Storm Kindler (Apath)
A storm kindler is a druid that changes into a whirlwind.
A few druids are more tied to the storm than to nature in general. Instead of taking the forms of creatures of nature, they assume the form of violent whirlwinds and water vortexes. It is said that the first storm kindlers carried the bloodlines of elementals of storm and sea, and that this is how their powers came to be. Many storm kindlers claim their abilities are not related to blood, but to wisdom and becoming one with the storm. As few written records exist and aural records are contradictory, the case may never be settled. Few storm kindlers care.
Storm Kindlers on Porphyra
Originally an elementalist experiment during the NewGods War, the early storm kindlers fought and died on the elementalist side. As often happens, a few were routed and hid, and they are the forebears of the modern storm kindler. Caring for neither the elemental lords that used them as pawns or the NewGods, storm kindlers strike where their fury takes them. Some have made peace with Nise, the goddess of storms and sailors. This may explain why the strongest presence of storm kindlers on Porphyra is in the haunted sea, where they are said to be tied to the seasonal movement of these magical island and the storms that often accompany their movement.
Role: Storm kindlers are powerful spellcasters, but their greatest power is the raw destruction and chaos of their whirlwind form.
Alignment: Any non-lawful.
Hit Die: d8.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The storm kindler's class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Handle animal (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Intimidate (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
These are all the class features of the storm kindler.
Weapon and Armor Proficiency
Storm kindlers are proficient with all simple melee weapons and the cutlass, dart, hammer (light), javelin, sea-knife, sling, and trident. Storm kindlers are proficient with light armor and with shields (except tower shields). Unlike druids, storm kindlers do not have any problems with wearing metal armor.
A storm kindler casts divine spells drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, a storm kindler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a storm kindler’s spell is 10 + the spell level + the storm kindler’s Charisma modifier. A storm kindler can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Storm Kindler. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A storm kindler’s selection of spells is extremely limited. A storm kindler begins play knowing four 0-level spells and two 1st-level spells of the storm kindler’s choice. At each new storm kindler level, she gains one or more new spells as indicated on Table: Storm Kindler Spells Known. (Unlike spells per day, the number of spells a storm kindler knows is not affected by her Charisma score. The numbers on Table: Storm Kindler Spells Known are fixed.)
Upon reaching 4th level, and at every third storm kindler level thereafter (7th, 10th, and so on), a storm kindler can choose to learn a new spell in place of one she already knows. In effect, the storm kindler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A storm kindler may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A storm kindler' bonus language options include auran and aquan, the language of air and water elementals, respectively. This choice is in addition to the bonus languages available to the character because of her race.
A storm kindler gains Eschew Materials as a bonus feat at 1st level.
Oceanic Spirit (Su)
A 1st level storm kindler never needs to make concentration checks because of weather. At 5th level she gains resistance to electricity 5 and sonic 5. At 11th level, her resistances increase to 10. At 19th level, her resistances increase to 20.
Storm kindlers learn a number of orisons, or 0-level spells, as noted on Table: Storm Kindler Spells Known under "Spells Known". These spells are cast like any other spell, but they do not consume any slots and may be used again.
At 2nd level, and every two levels thereafter until level 18, a storm kindler learns an additional spell. These spells are in addition to the number of spells given on Table: Storm Kindler Spells Known. These spells cannot be exchanged for different spells at higher levels. The storm kindler learns the following spells at the indicated levels: shocking grasp (2nd), slipstream (4th), fly (6th), call lightning storm (8th), control water (10th), chain lightning (12th), control weather (14th), seamantle (16th), storm of vengeance (18th).
At 3rd level, a storm kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the storm kindler to see through thick silt and other aquatic precipitates.
Eye of the Storm (Su)
At 5th level, allies within 5 feet of a storm kindler (including herself) are treated as one size category larger for the purpose of wind effects. At 7th level, and every four levels thereafter, the storm kindler's aura of calm extends by an additional 5 feet (to a maximum of 25 feet at 19th level). At 15th level, allies in the storm kindler's aura are treated as two size categories larger for the purpose of wind effects.
Wave Breaker (Su)
At 5th level, a storm kindler gains the water subtype and a swim speed of 50 ft. She ignores all movement and melee penalties for being underwater. She may breathe water for a number of hours per day equal to twice her class level. This time need not be consecutive, but must be spent in 1-hour increments. At 12 level the storm kindler can breathe water at all times.
Storm Shape (Su)
At 7th level, a storm kindler becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.
