Difference between revisions of "User:The bluez in the dungeon/Folk Hero"

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<nowiki> <!-- !!!REMOVE THE FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) -->
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{{Author
 
{{Author
|author_name=the bluez in the dungeon
+
|author_name=
|date_created=06/01/2021
+
|date_created=
 
|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
|status=Complete
+
|status=<-how close to completion->
 
|editing=
 
|editing=
|balance=High
+
|balance=<!-- One of Low, Moderate, High, or Very High (closest approximation) -->
 
}}
 
}}
 
{{3.5e Class Data
 
{{3.5e Class Data
|summary=These warriors attune with the storm inside of them and dominate it to unlock their true power.  
+
|summary=<!-- A short description of your class. This will show up on the class navigation page. -->
They revere the Storm as driving force, that moves the arm, the blade and the arrow as one thing, one entity. They are elites rangers, fighters and scouts, maybe the three classes most attracted to the stormtamer.
+
|minlevel=<!--  The minimum level you can qualify for this class. -->
Contrary to the Storm's nature they must not be chaotic, lest they succumb to its sway.
+
|ability=<!-- Choose one or more of: Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Pact Magic, Alternate Magic, Psionics, Invocations, Martial Maneuvers, Sneak Attack, Bardic Music, Skirmish, or Other. If multiple abilities apply, separate them with commas. -->
|length=10
+
|progression=<!-- Choose one of: Full, Partial, Minor, Separate, Other. If the class has multiple abilities with different progressions, choose Other. -->
|minlevel=6
+
|align=<!-- Remove any of the following alignments if they are not allowed for the class: lg, ng, cg, ln, n, cn, le, ne, ce-->
|bab=Good
 
|fort=Good
 
|ref=Good
 
|will=Poor
 
|ability=Prepared Divine Spellcasting, Spontaneous Divine Spellcasting or Other.
 
|progression=Full
 
|align=lg, ng, ln, n, le, ne
 
 
}}
 
}}
  
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
==Stormtamer==
+
==<-class name->==
  
 
{{quote
 
{{quote
|Behold the strength of the Storm!
+
|<-Some quote from a character of this class->
|orig=Karwena, half-elf stormtamer
+
|orig=<-NPC name->, <-race-> <-class->
|src=The Adventures of Karwena, a self-published best seller.
+
|src=<!--The source of the quote (manuscript, book, etc)-->
 +
}}
 +
 
 +
<-fluff about this prestige class->
 +
 
 +
===Becoming a <-class name->===
 +
 
 +
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
 +
 
 +
{{3.5e Prestige Class Prereqs
 +
|alignment= <- alignment limitations for the prestige class ->
 +
|bab= <- bab requirement for the prestige class ->
 +
|race= <- racial requirements for the prestige class ->
 +
|skills= <- skill requirements for the prestige class ->
 +
|feats= <- feat requirements for the prestige class ->
 +
|spellcasting= <- spellcasting requirements for the prestige class ->
 +
|manifesting= <- manifesting requirements for the prestige class ->
 +
|otherpower= <- if the prestige class requires a different power source, such as "Initiator Level" or "Invocations", enter the name ehre ->
 +
|otherpowerreq= <- other power requirements for the prestige class ->
 +
|patron= <- patron requirements for the prestige class ->
 +
|domains= <- domain requirements for the prestige class ->
 +
|special= <- any other requirements for the prestige class ->
 +
}}
 +
 
