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A few sorcerers are more tied to the storm than to anything else. It is as if their very blood was a whirlwind, breaking free to become a torrent of magical power. Their power is less diverse than that of other sorcerers, but they still command a respectable range of spells.
- 1 Class Information
- 2 Class Features
- 2.1 Spells
- 2.2 Bloodline
- 2.3 Bonus Languages
- 2.4 Oceanic Spirit (Su)
- 2.5 Storm-Lashed
- 2.6 Seasight (Su)
- 2.7 Aura of Calm (Su)
- 2.8 Thunderstruck (Su)
- 2.9 Wave Breaker (Su)
- 2.10 Storm Shape (Su)
- 2.11 Weather's Fury (Su)
- 2.12 Eye of the Storm (Su)
- 2.13 Fickle Winds (Sp)
- 2.14 Echoing Thunder (Su)
- 2.15 Storm Mastery (Su)
- 3 Table: Stormblood
- 4 Summary of Changed Class Abilities
This is a prestige archetype. Stormbloods are sorcerers who change into whirlwinds.
Build Classes: Sorcerer.
Role: Stombloods command much of the power of regular sorcerers, but their greatest power is the raw destruction and chaos their whirlstorm form causes.
Hit Die: d6.
The stormblood'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.
Stormbloods have all the class features of sorcerers, except as noted.
A stormblood 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. A stormblood can only cast sorcerer spells of level up to six and has no access to sorcerer spells of level 7 or higher - these are not on her spell list.
To learn or cast a spell, a stormblood must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a stormblood’s spell is 10 + the spell level + the stormblood’s Charisma modifier. A stormblood can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Stormblood. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A stormblood’s selection of spells is extremely limited. A stormblood begins play knowing four 0-level spells and two 1st-level spells of the stormblood’s choice. At each new stormblood level, she gains one or more new spells as indicated on Table: Stormblood Spells Known. (Unlike spells per day, the number of spells a stormblood knows is not affected by her Charisma score. The numbers on Table: Stormblood Spells Known are fixed.)
Upon reaching 5th level, and at every third stormblood level thereafter (8th, 11th, and so on), a stormblood can choose to learn a new spell in place of one she already knows. In effect, the stormblood “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 stormblood spell she can cast. A stormblood 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 stomblood must have a bloodline linked to air, water, weather, or nature's wrath in general. The following bloodlines fit these concepts.
- Aberrant Bloodline
- Aquatic Bloodline
- Boreal Bloodline
- Djinni Bloodline
- Draconic Bloodline - Black, white, bronze, gold, or silver.
- Elemental Bloodline - Air or water
- Marid Bloodline
- Natures Wrath - New bloodline
At 2nd level, and every three levels thereafter until level 17, a stormblood learns an additional spell, derived from her bloodline. These spells are added to the stormblood's spell list at their sorcerer spell level and also added to her list of known spells and are in addition to the number of spells given on Table: Stormblood Spells. These spells cannot be exchanged for different spells at higher levels. Note that the rate of progression is different from that given in the bloodline description (which applies to sorcerers). Spells are gained at the rate given in Table: Stormblood Bloodline Spells.
A stormblood' 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 Stormblood gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather. At 5th level she gains resistance to electricity 5 and sonic 5. At 10th level, her resistance to electricity and sonic increases to 10. At 20th level, these resistances increase to 20.
The stormblood can ignore many of the effects of severe weather. In rainy conditions, her visibility is only reduced by one-quarter (not by half ) and she only takes a –2 penalty on Perception checks. The stormblood is treated as if she was one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, against creatures, spells, and effects with the air, cold, electricity, or water descriptors she receives a +2 bonus on saving throws.
| Level for |
At 2nd level, a Stormblood can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Stormblood to see through thick silt and other aquatic precipitates.
Aura of Calm (Su)
At 4th level, allies within 5 feet of a Stormblood (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 against spells and effects with the air, cold, electricity, or water descriptors.
At 7th level, and every four levels thereafter, the Stormblood'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 Stormblood's aura are treated as two size categories larger for the purpose of wind effects, and the competence bonus on saving throws doubles to +4.
At 6th level, a Stormblood becomes immune to the deafened condition.
Wave Breaker (Su)
At 7th level, a stormblood gains the aquatic subtype and 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.
