Storm Kindler (Apath)

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Unofficial rules compendium

A few sorcerers and druids are more tied to the storm than to anything else. It is as if their very soul was a whirlwind, breaking free to become a torrent of magical power. The power of storm power the druid's shapeshifting and the sorcerer's bloodline.

Class Information

This is a prestige archetype built on the storm kindler from Pathfinder Campaign Setting: Paths of Prestige, with the Storm-Lashed feat from Pathfinder Campaign Setting: The Inner Sea World Guide, combined with the Druid class.

The prestige archetype also offers a stormblood option or sorcerers, described below.

Role: Stombloods are powerful spellcasters, but their greatest power is the raw destruction and chaos their whirlstorm form causes.

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.

Class Skills

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), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

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).

Spells

Table: Storm Kindler Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

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 5th level, and at every third storm kindler level thereafter (8th, 11th, 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, and it must be at least one level lower than the highest-level storm kindler spell she can cast. 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.

Bonus Languages

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.

Eschew Materials

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 Spells

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 lighning storm (8th), control water (10th), chain lightning (12th), contol weather (14th), seamantle (16th), storm of vengeance (18th).

Seasight (Su)

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.

Storm Shape (Su)

Table: Storm Kindler Whirlwind
Level Height Maximum
Lift Size
Damage
7-8 10 ft. Tiny 1d6
9-10 20 ft. Small 2d6
11-12 30 ft. Medium 3d6
13-14 40 ft. Large 4d6
15-16 50 ft. Huge 5d6
17-18 60 ft. Gargantuan 6d6
1819-20 70 ft. Colossal 7d6

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 the whirlwind can 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. She cannot use other forms of movement.

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. 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.

If the storm kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size. This functions identically to the whirlwind ability, but can form only underwater and can't leave the water—nor can a whirlwind enter water. The vortex form's upper end is on the surface of the water, making its surface danger zone larger. A storm kindler in vortex form gains a swim speed equal to her height instead of a fly speed.

Wave Breaker (Su)

At 7th level, a storm kindler gains the water subtype and a swim speed of 50 ft. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments.

Thunderstruck (Su)

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, 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 rounds per day equal to her level. These rounds need not be consecutive.

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 + ½ the storm kindler's class level + the storm kindler's Charisma modifier) or take an amount of electricity 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.

Table: Storm Kindler

Stormblood (Sorcerer Variant)

Certain sorcerers inherit an affinity for storms and whirlwinds similar to the storm kindler's. These mighty individuals are called are called stormbloods. A stormblood has all the class features of storm kindlers, except as noted. Stormbloods use the sorcerers spell list, Hit Dice, base attack bonus, saving throw bonuses, and armor and weapon proficiencies—including the risk of arcane spell failure in armor.

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Section 15 Addendum

Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.

Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.