Stormrider (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


The Stormrider[edit]

"Since I was small, I've watched the Giants and other foes from the higher spots come and destroy our homes and take our lives. Nowadays, their small ones watch us and cry for their forsaken Gods."
—Morkadënh, Human Stormrider

Becoming a Stormrider[edit]

Who doesn't wanna become the best weapon against the threats that brings pain and sorrow to your homelands? Who doesn't wanna take down a Giant on your own? Well, thanks to years of training and technique development, these warriors can claim to be those things. And more. Exploring the stones and caves surrounding your home and your foe's is one of the Stormrider abilities, and nobody is better at fighting over the rocks and the rough terrain of the hills and mountains. Usually, Barbarians and Rangers take this class.

Entry Requirements
Alignment: Any.
Base Attack Bonus: +7.
Skills: Climb +6, Intimidate +4, Jump +6, Listen +4 and Survival +5.
Feats: Endurance, Mobility, Mountaineer (frostburn).
Special: Rage/Frenzy ability or Favored Enemy ability (must choose Giant).
Table: The Stormrider

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Giant Hunting +1, Height Dweller, Storm Path
2nd +2 +3 +0 +0 1st Storm Path
3rd +3 +3 +1 +1 Pathfinder, Rage 1/day
4th +4 +1 +1 +1 Giant Hunting +2
5th +5 +4 +1 +1 2nd Storm Path
6th +6 +5 +2 +2 Giant Slayer, Rage 2/day
7th +7 +5 +2 +2 Giant Hunting +3
8th +8 +6 +2 +2 3rd Storm Path
9th +9 +6 +3 +3 Rage 3/day
10th +10 +7 +3 +3 Storm Rage

Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Stormrider prestige class.

Weapon and armor proficiency: The Stormrider gains no proficiency with any weapon or armor.

Giant hunting: This bonus is used for Attacks, Saves and Skills against any type of Giants (the monster, not the type, so it's used against Hill Giants, but not on Trolls), as well as providing a dodge bonus to AC of the specified amount.

Height dweller: While on the mountains, the Stormrider may take 10 on Climb, Survival, Balance and Jump skill checks. Also, the Rider does not take any speed penalties while on mountains due to rough terrain.

Storm path: The Stormrider must choose what kind of storm lies within his/her essence. The choices are Ice and Thunder. This choice is important because it will determine further abilities. The Rider at the 1st Path, gains Elemental (the chosen type) resistance 5 when raging; At the 2nd Path, every melee attack that hits, the Rider does extra 1d4 Elemental (the chosen type) damage and the Elemental (the chosen type) Resistance increases to 10 when raging. At the 3rd Path, the extra melee damage increases to 1d6 and gains the Elemental (the chosen type) Subtype.

Pathfinder: The Stormrider is used to the environment that surrounds its spirit, thus, he/she cannot get lost on his/her home hill or mountain. Also, he/she gains a +2 circumstance bonus to Survival checks in that environment.

Giant slayer: When fighting a Giant, the Critical Range of the weapon is doubled, also, the Critical Multiplier is increased by x1.

Storm rage: When raging, the Stormrider reaches the maximum of his/her abilities, and besides the Paths extra features, the Rider gains a 10-foot Aura of the Elemental type that matches his/her Path choice. The Thunderstorm Rider's Aura deals 1d4 Electric damage per turn on everyone within the aura's range, and also, every turn, all creatures affected by the aura must succeed on a Fortitude check (DC 10 + 1/2 Stormrider's class level + Stormrider's raging Constitution mod) or takes a -3 penalty to Dexterity. The Icestom Rider's aura deals 1d4 Cold damage per turn to everyone within the aura's range, and also, every turn, all creatures affected by the aura must succeed a Fortitude check (DC 10 + 1/2 Stormrider's class level + Stormrider's raging Constitution mod) or suffer the effect of the Slow spell, cast by a Sorcerer of 10th level. Another acquired ability is to change him/herself into a specific Huge Elemental, either Water or Storm (MM3) (as the Path), spending 2 uses of daily rages. The effects are the same as those of an Alter Self spell, cast by a Wizard, same ECL as the Rider, lasting as long as a Rage would.

Campaign Information[edit]

Playing a Stormrider[edit]

Combat: Usually, the Stormriders are the combat.

Advancement: Usually some Stormriders choose to become Frenzied Berserkers or continue to follow the first steps, upgrading their basic class levels (usually Barbarian or Ranger).

Resources: Usually other Wild classes and organizations help and assist the Stormrider, and also everyone with a common enemy (giants), such as Hill Dwarves and sometimes some orcs.

Strd in the World[edit]

"Some come this way to simply spill and drink more blood, but the true art and passion of becoming a Rider, is to nevermore fear the mountains, and face death as just another step to the higher grounds."
—Ormak, Dwarf Stormrider instructor of the Darkthorn Tribe

NPC Reactions: Usually, the first impression that people feel when seeing a Stormrider is fear, hate or even to puke (thanks to all that mud and blood that usually cover the Riders), but their heart is usually true to their cause and they are honorable storytellers (but not very polite ones).

Strd in the Game[edit]

Adaptation: Put them on Caradhras, Storm Peaks or any "Stormy" Mountains in your world.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: