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Storm Lord

"My fury will leave you soaking wet." A Storm Lord is really in touch with the primal power of a big ass storm. He can channel it into baddassery. Storm Lords are more prevalent in races that deal with storms. Storms take many forms, and Storm Lords can be in touch with some or all of them, and may prefer one type to another. Playing a Storm Lord: A Storm shapes the environment around it. Storm Lords generally act like Conduits. They have a limited array of at will powers that are generally applicable, but they can generally pull different tricks if the situation calls for it. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Storm Lords can be any alignment, but most strongly favor chaos over order. Doesn't stop Bob the Stormlord from talking about how Storms are really nature putting shit back into it's proper place though. (And see Tome of Trees, that's actually what Nature is doing.) Hit Die: d8 Base Attack Bonus: 3/4th Good Saving Throws: Fortitude and Ref Skill Points: 4+Int Class Skills: Balance, Concentration, Disable Device, Escape Artist, Handle Animal, Knowledge (Nature), Listen, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope. Storm Lord: 1: Call of the Storm, Angry Hands, Approaching Doom 2: Inevitable Tide, Storm Hound, Winds of Change 3: Loud noises, Blown Away, Lightning Bolt 4: Storm Immunities, Windwall 5: Majesty, Storm Hound (Fog) 6: Long Arm of the Storm, Rain Season 7: Dust Storm, Sleet Storm 8: Lightning is My Middle Name, Approaching Doom 2: Electric Boogaloo 9: Control Weather, Swift Winds 10: Storm Hound (Winds), Wind Walk 11: Eye of the Storm, Share the Storm 12: Control Winds 13: Earthquake, Wall of Lightning 14: Tornado 15: Storm Hound (Solid Fog) 16: Tsunami 17: Tornado Accompaniment 18: Let the World Weep 19: Storm Hound (Control Winds) 20: Captain Planet

Class Feature
Weapon and Armor Proficiency: Storm Lords are proficient with Tridents, Simple Weapons, Martial Weapons, and Anything made out of Lightning. He is also Proficient with Light Armor Call of the Storm (Su): A Storm Lord may cast Message, Sending, Whispering Wind, and Ghost Sound as SLAs at will. He also treats anything with the [Earth], [Water], [Air], or [Electricity] descriptors as being on his class list for the purposes of items.

Angry Hands (Su): As an attack action the Storm Lord throws Lightning from his fists. This is a Ranged Touch Attack within Short Range. It strikes for 1d4 Lightning Damage per Storm Lord level and entangles the target until the end of your next turn. Approaching Doom (Sp): The Storm Lord may cast Omen of Peril at will. Inevitable Tide (Ex): Freedom of Movement does not apply to wind effects. If your DM thinks it does, or you do. The Storm Lords wind effects still limit your movement anyway. Deal. Also, Storm Lords have weathered the most terrible of storms, and aren't afraid of that crap. They are immune to fear. Also, wind effects that have fort saves (and ones that don't) affect objects. So yes, you can gust of wind an undead or golem. Storm Hound (Su): The Storm Lord is followed by a piece of wayward storm. This is an Obscuring Mist effect that moves 100ft per round as directed by the Storm Lord. It can be directed as a free action, and dismissed, recalled, or both with a full round action. It can never be more than medium range away from the Storm Lord, and he cannot direct it if he does not have line of effect to some part of it. The Storm Hound is immune to any wind affect created by the Storm Lord, but if dispersed through another wind affect, is treated as dismissed. You may recall any level of Storm Hound you like, as long as you have reached that level. At level 5 this becomes a Fog Cloud. At level 10 a 20ft radius patch of wind blowing either inward or outward at Windstorm Speed (Use saving throw of 10+1/2 level + Wisdom modifier). At level 15 a Solid Fog effect. At level 19 a Control Winds effect at CL = Storm Lord Level. It's radius can be changed with a full round action. Winds of Change (Ex): The Storm Lord has winds whip around him, granting a +4 deflection bonus to AC and Reflex saves that increases by 1 every 3 levels (5 at 4th, 6 at 7th, ect.). Loud Noises (Sp): The Storm Lord may cause whipping wind to become very loud in a 20ft radius at medium range. This forces a fort save (10+1/2 level+Wisdom modifier) against deafness and does 2d6 Sonic damage. At level 10 a failed save also results in being stunned for 1 round. This is a level 2 effect. Blown Away (Sp): The Storm Lord may use Gust of Wind as an immediate action. Lightning Bolt (Sp): The Storm Lord may use Lightning Bolt as an at will SLA at CL equal to his character level. The save DC is 10 + 1/2 level + Wisdom mod, and there is no damage dice cap. Storm Immunities (Ex): A Storm Lord becomes immune to Sonic, Electricity, And all effects outlined under the heading "Weather" in the DMG. This includes being able to see through weather effects such as Sleet, Fog, ect. including his own. This applies even if created by a spell, but does not apply to spell effects not outlined in the DMG, such as the Solid part of a Solid Fog spell. Wind Wall (Sp): The Storm Lord may use Wind Wall as an SLA at CL = Storm Lord Level at will. Saving throw of 10+1/2 level+Wis mod. Majesty (Su) The Storm Lord flies on the winds that whip around him. He flies at average maneuverability with a speed of 40ft. He may also use Telekinesis at will but only Sustained Force and Combat Maneuver, using his Wisdom modifier for combat maneuver and a DC of 10+1/2 level+ Wis mod for sustained force. Long Arm of the Storm (Ex): Angry Hands extends to medium range. Loud Noises extends to Long range. Gust of Wind and Lightning Bolt SLAs double their range (the effect part).

