Stormtamer (3.5e Prestige Class)

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Stormtamer[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

Becoming a Stormtamer[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Any non chaotic.
Base Attack Bonus: +5.
Skills: Knowledge(nature) 4 ranks.
Feats: Point Blank Shot or

Two-Weapon Fighting or any feat that has one of the previous ones as a prerequisite (such as per the ranger's Combat style feature).

Special: Must visit the Altar of Storms in pilgrimage.
Table: The Stormtamer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +0 Farsight, Thundering blade/Thundering bow +1 level of existing divine spellcasting class
2nd +2 +3 +3 +1 Combat technique, Son of the Storm +1 level of existing divine spellcasting class
3rd +3 +3 +3 +1 Storm resistance 2, Storm within +1 level of existing divine spellcasting class
4th +4 +4 +4 +1 Storm aegis
5th +5 +4 +4 +2 Combat technique +1 level of existing divine spellcasting class
6th +6 +5 +5 +2 Hurricane shot, Rainstorm of blows
7th +7 +5 +5 +2 Evasion, Storm resistance 3 +1 level of existing divine spellcasting class
8th +8 +6 +6 +3 Combat technique, Stormblade/Stormbow
9th +9 +6 +6 +3 Storm resistance 4 +1 level of existing divine spellcasting class
10th +10 +7 +7 +3 Storm calling, Tame the tempest +1 level of existing divine spellcasting class

Class Skills (6 + Int modifier per level)

Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-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 stormtamer.

Spellcasting: At each level from the 1st (except at 4th, 6th and 8th 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 a 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 an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If you had none this class feature doesn't apply, unless you gain divine spellcasting later.

You add these spells to your divine spell list:

1st level: entropic shield, obscuring mist, resist energy, shatter, shocking grasp.

2nd level: binding winds, gust of wind, fog cloud, protection from energy, wind wall.

3rd level: gaseous form, lightning bolt, sleet storm.

4th level: air walk, call lightning, shout.

Farsight (Ex): A stormtamer enjoys great visual acuity. Its suffers only half of the normal penalty on its Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the stormtamer suffers only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).

Thundering blade/Thundering bow (Su): You may attune your weapon during a storm: your weapon gains the shock, thundering or screaming special ability (though this feature doesn't count against the +5 limit to special ability for weapons). You may choose any one of the abilities and change it during another storm. At any moment only one kind of attunement may be active.

To do this you must venture into the storm and meditate for one hour, doing a Concentration check (DC is 20 but may increase depending on the force of the storm). If you fail your weapon doesn't attune to the Storm and you lose any previous attunemnt. You may only attune one ranged weapon or two melee weapons if you use two weapons for fighting.

The special ability remains available indefinitely, if not changed.

Combat technique (Ex): At 2nd level and again at 5th and 8th level, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6 or to increase your favored enemy feature. If you are a ranger all levels in stormtamer increase your ranger level to improve your Combat style feature and its enhancements and for the bonus feats gained by the scout class.

You may freely choose to increase your class features or gain bonus feats any time you gain this ability.

Son of the Storm (Ex): Beginning at 2nd level you are a size larger for the purpose of determinating the effect that bad weather or storms have on you. You suffer no penalties to skill checks nor you suffer penalties from range to ranged attacks while in storms or because of winds. If you can fly your maneuverability increases by one step and if it cannot do it your fly speed increases by 10 feet (3 meters)

At 7th level you don't suffer any kind of penalties to ranged attacks made during a storm and you are not negatively affected by any stormy or storm-like weather condition (such as being lifted by strong winds), but you may be affected by storms originated by arcane sources. If you can fly your maneuverability increases by two steps and if it cannot do it your fly speed increases by 20 feet (6 meters).

Storm resistance (Su): You gain electricity and sound resistance 2 at 3rd level. It increases by one at 7th and 9th level.

Storm within (Ex): Beginning at 3rd level you may enter, one minute per Wisdom modifier per day, a state in which you gain a +4 to Strength and Dexterity, a +20 feet (6 meters) to land and fly speed (if you have any; this stacks with the fly speed increase from Son of the Storm) and a +4 to Reflex save. You may split the time during the day. Entering and exiting this state is a free action.

If you are inside any kind of storm you may activate this ability without consuming the time limit as long as you remain within the storm.

Storm aegis (Su): Once per day, starting at level 4th, with a move action, you may invoke a shield made from tempest that confers you a 20% chance of eluding ranged attacks from any weapon (but not magic ranged attacks) and gives you a +1 deviation bonus to AC. If you are in Storm within state your 20% chance increases by 10% and your deviation bonus by 2. It lasts one round per class level.

Beginning at 9th level the miss chance increases to 40% and may affect even magical ranged attack and the deviation bonus increases to +2. The bonuses while in Storm within state still apply.

Hurricane shot (Ex): From 6th level, while Storm within is active, you may take a standard action to make one ranged attack with no penalties due to range, your maximum range increament increases (for thrown weapons it goes from five to ten range increments and for projectile weapons it goes from ten to fifteen range increments) and this shot is a ranged touch attack or ignores cover (if you know where to strike and if you succeed to pierce the cover by damaging it, you may hit with a ranged attack the enemy behind, with no penalties to damage). Precision damage, such as from sneak attack, may always apply.

Rainstorm of blows (Ex): From 6th level, while Storm within is active, you may take a full-round action to attack normally. In addition you double the number of extra attack you may do due to the Two-weapon fighting feat or its derivatives or other feats or class features or special abilities (but not from spell or magical effects such as haste).

All the standard penalties and bonuses apply to all hits.

If you don't have any such feature you may only do two extra attack as if you had the Two-weapon fighting and Improved two-weapon fighting feats.

You may not do it if you can't take full-round actions.

Evasion (Ex): At 7th level, a stormtamer can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the stormtamer is wearing light or no armor. A helpless stormtamer does not gain the benefit of evasion. If you already have this feature or you later should gain it again you gain improved evasion intead.

Stormblade/Stormbow (Su): As the Thundering blade/Thundering bow feature but you may infuse your weapon or weapons with two new special abilities: shocking burst or screaming burst. At any moment only one kind of attunemnt may be active. You gain a +4 to confirm critical hits with your attuned weapons (it stacks with any other similar bonus).

Storm calling (Sp): At 10th level you may use the spell call lightning storm as a spell-like ability once per day.

You may always call the maximum number of bolts (15) and you may use a move action to do so instead of a standard action.

Caster level is your class level or the caster level you gain from your previous class, whichever is higher.

Tame the tempest (Sp): At 10th level you may use the spell control weather as a spell-like ability once per day.

You may only call storms or tempest-like conditions but you are not bound to the season and the change occurs within one minute. In addition you may "tame" tempests, soothing them. If the storm is natural you don't have to do any check but if it is magical you have to do a caster level check to dispel it.

Caster level is your class level or the caster level you gain from your previous class, whichever is higher.


Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Variant: Stormsoul Adept[edit]

This is the monk variant for the stormtamer:

Ex-Stormtamers[edit]

<-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->

Campaign Information[edit]

Playing a Stormtamer[edit]

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->

Stormtamer in the World[edit]

<-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->

Stormtamer Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Stormtamers in the Game[edit]

<-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->



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