Girshtop
2011-06-17, 05:55 PM
Stormwatcher
http://images2.layoutsparks.com/1/21445/Angel-Tornado-Lightning-Sky.jpg
“You wish to use the weather to defeat me?? You are a fool; I AM the weather!”
- While conjuring a lightning storm, Taryn Cloudborne, a Stormwatcher
While a Druid sees nature as a thing to be revered, a Stormwatcher sees it as a force to be mastered. Where Wizards conjure magical weather to wreck havoc, Stormwatchers summon natural thunderstorms that dwarf them in comparison. A Stormwatcher is the ruler of the open skies. While he can summon clouds, wind, rain, and snow, he may also control the natural weather itself to strike down a foe or aid an ally. A Stormwatcher is never more at home than when he is in the middle of a thunderstorm.
GAME RULE INFORMATION
Stormwatchers have the following game statistics.
Abilities: Wisdom determines how powerful a spell the Stormwatcher can cast, how many spells he can cast per day, and how hard those spells are to resist. Being inside a Storm is taxing, so a high constitution score is important for a Stormwatcher. Since a Stormwatcher may wear only light armor, a high dexterity improves their defensive ability.
Alignment: Any, although many Stormwatchers inspired by the unrestrained weather they follow lean towards chaos.
Hit Die: d6.
Starting Age: As druid.
Starting Gold: As druid.
Class Skills
The Stormwatcher's class skills (and the key ability for each skill) are: Balance (Dex)Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Stormwatcher
{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+2|
+0|
+2|Healing Rain, Weather Eye, Eye in the Sky|6|3
2nd|
+1|
+3|
+0|
+3|Wintertouched, Gust of Wind|6|4
3rd|
+2|
+3|
+1|
+3|Eye in the Sky, Healing Rain|6|5
4th|
+3|
+4|
+1|
+4|Storm Magic, Gust of Wind|6|6|3
5th|
+3|
+4|
+1|
+4|One with the Storm (1/day), Energy Resistance|6|6|4
6th|
+4|
+5|
+2|
+5|Gust of Wind, Foreboding Weather, Eye in the Sky, Ominous Clouds|6|6|5|3
7th|
+5|
+5|
+2|
+5|One with the Storm (2/day), Gone with the Wind (10'), Healing Rain|6|6|6|4
8th|
+6/+1|
+6|
+2|
+6|One with the Storm (Storm)|6|6|6|5|3
9th|
+6/+1|
+6|
+3|
+6|One with the Storm (3/day), Mist Form|6|6|6|6|4
10th|
+7/+2|
+7|
+3|
+7|One with the Storm (Large), Ominous Clouds, Energy Resistance|6|6|6|6|5|3
11th|
+8/+3|
+7|
+3|
+7|One with the Storm (4/day), Eye in the Sky|6|6|6|6|6|4
12th|
+9/+4|
+8|
+4|
+8|One with the Storm (Large Storm), Foreboding Weather|6|6|6|6|6|5|3
13th|
+9/+4|
+8|
+4|
+8|One with the Storm (5/day), Gone with the Wind (20')|6|6|6|6|6|6|4
14th|
+10/+5|
+9|
+4|
+9|Ominous Clouds|6|6|6|6|6|6|5|3
15th|
+11/+6/+1|
+9|
+5|
+9|One with the Storm (6/day), Energy Resistance|6|6|6|6|6|6|6|4
16th|
+12/+7/+2|
+10|
+5|
+10|Foreboding Weather, Eye in the Sky|6|6|6|6|6|6|6|5|3
17th|
+12/+7/+2|
+10|
+5|
+10|One with the Storm (7/day), Gone with the Wind (30')|6|6|6|6|6|6|6|6|4
18th|
+13/+8/+3|
+11|
+6|
+11|Ominous Clouds|6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+11|
+6|
+11|One with the Storm (8/day)|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+12|
+6|
+12|Foreboding Weather|6|6|6|6|6|6|6|6|6|6[/table]
CLASS FEATURES
All of the following are class features of the Stormwatcher:
Weapon and Armor Proficiencies: Stormwatchers are proficient with all simple weapons. They are proficient with light armor, and with shields (except tower shields). Like druids, Stormwatchers are forbidden to wear metal armor or shields, although this is due to more practical reasoning (i.e. being the center of an electrical storm). A Stormwatcher who wears prohibited armor or shield is unable to cast Stormwatcher spells or use any of his abilities until he removes it.
