Thunder Champion (3.5e Prestige Class)

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Becoming a Thunder Champion[edit]

A Thunder Champion is a being infused with the soul of a lightning elemental, whether willingly or forcefully, this occurs either during a fateful encounter with one of these all powerful beings or through some dark ritual as part of a religious cult or sect. The goal of a Thunder Champion is to attain its true form and become the being of lightning. Whether this is through choice, or the Lightning Elemental's soul forcing its will upon its unfortunate host is yet to be discovered, what is known is that it will stop at nothing to perfect its manifestation of the lighting soul inside of it. Able to flash around the battlefield in the blink of an eye, the Thunder Champion delivers lightning fast blows to singular targets, takes out hordes of creatures with massive AOE powers or neutralizes key targets with devastating precision.

Entry Requirements[edit]


  • Any alignment.


  • Str 16, Dex 15, Int 16


  • Must worship Thor or Zeus.


  • Must be able to wield Lightning in any way, shape or form.

Abilities: Strength, Dexterity and Intelligence for powers and abilities. (Constitution is also recommended so that you have health)

Hit Die: D10

Table: Thunder Champion

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed Damage Manifest Damage Dice (MDD) Powers per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +0 Bonus Feat, Hand of the Storm, Blood of the Manifested 1d4 2
2nd +2 +0 +3 +0 The Storm's Reflexes 1d4 2 1
3rd +3 +1 +3 +1 Lightning Speed, Flurry of Blows, Unarmed Strike +1/+1 1d6 1d4 3 2
4th +4 +1 +4 +1 Bonus Feat, Manifested Extremities, Manifested Knowledge +2/+2 1d8 1d6 3 2 1
5th +5 +1 +4 +1 Bonus Ability Point +4/+4 1d8 1d6 3 2 2
6th +6/+1 +2 +5 +2 Manifested Muscles +5/+5/-1 1d8 1d6 4 3 2 1
7th +7/+2 +2 +5 +2 The Storm's Reflexes +6/+6/+0 1d8 1d6 4 3 3 2
8th +8/+3 +2 +6 +2 Bonus Feat, Manifested Extremities Rank 2, Manifested Knowledge +7/+7/+1 1d10 1d8 4 4 3 2 1
9th +9/+4 +3 +6 +3 Lightning Armor, Lightning Sight +9/+9/+4 1d10 1d8 4 4 3 3 2
10th +10/+5/+0 +3 +7 +3 Bonus Ability Point +10/+10/+5/+0 1d10 1d8 5 4 4 3 2 1
11th +11/+6/+1 +3 +7 +3 Manifested Magnetic Repulsion +11/+11/+11/+6/+1 1d10 1d8 5 4 4 3 3 2
12th +12/+7/+2 +4 +8 +4 Bonus Feat, Lightning Speed +12/+12/+12/+7/+2 2d6 1d10 5 5 4 4 3 2 1
13th +13/+8/+3 +4 +8 +4 Elemental Traits, Lightning Armor Rank 2 +13/+13/+13/+8/+3 2d6 1d10 5 5 4 4 3 3 2
14th +14/+9/+4 +4 +9 +4 Manifested Extremities Rank 3 +14/+14/+14/+9/+4 2d6 1d10 6 5 5 4 4 3 2 1
15th +15/+10/+5/+0 +5 +9 +5 Bonus Ability Point, Lightning Speed, Being of Lightning +15/+15/+15/+10/+5/+0 2d6 1d10 6 5 5 4 4 3 3 2
16th +16/+11/+6/+1 +5 +10 +5 Bonus Feat +16/+16/+16/+11/+6/+1 2d8 1d12 6 6 5 5 4 4 3 2 1
17th +17/+12/+7/+2 +5 +10 +5 Lightning Manipulation +17/+17/+17/+12/+7/+2 2d8 1d12 6 6 5 5 4 4 3 3 2
18th +18/+13/+8/+3 +6 +11 +6 Lightning Speed, Manifested Magnetic Repulsion 2 +18/+18/+18/+13/+8/+3 2d8 1d12 6 6 6 5 5 4 4 3 3
19th +19/+14/+9/+4 +6 +11 +6 None +19/+19/+19/+14/+9/+4 2d8 1d12 6 6 6 5 5 4 4 4 4
20th +20/+15/+10/+5/+0 +6 +12 +6 Bonus Feat, Bonus Ability Point +20/+20/+20/+15/+10/+5/+0 2d10 3d6 6 6 6 6 5 5 4 4 4

Class Skills (5 + Int modifier per level, ×5 at 1st level)
Appraise (Int), Balance (Dex), Climb (Dex), Concentration (Con), Disable Device (Int), Jump (Str), Knowledge (nature)(Int), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).


