Talk:Storm Kindler (Apath)

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Druid-Only Version

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, but their main ability is to sow chaos and 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 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.

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)

Table: Storm Kindler Storm Shape
and Weather's Fury
Level Maximum
Height
Maximum
Size
Bludgeoning
Damage
Weather's
Fury
4-7 20 ft. Small 1d3
8-11 30 ft. Medium 1d4
12 40 ft. Large 1d6
13-14 40 ft. Large 1d6 3d6
15 40 ft. Large 1d6 4d6
16 50 ft. Huge 1d8 4d6
17-18 50 ft. Huge 1d8 5d6
19 50 ft. Huge 1d8 6d6
20 60 ft. Gargantuan 2d6 6d6

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.

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.

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.

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 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 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
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

Sorcerer-Only Version

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.

Class Information

This is a prestige archetype. Stormbloods are sorcerers who change into whirlwinds.

Prestige Class: Storm kindler from Pathfinder Campaign Setting: Paths of Prestige, with the Storm-Lashed feat from Pathfinder Campaign Setting: The Inner Sea World Guide.

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.

Class Skills

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.

Class Features

Stormbloods have all the class features of sorcerers, except as noted.

Spells

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).

Table: Stormblood
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
4 —— —— —— —— ——
5 3 —— —— —— —— ——
3 6 4 —— —— —— —— ——
6 4 2 —— —— ——
6 4 3 —— —— ——
6 4 3 —— —— ——
6 5 4 —— ——
8 6 5 4 —— ——
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 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.

Bloodline

A stomblood must have a bloodline linked to air, water, weather, or nature's wrath in general. The following bloodlines fit these concepts.

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.

Bonus Languages

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.

Storm-Lashed

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.

Table: Stormblood
Bloodline Spells
Level
of Spell
Level for
Sorcerer
Level for
Stormblood
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 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.

Thunderstruck (Su)

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)

Table: Stormblood Storm Shape
and Weather's Fury
Level Maximum
Height
Maximum
Size
Bludgeoning
Damage
Weather's
Fury
8 20 ft. Small 1d3
9 20 ft. Small 1d3 3d6
10 30 ft. Medium 1d4 3d6
11 30 ft. Medium 1d4 4d6
12 40 ft. Large 1d6 4d6
13 40 ft. Large 1d6 5d6
14 50 ft. Huge 1d8 5d6
15 50 ft. Huge 1d8 6d6
16 60 ft. Gargantuan 2d6 6d6
17 60 ft. Gargantuan 2d6 7d6
18 70 ft. Colossal 2d8 7d6
19 70 ft. Colossal 2d8 8d6
20 80 ft. Colossal 2d8 8d6

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.

Table: Stormblood

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
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
3rd +2 +1 +1 +3 Bloodline power 4 3
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
6th +4 +2 +2 +5 Thunderstruck 5 4 3
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
12th +9/+4 +4 +4 +8 Wave breaker 5 5 5 4 3
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:

  • Spells
  • 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.