Spellcasting: A Stormwatcher casts divine spells, which are drawn from the Stormwatcher’s spell list (see below). Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a Stormwatcher gains access to a new level of spells, he automatically knows all the spells for that level given on the Stormwatcher’s spell list.
Healing Rain (Ex):
This ability works as the spell Healing Lorecall (Spell Compendium, page 110), but with the following changes: At level 1, You can substitute your total ranks in Heal for your caster level when determining the amount of rounds that your vigor spells last. The normal caster level limit for individual spells still applies.
At level 3, a Stormwatcher can use any vigor spell to remove all of the following conditions affecting the subject of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued.
At Level 7, a Stormwatcher can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened. Note that the effects are only removed on the first round of healing; a fighter that becomes dazed while already being affected by a lesser vigor spell will not have the dazed effect be removed. The Stormwatcher must cast a new vigor spell to remove the status effect.
Weather Eye (Ex):
A Stormwatcher can more accurately predict the natural weather than his counterparts. With a successful survival check of 10, a Stormwatcher can predict the weather for the next 48 hours. For every 5 points by which the Survival check exceeds 10, he can predict the weather for one additional day (to a maximum of one week).
Additionally, if unnatural forces currently affect the weather, then Weather Eye reveals the spells or abilities in effect, though not the source of those abilities. A Stormwatcher can also predict the weather for the day without a skill check while praying for his spells at the beginning of the day.
Eye in the Sky (Ex):
A Stormwatcher’s senses are more adjusted to life in a storm. Starting at level 1, a Stormwatcher is not as effected by weather conditions as other humanoids. Moderate natural weather conditions such as snow, hail, rain, light fog and strong winds (21 mph) do not raise the difficulty on Spot, Listen, and Search checks. When in a dense fog (such as an Obscuring Mist spell, or any similar effect) a Stormwatcher may make a spot check of 10 + spell level (for non-magical fog the DC is a flat 10) to see through the fog as if it was not there. A Stormwatcher only needs to succeed once to see through the fog until the effect ends, and can retry once per round. Upon reaching level 3, a Stormwatcher may grant this ability to allies within 30’ of him, as long as he concentrates (equivalent of a standard action).
At level 6, a Stormwatcher can grant this ability as a move equivalent action. At level 9, this becomes an immediate action, and affects all allies within 50’ of him.
Additionally, Stormwatcher's gain a +3 competence bonus to Spot and Listen checks at level 1. This bonus increases by +3 at levels 6, 11, and 16.
Wintertouched (Ex):
This ability works like the granted ability of the windstorm domain (Spell Compendium, page 282). Inclement weather has less of an effect on a Stormwatcher. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger. A Stormwatcher does not need to make a concentration check when casting spells or using any class abilities in any sort of natural or magical weather conditions.
Gust of Wind (Sp):
This ability works as the Gust of Wind spell, but with the following changes:
The Stormwatcher may use this ability at level 2 once every minute.
At level 4, a Stormwatcher can use this once every 3 rounds.
At level 6, a Stormwatcher can use this at will.
The DC is equal to 10 plus his caster level.
Storm Magic:
At level 4, a Stormwatcher gains Storm Magic (Stormwrack) as a bonus feat.
One with the Storm (Su):
When you cast this spell, choose an element (air or water). You assume the physical appearance and many of the qualities and abilities of a Small or Medium air or water elemental. One with the Storm also grants you the elemental subtype appropriate to the chosen element.
Upon changing, the subject regains lost hit points as if he had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts back to its original form, though it remains dead.
You gain a +2 enhancement bonus to Strength and Constitution, and your natural armor bonus increases by 2. You gain a +4 bonus on saving throws against mind-affecting spells and abilities. There is a 25% chance that critical hits and sneak attacks scored on you are negated. You gain a Slam attack, dealing 1d8 points of damage. You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 20 feet (perfect), whirlwind (MM 95). Water: Swim 90 feet, drench (MM 101). Your equipment melds into your new form and becomes nonfunctional.
One with the Storm lasts for 1 minute per Stormwatcher level, or until he changes back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity. A Stormwatcher can cast this ability 1 per day. At level 7, and every odd Stormwatcher level after that, he gains the ability to use it an additional time per day.
At 8th level, a Stormwatcher can use this ability to change into a Small or Medium Storm Elemental (MM3 50), gaining the above mentioned bonuses as well as the abilities Shock and Thunder and Lightning.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is based on the Stormwatcher level. At medium size shock deals 2d4 points of nonlethal damage.