Weapon and Armor Proficiency: A Thunder Champion can wear any armor not made of metal and is, as such, proficient with all armor types (powers would have no effect with metal), a Thunder Champion is proficient with all Simple and Martial weapons and all shields except tower shields.

Powers: Thunder Champion's gain all of the following powers as spell-like abilities, all powers may be activated as a standard action, with a concentration check, against a DC of 15 + power level, however, she may only have one manifest power active at one time (as indicated with (Man)). This restriction is changed to 2 powers at 8th level and removed completely at 15th. Manifest Damage Dice (MDD) deals electrical damage to any targets it hits.

At Will— Infuse Lightning : The Thunder Champion infuses a weapon, item or person with the power of her manifest, causing its next attack to do additional MDD+5 for every 2 levels. The item cannot be made of anything other than metal, if it is made of a non-metal substance it will combust and is instantly sundered. The Thunder Champion may infuse herself, or her own items at will, or must make a touch attack in order to infuse a person, weapon or other item within 5ft. This power counts as a free action.

1st— Call of the Storm (Man) : The Thunder Champion holds her manifested hand into the air, calling forth storm clouds of pure manifest with a range equal to her movement speed in a 40ft x 40ft area. If the Thunder Champion uses any power or hits an opponent under this cloud, her manifest will deal 2MDD+4 to that target. At 4th level, the size of the storm is increased to 60ft x 60ft and at 8th level, is increased to 80ft x 80ft. If used indoors, the range of the storm is always 40ft. The storm cloud dispels after combat ends or when the Thunder Champion chooses and cannot move around the battlefield.

1st— Lightning Shield (Man) : The Thunder Champion summons orbs of pure manifest, circling around her or her chosen ally and protecting them. If the Thunder Champion suffers a physical attack, all damage is negated, and one of the orbs will dispel and shock her attacker, dealing 1MDD+2 for every 2 levels. If the Thunder Champion summons two orbs (up to a maximum of 1 orb for every 2 levels), each orb grants +1 AC each, but the extra AC from the orb will be removed when the orb is destroyed or used. Orbs dispel at the end of combat.

2nd— Flash : If there are clouds or a 'Call of the Storm' cloud has been placed, a Thunder Champion may fuse herself with the cloud for one turn. On her next turn, she disjoints from the cloud and may land anywhere within the area of the cloud. The Thunder Champion can attempt a Reflex DC 25 if she attempts to land on an enemy, if she is successful she may deal 2d10 damage and automatically grapples her target with no save allowed. A Reflex DC equal to The Thunder Champion's roll negates damage but target is still grappled.

2nd— Metal Manipulation : If the Thunder Champion is within touch distance of her target, she may make a touch attack and electrocute them, dealing 1MDD, and paralyzing them for 1d6 turns. A successful Reflex DC 20 halves duration.

3rd— Lightning Fast : The Thunder Champion builds up her manifest, focusing her manifest into her extremities. The Thunder Champion's speed is doubled, and she gains a +1 per level on all attack and damage rolls she makes during this turn. After she has attacked, she may continue her movement as a free action.

3rd— Shed Manifest (Man) : The Thunder Champion sheds her manifest, either temporarily gaining 1d10+5 for every 2 levels health that decays overtime, losing 5 health every turn, or imbuing an ally with it and granting them the temporary hit points. The manifest recovers once all temporary hit points are lost or at the end of combat.

4th— Extend Manifest (Man) : The Thunder Champion extends her manifest, stretching it up to her movement speed in a straight line. The Thunder Champion must have clear line of sight to her target, dealing 1d6+4 per 3 levels electrical damage, and can attempt to grapple her target, if she succeeds the grapple check, she pulls the target back to her and grapples. If she fails, her target can attempt a counter grapple and can hold her manifest in its extended manifest phase until the Thunder Champion can successfully un-grapple herself. This power can only be used instead of a move action.

4th— Shape Manifest (Man) : The Thunder Champion shapes her manifested arms into a weapons of her choosing. Her manifested weapons will deal the same amount of damage as the weapons of her choosing and may be used in conjunction with Flurry of Blows as if unarmed. The Thunder Champion counts as proficient for only as long as she wields it. The manifested weapon will deals additional Manifested Damage. The manifested weapon dispels at the end of combat, but can be prepared outside of combat if the Thunder Champion sees fit.

