Difference between revisions of "Storm Kindler (Apath)"

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{{Apath}}
 
{{Apath}}
''Some druids feel an affinity to a particular aspect of nature. The storm kindler is a friend to storms, and seek out places where the sea and wind meet in orgies of destruction.
+
''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 supplants the druid's shapeshifting and the sorcerer's bloodline. ''
  
 
== Class Information ==
 
== Class Information ==
This is a [[Prestige Archetypes (Apath)|prestige archetype]]. Storm kindlers are druids who change into whirlwinds.
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]] built on the  [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-of-storms Storm kindler] from Pathfinder Campaign Setting: Paths of Prestige, with the [http://www.d20pfsrd.com/feats/general-feats/storm-lashed Storm-Lashed] feat from Pathfinder Campaign Setting: The Inner Sea World Guide, combined with the
 +
[http://www.d20pfsrd.com/classes/core-classes/druid Druid] class.  
  
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/storm-kindler Storm kindler] from Pathfinder Campaign Setting: Paths of Prestige.
+
The prestige archetype also offers a [http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer] option, described below.
  
'''Build Classes: ''' [http://www.d20pfsrd.com/classes/core-classes/druid Druid].
+
'''Role:''' Stombloods are powerful spellcasters, but their greatest power is the raw destruction and chaos their whirlstorm form causes.
  
'''Role:''' Storm kindlers control the battlefield and support their comrades with spells, but their main ability is to sow chaos and destruction in whirlwind form.
+
'''Hit Die:''' d8.
  
'''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 ===
 
===  Class Skills ===
The stormblood's class skills (and the key ability for each skill) are  
+
The storm kindler's class skills (and the key ability for each skill) are  
Craft (Int),  
+
Craft (Int),
Fly (Dex),  
+
Fly (Dex),
Handle Animal (Cha),  
+
Intimidate (Cha),
Knowledge (geography) (Int),
+
Knowledge (arcana) (Int),
Knowledge (history) (Int),  
+
Knowledge (nature) (Int),
Knowledge (nature) (Int),
+
Perception (Wis),
Knowledge (religion) (Int),  
+
Profession (Wis),
Perception (Wis),  
+
Spellcraft (Int),
Profession (Wis),  
+
Survival (Wis), and
Spellcraft (Int),  
 
Survival (Wis), and  
 
 
Swim (Str).
 
Swim (Str).
  
'''Skill Ranks at Each Level:''' 4 + Int modifier.
+
'''Skill Ranks at Each Level:''' 2 + Int modifier.
  
 
== Class Features ==
 
== Class Features ==
The storm kindler has all the druid's class features, except as noted.
+
These are all the class features of the storm kindler.
  
=== Bonus Languages ===
+
=== Weapon and Armor Proficiency ===
A storm kindler's bonus language options include Auram and Aquam, the language of air elementals and water elementals, respectively. This choice is in addition to the bonus languages available to the character because of her race.
+
Storm kindlers are proficient with all simple melee weapons and the
A storm kindler also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level storm kindler. Druidic is a free language; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Storm kindler are forbidden to teach this language to nondruids. Druidic has its own alphabet. This replaces the druid's bonus languages.
+
cutlass,
 +
dart,
 +
hammer (light),
 +
javelin,
 +
sea-knife,
 +
sling, and
 +
trident.
 +
Storm kindlers are proficient with light armor and with shields (except tower shields).
  
=== Oceanic Spirit (Su) ===
+
=== Spells ===
At second level a storm kindler gains a bonus equal to half her class level on Fly and Swim checks, and never needs to make concentration checks because of water or weather. She gains resistance to electricity 5 and sonic 5. At 10th level, her resistance to electricity and sonic increases to 10. At 14th level, these resistances increase to 20. This replaces nature bond.
+
A storm kindler casts arcane spells drawn from the sorcerer 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.  
  
=== Seasight (Su) ===
+
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.
At 2nd 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.
+
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).
  