Storm Shape (Su)
| Weather's |
At 8th level, a stormblood 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. The whirlwind is always 5 feet wide at its base. Each turn, the stormblood 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: Stormblood Storm Shape and Weather's Fury, except that weather's fury damage is not reduced. 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 may destroy houses without losing coherence. The stormblood gains either fly (average) or swim speed (in vortex form, see below) equal to her current height when in storm shape. The maximum height, size of lifted creatures, and bludgeoning damage increases by level as given in Table: Stormblood Storm Shape and Weather's Fury.
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: Stormblood Storm Shape and Weather's Fury (Reflex save for half DC 10 + 1/2 the stormblood's class level + the stormblood's Charisma modifier). Objects also take this damage, and are destroyed if any damage penetrates their Hardness. The stormblood can cast spells normally in whirlwind form.
Creatures and objects in the whirlwind at any time that are not too big to lift and who failed to save against the damage are trapped in the whirlwind. At 8th level the whirlwind can trap a Small or smaller creatures, and this size limit increases by one size category for every two levels after level 8. A lifted creature can take no actions and is moved along with the whirlwind when the stormblood moves. Creatures inside the whirlwind (including the stormblood) 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 to which the Reflex save bonus applies).
At the end of the stormblood'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.
If the stormblood 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.
Weather's Fury (Su)
At 9th level, a Stormblood 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 inside the whirlwind. This is reduced by the same saving throw as storm shape.
This damage increases by 1d6 every two levels after level 9.
Eye of the Storm (Su)
At 13th level, a Stormblood becomes immune to damage and detrimental effects from non-magical 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 Stormblood can call the winds to her defense, protecting her as the spell fickle windssup>UM</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 Stormblood 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 Stormblood's class level + the Stormblood's Charisma modifier) or take an amount of electricity or sonic damage equal to the amount the Stormblood resisted.
Storm Mastery (Su)
At 19th 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 stormblood never is forcibly moved by wind or water nor does she take any damage or penalties underwater or in high winds.
| Base Attack
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Bloodline power, cantrips, eschew materials, oceanic spirit, Storm-Lashed||3||1||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Bloodline spell 1, seasight||4||2||—||—||—||—||—|
|4th||+3||+1||+1||+4||Aura of calm (5 ft.)||4||3||1||—||—||—||—|
|5th||+3||+1||+1||+4||Bloodline spell 2, oceanic spirit (resistance)||4||4||2||—||—||—||—|
|7th||+5||+2||+2||+5||Aura of calm (10 ft.), bloodline feat||5||4||3||1||—||—||—|
|8th||+6/+1||+2||+2||+6||Bloodline spell 3, storm shape (20 ft., Small)||5||4||4||2||—||—||—|
|9th||+6/+1||+3||+3||+6||Bloodline power, weather's fury||5||5||4||3||—||—||—|
|10th||+7/+2||+3||+3||+7||Oceanic spirit (10), storm shape (30 ft., Medium)||5||5||4||3||1||—||—|
|11th||+8/+3||+3||+3||+7||Aura of calm (15 ft., +2 sizes), bloodline spell 4||5||5||4||4||2||—||—|
|13th||+9/+4||+4||+4||+8||Bloodline feat, eye of the storm||5||5||5||4||3||1||—|
|14th||+10/+5||+4||+4||+9||Bloodline spell 5, storm shape (50 ft., Huge)||5||5||5||4||4||2||—|
|15th||+11/+6/+1||+5||+5||+9||Aura of calm (20 ft.), oceanic spirit (15), bloodline power, echoing thunder||5||5||5||5||4||3||—|
|16th||+12/+7/+2||+5||+5||+10||Storm shape (60 ft., Gargantuan)||5||5||5||5||4||3||1|
|17th||+12/+7/+2||+5||+5||+10||Bloodline spell 6, fickle winds||5||5||5||5||4||4||2|
|18th||+13/+8/+3||+6||+6||+11||Storm shape (70 ft., Colossal), echoing thunder||5||5||5||5||5||4||3|
|19th||+14/+9/+4||+6||+6||+11||Aura of calm (25 ft.), bloodline feat, storm mastery||5||5||5||5||5||5||4|
|20th||+15/+10/+5||+6||+6||+12||Oceanic spirit (20), bloodline power, storm shape (80 ft.)||5||5||5||5||5||5||5|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Bloodline spells (all & 7-9)
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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.