5th— Electrical Shock : The Thunder Champion uses the power of her manifest to deal 1MDD+1 per 3 levels points of electrical damage to a target of her choosing within 40ft, or under her Call of the Storm range, and binds her target in place for 1d6 rounds. While the target is bound, the target counts a grappled and pinned. A successful reflex DC 20 halves damage and duration.

5th— Falling Skies : The Thunder Champion harnesses the power of the weather and calls down bolts of lightning, dealing 1MDD+5 per 2 levels (2MDD+5 if stormy, or under her Call of the Storm), of electrical damage to each of her targets.

6th— Totem of the Manifested (Man) : The Thunder Champion uses her manifested powers to call forth a towering totem of pure manifest within 50ft of herself. Any targets within 30ft of the totem must make a reflex DC 18, if they fail the check, the manifest stretches from the totem and grapples them, binding them in place. The bound targets may not move or turn, but can still attack targets in-front of them, or attempt to un-grapple themselves from the manifest (STR26). Any target that moves, or starts it's movement, within 30ft of the totem must make the same reflex check or be bound in the same way. For every turn a target is bound, it will take 1MDD. The totem has the same AC as The Thunder Champion and has 50 HP.

6th— Curse of the Manifest : Any target bound, pinned, grappled, or paralyzed by the Thunder Champion or her manifest takes 2MDD per round.

7th— Typhoon : If the weather is cloudy or a 'Call of the Storm' has been placed, a Thunder Champion may harness the power of the storm and create typhoon, causing anyone or anything (except for the Thunder Champion herself) to be blinded while within the storm. A creature must make a fortitude DC 20 check each turn in order to successfully navigate through the Typhoon. While in the storm, targets must also make a strength check to keep a hold on their weapons each turn. If the target fails its strength check, its weapons will be swept into the typhoon and tossed outside of the storm.

7th— Execution : The Thunder Champion may attempt to execute her target by sending a lethal current through their body. The target must be currently grappled, either by The Thunder Champion or by any other means, or be grappling the Thunder Champion. If the Thunder Champion is being grappled, she must perform a grapple check in order to counter grapple, if she fails, the power fails and is wasted, if the check is passed, she successfully counter grapples. Her target may attempt a reflex save with a DC of 18 + class level + Str modifier to get away, this save is disallowed if the Thunder Champion successfully counter grappled. If her target fails the reflex save, she discharges all her energy and the target suffers instant death. Her target can attempt a fortitude save with a DC of 18 + class level + Int modifier to resist the instant death. If the grapple or counter grapple is unsuccessful or the target passes its reflex save, The Thunder Champion is knocked to the ground taking 1d10 damage. If her target passes the fortitude save, her target is left alive on 1d10 HP, is stunned for 1d6 rounds, The Thunder Champion is left drained, must recover for 1d3 rounds and the grapple is broken. If her target is killed, The Thunder Champion is left drained and must recover for 1d3 rounds.

8th— Meditate : Outside of combat, a Thunder Champion may meditate and channel the manifests thoughts into her own, attempting to learn a spell. If the Thunder Champion for any reason stops her meditation, she will be unable to learn a new spell and must start her meditation over. A Thunder Champion must meditate for an hour per spell level to successfully learn a new spell. Learnt spells are cast as divine spells, and as such, do not need to be prepared. Spells are cast in the same way as activating a power of the same level and, as such, counts toward the daily powers limit for powers of that level.

9th— Storm of the Manifested (Man) : The Thunder Champion must sacrifice a turn to make a concentration check, if the Thunder Champion is successful, on the next turn the Thunder Champion channels her manifest into a storm of pure manifest. The storm will appear over her selected target, and tendrils of manifest will grab onto her target. Her target must perform a reflex DC 25+Int modifier, if they fail the save, they will be pulled into the cloud and suffer 5MDD +50 per lvl 9 power per day used, the target must roll a check to un-grapple themselves each turn they are in the cloud. For every turn the target is in the cloud, they will suffer 1MDD of damage. If the target un-grapples, or passed the reflex save, the Storm of the Manifested will dispel.

Special Class Features[edit]

Bonus Feat : The Thunder Champion may choose any general feat so long as she meets the pre-requisites.

Hand of the Storm (Ps) : The Thunder Champion's hands and feet are covered in the manifestation of lightning, any attacks using her fists will deal additional Manifested Damage Dice (MDD), and has a 50% chance to paralyze her target for one turn +1 per 2 levels up to a maximum of +10. At any point the Thunder Champion may choose to switch off this power and deal non electrical damage.