 +
{{3.5e Class Simple
 +
|prestige=true
 +
|classname=<!-- name of class -->
 +
|hitdie=<!-- maximum hit points per level from die: i.e. 4, 10 -->
 +
|length=<!-- length of class, in number of levels. most base classes will be 20, most prestige classes will be 5 or 10 -->
 +
|bab=<!-- One of: Good, Moderate, Poor -->
 +
|fort=<!-- One of: Good, Poor -->
 +
|ref=<!-- One of: Good, Poor -->
 +
|will=<!-- One of: Good, Poor -->
 +
|special1=<!-- special abilities granted at 1 -->
 +
|special2=<!-- special abilities granted at 2 -->
 +
|special3=<!-- special abilities granted at 3 -->
 +
|special4=<!-- special abilities granted at 4, delete if unused -->
 +
|special5=<!-- special abilities granted at 5, delete if unused -->
 +
|special6=<!-- special abilities granted at 6, delete if unused -->
 +
|special7=<!-- special abilities granted at 7, delete if unused -->
 +
|special8=<!-- special abilities granted at 8, delete if unused -->
 +
|special9=<!-- special abilities granted at 9, delete if unused -->
 +
|special10=<!-- special abilities granted at 10, delete if unused -->
 +
|skillpoints=<!-- number of skill points per level -->
 +
|skills=<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
 +
Appraise,
 +
Autohypnosis,
 +
Balance,
 +
Bluff,
 +
Climb,
 +
Concentration,
 +
Control Shape,
 +
Craft,
 +
Decipher Script,
 +
Diplomacy,
 +
Disable Device,
 +
Disguise,
 +
Escape Artist,
 +
Forgery,
 +
Gather Information,
 +
Handle Animal,
 +
Heal,
 +
Hide,
 +
Iaijutsu Focus,
 +
Intimidate,
 +
Jump,
 +
Knowledge,
 +
Listen,
 +
Martial Lore,
 +
Move Silently,
 +
Open Lock,
 +
Perform,
 +
Psicraft,
 +
Profession,
 +
Ride,
 +
Search,
 +
Sense Motive,
 +
Sleight of Hand,
 +
Speak Language,
 +
Spellcraft,
 +
Spot,
 +
Survival,
 +
Swim,
 +
Truespeak,
 +
Tumble,
 +
Use Magic Device,
 +
Use Psionic Device,
 +
Use Rope
 
}}
 
}}
  
From a breeze in the air to a gentle drizzle, to a flooding rain, to whirling wind and, finally, the thunderstrike. Such is the power of the Storm, both terrifying and fascinating, attracting many adventurers to it like a moth to a flame. But as the insect must be careful with the fire, so must those who dare to approach such power. Those that desire to conquer the Storm, both external and internal, must travel to the Altar of Storms. Such place is said to be the origin of all storms, as it is constantly surrounded by grey clouds and lightnings. The place is atop of a mountain-island, located far from any shore.
+
====Class Features====
 +
 
 +
All of the following are class features of the <-class name->.
  
===Becoming a Stormtamer===
+
'''{{Anchor|Spellcasting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
  
Characters that desire to take the mantle of the stormtamer are usually rangers or fighters, but many druids, paladins and barbarians try to follow the path. Most stormtamers are ranged warriors or prefer Dexterity over Strength anyway, attacking with multiple strikes like raindrops in a storm. Wisdom is important as it works both with their spellcasting and the Storm Within feature.
+
'''{{Anchor|Manifesting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.
  
{| class="d20 dragon monstats"
+
'''{{Anchor|Spells}}:''' To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level.  Your bonus spells are based on your <- ability ->.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
+
 
|-
+
You cast spells as a <-similar spellcasting class-> does.  [[#Table: <-class name-> Spells Known|Table: <-class name-> Spells Known]], below, details how many spells you can learn at each level. An epic <-class name->’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:
! Alignment:
+
 
| Any non chaotic.
+
0&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
|-
+
 
! Base Attack Bonus:
+
1st&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
| +5.
+
 
|-
+
2nd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
! Skills:
+
 
| [[SRD:Knowledge|Knowledge (nature)]] 4 ranks.
+
3rd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
|-
+
 
! Feats:
+
4th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
| [[Rapid Shot]] or [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]].
+
 
|-
+
5th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
! Special:
+
 
| Must have conquered the [[Thunder Plains (3.5e Location)|Thunder Plains]].
+
6th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
|}
+
 
