Anda di halaman 1dari 14

Stormcaller

Alignment Any Hit Die D6. Class Skills The Stormcallerss class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Survival (Wis), and Spellcraft (Int). Skill Points at 1st Level (2 + Int modifier) 4. Skill Points at Each Additional Level 2 + Int modifier. Class Features Progression: The Storm Caller follows the poor progression for its base attack bonus, fort and reflex saves, and good progression for will saves.

Weapons and Armor Proficiency Storm callers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Storm Callers gestures, which can cause her spells to fail. Spells To learn or cast a spell, a Storm Caller must have a Wisdom score equal to at least 10+spell level. The Difficulty class for a saving throw against a Storm Callers spell is 10 +Spell level+Wisdom Mod. Like other spell casters, a Storm Caller can only cast a certain number of spells of each spell level per day. Her base daily spells allotment is given below. In addition, she receives bonus spells per day if she has a high enough wisdom score. Unlike a Wizard or Cleric, a Storm Caller need not prepare her spells in advance. She can cast any spell from the Storm Caller spell list, assuming she has not yet used up her spells for the day at that spell level. She does not have to choose ahead of time which spells shell cast. Only one magical storm can hover over a particular area at any given time. Any additional storm like spells cast by the Storm Caller is wasted, and a spell for the day is lost.

Elemental Mastery A Storm Caller, upon reaching level 3, must decide upon which sort of magic they wish to master. By mastering a type of weather magic, their spells become more potent. The DC against the Storm Callers spells for the mastered spell raises an additional bonus equal to her wisdom modifier, and may gain additional abilities. For spells of the other schools, they become less potent, and the Storm Caller loses half her wisdom modifier when casting these spells. They also gain additional bonuses depending on their chosen mastery. The Mastery list is as follows: Celestial: The Storm Caller may form a sphere of 10 foot light equal to a small lantern. If she is outside, and there is daylight, she may turn the sphere into a blinding white light that will blind everyone within 30 feet for 1d4 rounds unless they succeed on a fort save 10+Wis+Casters Spell Level. She may exist comfortably in hot environments. In addition, any damaging or offensive spell they cast, if successful, will also simultaneously incur a -1 circumstance penalty to their targets attack and damage for their next round. Blind Creatures are not affected by this ability, Storm: The Storm Caller gains complete immunity to electrical damage, and take half damage from Acid attacks. In addition, they may spend 1 day concentrating to summon a single Small Air elemental companion to follow and fight for them. If the Storm caller has a familiar through any other means, they may not receive the Air Elemental. If the Air Elemental dies, its body disappears, and will reappear the following day at 1hp. They may be healed by any healing spell, but not by any potion. The Air Elemental speaks Auran and Common, but rarely does so. Every level of Storm Caller raises the Air elementals HD by 2. Increase its stats and abilities accordingly. Earth: The Storm Caller may encase their body completely in Crystalline Armor, giving them a natural AC bonus of their Storm Caller level + 1. This ability may only be used if the Storm Caller is wearing no other armor, and this AC bonus does not stack with natural AC bonuses from any other source. This armor does not incur any arcane spell failure chance, nor does it impede the Storm Caller in any way. With this armor, the Storm Caller may exist comfortably in hot or cold environments. The Crystalline armor also imparts upon the Storm Caller a DR2/+2. They may use this ability as often as they wish, forming the armor is an instant action, but they must leave the form to receive proper rest.

Level 1 Spells: Solar Bolt [Celestial, Fire] Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft. /level) Targets: Up to two creatures who must be within 15 feet Saving Throw: None Spell Resistance: Yes Indoors/Outdoors: Both A bolt of solar energy flies towards two selected enemies. You may chose to fire two bolts, but the second bolt may not target the same as the first. Each bolt is a ranged touch attack to hit, and deals 1d6+1 per caster level (maximum 4d6+4, maximum 8d6+8 if Celestial Specialist) points of fire damage. Sunburn [Celestial, Fire] Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft. /2 levels) Targets: One creature Saving Throw: Reflex negates Spell Resistance: Yes Duration: Concentration, up to 2 round/level Indoors/Outdoors: Both A stream of solar energy appears from your eyes, stunning any person or creature you stare at. Each turn, you may pick a new target infront of you, and within range. By staring at the target, they become distracted, and receive a -1 to their rolls. If the Storm Caller is a Celestial Specialist, this penalty rises to -2, and may affect even blind creatures. They also take 1d6 damage and an additional 1d4 points of damage for each round of combat you stare at them (maximum 5d4 at level 5. If Celestial Specialist, there is no maximum). If you are hit by any hostile attack, this spells effect ends immediately. If the creature is blind, they do not receive the -1 from being distracted, unless otherwise noted.