Thunder and Lightning (Su): Once every 4 rounds as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage dealing 2d6 points of damage (at medium size) to all creatures in a 30 foot cone in front of the storm elemental. A Fortitude save halves this damage.The lightning is a 120-foot-long line that deals electricity damage dealing 4d6 points of damage (at medium size). A Reflex save halves this damage. The save DCs are based on the Stormwatcher level.
While in Storm elemental form you retain all of your supernatural, extraordinary, and spell-like abilities.
At 10th level, a Stormwatcher can use this ability to change into a Large Air or Water Elemental, gaining a +4 to Strength, Constitution, and natural armor, a +8 bonus on saving throws against mind-affecting spells and abilities, and a 50% chance that critical hits and sneak attacks scored on you are negated. Your Slam attack increases to 2d8 points of damage. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 50 feet (perfect), Whirlwind (MM 95). Water: Swim 150 feet, drench (MM 101), Vortex (MM 101).
At 12th level, a Stormwatcher can change into a Large Storm Elemental. At large size Shock deals 4d4 points of nonlethal damage, and Thunder and Lightning deal 4d6 and 8d6, respectively.
Energy Resistance (Ex): At 5th level, a Stormwatcher gains resistance 10 electricity. At 10th level, the Stormwatcher’s resistance increases to 15, and gains resistance 10 cold. At 15th level, these bonuses increase to 20 electricity and 15 cold.
Foreboding Weather (Su):
As a Stormwatcher advances in his abilities, he begins to assert more control over the natural weather in his area. Beginning at level 6, a Stormwatcher may summon dark clouds to cover the sky over his immediate area. The cloud blocks direct sunlight, though creatures vulnerable to the sun are still affected. The cloud has a radius of 200’ centered around the Stormwatcher, and it follows him up to a speed of 120’ per round. Summoning and dismissing the cloud requires a full round action, and it takes an hour to form or dissipate.
At level 12, The dark clouds can be hastily formed or dissapated by severe winds (natural or magical, i.e. Gust of Wind), making them appear or evaporate in 10 minutes, and can create rain.
At level 16, the Stormwatcher is so attuned to the weather that he can create the dark clouds immediately by concentrating as a full round action. Further, the clouds cover 400’ centered around him, can create heavy rain, and can be so dark that they completely block out the sun, preventing any vulnerabilities to sunlight.
At level 20, the Stormwatcher is at the peak of his powers. The cloud now covers 600’ above him, and as a full round action, he can call down thunderous lightning to anywhere under the clouds, dealing 1d10 points of electrical damage. The Stormwatcher may call down 1 bolt per Stormwatcher level per round, dealing 1d10, though each 5’ square may only be hit by 2 bolts per round.
Gone with the Wind (Ex):
A Stormwatcher flourishes in severe weather conditions. In heavy rain, thick snowfall, dense fog, etc. a Stormwatcher moves at 10 feet faster than his normal movement speed.
At level 13, this movement speed bonus increases an additional 10 feet.
At level 17, this movement speed bonus applies even when there are slight weather conditions, as well as increasing the bonus by an additional 10 feet.
Ominous Clouds (Su):
As a Stormwatcher grows in power, so too do the clouds above him. Whenever he is under cloudy conditions, his Call Lightning and Call Lightning Storm spells are joined by thunder, dealing an additional 1d4 of sonic damage per 4 Stormwatcher levels. This damage increases to 1d6’s at level 10, 1d8’s at level 14, and 1d10’s at level 18. This ability works with Foreboding Weather at 20th level.
Mist Form (Su):
A Stormwatcher is so in tune with the rain that he can actually become a part of it. At level 9 a Stormwatcher may use his Mist Form once per day for every 3 Stormwatcher levels. It is similar to the spell Gaseous Form with the exceptions noted below.
A Stormwatcher may only use his Mist Form if there is some kind of precipitation. He is also unaffected by wind conditions around him while he is in Mist Form (unless he wishes to be).
Stormwatcher Spell List:
Though Some spells on the list appear as arcane spells, a Stormwatcher casts these as divine spells. Only a Stormwatcher may cast from his list.