 +
7th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 +
 
 +
8th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 +
 
 +
9th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ <div>{{Anchor|Table: The Stormtamer}}</div>
+
|+ {{Anchor|Table: <-class name-> Spells Known}}
<p>Hit Die: d10</p>
 
 
|-
 
|-
! rowspan="2" | Level
+
! rowspan="2" | Level !! colspan="10" | Spells Known
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! colspan="10" | [[#Spells|Spells per Day]]
 
 
|-
 
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
+
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
 
|-  
 
|-  
| 1st || +1 || +2 || +2 || +0
+
| 1st || || || || || || || || — || — || —
| class="left" | [[#Farsight|Farsight]],  [[#Storm Within|Storm Within]]
 
| 1 || 0 || — || —
 
 
|-  
 
|-  
| 2nd || +2 || +3 || +3 || +0
+
| 2nd || || || || || || || || || — || —
| class="left" | [[#Combat Technique|Combat Technique]], [[#Child of the Storm|Child of the Storm]]
 
| 2 || 1 || 0 || —
 
 
|-  
 
|-  
| 3rd || +3 || +3 || +3 || +1
+
| 3rd || || || || || || || || || — || —
| class="left" | [[#Storm Resistance|Storm Resistance]]
 
| 3 || 2 || 1 || 0
 
 
|-  
 
|-  
| 4th || +4 || +4 || +4 || +1
+
| 4th || || || || || || || || || || —
| class="left" | [[#Combat Technique|Combat Technique]], [[#Storm Aegis|Storm Aegis]]
 
| 3 || 3 || 2 || 1
 
 
|-  
 
|-  
| 5th || +5 || +4 || +4 || +1
+
| 5th || || || || || || || || || || —
| class="left" | [[#Hurricane Shot|Hurricane Shot]], [[#Rainstorm of Blows|Rainstorm of Blows]]
 
| 4 || 3 || 3 || 2
 
 
|-  
 
|-  
| 6th || +6 || +5 || +5 || +2
+
| 6th || || || || || || || || || || —
| class="left" | [[#Combat Technique|Combat Technique]], [[#Lightning Strike|Lightning Strike]]
 
| 5 || 4 || 3 || 3
 
 
|-  
 
|-  
| 7th || +7 || +5 || +5 || +2
+
| 7th || || || || || || || || || || —
| class="left" | [[#Evasion|Evasion]], [[#Stormbound|Stormbound]]
 
| 5 || 5 || 4 || 3
 
 
|-  
 
|-  
| 8th || +8 || +6 || +6 || +2
+
| 8th || || || || || || || || || — || —
| class="left" | [[#Combat Technique|Combat Technique]]
 
| 6 || 5 || 4 || 4
 
 
|-  
 
|-  
| 9th || +9 || +6 || +6 || +3
+
| 9th || || || || || || || || || — || —
| class="left" | [[#Thunder Strike|Thunder Strike]]
 
| 6 || 5 || 5 || 4
 
 
|-  
 
|-  
| 10th || +10 || +7 || +7 || +3
+
| 10th || || || || || || || || || ||
| class="left" | [[#Stormcalling|''Stormcalling'']], [[#Tame the Tempest|''Tame the Tempest'']]
+
<!-- repeat as necessary -->
| 6 || 6 || 5 || 5
+
|}
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>
 
{{3.5e Skills|Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Knowledge (religion), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope}}|}<!-- delete this table if the class has less than 10 pre-epic levels
 
{| class="zebra d20"
 
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}
 
|-
 
! Level || Special
 
|-
 
| 11th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 12th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 13th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 14th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 15th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 16th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 17th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 18th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 19th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 20th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|}-->
 
====Class Features====
 
  
All of the following are class features of the stormtamer.
+
'''{{Anchor|Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The <-class name->|Table: The <-class name->]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.  Your power points and bonus power points at each level do not increase automatically after 10th level.
  
'''{{Anchor|Spells}}:''' You gain the ability to cast a small list of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wisdom bonus (if any).
+
'''{{Anchor|Powers Known}}:''' You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.
  
Like other spellcasters, you can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high [[SRD:Wisdom|Wisdom]] score. When the table indicates that you get 0 spells per day of a given [[SRD:Spell Level|spell level]], you gain only the bonus spells you would be entitled to based on your [[SRD:Wisdom|Wisdom]] score for that [[SRD:Spell Level|spell level]].
+
The total number of powers you can manifest in a day is limited only by your daily power points.
  