Midnight Sun [Celestial] Casting Time: 1 Minute Radius: 60 + 10 ft. /level Duration: Concentration, up to 1 round /level Indoors/Outdoors: Outdoors Only Spell Resistance: Yes Saving Throw: Will halves You seem to shine as bright as the sun, illuminating an area up to 60ft. + 10ft. /level around you as though it were actual daylight, and dim light for an additional 60ft. beyond that. This spell does not cause damage for creatures that are damaged or destroyed by bright light, but it can blind or dazzle them. If they are Celestial specialized, any undead within the bright area receive 1d4 damage per round that the light illuminates them. If the sky is cloudy, the radius is reduced to 20ft + 5ft. /level. If they are Celestial Specialized, they do not receive this penalty when it is cloudy. Soothing Rain [Storm] Casting Time: Full Round Action Radius: 400 ft. + 75ft. /level Duration: 1 minute /level Indoors/Outdoors: Outdoors Only Spell Resistance: No Saving Throw: Will Negates (harmless)

For the first three rounds after casting, the sky above begins to fill with low, light blue clouds, as though a sun shower is forming. After the third round of combat (approximately 18 seconds), a gentle rain falls to the ground, soothing the Storm Caller and her allies wounds. For each round of combat where the party member is under the rain, they are healed for 1hp for every fourth level beyond the first (2hp at level 5, 3hp at level 9, etc) on the Storm Callers round, up to half their total HP. It is a light rain, and so leaves very little water on the ground, if any. The water can be caught and used to drink, however, and is fresh and clear of impurities, but is otherwise non-magical. If it is below freezing, the rain falls as snow, but otherwise functions exactly the same If she is Storm specialized, her party is instead cured for 2hp for every fourth level beyond the first (4hp at 5, 6hp at 9, etc), and may be healed to their maximum HP total instead.

Intensify Storm [Storm] Casting Time: Swift Action The following Storm caller spell or a Storm already cast by the Storm Caller is affected as though it had been cast by a caster with an ECL one level higher. If they are storm specialized, the effective level is raised by two. A storm or spell may not be affected by this manner more than once. The caster may hold his charge for 1 hour a level, to a maximum of 20 hours at level 20, but loses it the moment they rest. Favorable Wind [Storm] Casting Time: Standard Action Radius: 60 ft. + 10ft. /level Duration: 1 hour /level Indoors/Outdoors: Outdoors Only Spell Resistance: No Saving Throw: Will Negates (harmless) A favorable wind blows at your backs, making each step easier then the last. The Storm Caller and all allies within the radius of the spell have their out of combat movement speed increased by 10ft. (plus additional 5ft 2/levels, beyond the first, to a maximum of 30 feet total). If they are in combat, this bonus drops to 5ft (plus an additional 5ft 2/levels, to a maximum of 15), and the Storm Caller must concentrate on the spell each round of combat. If the Storm Caller is hit, and fails their concentration check, the spell fails. If Storm specialized, the speed bonus doubles for both in and out of combat. The Storm Caller does not have to make concentration checks out of combat Forceful Wind [Storm, Force] Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft. /2 levels) Targets: One creature Saving Throw: Reflex negates Indoors/Outdoors: Both* You focus a blast of wind directed at your target, throwing them off balance. If you succeed with a ranged touch attack, and are outdoors, the target moves one space in the direction you chose, incurring any penalties they may have for doing so. For each a dditional attempt made on the target, they receive an additional +5 circumstance to their reflex roll. If the opponent declares dodge against you, they receive an additional +5 to their reflex roll. If the Storm Caller is Storm Specialized, they may use th is ability indoors, and may push up to a large sized creature.