=== Storm Shape (Su) ===
+
{| class="wikitable" align="right"
{| class="wikitable" align=right
+
|+'''Table: Storm kindler <br>Spells Known'''
|+'''Table: Storm Kindler Storm Shape <br>and Weather's Fury'''
+
|rowspan=2| '''Level'''||colspan=7 align=center|'''Spells Known'''
|valign="bottom"| '''Level''' ||valign="bottom"| '''Maximum <br>Height''' ||valign="bottom"| '''Maximum <br>Size''' ||valign="bottom"| '''Bludgeoning<br>Damage''' ||valign="bottom"| '''Weather's <br>Fury'''
+
|-
 +
||'''Zero''' ||| '''1st''' ||| '''2nd''' ||| '''3rd''' ||| '''4th''' ||| '''5th''' ||| '''6th'''
 +
|-
 +
||1—|||4|||2—|||——|||——|||——|||——|||——
 +
|-
 +
||2—|||5|||3|||——|||——|||——|||——|||——
 +
|-
 +
||3|||6|||4|||——|||——|||——|||——|||——
 +
|-
 +
||4—|||6|||4|||2|||——|||——|||——|||—
 +
|-
 +
||5—|||6|||4|||3|||——|||——|||——|||—
 +
|-
 +
||6—|||6|||4|||3|||——|||——|||——|||—
 +
|-
 +
||7—|||6|||5|||4|||2—|||——|||——|||—
 +
|-
 +
||8|||6|||5|||4|||3—|||——|||——|||—
 +
|-
 +
||9|||6|||5|||4|||4|||——|||——|||——
 +
|-
 +
||10—|||6|||6|||4|||4|||2|||——|||——
 
|-
 
|-
|valign="top" align="center" | 4-7 ||valign="top"| 20 ft. ||valign="top"| Small ||valign="top"| 1d3 ||valign="top"|
+
||11—|||6|||6|||4|||4|||3|||——|||——
 
|-
 
|-
|valign="top" align="center" | 8-11 ||valign="top"| 30 ft. ||valign="top"| Medium ||valign="top"| 1d4 ||valign="top"|
+
||12|||6|||6|||4|||4|||4|||——|||——
 
|-
 
|-
|valign="top" align="center" | 12 ||valign="top"| 40 ft. ||valign="top"| Large ||valign="top"| 1d6 ||valign="top"|
+
||13—|||6|||6|||4|||5|||4|||2|||——
 
|-
 
|-
|valign="top" align="center" | 13-14||valign="top"| 40 ft. ||valign="top"| Large ||valign="top"| 1d6 ||valign="top"| 3d6
+
||14|||6|||6|||4|||5|||4|||3|||——
 
|-
 
|-
|valign="top" align="center" | 15 ||valign="top"| 40 ft. ||valign="top"| Large ||valign="top"| 1d6 ||valign="top"| 4d6
+
||15|||6|||6|||4|||5|||4|||4|||——
 
|-
 
|-
|valign="top" align="center" | 16 ||valign="top"| 50 ft. ||valign="top"| Huge ||valign="top"| 1d8 ||valign="top"| 4d6
+
||16|||6|||6|||4|||5|||5|||4|||2
 
|-
 
|-
|valign="top" align="center" | 17-18 ||valign="top"| 50 ft. ||valign="top"| Huge ||valign="top"| 1d8 ||valign="top"| 5d6
+
||17|||6|||6|||5|||6|||5|||4|||3
 
|-
 
|-
|valign="top" align="center" | 19 ||valign="top"| 50 ft. ||valign="top"| Huge ||valign="top"| 1d8 ||valign="top"| 6d6
+
||18|||6|||6|||5|||6|||5|||4|||4
 
|-
 
|-
|valign="top" align="center" | 20 ||valign="top"| 60 ft. ||valign="top"| Gargantuan ||valign="top"| 2d6 ||valign="top"| 6d6
+
||19|||6|||6|||5|||6|||5|||5|||4
 
|-
 
|-
 +
||20|||6|||6|||5|||5|||5|||5|||5
 
|}
 
|}
At 4th 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 (similar to the whirlwind universal monster ability) 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. The whirlwind is always 5 feet wide at its base. Each turn, the storm kindler can vary the height of the funnel between 10 ft. and the maximum allowed for her level. A whirlwind’s width at its peak is always equal to half of its height. If the storm shape moves into an area with insufficient height, the transformation ends, but note that the whirlwind will destroy ordinary wooden houses with ease without losing coherence. The storm kindler gains either fly (average) or swim speed (in vortex form, see below) equal to her current height when in storm shape.
+
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.)
  