Table: Storm Kindler Whirlwind gives the maximum size and power of the whirlwind the storm kindler can turn into. The whirlwind is always 5 feet wide at its base and the width at its peak is always equal to half of its height. If the whirlwind moves into an area of insufficient height, the transformation ends, but note that a whirlwind can usually destroy houses without losing coherence.
On her turn, as a free action, the storm kindler can vary the height of the funnel between 10 ft. and the maximum allowed for her level. A smaller whirlwind uses the line for its current height on Table: Storm Kindler Whirlwind. The storm kindler gains a fly speed (poor) equal to her current height when in storm shape.
The storm shape can move into enemy squares and does not trigger attacks of opportunity for doing so. She damages creatures who are in her whirlwind at any time during her turn, dealing bludgeoning damage per Table: Storm Kindler Whirlwind. In addition, she deals the same amount of electricity damage. A Reflex save (DC 10 + 1/2 the storm kindler's class level + the storm kindler's Charisma modifier) halves both the bludgeoning and electricity damage. Unattended objects take half this damage, and objects too big to lift are destroyed if any bludgeoning damage penetrates their hardness.
The whirlwind can pick up and carry creatures and objects up to the size listed in Table: Storm Kindler Whirlwind. Creatures in the whirlwind at any time who failed the Reflex save against the damage are trapped in the whirlwind. A lifted creature can take no actions and is moved along with the whirlwind when the storm kindler moves. At the end of the storm kindler's turn, each lifted creature must make a Fortitude save at the same DC as above or remain trapped. If this save succeeds, the creature moves to a space of its choice within the whirlwind at its widest point without taking further damage or triggering attacks of opportunity. The same thing happens when the whirlwind ends for any reason.
Creatures carried by the whirlwind (not including the storm kindler) have improved cover against all attacks; +8 bonus to AC and +4 cover bonus to reflex saves and effectively gains improved evasion against any attack: such a creature takes no damage on successful Reflex saving throws against an attack that normally deals half damage on a successful save, and takes only half damage on failed saves. Creatures in the whirlwind are considered to have the same space as the whirlwind for the purpose of where they can be attacked.
A storm kindler in whirlwind form can only use her fly speed to move and take free, swift, and immediate actions. She can use all storm kindler class features and cast spells that affect only herself. No other actions are permitted. She has her normal defenses. Exiting whirlwind form is a free action that can be done at any time during the storm kindler's turn.
A whirlwind cannot enter water. If the storm kindler is underwater near the surface when she uses this ability, she instead transforms into a vortex of the same size. This functions identically to the whirlwind ability, but can exist only under the surface of the water with its upper end on the surface. This makes its surface danger zone larger than a whirlwind's. A storm kindler in vortex form gains a swim speed equal to her height instead of a fly speed.
At 9th level, a storm kindler becomes immune to the deafened condition.
Aura of Calm (Su)
At 13th level, a storm kindler becomes immune to damage and detrimental effects from wind and waves. In addition, against creatures, spells, and effects with the air, electricity, sonic, or water descriptors she receives a +4 insight bonus on saving throws and to AC.
Fickle Winds (Sp)
At 17th level, as an immediate action, a storm kindler can call the winds to her defense, protecting her as the spell fickle winds for a number of minutes per day equal to her level. These rounds need not be consecutive, but must be spent in one-minute increments.
Echoing Thunder (Su)
At 18th level, any time a storm kindler resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the resisted damage to another creature within 30 feet. The creature must make a Reflex save (DC 10 + 1/2 the storm kindler's class level + the storm kindler's Charisma modifier) or take an amount of electricity and/or sonic damage equal to the amount the storm kindler resisted.
Storm Mastery (Su)
At 20th level, a storm kindler becomes one with the storm and gains a fly and swim speed of 90 ft. with perfect maneuverability, the air, aquatic, and water subtypes, and the amphibious special quality. The storm kindler is never forcibly moved by wind or water nor does she take any damage or penalties underwater or in high winds or currents.