Blood of the Manifested (Ex) : The Thunder Champion's skin will slowly cover with the manifestation, but it has already affected her blood. If the Thunder Champion is hit by any electrical damage, she will take no damage and will instead heal herself. The Thunder Champion cannot enter water, if she does, she takes basic damage equal to depth and time spent as described below;

  • Knee deep - 1d4 per 5ft/round
  • Waist deep - 1d6 per 5ft/round
  • Neck deep - 2d4 per 5ft/round

The Thunder Champion crackles with static electricity, any attacks from metallic creatures, metallic objects or fists take 1/2MDD points of damage.

The Storm's Reflexes (Ps): Your manifest has spread to your knees and elbows, quickening your reflexes, you gain a +3 on reflex rolls, at 7th level you gain another +3 to reflex. The Thunder Champion also gains the feat Improved Initiative and again at 7th level.

Lightning Speed (Ps) : As your manifest empowers your body, the Thunder Champion can flash about the battlefield in the blink of an eye. The Thunder Champion's movement speed is doubled, +5ft per every 3 levels. In addition, running past enemies does not trigger attacks of opportunity.

Flurry of Blows (Ex) When unarmored, the Thunder Champion may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round with a modified base attack bonuses as shown in the Flurry of Blows Attack Bonus column on Table: Thunder Champion. This penalties apply for 1 round, so it also affects attacks of opportunity she might make before her next action. Flurry of blows cost an attack action, however, The Thunder Champion cannot do so if grappling.

When using flurry of blows, the Thunder Champion may attack with unarmed strikes or with weapons or shields. She may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, the Thunder Champion applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands.

When the Thunder Champion reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack.

Unarmed Strike (Ex) At 3rd level, the Thunder Champion gains Improved Unarmed Strike as a bonus feat. the Thunder Champion's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the Thunder Champion may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for the Thunder Champion striking unarmed. The Thunder Champion may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually the Thunder Champion’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

The Thunder Champion’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.

The Thunder Champion also deals more damage with her unarmed strikes than a normal person would, as shown on Table: Thunder Champion. The unarmed damage on Table: Thunder Champion is for Medium Thunder Champion's. A Small Thunder Champion deals less damage than the amount given there with her unarmed attacks, while a Large Thunder Champion deals more damage as shown on table below.

Table: Thunder Champion 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

Manifested Extremities (Ps): The manifestation has penetrated your elbows and knees, increasing your Dexterity by 1.

Manifested Knowledge (Ex): You can hear the manifestation in your head, whispering to you the secrets of the multiverse. The Thunder Champion's Intelligence increases by 1, and adds her Intelligence modifier to her Will Saves.

Manifested Muscles (Ps): The manifestation has spread to your chest, back and abdomen, strengthening your core. The Thunder Champion's Strength and Constitution are raised by 1, and adds her Constitution modifier to her Fortitude Saves.

Manifested Extremities Rank 2 (Ps): The manifestation has penetrated your shoulders and hips, increasing your Dexterity by 1.

Lightning Armor (Ps): As your Manifest grows, solid plates burst from your skin and form half plate armor formed of manifest infused adamantine. The Thunder Champion becomes unable to wear any armor, loses all armor proficiency and counts as unarmored at all times. This natural adamantine armor confers a +5 natural modifier, is always subject to the Infuse Lightning power and cannot be removed, modified or enchanted in any way. The Thunder Champion also adds her intelligence and dexterity modifier to her AC class.

Lightning Sight (Ps): Your vision has increased as the manifestation begins to cover your eyes, giving you enhanced vision. You gain Darkvision 120ft.

Manifested Magnetic Repulsion (Ex): As you feel your manifest grow inside you, you gain the ability to defy gravity through magnetic repulsion. The Thunder Champion now has the fly rule, may take flight as a free action, has a maneuverability of good and a fly speed equal to her movement speed. The Thunder Champion also gains the feat Flyby Attack.

Elemental Traits (Ex): As your form begins to shape into the soul of lightning elemental, the manifest takes a more dominant role. The Thunder Champion gains Elemental Traits as described below;

  • You gain the Outsider and Elemental creature types.
  • Immunity to poisons, sleep effects, paralysis, stunning and energy and ability drain.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature, its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Elementals do not eat, sleep, or breathe and are ageless.
  • Water Nemesis - 1d8 points of damage per Gallon of water, requires a ranged touch attack to do so, water based attacks do 50% extra damage and 50% extra damage against water based and soaked enemies.