0 Level: Create Water, Cure Minor Wounds, Flare, Light, Resistance, Virtue, Ray of frost
1st Level: Animate Water, Cloudburst, Endure Elements, Lesser Vigor, Obscuring Mist, Snowshoes, Thunderhead, Wall of Smoke, Winter Chill
2nd Level: Fog Cloud, Frost Breath, Binding Winds, Blindness/Deafness, Levitate, Master Air, Mountain Stance, Resist Energy, Whispering Winds, Wind Wall, Winter’s Embrace
3rd Level: Air Breathing, Capricious Zephyr, Call Lightning, Downdraft, Fly, Haste, Hypothermia, Mass Lesser Vigor, Mass Resist Energy, Mass Snowshoes, Quench, Slow, Thunderous Roar, Vigor
4th Level: Air Walk, Arc of Lightning, Control Water, Eye of the Hurricane, Freedom of Movement, Ice Storm, Murderous Mist, Rushing Waters, Solid Fog, Wall of Water, Wind at Back
5th Level: Call Lightning Storm, Cold Snap, Control Winds, Freeze, Greater Vigor, Mass Fly
6th Level: Acid Fog, Chain Lightning, Cloud-walkers, Drown, Energy Immunity, Enveloping Cocoon, Summon Greater Elemental (Air or Water), Superior Resistance, Tidal Surge, Vigorous Circle
7th Level: Control Weather, Storm of Elemental Fury, Storm Tower, Waterspout, Wind Walk
8th Level: Maelstrom, Reverse Gravity, Stormrage, Whirlwind
9th Level: Elemental Swarm (Air or Water), Greater Whirlwind, Mass Drown, Summon Elemental Monolith (Air or Water), Storm of Vengeance, Tsunami
Creator Notes
Personally I love playing support characters. I especially love healing, in any game I play. I don't know what it is, I just always thought that it's the most interesting. I am also a big fan of druids, I really enjoy the unique flavour they have, their respect and connection to the natural world. I built this character based off a character that I had actually made in City of Heroes a couple years back. He was a support hero that controlled weather, primarily a debuffer, but also buffed and some heal. Merging that character concept and the druid I came up with this character. I wanted someone that could really bring battlefield control to the table, while not becoming super overpowered while doing it.
Like I said above, I really like healing, but I get tired fast of playing the healing cleric, so I wanted to try something new with this character. His healing will come from Heal over time spells, giving fast healing with vigor, and some bonus stuff from his Healing Rain ability. I see the flavour of the vigor spells as a healing mist that heals characters over time.
Some places where I know I could use some help in is
1) One with the Storm progression - I don't want it to be "the class ability" of the Stormwatcher (kind of how the druids is wild shape), I just want it to still be viable in later levels. Maybe allow spellcasting during it at higher levels?
2) Spells - I'm not sure if its too OP to take both divine and arcane spells, so I tried to really take some cool flavour spells rather than game-breakingly powerful ones.
3) Later Levels - Personally I'm not very experienced playing characters in the upper levels - My highest character was an ECL 16, and I only got to play it for two sessions. I'm kind of new to higher levels, so I don't know how well this stuff compares with other higher level abilities.
This is my first attempt at anything homebrew, so any feedback whatsoever would be fantastic. Thanks very much in advance and feel free to post suggestions, criticisms, any errors, or anything else.
I can't stress enough that I don't mean for this character to be super-powerful at all. I created him with a flavour-first mentality. I want him to be very specific support (debuff, with very slow but powerful heals), and I don't want for him to overshadow any other classes - except with his clouds. (Ya, I'm ending with a lame joke, deal with it.)
Edits:
1) Changed him from both a divine and arcane spellcaster to just a divine caster (All of the spells on his list are now treated as divine spells).
Also gave him bonus to spot and listen checks in the Eye in the Sky ability. - Thanks to jiriku for the advice.
2) Changed Healing Rain to be solely based on ranks rather than levels. Changed Ominous Clouds ability from level 8 to 6.
Changed One with the Storm to give a bonus to physical stats, rather than change them entirely (like a Druid's Wild Shape)
Changed his Hit Die to d6, and took away his proficiency with medium armor - Thanks to Dralnu.
3) Added "A Stormwatcher does not need to make a concentration check in any sort of natural or magical weather conditions" in the Wintertouched ability.
4) Fixed Wintertouched so that Stormwatcher doesn't have to make concentration checks for casting or using class abilities in weather, not everything.
Ominous Clouds now works with Foreboding Weather at 20th level.
Gust of Wind is now a (Sp)
Made Healing Rain scale per level, rather than ranks in Heal skill - Thanks to Kellus
5) Added "Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity." to One with the Storm - Thanks to Palanan
Added a slam attack to One with the Storm that increases in damage with size
Added the ability to breathe underwater in water elemental form in One with the Storm.
http://images2.layoutsparks.com/1/21445/Angel-Tornado-Lightning-Sky.jpg
“You wish to use the weather to defeat me?? You are a fool; I AM the weather!”