Pushing into an occupied space foils the spell. For each size category smaller than the maximum creature sized allowed, they may chose to push an additional space, or an additional creature of that size. (Ex: One medium one space, or one small creature two spaces). This ability can also be used to push objects, flames, and other such objects a strong sudden wind could push. Level 2 Spells: Read the Stars [Celestial] Casting Time: 1 minute Targets: Self Duration: 1 day Saving Throw: Will (harmless) Indoors/Outdoors: Both(at night only) If the Storm caller can see a small number of stars, she may read the stars to gain insight into their current situation. Reading the stars grants the Storm Caller a +2 insight bonus for the remainder of the day to the following skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Heal, Intimidate, Knowledge(any trained) Perform (any trained), Sense Motive, Sleight of Hand, Spellcraft, Survival, and Use Magic Device. The Storm Caller automatically knows which direction North is, and if they can see the moon, knows exactly what time of night it is. If the Storm Caller is Celestial specialized, they may, for 1 minute after casting the spell, make a single bardic knowledge check on any subject with a +4 bonus. This bonus is lost when they sleep Clear Sky [Celestial] Casting Time: 1 minute Duration: 1 hour/level Radius: 300ft. Indoors/Outdoors: Both The Celestial Storm Caller, looking to the sky, can push any non-magical clouds and storms away from them. Powerful storms, such as tornados or hurricanes might not be affected, but regular rainstorms (no matter how severe) are. If the storm is magical, the spell fails instantly. The Clearing in the sky follows the Storm Caller. If the Storm caller is Celestial Specialized, they may use this spell as a counter-spell to any storm or storm like spell. Under this circumstance, the Storm Caller may hold the Clear Sky charge for one day, while retaining the ability to cast other spells. They may not hold another spell while they are holding Clear Sky, and this spell is lost once they sleep

Heat Wave [Celestial] Casting Time: 1 Standard Action Duration: 1 minute/level Radius: 1 mile/level Indoors/Outdoors: Outdoors Calling forth the gentle warmth of the Sun, the Storm Caller heats the surrounding area to that of a warm, summer day. This effect melts snow at a quickened pace, affects creatures who cannot tolerate heat, and protects anyone within its radius from cold effects, providing them a 10dr/cold. Plants and trees seem to grow much faster, growing a months worth of growth every minute. Cold creatures must begin taking survival checks, DC10+Level, or else become fatigued due to the sudden change in heat, imparting a -1 Circumstance penalty to all attack rolls, saves, and skill checks. If used in a cold climate (below freezing), this effect effectively raises the moral of all allies, granting them a +1 Circumstance bonus to all attack rolls, and returning 2hp a round, to half their maximum HP total. If used in a desert, or otherwise already hot climate, the weather becomes unbearably warm, and most unprotected creatures will have to immediately make survival checks, DC10 + Level, or else become fatigued due to the blistering heat. Creatures unaffected by extreme heat do not have to make this check. The storm caller automatically succeeds on these survival checks, but her party must still roll. If used in a temperate climate, vegetation grows at an accelerated pace, as above, and creatures regenerate wounds at 1hp/minute, up to half their total maximum HP total.

Dust Storm [Celestial] Casting Time: 1 Standard Action Duration: 1 round/level Radius: 10 foot cone Indoors/Outdoors: Both A sudden rush of air pushes magical dirt and dust into the eyes of your foes. The target receives a -2 to all attack rolls while within the storm, and for 2 rounds after leaving the storm. If the target remains within the storm for more than 1 round, it immediately deals 2d6 points of damage to the target. If the Storm caller is Celestial specialized, the target is instead blinded by the dust storm while within it, and for two rounds after leaving its area.