You prepare and cast spells the way a [[SRD:Cleric|cleric]] does. You may prepare and cast any spell on the stormtamer's spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.
+
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.
  
Your caster level is equal to your stormtamer level.
+
The Difficulty Class for saving throws against <-class name-> powers is 10 + the power's level + your <-abbreviated relevant ability-> modifier.
  
1st level: [[SRD:Entropic Shield|''entropic shield'']], ''[[Gust Bellow (3.5e Spell)|gust bellow]]'', ''[[Leaping Lightning (3.5e Spell)|leaping lightning]]'', ''[[Lightning Arrow (3.5e Spell)|lightning arrow]]'', ''[[Lightning Spear (3.5e Spell)|lightning spear]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[Quickwind Shield (3.5e Spell)|quickwind shield]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[Shape Cloud (3.5e Spell)|shape cloud]]'', ''[[SRD:Shatter|shatter]]'', ''[[SRD:Shocking Grasp|shocking grasp]]'', ''[[Soundblast (3.5e Spell)|soundblast]]'', ''[[Stun Volt (3.5e Spell)|stun volt]]''.
+
Your powers known at each level do not increase automatically after 10th level.
  
2nd level: ''binding winds''<sup>[[Publication:Spell Compendium|SC]]</sup>, ''[[Concussive Blast (3.5e Spell)|concussive blast]]'', ''[[Elemental Augmentation (3.5e Spell)|elemental augmentation]]''<ref>Only for Air, Electricity and Sonic</ref>, ''[[Fingertip Lightning (3.5e Spell)|fingertip lightning]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[Thundershock (3.5e Spell)|thundershock]]'', ''[[Twister Rush (3.5e Spell)|twister rush]]'', ''[[Windslicer (3.5e Spell)|windslicer]]'', ''[[SRD:Wind Wall|wind wall]]''.
+
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):
  
3rd level: ''[[Gale Force (3.5e Spell)|gale force]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''great thunderclap''<sup>SpC</sup>, ''[[SRD:Lightning Bolt|lightning bolt]]'', ''[[See Through Fog (3.5e Spell)|see through fog]]'', ''[[SRD:Sleet Storm|sleet storm]]'', ''[[Thicken Air (3.5e Spell)|thicken air]]''.
+
1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
4th level: ''[[SRD:Air Walk|air walk]]'', ''[[SRD:Call Lightning|call lightning]]'', ''[[Great Lightning Arrow (3.5e Spell)|great lightning arrow]]'', ''[[SRD:Shout|shout]]'', ''[[Stormclouds of Dark Omens (3.5e Spell)|stormclouds of bad omen]]'', ''[[Shout of Typhon (3.5e Spell)|shout of Typhon]]'', ''[[Supersonic Flight (3.5e Spell)|supersonic flight]]'', ''[[Tomoe's Storm Blast (3.5e Spell)|storm blast]]'', ''[[Wall of Thunderbolts (3.5e Spell)|wall of thunderbolts]]''.
+
2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
'''{{Anchor|Farsight}} {{Ex}}:''' A stormtamer enjoys great visual acuity. It suffers only half of the normal penalty on its [[Spot]] checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the stormtamer suffers only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
+
3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
'''{{Anchor|Storm Within}} {{Ex}}:''' You may enter, as a free action, an enhanced state, not too different from a barbarian's rage, but it stems from a bridled fury, rather than uncontrollable rage, as your body crackles with electricity, and whirling winds surround you. In this state, your wielded weapons +1d6 of [[Electricity]] damage, you gain a +2 deviation bonus to AC and the [[SRD:Rogue#Evasion|Evasion]] feature of a rogue. These bonuses last for one round per class level per day + your Wisdom modifier (minimum 0), but you may choose to divide these rounds as you wish during the day. You may end Storm Within prematurely with another free action.
+
4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
This state is taxing on the body, and when it ends you are [[SRD:Staggered|staggered]] for one round.
+
5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
If you are inside any kind of storm, you may enter this state without wasting your daily limit as long as you remain within the storm.
+
6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
By level 8th the deviation bonus to AC increases to +4 and your wielded weapons inflict 1d8 per critical multiplier of [[Electricity]] damage everytime you score a critical hit.
+
7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
'''{{Anchor|Combat Technique}} :''' At 2nd level and again at level 4th, 6th and 8th, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite, [[Electrocute (3.5e Feat)|Electrocute]] or [[Catastrophic Cacophony (3.5e Feat)|Catastrophic Cacophony]]) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6 or to increase the damage of your favored enemy feature or the number of uses of your smite feature. If you are a ranger or a scout, all levels in stormtamer increase your ranger level to improve your Combat style feature and its enhancements, and for the bonus feats gained by the scout class.
+
8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
You may freely choose to increase your class features or gain bonus feats any time you gain this ability.
+
9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
  
