Storm Kindler (Apath)

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Unofficial rules compendium

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.

Class Information

This is a prestige archetype. Storm kindlers are druids who change into whirlwinds.

Prestige Class: Storm kindler from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Druid.

Role: Storm kindlers control the battlefield and support their comrades with spells and also sow destruction in whirlwind form.

Hit Die: d8.

Class Skills

The stormblood's class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Handle Animal (Cha), 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

The storm kindler has all the druid's class features, except as noted.

Bonus Languages

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. 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.

Oceanic Spirit (Su)

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 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.

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.

Storm Shape (Su)

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 (as 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. 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 storm kindler can breathe water while in vortex form. The storm kindler gains either fly (average) or swim speed (as appropriate to her new form) equal to her current height when in storm shape. 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.

Table: Storm Shape
Level Maximum
Height
Maximum
Size
Base
Damage
4-7 20 ft. Small 1d3
8-11 30 ft. Medium 1d4
12-15 40 ft. Large 1d6
16-19 50 ft. Huge 1d8
20 60 ft. Gargantuan 2d6

The storm shape can move into enemy squares and does not trigger attacks of opportunity for doing so. She can damage and trap Small or smaller 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) and lifting it into the air if it fails 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 on a succeeding turn, place the creature in a space adjacent to the whirlwind. The maximum height, size of lifted creatures, and damage varies by level as given in Table: Storm Shape.

Aura of Calm (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. 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)

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.

Thunderstruck (Su)

At 11th level, a storm kindler becomes immune to the deafened condition.

Weather's Fury (Su)

At 13th level, a storm kindler can deal additional damage with her storm shape. In addition to her unarmed strike 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. This damage increases to 4d6 at 15th level, 5d6 at 17th level, and 6d6 at 19th level.

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 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, allowing her to use her storm shape ability at will. Additionally, she gains a fly speed equal to double her base land speed, and gains the aquatic subtype and the amphibious special quality. The storm kindler never takes penalties on her attack or damage rolls because of fighting underwater.

Table: Storm Kindler

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Nature sense, orisons, wild empathy 3 1
2nd +1 +3 +0 +3 Oceanic spirit (resist 5) 4 2
3rd +2 +3 +1 +3 Seasight 4 2 1
4th +3 +4 +1 +4 Storm shape (20 ft., Small, 1d3) 4 3 2
5th +3 +4 +1 +4 Aura of calm (5 ft.) 4 3 2 1
6th +4 +5 +2 +5 Wave breaker 4 3 3 2
7th +5 +5 +2 +5 Aura of calm (10 ft.) 4 4 3 2 1
8th +6/+1 +6 +2 +6 Storm shape (30 ft., Medium, 1d4) 4 4 3 3 2
9th +6/+1 +6 +3 +6 Aura of calm (15 ft.), venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Oceanic spirit (resist 10) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Aura of calm (20 ft., +4), thunderstruck 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Storm shape (40 ft., Large, 1d6) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Aura of calm (25 ft.), weather's fury 3d6 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Eye of the storm, oceanic spirit (resist 20) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Aura of calm (30 ft.), weather's fury 4d6 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Fickle winds, storm shape (50 ft., Huge, 1d8) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Aura of calm (35 ft.), weather's fury 5d6 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Echoing thunder 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Aura of calm (40 ft.), weather's fury 6d6 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Storm mastery, storm shape (60 ft., Gargantuan, 2d6) 4 4 4 4 4 4 4 4 4 4
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