- While conjuring a lightning storm, Taryn Cloudborne, a Stormwatcher
While a Druid sees nature as a thing to be revered, a Stormwatcher sees it as a force to be mastered. Where Wizards conjure magical weather to wreck havoc, Stormwatchers summon natural thunderstorms that dwarf them in comparison. A Stormwatcher is the ruler of the open skies. While he can summon clouds, wind, rain, and snow, he may also control the natural weather itself to strike down a foe or aid an ally. A Stormwatcher is never more at home than when he is in the middle of a thunderstorm.
GAME RULE INFORMATION
Stormwatchers have the following game statistics.
Abilities: Wisdom determines how powerful a spell the Stormwatcher can cast, how many spells he can cast per day, and how hard those spells are to resist. Being inside a Storm is taxing, so a high constitution score is important for a Stormwatcher. Since a Stormwatcher may wear only light armor, a high dexterity improves their defensive ability.
Alignment: Any, although many Stormwatchers inspired by the unrestrained weather they follow lean towards chaos.
Hit Die: d6.
Starting Age: As druid.
Starting Gold: As druid.
Class Skills
The Stormwatcher's class skills (and the key ability for each skill) are: Balance (Dex)Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Stormwatcher
{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+2|
+0|
+2|Healing Rain, Weather Eye, Eye in the Sky|6|3
2nd|
+1|
+3|
+0|
+3|Wintertouched, Gust of Wind|6|4
3rd|
+2|
+3|
+1|
+3|Eye in the Sky, Healing Rain|6|5
4th|
+3|
+4|
+1|
+4|Storm Magic, Gust of Wind|6|6|3
5th|
+3|
+4|
+1|
+4|One with the Storm (1/day), Energy Resistance|6|6|4
6th|
+4|
+5|
+2|
+5|Gust of Wind, Foreboding Weather, Eye in the Sky, Ominous Clouds|6|6|5|3
7th|
+5|
+5|
+2|
+5|One with the Storm (2/day), Gone with the Wind (10'), Healing Rain|6|6|6|4
8th|
+6/+1|
+6|
+2|
+6|One with the Storm (Storm)|6|6|6|5|3
9th|
+6/+1|
+6|
+3|
+6|One with the Storm (3/day), Mist Form|6|6|6|6|4
10th|
+7/+2|
+7|
+3|
+7|One with the Storm (Large), Ominous Clouds, Energy Resistance|6|6|6|6|5|3
11th|
+8/+3|
+7|
+3|
+7|One with the Storm (4/day), Eye in the Sky|6|6|6|6|6|4
12th|
+9/+4|
+8|
+4|
+8|One with the Storm (Large Storm), Foreboding Weather|6|6|6|6|6|5|3
13th|
+9/+4|
+8|
+4|
+8|One with the Storm (5/day), Gone with the Wind (20')|6|6|6|6|6|6|4
14th|
+10/+5|
+9|
+4|
+9|Ominous Clouds|6|6|6|6|6|6|5|3
15th|
+11/+6/+1|
+9|
+5|
+9|One with the Storm (6/day), Energy Resistance|6|6|6|6|6|6|6|4
16th|
+12/+7/+2|
+10|
+5|
+10|Foreboding Weather, Eye in the Sky|6|6|6|6|6|6|6|5|3
17th|
+12/+7/+2|
+10|
+5|
+10|One with the Storm (7/day), Gone with the Wind (30')|6|6|6|6|6|6|6|6|4
18th|
+13/+8/+3|
+11|
+6|
+11|Ominous Clouds|6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+11|
+6|
+11|One with the Storm (8/day)|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+12|
+6|
+12|Foreboding Weather|6|6|6|6|6|6|6|6|6|6[/table]
CLASS FEATURES
All of the following are class features of the Stormwatcher:
Weapon and Armor Proficiencies: Stormwatchers are proficient with all simple weapons. They are proficient with light armor, and with shields (except tower shields). Like druids, Stormwatchers are forbidden to wear metal armor or shields, although this is due to more practical reasoning (i.e. being the center of an electrical storm). A Stormwatcher who wears prohibited armor or shield is unable to cast Stormwatcher spells or use any of his abilities until he removes it.