Hailstorm [Storm, Cold] Casting Time: 1 Standard Action Duration: 2 rounds + 1 round/level Range: Long (400ft + 40ft/ level) Radius: 100 foot radius Indoors/Outdoors: Outdoors The skies above darken, as hail pummels those below. For the first two rounds, clouds form and darken above the battlefield, and an icy breeze seems to rush through the area. After the first two rounds, the Hail deals 2d4 points of bludgeoning damage to every creature in the area. The hail itself is not magical, and can easily be melted by any means that would normally do so. The hail does not affect the Storm Caller, but will any unprotected allies. Undead take half damage from this effect. If the Storm Caller is Storm specialized, the icy wind becomes nearly unbearable, and every creature takes 1d6 points of cold damage. This bonus increases to 2d6 at level 5, and finally 6d6 at level 15. This damage can be prevented by any way that would normally prevent cold damage (such as a large fire, being indoors, etc) and does not affect the Storm Caller in any way. The wind also extinguishes torches and small fires. Rain Storm [Storm] Casting Time: 1 Standard Action Duration: 2 rounds + 1 round/level Range: Long (400ft + 40ft/ level) Radius: 100 foot radius Indoors/Outdoors: Outdoors For 2 rounds, the clouds form and darken around the area. After these rounds, a heavy rain pours from the skies, making all surfaces significantly slippery. Any creature moving must make a balance check as if making a will save against the Storm callers spell. Failure by 5 means that the creatures cant move at all and failure by more than this indicates the creature fell completely. This heavy rain extinguishes torches, and small fires. In addition, all spot and listen checks receive a 15 penalty, due to the pounding rain, and visibility is reduced to 30 feet, even with dark vision. If the Storm Caller is Storm specialized, the spot and listen checks penalty is reduced by another -5, and this effect does not affect the Storm Caller..

Snow Storm [Storm, Cold] Casting Time: 1 Standard Action Duration: 2 rounds + 1 hour/level Range: Long (400ft + 40ft/ level) Radius: 100 foot radius Indoors/Outdoors: Outdoors For 2 rounds, the clouds form and darken around the area. After these rounds, a heavy snow falls from the skies, reducing all vision (including dark vision) to no more than 50 feet maximum. The snow coats all surfaces, and falls upon invisible creatures, outlining their invisible form, effectively removing their invisibility for the duration of the spell. Creatures also take a -20 on move silently checks (they are easy to see and hear), but any creature already hiding when the snow begins to fall gains a +15 to their hide checks. The storm suitably cools the area just enough to allow the snow to remain on the ground, but no more. Every hour, 1d12 inches of snow falls. After the first hour, surfaces can become slippery, forcing a balance check of DC10. If the Storm caller is Storm Specialized, they may add an additional 1d10 to their roll to determine how much snow falls each hour.

Dismiss Storm [Storm] Casting Time: Full Round Action Range: Unlimited Indoors/Outdoors: Both The Storm Caller dismisses any magical storm they have summoned. Any effects caused by this storm end immediately, and any clouds formed by the storm dissipate shortly thereafter.

Level 3 Spells: Shield of the Stars [Celestial] Casting Time: 1 minute Targets: One Person on touch Duration: 1 day Saving Throw: Will (harmless) Indoors/Outdoors: Both (At Night only) If the Storm Caller can see at least several stars from a night sky, the Storm Caller can call upon the strength of the Stars above to imbue an ally (or herself), with a Shield from the Stars. This shield lasts for one day, and each person may only have one shield active on them at any given time: Any additional castings only reset the spells duration. The shield covers the recipients body, and has a slight shimmer, almost sparkling. The person shielded this way gains +2 Divine bonus to their AC, and any force based attacks against them (such as Magic Missile) have a 50% chance to do no damage.

If the Storm Caller is Celestial specialized, the chance for a force based attack to do no damage is increased to 100%, and the recipient gains a +2 to all saves. Eclipse of the Moon [Celestial] Casting Time: 1 minute Radius: 20 miles Duration: 1 minute Indoors/Outdoors: Both (At Night only) The Storm Caller can cause a shadow to cover the moon, blackening the area within 20 miles of them. This darkness is unnatural, and gives people and creatures a +15 to their hide checks. If there is no other source of light, then the land itself is covered in pitch black, and requires dark vision to see. If there is at least a small amount of visible light, low-light vision functions as normal. If the Storm Caller is celestial specialized, they can see through this darkness as though it were daylight. During this time, the Storm Caller receives a +2 moral bonus to all skill checks.