'''{{Anchor|Child of the Storm}} {{Ex}}:''' Beginning at 2nd level you count as a size larger for the purpose of determinating the effect that bad weather or storms have on you. You suffer no penalties to skill checks nor you suffer penalties from range to ranged attacks while in storms or because of winds. If you can fly your maneuverability increases by one step, or, if it can't be better, your existing fly speed increases by 10 feet.
+
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.
  
At 7th level you don't suffer any kind of penalties to ranged attacks made during a storm and you are not negatively affected by any stormy or storm-like weather condition (such as being lifted by strong winds), but you may be affected by storms originated by magic sources. If you can fly your maneuverability increases by two steps, or, if it can't be better, your existing fly speed increases by 20 feet.
+
To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.
  
'''{{Anchor|Storm Resistance}} {{Su}}:''' By 3rd level, you gain electricity and sound [[SRD:Energy Resistance|resistance]] at 3rd level, equal to your class level.
+
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Storm Aegis}} {{Su}}:''' Once per day, starting at level 4th, with a move action, you may invoke a shield made of storming winds that gives you a 20% chance of eluding ranged attacks from any weapon (including magic ranged attacks) and gives you a +2 bonus to Reflex saves. If Storm Within is active, your 20% miss chance increases by 10% and your bonus to Reflex by 2. This effect lasts one round per class level.
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'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
Beginning at 8th level the miss chance increases to 40% and the Reflex bonus increases to +4. The increased bonuses while in Storm Within is active still apply.
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'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Hurricane Shot}} {{Ex}}:''' Starting at 5th level, while Storm Within is active, you may take a full-round action to make one ranged attack as a line as long as the maximum range of the weapon  (10 + your class level + your Wisdom modifier to halve). This effect may avoid cover by inflict enough damage to the object. Precision damage, such as sneak attack, may apply.
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'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Rainstorm of Blows}} {{Ex}}:''' By 5th level, while Storm Within is active and you fight with two weapons, you may use a full-round action to attack in a 15-feet cone, dealing your weapons damage to anyone in the area (10 + your class level + your Wisdom modifier to halve).
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'''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Lightning Strike}} {{Ex}}:''' By level 6th, you may spend one round of Storm Within to replicate the effects of the [https://www.d20pfsrd.com/magic/all-spells/b/bladed-dash/ ''bladed dash''] spell, except you add your Wisdom modifier as a circumstance bonus to the attack, rather than Intelligence or Charisma, and you also inflict +1d6 of [[Sonic]] damage with this attack.  
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''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->.
  