Spellcasting: A Stormwatcher casts divine spells, which are drawn from the Stormwatcher’s spell list (see below). Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a Stormwatcher gains access to a new level of spells, he automatically knows all the spells for that level given on the Stormwatcher’s spell list.
Healing Rain (Ex):
This ability works as the spell Healing Lorecall (Spell Compendium, page 110), but with the following changes: At level 1, You can substitute your total ranks in Heal for your caster level when determining the amount of rounds that your vigor spells last. The normal caster level limit for individual spells still applies.
At level 3, a Stormwatcher can use any vigor spell to remove all of the following conditions affecting the subject of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued.
At Level 7, a Stormwatcher can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened. Note that the effects are only removed on the first round of healing; a fighter that becomes dazed while already being affected by a lesser vigor spell will not have the dazed effect be removed. The Stormwatcher must cast a new vigor spell to remove the status effect.
Weather Eye (Ex):
A Stormwatcher can more accurately predict the natural weather than his counterparts. With a successful survival check of 10, a Stormwatcher can predict the weather for the next 48 hours. For every 5 points by which the Survival check exceeds 10, he can predict the weather for one additional day (to a maximum of one week).
Additionally, if unnatural forces currently affect the weather, then Weather Eye reveals the spells or abilities in effect, though not the source of those abilities. A Stormwatcher can also predict the weather for the day without a skill check while praying for his spells at the beginning of the day.
Eye in the Sky (Ex):
A Stormwatcher’s senses are more adjusted to life in a storm. Starting at level 1, a Stormwatcher is not as effected by weather conditions as other humanoids. Moderate natural weather conditions such as snow, hail, rain, light fog and strong winds (21 mph) do not raise the difficulty on Spot, Listen, and Search checks. When in a dense fog (such as an Obscuring Mist spell, or any similar effect) a Stormwatcher may make a spot check of 10 + spell level (for non-magical fog the DC is a flat 10) to see through the fog as if it was not there. A Stormwatcher only needs to succeed once to see through the fog until the effect ends, and can retry once per round. Upon reaching level 3, a Stormwatcher may grant this ability to allies within 30’ of him, as long as he concentrates (equivalent of a standard action).
At level 6, a Stormwatcher can grant this ability as a move equivalent action. At level 9, this becomes an immediate action, and affects all allies within 50’ of him.
Additionally, Stormwatcher's gain a +3 competence bonus to Spot and Listen checks at level 1. This bonus increases by +3 at levels 6, 11, and 16.
Wintertouched (Ex):
This ability works like the granted ability of the windstorm domain (Spell Compendium, page 282). Inclement weather has less of an effect on a Stormwatcher. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger. A Stormwatcher does not need to make a concentration check when casting spells or using any class abilities in any sort of natural or magical weather conditions.
Gust of Wind (Sp):
This ability works as the Gust of Wind spell, but with the following changes:
The Stormwatcher may use this ability at level 2 once every minute.
At level 4, a Stormwatcher can use this once every 3 rounds.
At level 6, a Stormwatcher can use this at will.
The DC is equal to 10 plus his caster level.
Storm Magic:
At level 4, a Stormwatcher gains Storm Magic (Stormwrack) as a bonus feat.
One with the Storm (Su):
When you cast this spell, choose an element (air or water). You assume the physical appearance and many of the qualities and abilities of a Small or Medium air or water elemental. One with the Storm also grants you the elemental subtype appropriate to the chosen element.
Upon changing, the subject regains lost hit points as if he had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts back to its original form, though it remains dead.
You gain a +2 enhancement bonus to Strength and Constitution, and your natural armor bonus increases by 2. You gain a +4 bonus on saving throws against mind-affecting spells and abilities. There is a 25% chance that critical hits and sneak attacks scored on you are negated. You gain a Slam attack, dealing 1d8 points of damage. You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 20 feet (perfect), whirlwind (MM 95). Water: Swim 90 feet, drench (MM 101). Your equipment melds into your new form and becomes nonfunctional.
One with the Storm lasts for 1 minute per Stormwatcher level, or until he changes back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity. A Stormwatcher can cast this ability 1 per day. At level 7, and every odd Stormwatcher level after that, he gains the ability to use it an additional time per day.
At 8th level, a Stormwatcher can use this ability to change into a Small or Medium Storm Elemental (MM3 50), gaining the above mentioned bonuses as well as the abilities Shock and Thunder and Lightning.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is based on the Stormwatcher level. At medium size shock deals 2d4 points of nonlethal damage.