Table: Storm Kindler
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Eschew Materials, oceanic spirit, orisons||3||—||—||—||—||—||—||—||—|
|5th||+3||+4||+1||+4||Eye of the storm, oceanic spirit (resistance 5), wave breaker||6||4||—||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Call lightning storm||6||6||5||3||—||—||—||—||—|
|11th||+8/+3||+7||+3||+7||Oceanic spirit (resistance 10)||6||6||6||6||4||—||—||—||—|
|13th||+9/+4||+8||+4||+8||Aura of calm||6||6||6||6||6||4||—||—||—|
|15th||+11/+6/+1||+9||+5||+9||Eye of the storm (2 categories)||6||6||6||6||6||6||4||—||—|
|18th||+13/+8/+3||+11||+6||+11||Storm of vengeance||6||6||6||6||6||6||6||5||3|
|19th||+14/+9/+4||+11||+6||+11||Oceanic spirit (resistance 20)||6||6||6||6||6||6||6||6||4|
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf: Treat the storm kindler as 1/5 size category larger for the purpose of wind effects. Allies benefiting from the storm kindler's eye of the storm ability gain half this bonus.
- Elf: Add 1 to the storm kindler's class level to qualify for and use the fickle winds ability.
- Gnome: Add one spell from your spell list to your spells known. This spell must be from the divination school.
- Half-Elf: Add 1/2 to your Diplomacy, Knowledge (nature), and Spellcraft skill bonus.
- Half-Orc: Gain 1 point of sonic resistance. This stacks with the resistance gained from the storm kindler's oceanic spirit ability.
- Halfling: Add +1/2 to your AC against attacks of opportunity triggered by casting spells.
- Human: Add one spell from your spell list to your spells known. This spell must be at least one level below the highest spell level you can cast.
- Aasimar: Gain 1 point of electric resistance. This stacks with either the resistance gained from the aasimar's celestial resistance or storm kindler's oceanic spirit ability (these abilities do not stack with each other).
- Anpur: When casting spells that create traps, increase the Perception and Disable Device DC by +1/2.
- Avoodim: Gain 1 point of electric resistance. This stacks with either the resistance gained from the avoodim's celestial resistance or storm kindler's oceanic spirit ability (these abilities do not stack with each other).
- Catfolk: Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw the ability can be applied to.
- Changeling: Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
- Dhosari: When casting abjuration spells, add +1 to the effective caster level of the spell, but only to calculate duration.
- Dragonblood: Select one energy type from the following: cold, electricity, sonic. Add +1/2 to the spell damage of that energy type.
- Drow: Add one spell from your spell list to your spells known. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level you can cast.
- Erkunae: Add one spell from your spell list to your spells known. This spell must be of the conjuration or enchantment schools or have the chaotic or evil subtype.
- Eventual: Add 1 to your caster level, but only for the purpose of calculating spell duration.
- Goblin: Add one spell from your spell list to your spells known. This spell must have the electricity descriptor.
- Kitsune: Add +1/5 to the save DC of spells with the electricity descriptor.
- Kobold: Add +1/2 point of damage to spells that deal sonic or electricity damage.
- Qit'ar: Add +1/2 to either acid or cold resistance.
- Samsaran: Choose one metamgaic feat. Reduce the spell slot required to apply this metamagic feat by 1/4 (to a minimum of +0). This option must be selected 4 times (or another increment of 4) to reduce the spell slot required by 1.
- Shibaten: Add one spell from your spell list to your spells known. This spell must have the air, sonic, or water descriptor.
- Sylph: Add one spell from your spell list to your spells known. This spell must have the air or electricity descriptor.
- Tengu: Add +1/3 d6 of slashing damage to whirlwind damage. This cannot exceed the bludgeoning damage the whirlwind does.
- Tiefling: Add +1/5 d6 of fire damage to whirlwind damage.
- Undine: Add one spell from your spell list to your spells known. This spell must have the cold or water descriptor.
- Zendiqi: Add one spell from your spell list to your spells known. This spell must have the air, electricity, sonic, or water descriptor.
Stormblood (Storm Kindler Archetype)
Certain sorcerers inherit an affinity for storms and whirlwinds similar to the storm kindler's. These storm mages are called stormbloods. A stormblood has all the class features of storm kindlers, except as noted. Stormbloods use the sorcerer's spell list, Hit Dice, base attack bonus, saving throw bonuses, and armor and weapon proficiencies—including the risk of arcane spell failure in armor. They cast arcane spells and have cantrips instead of orisons. Stormbloods gain 2 skill points per level and do not gain the eye of the storm, aura of calm, and fickle winds abilities.
The following feats enhance the storm kindler.
Prolonged Storm (General)
You can use your storm shape for a longer time.
Prerequisites: Storm shape (storm kindler class feature).
Benefits: You can use your storm shape for up to ten minutes per storm kindler class level per day. This time need not be consecutive, but must be spent in ten-minute increments.
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Section 15 Addendum
- System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
- Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
- Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
- Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
- Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
- Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.