'''{{Anchor|Evasion}} {{Ex}}:''' At 7th level, a stormtamer can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the stormtamer is wearing light or no armor. A helpless stormtamer does not gain the benefit of evasion. If you already have this feature or you later should gain it again, you are granted [[SRD:Monk#Improved_Evasion|Improved Evasion]] instead, and the same happens when Storm Within is active.
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<-Lather, rinse...->
  
'''{{Anchor|Stormbound}} {{Ex}}:''' By level 7th, if Storm Within is active, you gain a fly speed of 50 feet with perfect maneuverability. If you already have a fly speed, you instead gain [[SRD:Flyby Attack|Flyby Attack]].
+
<-... repeat as necessary.->
  
'''{{Anchor|Thunder Strike}} {{Ex}}:''' By level 9th, your Lightning Strike feature becomes stronger. You may spend one round of Storm Within to replicate the effects of the [https://www.d20pfsrd.com/magic/all-spells/b/bladed-dash/ ''greater bladed dash''] spell, except you add your Wisdom modifier as a circumstance bonus to the attacks, rather than Intelligence or Charisma, and you also inflict +1d6 of [[Sonic]] damage with these attacks.  
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'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
  
'''''{{Anchor|Stormcalling}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Call Lightning Storm|call lightning storm]]'' as a spell-like ability once per day. You may always call the maximum number of bolts (15) and you may use a move action to do so instead of a standard action. Caster level is your stormtamer level.
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The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.
  
'''''{{Anchor|Tame the Tempest}}'' {{Sp}}:''' At 10th level you may use the spell ''[[SRD:Control Weather|control weather]]'' as a spell-like ability once per day.
+
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->
  
You may only call storms or tempest-like conditions but you are not bound to the season and the change occurs within one minute. In addition you may "tame" tempests, soothing them. If the storm is natural you don't have to do any check but if it is magical you have to do a caster level check to dispel it. Caster level is your stormtamer level.
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====Ex-<-pluralized class name->====
  
<!--'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
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<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class.->
 
 
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non-epic level->. 
 
 
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->-->
 
<!--
 
====Variants====
 
 
 
* [[Stormsoul_Adept_(3.5e_Alternate_Class_Feature)|Stormsoul Adept]] - A [[Monk In The Dungeon (3.5e Class)|monk]] variant of the stormtamer, better fitted to advance in monk abilities.-->
 
 
 
====Ex-Stormtamers====
 
 
 
Characters that become chaotic can't advance in the class without traversing the [[Thunder Plains (3.5e Location)|Thunder Plains]] again (and thus cease to be chaotic), but they don't lose any previously obtained feature.
 
  
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
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'''Combat:''' <-Typical role in combat->
 
'''Combat:''' <-Typical role in combat->
  
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options.->
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->
  
 
'''Resources:''' <-What kind of assistance members of this class can expect from each other, including possible organizations.->
 
'''Resources:''' <-What kind of assistance members of this class can expect from each other, including possible organizations.->
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====<-class name-> Lore====
 
====<-class name-> Lore====
  
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
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'''Sample Encounter:''' <-DM placement for NPC of this class->
 
'''Sample Encounter:''' <-DM placement for NPC of this class->
  
''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC, including stat block. The CR of the NPC is typically the same as the EL for the encounter.->
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''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
  REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION  
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  REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
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----
 
----
 
{{3.5e Prestige Classes Breadcrumb}}
 
{{3.5e Prestige Classes Breadcrumb}}
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[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
[[Category:Prestige Class]]
{{Navboxes}}-->
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{{Navboxes}}

Revision as of 14:48, 11 December 2024

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<-class name->

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

Becoming a <-class name->

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements  
Alignment: <- alignment limitations for the prestige class ->. 
Base Attack Bonus: <- bab requirement for the prestige class ->. 
Race: <- racial requirements for the prestige class ->. 
Skills: <- skill requirements for the prestige class ->. 
Feats: <- feat requirements for the prestige class ->. 
Spellcasting: <- spellcasting requirements for the prestige class ->. 
Manifesting: <- manifesting requirements for the prestige class ->. 
<- if the prestige class requires a different power source, such as "Initiator Level" or "Invocations", enter the name ehre ->: <- other power requirements for the prestige class ->. 
Patron: <- patron requirements for the prestige class ->. 
Domains: <- domain requirements for the prestige class ->. 
Special: <- any other requirements for the prestige class ->

Table: The

Hit Die: d

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will

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Class Features

All of the following are class features of the <-class name->.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against <-class name-> powers is 10 + the power's level + your <-abbreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class.->





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