Rain Season (Su): The Storm Lord can make it Rain in a 100 mile radius emanation. He can make it keep raining forever. The emanation is always centered on him. He can also stop making it rain. Sleet Storm (Sp): As the spell, at will, save DC is 10+1/2 level+Wis mod, CL = Storm Lord level. Dust Storm (Sp): A Raging Dust Storm is manifested in a 30ft Cone in front of the Storm Lord. It does 1d6 Slashing Damage per two Storm Lord levels, Ref save for half (10+1/2 level+Wis mod). The dust lingers in the air, mimicking the effects of Solid Fog for one round. This is a level 4 effect. Lightning is My Middle Name (Su): The Storm Lord can use Chain Lightning as an SLA at CL = Storm Lord level at will. Unlike the spell, it offers no saving throw, does not halve damage on successive targets, and has no dice cap. Additionally, all Storm Lord powers that do electricity damage bypass all resistance and do half damage to immune creatures. And Lightning Bolt no longer offers a save. Approaching Doom 2: Electric Boogaloo (Su): The Storm Lord may sit down and meditate for an hour, during which lots of electricity crackles around him. At the end of this hour, he obtains an answer to one question as the Divination spell with CL = Storm Lord level. He may do this Wisdom mod times per day. Control Weather (Sp): Control Weather, as the spell, at will SLA. CL = Storm Lord level. Wisdom based. DC 10+1/2 level+Wis. the usual. The same is true of all future SLAs. Swift Winds (Ex): Gust of Wind increases to Wind Storm level winds. Wind Wall becomes an immediate action. Telekinesis becomes a swift action, and maintaining it is also a swift action. Also, the Storm Lord fly speed increases to 120ft perfect fly. Wind Walk (Sp): As the spell, Wisdom, CL yadda. Eye of the Storm (Su): As a standard action, a Storm Lord can lock someone in a whirling vortex. They are paralyzed for one round per level. Reflex save to avoid. He can also use Wind Wall to wrap himself in its protection, and have it move with him. Share the Storm (Su): By performing a ritual of anointment, the Storm Lord can bless up to five creatures at a time. If he blesses a sixth, the first loses it. The ritual lasts about one hour, the benefits forever. Those so blessed gain all the advantages of the Storm Lords "Storm Immunities" class ability. Also, the Storm Lord gets a +7 Fuck You RNG bonus to checks to overcome spell resistance, dispel checks against things he made exist, and anything involving someone trying to control a magic effect that he has control over. Control Winds (Sp): Control Winds, SLA, as the spell, DC 10+1/2 level+Wis mod. CL = character level. Earthquake (Sp): Earthquake, SLA, as the spell, DC 10+1/2 level+Wis mod. CL = character level. Wall of Lighting (Sp): The Storm Lord may summon a wall of lightning within medium range that lasts for 1 minute per Storm Lord level. It fills two 5ft squares per Storm Lord level. It blocks line of sight and line of effect. Any creature or object attempting to enter the wall or move within it must make a DC 10+1/2 level+Wis mod reflex save to time their movement. A failure deals 10 Electricity damage per Storm Lord level, and they lose whatever action they used to move. Success allows them to move freely for that round at half speed. CL equals Storm Lord level. This is a level 7 effect. Tornado (Sp): As a standard action, the Storm Lord can summon a Tornado that lasts for 1 round per Storm Lord level within medium range. It is at CL = Storm Lord level and the Save DC is 10+1/2 level+Wis mod. The effect is a 40ft radius Whirlwind as the Air Elemental Special ability. It does 1d4 damage per two Storm Lord levels.

Tsunami (Sp): Storm Lords summon big ass walls of water. Everyone in the area of effect (a Cone out to Long Range) gets fucked up for 400 bludgeoning damage, and knocked prone. A successful reflex save of DC 10+1/2 level+Wis mod halves damage and negates the prone condition. The Tsunami also does double damage to objects and automatically bypasses hardness. CL = Storm Lord level. This is a level 8 effect. Tornado Accompaniment (Su): In addition to summoning Tornadoes, the Storm Lord can totally fucking be a dick and have a Tornado that surrounds him at all times and doesn't cost any actions. Let the World Weep (Sp): The Storm Lord may cast Storm of Vengeance at will as an SLA, same shit as usual applies. He may also be more badass, and summon a Storm of Please Die, which is just like his Rain Season ability except the effects are: It is either in the lowest or highest possible temperature band everywhere, and it changes daily. Every volcano is constantly erupting. Some kind of precipitation is falling, and it covers the ground and probably most buildings. Winds never decrease below Severe. Earthquakes occur randomly. Any Ocean boils, and occasionally sends off giant raging tsunamis of boiling water. Captain Planet (Rl): Having mastered the powers of Earth, Wind, Water, and Fire, you must now master the power of Heart. Your character is retired, and you may not create another one until you go out and get a girlfriend. If you already have a girlfriend, you get another one at no charge.

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