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 1d3 lethal bludgeoning damage to each one that fails a Reflex save (DC 10 + 1/2 the storm kindler's class level + 1/2 the storm kindler's Strength modifier). Objects also take this damage, and are destroyed if any damage penetrates their Hardness. She will also trap Small or smaller creatures or objects and lift them into the air they fail a second Reflex save. A lifted creature can take no actions, is moved along with the whirlwind when the druid moves, and must save again next round or suffer the same effects once again. If either of the Reflex saves succeed, the creature moves to a space of its choice adjacent to the whirlwind without triggering attacks of opportunity or reducing it's future movement. The maximum height, size of lifted creatures, and bludgeoning damage increases by level as given in Table: Storm Kindler Storm Shape and Weather's Fury.
+
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.
  
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. The vortex form's upper end is on the surface of the water, making its surface danger zone larger.
+
=== 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.
  
=== Aura of Calm (Su) ===
+
=== Oceanic Spirit (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 (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors.
+
A 1st level storm kindler never needs to make concentration checks because of weather. At 5th level she gains resistance to cold 5, electricity 5 and sonic 5. At 10th level, her resistances increase to 10. At 20th level, her  resistances increase to 20.
At 7th level, and every two levels thereafter, the storm kindler's aura of calm extends by 5 feet (to a maximum of 40 feet at 19th level).
 
At 11th level, allies in the storm kindler's aura are treated as two size categories larger for the purpose of wind effects, and the bonus on their saving throws doubles to +4.
 
  
=== Wave Breaker (Su) ===
+
{| class="wikitable" align="right"
At 6th level, a storm kindler gains a swim speed equal to twice her base land speed. 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.
+
|+'''Table: Storm kindler<br>Bloodline Spells'''
=== Thunderstruck (Su) ===
+
| valign=bottom |'''Level <br>of Spell || valign=bottom |'''Level for <br>Sorcerer || valign=bottom | '''Level for <br>Storm kindler'''
At 11th level, a storm kindler becomes immune to the deafened condition.
+
|-
 
+
||1|||3|||2
=== Weather's Fury (Su) ===
 
At 13th level, a storm kindler can deal additional damage with her storm shape. In addition to bludgeoning damage, she deals 3d6 points of electricity (while in whirlwind form) or cold (while in vortex form) damage to creatures that fail their Reflex saves against the whirlwind form's bludgeoning damage.
 
This damage increases to 4d6 at 15th level,  5d6 at 17th level, and 6d6 at 19th level, as given in Table: Storm Shape and Weather's Fury.
 
 
 
=== Eye of the Storm (Su) ===
 
At 14th level, a storm kindler becomes immune to damage and detrimental effects from non-magical wind and waves. In addition, against spells and effects with the air or water descriptors, she receives a +4 insight bonus on saving throws and to AC.
 
 
 
=== Fickle Winds (Sp) ===
 
At 16th level, as a swift action, a storm kindler can call the winds to her defense, protecting her as the spell ''[http://www.d20pfsrd.com/magic/all-spells/f/fickle-winds 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 + the storm kindler's class level + the storm kindler's Wisdom 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 speed equal to double her base land speed with perfect maneuverability, the air, aquatic, and water subtypes, and the amphibious special quality. The storm kindler never is forcibly moved nor does she take any penalties underwater or in high winds. She can still take hit point damage from wind and water effects.
 
 
 
== Table: Storm Kindler ==
 
{| class="wikitable"
 
|rowspan=2| '''Class<br>Level''' || rowspan=2| '''Base Attack<br>Bonus''' || rowspan=2| '''Fort<br>Save''' || rowspan=2| '''Ref<br>Save''' || rowspan=2| '''Will<br>Save''' || rowspan=2| '''Special''' || colspan=10 align="center" |'''Spells per Day'''
 
 
|-
 
|-
|| 0 ||1 ||2 ||3 || |4 ||5 || 6 || 7 || 8 || 9
+
||2|||5|||5
 
|-
 
|-
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Nature sense, orisons, wild empathy ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"|
+
||3|||7|||8
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Oceanic spirit (resist 5) ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"|
+
||4|||9|||11
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Seasight ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
||5|||11|||14
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Storm shape (20 ft., Small, 1d3) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
||6|||13|||17
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Aura of calm (5 ft.) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"| ||valign="top"| ||valign="top"|
+
||7+|||15+|||Never
 +
|}
 +
 