Thunder and Lightning (Su): Once every 4 rounds as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage dealing 2d6 points of damage (at medium size) to all creatures in a 30 foot cone in front of the storm elemental. A Fortitude save halves this damage.The lightning is a 120-foot-long line that deals electricity damage dealing 4d6 points of damage (at medium size). A Reflex save halves this damage. The save DCs are based on the Stormwatcher level.
While in Storm elemental form you retain all of your supernatural, extraordinary, and spell-like abilities.
At 10th level, a Stormwatcher can use this ability to change into a Large Air or Water Elemental, gaining a +4 to Strength, Constitution, and natural armor, a +8 bonus on saving throws against mind-affecting spells and abilities, and a 50% chance that critical hits and sneak attacks scored on you are negated. Your Slam attack increases to 2d8 points of damage. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 50 feet (perfect), Whirlwind (MM 95). Water: Swim 150 feet, drench (MM 101), Vortex (MM 101).
At 12th level, a Stormwatcher can change into a Large Storm Elemental. At large size Shock deals 4d4 points of nonlethal damage, and Thunder and Lightning deal 4d6 and 8d6, respectively.
Energy Resistance (Ex): At 5th level, a Stormwatcher gains resistance 10 electricity. At 10th level, the Stormwatcher’s resistance increases to 15, and gains resistance 10 cold. At 15th level, these bonuses increase to 20 electricity and 15 cold.
Foreboding Weather (Su):
As a Stormwatcher advances in his abilities, he begins to assert more control over the natural weather in his area. Beginning at level 6, a Stormwatcher may summon dark clouds to cover the sky over his immediate area. The cloud blocks direct sunlight, though creatures vulnerable to the sun are still affected. The cloud has a radius of 200’ centered around the Stormwatcher, and it follows him up to a speed of 120’ per round. Summoning and dismissing the cloud requires a full round action, and it takes an hour to form or dissipate.
At level 12, The dark clouds can be hastily formed or dissapated by severe winds (natural or magical, i.e. Gust of Wind), making them appear or evaporate in 10 minutes, and can create rain.
At level 16, the Stormwatcher is so attuned to the weather that he can create the dark clouds immediately by concentrating as a full round action. Further, the clouds cover 400’ centered around him, can create heavy rain, and can be so dark that they completely block out the sun, preventing any vulnerabilities to sunlight.
At level 20, the Stormwatcher is at the peak of his powers. The cloud now covers 600’ above him, and as a full round action, he can call down thunderous lightning to anywhere under the clouds, dealing 1d10 points of electrical damage. The Stormwatcher may call down 1 bolt per Stormwatcher level per round, dealing 1d10, though each 5’ square may only be hit by 2 bolts per round.
Gone with the Wind (Ex):
A Stormwatcher flourishes in severe weather conditions. In heavy rain, thick snowfall, dense fog, etc. a Stormwatcher moves at 10 feet faster than his normal movement speed.
At level 13, this movement speed bonus increases an additional 10 feet.
At level 17, this movement speed bonus applies even when there are slight weather conditions, as well as increasing the bonus by an additional 10 feet.
Ominous Clouds (Su):
As a Stormwatcher grows in power, so too do the clouds above him. Whenever he is under cloudy conditions, his Call Lightning and Call Lightning Storm spells are joined by thunder, dealing an additional 1d4 of sonic damage per 4 Stormwatcher levels. This damage increases to 1d6’s at level 10, 1d8’s at level 14, and 1d10’s at level 18. This ability works with Foreboding Weather at 20th level.
Mist Form (Su):
A Stormwatcher is so in tune with the rain that he can actually become a part of it. At level 9 a Stormwatcher may use his Mist Form once per day for every 3 Stormwatcher levels. It is similar to the spell Gaseous Form with the exceptions noted below.
A Stormwatcher may only use his Mist Form if there is some kind of precipitation. He is also unaffected by wind conditions around him while he is in Mist Form (unless he wishes to be).
Stormwatcher Spell List:
Though Some spells on the list appear as arcane spells, a Stormwatcher casts these as divine spells. Only a Stormwatcher may cast from his list.