Solar Symbiosis [Celestial] Casting Time: 1 Standard Action Targets: One Person on touch Duration: 1 minute Indoors/Outdoors: Both (Daylight Only) The Storm Caller, upon touching a target, turns their skin a slight tinge of green. If they are within daylight, their wounds heal at a quickened pace, and they heal 2hp every round, up to half their maximum HP. If the Storm Caller is Celestial specialized, this effect increases to 4hp a round, the target is healed for 1d12+level instantly when first touched. Their strength also increases by 4 for the duration of the effect. Celestial Singularity, Minor [Celestial, F orce] Casting Time: 1Full Round Action Range: Medium (100 ft. + 10 ft. /level) Targets: Up to two separate creatures who must be within 20 feet, plus 1 Creature as the epicenter. Saving Throw: Will Save Spell Resistance: Yes Indoors/Outdoors: Both The Storm Caller steals a portion of up to two separate targets souls, using them to anchor a dimensional tear centered above the creature selected as the epicenter. Negative energies flow from the creatures targeted this way towards the epicenter floating several feet above the targets head, which is a black ball that seems to radiate negative electricity. The ball disappears after the spell ends. Each creature used to fuel the Celestial Singularity receives 1d4 points of temporary con damage. For each point of constitution lost this way, the targeted creature takes that much damage in d8 dice rolls. For example, if 5 points of Con Damage is drained from two creatures, the epicenter deals 5d8 points of damage to the target at the epicenter. If a creature succeeds on its will save, they receive no constitution drain. The creature in the epicenter receives no save. Creatures with no constitution score, and undead, may not be targeted as dimensional anchors, but may be targeted as the epicenter. The Storm Caller and her allies are perfectly valid targets for the dimensional anchors. If the Storm caller is celestial specialized, they do an additional 2 damage/level to the creature at the epicenter, regardless of con drained, and the distance they can drain from increases to 40 feet, from 20.

Force of Nature [Storm] Casting Time: 1 Standard Action Targets: 1 creature Range: Long (400ft + 4 0/level) Saving Throw: Will Save Indoors/Outdoors: Both (At Night only) The Storm Caller calls upon the forces of nature to judge the selected target. If they are good, add 20 to their roll. Add 15 if they are neutral, and subtract 20 if they are evil. If they go below 1, treat as 0, if above 100, treat as 100. For any negative effects, roll will saves twice, and take the higher roll.

D% 0-3 4-10 11-15 16-25 26-36 37-55 56-65 65-74 75-84 85-94 95-100

Effect
An explosion rips through the air. Fort save or Death. 10d6 damage otherwise 4d20 + 20 electrical damage , Will save or struck blind and deaf by a lightning bolt striking the target 6d6 + 10 electrical damage, a lightning bolt strikes the target. 2d4 points of temporary Constitution, Strength, and Dexterity damage, they are struck with an unnatural freezing (or warmth if they are unaffected by cold) sensation. 5d6 points of fire damage. Storm Caller may heal an ally for the amount of damage done. Fireballs rain from the sky. 20 foot radius around target, 2d6 damage a round, for 3 rounds. Target is healed of all diseases, poisons, and healed for 4d6 Damage. Target is healed of all diseases, poisons, blind effects, deaf effects, and is healed for 4d8+8 damage
Target is healed of all diseases, poisons, blind effects, deaf effects, and is healed for 4d10+10 damage

Target is healed up to full health


Target is healed to full health, all ill effects removed

Words of the Winds [Storm] Casting Time: 1Full Round Action Range: Within this plane Targets: One person per two levels Saving Throw: Will Save/Aware Indoors/Outdoors: Both The storm caller calls upon the winds to carry a message. By focusing, the Storm Caller may send a sentence consisting of 10 words or less to any target they know of, and know of their rough location. The target hears the message as though someone is whispering in the ears. They must first make a listen check, DC10 to hear the message. A will save alerts the recipient that they are receiving a message from you, otherwise they will be unsure as to where the message came from. When casting the spell, you may chose to inform them who it is coming from instead, this applies to all recipients. If you are Storm Specialized, you may increase the volume of the message loud enough so that under normal conditions, they do not require a listen check, and include a small illusion.

Anda mungkin juga menyukai