 +
=== Seasight (Su)  ===
 +
At 2nd 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 4th 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 11th level, allies in the storm kindler's aura are treated as two size categories larger for the purpose of wind effects.
 +
 
 +
=== Storm Shape (Su) ===
 +
{| class="wikitable" align=right
 +
|+'''  Table: Storm Kindler Whirlwind '''
 +
|valign="bottom"| '''Level''' ||valign="bottom"| '''Height''' ||valign="bottom"| '''Maximum <br>Lift Size''' ||valign="bottom"| '''Bludgeoning &<br> ElectricityDamage'''
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Wave breaker ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 6 ||valign="top"| 10 ft. ||valign="top"| Tiny ||valign="top"| 1d6
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Aura of calm (10 ft.) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"|
+
|valign="top"| 7 ||valign="top"| 10 ft. ||valign="top"| Tiny ||valign="top"| 1d6
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Storm shape (30 ft., Medium, 1d4) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"|
+
|valign="top"| ||valign="top"| 20 ft. ||valign="top"| Small  ||valign="top"| 2d6
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Aura of calm (15 ft.), venom immunity ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| ||valign="top"|
+
|valign="top"| ||valign="top"| 20 ft. ||valign="top"| Small  ||valign="top"| 2d6
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Oceanic spirit (resist 10) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| ||valign="top"| ||valign="top"|
+
|valign="top"| 10 ||valign="top"| 30 ft.  ||valign="top"| Medium  ||valign="top"| 3d6
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Aura of calm (20 ft., +4), thunderstruck ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| ||valign="top"|
+
|valign="top"| 11 ||valign="top"| 30 ft. ||valign="top"| Medium  ||valign="top"| 3d6
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Storm shape (40 ft., Large, 1d6) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"|
+
|valign="top"| 12  ||valign="top"| 40 ft. ||valign="top"| Large  ||valign="top"| 4d6
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Aura of calm (25 ft.), weather's fury 3d6 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| ||valign="top"|
+
|valign="top"| 13 ||valign="top"| 40 ft. ||valign="top"| Large  ||valign="top"| 4d6
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Eye of the storm, oceanic spirit (resist 20) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —
+
|valign="top"| 14  ||valign="top"| 50 ft.  ||valign="top"| Huge  ||valign="top"| 5d6
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Aura of calm (30 ft.), weather's fury 4d6 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"|
+
|valign="top"| 15  ||valign="top"| 50 ft. ||valign="top"| Huge  ||valign="top"| 5d6
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Fickle winds, storm shape (50 ft., Huge, 1d8) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"|
+
|valign="top"| 16  ||valign="top"| 60 ft.  ||valign="top"| Gargantuan  ||valign="top"| 6d6
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Aura of calm (35 ft.), weather's fury 5d6 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
+
|valign="top"| 17  ||valign="top"| 60 ft. ||valign="top"| Gargantuan  ||valign="top"| 6d6
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Echoing thunder ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
+
|valign="top"| 18 ||valign="top"| 70 ft.  ||valign="top"| Colossal  ||valign="top"| 7d6
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Aura of calm (40 ft.), weather's fury 6d6 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
+
|valign="top"| 19 ||valign="top"| 70 ft. ||valign="top"| Colossal  ||valign="top"| 7d6
 
|-
 
|-
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Storm mastery, storm shape (60 ft., Gargantuan, 2d6) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
+
|valign="top"| 20 ||valign="top"| 80 ft. ||valign="top"| Colossal  ||valign="top"| 8d6
 