0 Level: Create Water, Cure Minor Wounds, Flare, Light, Resistance, Virtue, Ray of frost
1st Level: Animate Water, Cloudburst, Endure Elements, Lesser Vigor, Obscuring Mist, Snowshoes, Thunderhead, Wall of Smoke, Winter Chill
2nd Level: Fog Cloud, Frost Breath, Binding Winds, Blindness/Deafness, Levitate, Master Air, Mountain Stance, Resist Energy, Whispering Winds, Wind Wall, Winter’s Embrace
3rd Level: Air Breathing, Capricious Zephyr, Call Lightning, Downdraft, Fly, Haste, Hypothermia, Mass Lesser Vigor, Mass Resist Energy, Mass Snowshoes, Quench, Slow, Thunderous Roar, Vigor
4th Level: Air Walk, Arc of Lightning, Control Water, Eye of the Hurricane, Freedom of Movement, Ice Storm, Murderous Mist, Rushing Waters, Solid Fog, Wall of Water, Wind at Back
5th Level: Call Lightning Storm, Cold Snap, Control Winds, Freeze, Greater Vigor, Mass Fly
6th Level: Acid Fog, Chain Lightning, Cloud-walkers, Drown, Energy Immunity, Enveloping Cocoon, Summon Greater Elemental (Air or Water), Superior Resistance, Tidal Surge, Vigorous Circle
7th Level: Control Weather, Storm of Elemental Fury, Storm Tower, Waterspout, Wind Walk
8th Level: Maelstrom, Reverse Gravity, Stormrage, Whirlwind
9th Level: Elemental Swarm (Air or Water), Greater Whirlwind, Mass Drown, Summon Elemental Monolith (Air or Water), Storm of Vengeance, Tsunami
Creator Notes
Personally I love playing support characters. I especially love healing, in any game I play. I don't know what it is, I just always thought that it's the most interesting. I am also a big fan of druids, I really enjoy the unique flavour they have, their respect and connection to the natural world. I built this character based off a character that I had actually made in City of Heroes a couple years back. He was a support hero that controlled weather, primarily a debuffer, but also buffed and some heal. Merging that character concept and the druid I came up with this character. I wanted someone that could really bring battlefield control to the table, while not becoming super overpowered while doing it.
Like I said above, I really like healing, but I get tired fast of playing the healing cleric, so I wanted to try something new with this character. His healing will come from Heal over time spells, giving fast healing with vigor, and some bonus stuff from his Healing Rain ability. I see the flavour of the vigor spells as a healing mist that heals characters over time.
Some places where I know I could use some help in is
1) One with the Storm progression - I don't want it to be "the class ability" of the Stormwatcher (kind of how the druids is wild shape), I just want it to still be viable in later levels. Maybe allow spellcasting during it at higher levels?
2) Spells - I'm not sure if its too OP to take both divine and arcane spells, so I tried to really take some cool flavour spells rather than game-breakingly powerful ones.
3) Later Levels - Personally I'm not very experienced playing characters in the upper levels - My highest character was an ECL 16, and I only got to play it for two sessions. I'm kind of new to higher levels, so I don't know how well this stuff compares with other higher level abilities.
This is my first attempt at anything homebrew, so any feedback whatsoever would be fantastic. Thanks very much in advance and feel free to post suggestions, criticisms, any errors, or anything else.
I can't stress enough that I don't mean for this character to be super-powerful at all. I created him with a flavour-first mentality. I want him to be very specific support (debuff, with very slow but powerful heals), and I don't want for him to overshadow any other classes - except with his clouds. (Ya, I'm ending with a lame joke, deal with it.)
Edits:
1) Changed him from both a divine and arcane spellcaster to just a divine caster (All of the spells on his list are now treated as divine spells).
Also gave him bonus to spot and listen checks in the Eye in the Sky ability. - Thanks to jiriku for the advice.
2) Changed Healing Rain to be solely based on ranks rather than levels. Changed Ominous Clouds ability from level 8 to 6.
Changed One with the Storm to give a bonus to physical stats, rather than change them entirely (like a Druid's Wild Shape)
Changed his Hit Die to d6, and took away his proficiency with medium armor - Thanks to Dralnu.
3) Added "A Stormwatcher does not need to make a concentration check in any sort of natural or magical weather conditions" in the Wintertouched ability.
4) Fixed Wintertouched so that Stormwatcher doesn't have to make concentration checks for casting or using class abilities in weather, not everything.
Ominous Clouds now works with Foreboding Weather at 20th level.
Gust of Wind is now a (Sp)
Made Healing Rain scale per level, rather than ranks in Heal skill - Thanks to Kellus
5) Added "Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity." to One with the Storm - Thanks to Palanan
Added a slam attack to One with the Storm that increases in damage with size
Added the ability to breathe underwater in water elemental form in One with the Storm.