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Silva Stormrage
2012-03-20, 04:25 PM
Tempest Warlord


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"Black clouds that fill the sky, hear my battle cry!" A tempest warlord's chant before battle.

Info: The Tempest Warlord is a lightning wielding warrior who calls upon an ancient pact made with the elements to wield powerful magics against his foes.

Adventures: Tempest Warlords tend to go on adventures as either a passage of rights or simply to explore the world. As most tempest warlords are raised in more primitive areas they haven't seen much of the civilized world beyond their tribe.

Characteristics: Tempest Warlords are a varied group and most do not share similar characteristics with themselves.

Races: Almost any race can become a Tempest Warlord. The ritual to become one is mostly known to tribes in which many warriors are tempest warlords. Therefore most races are orcs, goblins, or other tribal races. However, many scholars know the ritual and any race can preform the ritual.

Alignment: Most Tempest Warlords are non lawful but there are plenty of lawful Tempest Warlords as well.

Religion: Many Tempest Warlords revere the elementals of the storm and air but many others also finds themselves worshiping gods and goddesses of storm and lighting.

Other Classes: Tempest Warlords tend to work well with other melee combatants due to their abilities working well together. They often feel a camaraderie with evokers that use lightning as well.

Role: The Tempest Warlord can act as many different archetypes depending on what his path is and their selection of chants. Tempest Warlords of the Bronn path are quite damage dealers with high mobility. Following the path of Silva allows the Tempest Warlord to rob other creatures of their mobility and to withstand and avoid blows. Those that follow the path of Goldd smash their way through obstacles with tremendous force.

GAME RULE INFORMATION
Tempest Warlords have the following game statistics.
Abilities: Wisdom is the most important ability for Tempest Warlords. Their chants dc’s are based off Wisdom and they have several class ability that revolve around Wisdom. Next they need strength for damage and to hit and constitution to stay alive in the thicket of melee.

Alignment: Any
Hit Die: d10
Starting Age: As druid.
Starting Gold: As druid

Class Skills
The Tempest Warlord's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Disguise (Cha), Listen (Wis), Hide (Dex), Knowledge (Religion) (int), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex),

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Tempest Warlord
LevelBase Attack BonusFortRefWillSpecialChants1st
+1
+2
+0
+0Path, Conduit of the Elements 12nd
+2
+3
+0
+0Path Focus I 23rd
+3
+3
+1
+1 Dark Lightning 24th
+4
+4
+1
+1Storm Elementals35th
+5
+4
+1
+1Storm Body (Least)36th
+6
+5
+2
+2Lightning Rush47th
+7
+5
+2
+2Thunderclap48th
+8
+6
+2
+2Chants (lesser or greater) , Path Focus II 59th
+9
+6
+3
+3Storm Body (Lesser)510th
+10
+7
+3
+3Protective Gale611th
+11
+7
+3
+3Lightning Bruiser612th
+12
+8
+4
+4Greater Thunderclap713th
+13
+8
+4
+4Storm Body (Greater) 714th
+14
+9
+4
+4Path Focus III 815th
+15
+9
+5
+5Chants (Lesser,Greater,Tempest), Tempest Winds916th
+16
+10
+5
+5Lightning Blitz1017th
+17
+10
+5
+5Storm Body (Tempest)1018th
+18
+11
+6
+6Stormrage1119th
+19
+11
+6
+6Storm Body (Perfect)1220th
+20
+12
+6
+6Path Mastery13

Class Features
All of the following are class features of the Tempest Warlord.

Weapon and Armor Proficiencies: Tempest Warlord are proficient with all simple and martial weapons and with light, medium and heavy armor and all shields except for Tower Shields.

Path: At first level the Tempest Warlord chooses one path to follow. These paths determine class features gained at levels 1,2,8,14 and 20. Once a choice is made it can't be changed except by a wish, miracle or DM Fiat. The three paths each give the Tempest Warlord a special weapon forged from lightning and bonuses based on how many pacts you have active at a time. Unless otherwise noted the Tempest Warlord gains all the abilities of Path Focus I,II,III and Path Mastery, they do not overwrite the previous bonuses or abilities.

Bronn

Level 1

Weapon: Lightning Bow The Tempest Warlord following the path of Bronn can form a weapon made of pure lightning in the shape of a longbow or short bow. This weapon has the exact same statistics as either a longbow or a short bow (Chosen at first level and the choice can't be changed) except for the following. The Tempest Warlord replaces his dexterity to hit with his Wisdom modifier and also adds his Wisdom modifier to damage when using this bow. Also this weapon deals half of its damage in lightning damage and the other half in sonic. This bow also generates it's own ammunition which are treated as arrows but are immune to wind effects that divert normal projectiles. For example they would pass through a Wind Wall spell, but if they were not magical they would be affected by protection from arrows.

Bonuses with 1 Pact Active: None

Bonuses with 2 Pact Active: None

Bonuses with 3 Pact Active: None



Path Focus I

Weapon: Lightning Bow The Tempest Warlord's Lightning Bow becomes a magical weapon with a +1 enchantment bonus.

Bonuses with 1 Pact Active: The Tempest Warlord has the very winds push him along his path increasing his speed. He gains a bonus to all his movement speeds equal to his Wisdom modifier multiplied by 2.5. Rounded down to the nearest increment of five (minimum +5). This stacks with other movement increases. In addition he may spend a swift action to move up to half of his movement speed.