Lightning Armor Rank 2 (Ps): Your Lightning armor hardens and shifts from half plate to full plate. The Thunder Champions natural modifier becomes +8 and adds 1 & 1/2 Int and Dex modifier to her AC.

Manifested Extremities Rank 3 (Ps): The manifestation in your body intensifies, Empowering your muscles and quickening your movements increasing your Dexterity and Strength by 1.

Being of Lightning (Ps): The manifestation has completely taken over your mind, body and soul and even your skin feels stifling. You are now a true Being of Lightning and you feel your skin peel away from your body as you become a being of pure energy.

  • No Legs - The Thunder Champion no longer has feet but still travels along the ground as normal.
  • Always Electrical - The Thunder Champion may no longer choose to deal non electrical damage when in combat, although she can still cause non lethal damage at will.
  • Pure Manifest - When using powers, the Thunder Champion is no longer restricted to having only one manifest power active at one time.
  • Ethereal Jaunt - While under clouds (whether natural or as a result of the 'Call of the Storm' power), the Thunder Champion may use the Ethereal Jaunt spell at will but with a duration of rounds equal to her Intelligence modifier.
  • Unrestricted - The Thunder Champion benefits from the effects of the freedom of movement spell at all times (cannot be dispelled or negated) and can pass through objects that are either entirely or partially made of metal (wooden doors will have metallic bindings, key holes, etc unless otherwise stated) as if they weren't there (you cannot end your movement inside an object, if you do, you are immediately shunted to the nearest open square and take 1d6 damage per 5ft travelled)(you cannot take items with you when passing through objects, all items are unequipped and left behind unless subject to the Infuse Lightning power).
  • Always Mobile - The Thunder Champion cannot be grappled and gains the feats Dodge & Mobility.
  • Shocking Presence - All enemies within 5ft take 1d4 points of electrical damage per round.
  • Intangible - The Thunder Champion cannot be harmed by physical attacks as they pass straight through her new form, you gain Immunity to physical damage.
  • Increased Intensity - The Thunder Champion's electrical intensity grows and all electrical damage dice rolls are upgraded by one (d4 becomes d6, d6 becomes d8, etc).
  • H2O Vulnerable - The Thunder Champion becomes unable to enter water at all without taking massive damage. The Thunder Champion now takes 1d10 damage per 5ft/round in anything over ankle deep. Any creatures standing in the same body of water take 1d6 electrical damage and metallic creatures are stunned for 1d3 rounds.
  • Manifest body and mind - Intelligence and Strength both increase by 2.

Lightning Manipulation (Ps): Any person or creature affected by the Infuse Lightning power can be controlled by the Thunder Champion. the affected person or creature must make a will save or be controlled for a number of rounds equal to the Thunder Champion's intelligence modifier

Manifested Magnetic Repulsion 2 (Ex): Your mastery of flight has now been refined. The Thunder Champions maneuverability increases from good to perfect and her flight speed is now equal to 1 & 1/2 her total movement speed.

Thunder Champions in the World[edit]

I was struck by lightning and lived. What makes you think that you can kill me?
—Botenmaru, Human Thunder Champion

Daily Life: Most Thunder Champions tend to be adventures, or seclude themselves off and hunt as a one man wolf pack, rarely visiting towns, doing so they cover up most of their body. Thunder Champions are considered to be tampered with demonic powers because of their outward appearance and their eternal life span from their manifestation.

Organizations: Rarely Thunder Champions will see each other, because of how rare they are. Thunder Champions tend to spar or 'test' one another's abilities to better themselves. Some even attempt to better the most legendary Thunder Champion, Botenmaru, as the alpha. To this day, none have succeeded of besting Botenmaru, the Alpha of the "Eyes of the Storm". The Eyes of the Storm dedicate themselves to reaching the final stage of the True Storm, and to kill those who may oppose who and what they are.

NPC Reactions: NPCs tend to shun Thunder Champions because of their immortality and sometimes cocky nature. Those that do not shun them can find them nice to have a intellectual conversation with.

Thunder Champion Lore[edit]

Characters with ranks in "Knowledge (nature)" and "Knowledge (Religion)" can research Thunder Champion's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nature)
DC Result
5 Names of Thunder Champions.
10 Knowledge of the Eyes of the Storm.
15 Knowledge of Thor and Zeus .
20 Knowledge of the Eyes of the Storm's cause.

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