to the hour for a regular downpour) or a foot of snow on the ground, depending on the precipitation that falls. Once a stormbound created a furious storm, he can do nothing to end it early. Because of the strain involved by calling such a storm, a stormbound must expend all his full allotment of storm summonings for the day.
Healing Rain (Su): At second level a stormbound may call rain that heals and revitalizes all it touches. This effect takes a standard action to initiate, occurs within a sixty foot radius from the stormbound outward, and may remain active for as long as the stormbound continues to concentrate. The rain moves with the stormbound. A stormbound may not attack or take other complex actions while this ability is active, but minor actions such as talking, eating, and moving are easily accomplished. If attacked or significantly distracted a stormbound must make a concentration check to continue the effect. If a stormbound is knocked unconscious, stunned, paralyzed, or otherwise incapacitated, the effect stops as if she had deactivated it. A stormbound may activate this ability 1/2 her stormbound level per day. The amount healed by the rain is determined by the hit die of each creature it affects: a barbarian regains 1d12 hp per round, a rogue regains 1d6 per round, etc.
Storm Walk (Ex): Beginning at 3rd level, a stormbound can move through storms (natural or magical) at his regular rate of movement completely unaffected by winds and precipitation (this does not allow him to move unhindered through snow on the ground). Any ranged attacks he makes are also unaffected by wind. The stormbound also is protected from any adverse effects the weather may bring, as natural lightning never strikes him and objects being moved by the wind never come close enough to harm him.
Cauterize (Su): As a swift action, a stormbound may touch a dying, un-stabilized ally and stabilize them.
Shocking Revival (Su): As a swift action, a stormbound may touch an unconscious ally and return them to consciousness, although they retain the damage that caused them to initially fall unconscious. This consciousness lasts until combat ends, or the character is returned to 0 hitpoints--whichever comes first.
Storm Senses (Ex): At 5th level, a stormbound can see through fog, heavy snow, and downpours of rain. Also, the sounds of wind and thunder (natural or magical) in no way impair her ability to hear and she can no longer become deaf as a result of loud sounds.
Stormbound's Protection (Ex): At level 9, a stormbound grants protection from weather to any allies in a 20 foot radius around her. The protection granted is as the storm walk ability above, except their ranged attacks are subject to the penalties of the wind.
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->
Playing a Stormbound
Combat: <-Typical role in combat->
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
Stormbounds in the World
|“||<-Some quote from a character of this class->||”|
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
Characters with ranks in Knowledge (Nature) or Knowledge (Religion) can research stormbounds to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||<-not so common knowledge->.|
|21||<-very rare information->.|
|26||<-information so obscure that members of this class might not even know it->.|
Stormbounds in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->