|}
 
|}
 +
 +
At 6th 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 storm shape moves into an area of  insufficient height, the transformation ends, but note that the whirlwind may destroy houses without losing coherence.
 +
 +
On her turn, as a free action, the storm kindler can vary the height of the funnel between 20 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 Storm Shape and Weather's Fury. 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.
 +
Objects also take this damage, and are destroyed if any bludgeoning damage penetrates their hardness. The storm kindler can cast spells normally in whirlwind form.
 +
 +
The wirlwing can pick up and carry creatures and objects up to the size listed in Table: Storm Kindler Whirlwind.
 +
Creatures and objects in the whirlwind at any time that can be lifted and 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 and 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 a distance equal to the height of the whirlwind without triggering attacks of opportunity. The same thing happens when the whirlwind ends for any reason.
 +
 +
A storm kindler in whirlwind form gains DR 10/magic. Creatures carried by the whirlwind (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. A storm kindler in whirlwind form has no natural armor, cannot use weapons and can only use armor with the ''wild'' special ability.
 +
 +
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. The vortex form's upper end is on the surface of the water, making its surface danger zone larger. A vortex does cold damage instead of electricity damage. A storm kindler in vortex form gains a swim speed equal to her height instead of a fly speed. A storm kindler cannot move from water to air or vice-verso in either whirlwind or vortex form, she must initiate a new transformation to move from one medium to the other.
 +
 +
=== Wave Breaker (Su)  ===
 +
At 7th level, a storm kindler gains the aquatic subtype and a swim speed of 60 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 8th 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, cold, 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 ''[http://www.d20pfsrd.com/magic/all-spells/f/fickle-winds fickle winds]''<sup><sup>sup>UM</sup></sup></sup> 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 cold, 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 19th 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 ==
 +
 
<!-- OGL -->
 
<!-- OGL -->
<noinclude>{{OGL}}</noinclude>
+
<noinclude>== OGL ==
 +
{{OGL}}</noinclude>
 +
=== 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.

Revision as of 17:25, 18 August 2017

ApathApath Logo
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 supplants 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 Sorcerer option, 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), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 2 + 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

A storm kindler casts arcane spells drawn from the sorcerer 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).

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

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.

Oceanic Spirit (Su)

A 1st level storm kindler never needs to make concentration checks because of weather. At 5th level she gains resistance to cold 5, electricity 5 and sonic 5. At 10th level, her resistances increase to 10. At 20th level, her resistances increase to 20.

Table: Storm kindler
Bloodline Spells
Level
of Spell
Level for
Sorcerer
Level for
Storm kindler
1 3 2
2 5 5
3 7 8
4 9 11
5 11 14
6 13 17
7+ 15+ Never

Seasight (Su)

At 2nd 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 4th 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 11th 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
Bludgeoning &
ElectricityDamage
6 10 ft. Tiny 1d6
7 10 ft. Tiny 1d6
8 20 ft. Small 2d6
9 20 ft. Small 2d6
10 30 ft. Medium 3d6
11 30 ft. Medium 3d6
12 40 ft. Large 4d6
13 40 ft. Large 4d6
14 50 ft. Huge 5d6
15 50 ft. Huge 5d6
16 60 ft. Gargantuan 6d6
17 60 ft. Gargantuan 6d6
18 70 ft. Colossal 7d6
19 70 ft. Colossal 7d6
20 80 ft. Colossal 8d6

At 6th 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 storm shape moves into an area of insufficient height, the transformation ends, but note that the whirlwind may destroy houses without losing coherence.

On her turn, as a free action, the storm kindler can vary the height of the funnel between 20 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 Storm Shape and Weather's Fury. 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. Objects also take this damage, and are destroyed if any bludgeoning damage penetrates their hardness. The storm kindler can cast spells normally in whirlwind form.

The wirlwing can pick up and carry creatures and objects up to the size listed in Table: Storm Kindler Whirlwind. Creatures and objects in the whirlwind at any time that can be lifted and 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 and 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 a distance equal to the height of the whirlwind without triggering attacks of opportunity. The same thing happens when the whirlwind ends for any reason.

A storm kindler in whirlwind form gains DR 10/magic. Creatures carried by the whirlwind (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. A storm kindler in whirlwind form has no natural armor, cannot use weapons and can only use armor with the wild special ability.

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. The vortex form's upper end is on the surface of the water, making its surface danger zone larger. A vortex does cold damage instead of electricity damage. A storm kindler in vortex form gains a swim speed equal to her height instead of a fly speed. A storm kindler cannot move from water to air or vice-verso in either whirlwind or vortex form, she must initiate a new transformation to move from one medium to the other.

Wave Breaker (Su)

At 7th level, a storm kindler gains the aquatic subtype and a swim speed of 60 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 8th 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, cold, 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 windssup>UM 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 cold, 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 19th 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

OGL

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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.