Bonuses with 2 Pact Active: With two pacts active the Tempest Warlord gains rapid shot as a bonus feat that can only be used with his lightning bow. If he already has rapid shot he gains improved rapid shot. If he already has improved rapid shot whenever he makes a full attack he can make an additional attack at his full base attack bonus but all attacks in the round take a -2 to hit and a -1 to damage.

Bonuses with 3 Pact Active: With three pacts active the Tempest Warlord empowers himself. All of his chants have their dc's increased by 2 and his lightning bow has a +2 bonus on damage rolls. This bonus increases to +3 at 8th level and then to +4 at 14th level.


Path Focus II

Weapon: Lightning Bow The Tempest Warlord's Lightning Bow becomes a magical weapon and gains a +2 enchantment bonus. In addition it gains the Shocking Weapon Property and the Distance Property.

Bonuses with 1 Pact Active: When the Tempest Warlord has one pact active he gains the ability to have a quick burst of wind blow him to a destination. As a swift action the Tempest Warlord can have winds forcibly push him to a location within 30ft. This movement does not provoke attack of opportunities. If the Tempest Warlord is flying he can push himself to a location within 60ft. The Tempest Warlord must travel in a straight line to this location.

Bonuses with 2 Pact Active: When the Tempest Warlord has two pacts active his Lightning Bow gains the Lightning Burst Ability, Collision and the Keen Ability. In addition, they treat any lightning and sonic resistance a target may have as being 10 lower than it actually is when calculating lightning bow damage.

Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active he can consume a pact as a move action to allow him to use his next chant as a swift action.


Path Focus III

Weapon: Lightning Bow The Tempest Warlord's Lightning Bow increases in power and increases its enchantment bonus by 2. Also his Lightning bow can now take a penalty on attack rolls and gain 1.5 times that penalty in damage. The penalty can not be higher than the Tempest Warlord's class level.

Bonuses with 1 Pact Active: When the Tempest Warlord has one pact active a bonus on reflex saves equal to his Wisdom modifier and initiative checks as the air around him pushes him out of the way of danger.

Bonuses with 2 Pact Active: When the Tempest Warlord has two pacts active his lightning bow gains the splitting weapon ability.

Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active every time he hits a target with them them must make a save or be entangled and unable to move as the winds around them push inward preventing movement. They must make a reflex save to negate this ability (DC 12 + 1/2 Class Level + Wisdom modifier.) These bonds can't be broken except by a strength check or escape artist check of dc 20 + the Tempest Warlord's Wisdom modifier which can be attempted as a move action. These bonds fade after 1 round.


Path Mastery

Arcing Arrows At 20th level a Tempest Warlord following the path of Bronn adds his Wisdom to his attack rolls with his lightning bow as an insight bonus. In addition his lightning ammunition hits multiple targets as the electricity arcs to nearby enemies. Anytime a creature is hit with an arrow from the Warlord's Lightning Bow a maximum of two enemy creatures within 10ft take half the damage taken by the original target. They get a reflex save for half damage. The DC is 20 + the Warlord's Wisdom Modifier





Silva

Level 1

Weapon: Galeblade and Windwall The Tempest Warlord following the path of Silva can form a blade of compressed and fast moving air in the form of a blade. This weapon has the statistics of a longsword except it can not be wielded two handed. In addition it deals half of its damage as force damage.

In addition, if the Tempest Warlord has a free hand then he can form a wall of wind that acts as a shield. This shield gives the Tempest Warlord a shield bonus to AC equal to his Wisdom modifier. This bonus is capped at 2 + the tempest warlord's class level. Unlike normal shield bonuses this shield bonus protects against melee touch attacks.

Bonuses with 1 Pact Active: None

Bonuses with 2 Pact Active: None

Bonuses with 3 Pact Active: None



Path Focus I

Weapon: The Tempest Warlord's Galeblade is now a magical weapon with a +1 enhancement bonus. As well when having a free hand his wind wall has it's ac bonus increase by 1.

Bonuses with 1 Pact Active: With one pact active the Tempest Warlord gains a whirling shield of wind around him. This causes any ranged projectile attack that can be deflected by wind wall to have a 25% chance of being deflected. This deflection stacks with protective gale for a 75% chance of deflection. At 15th level this ability grants the Tempest Warlord a 50% chance to deflect magical rays and magical ranged attacks.

Bonuses with 2 Pact Active: With two pacts active the Tempest Warlord charges his Galeblade with lightning, he deals bonus electricity damage equal to his Wisdom modifier when using his Galeblade.

Bonuses with 3 Pact Active: With three pacts active the Tempest Warlord gains the ability to supercharge himself gaining incredible speed and agility. If the Tempest Warlord consumes all three pacts at once he can gain a dodge bonus to ac and a bonus to attack rolls and reflex saves equal to his Wisdom score for 5 rounds. This ability can be used as a free action.


Path Focus II

Weapon: Galeblade and Wind Wall Galeblade is now treated as a +3 magical weapon with the shocking ability and its reach increases by 5ft and Wind Wall's shield bonus increases further increases by 2.

Bonuses with 1 Pact Active: Now the whirling wind around the Tempest Warlord increases in strength and it now has a 50% chance of causing a projectile attack to miss (100% with protective gale and 75% chance to deflect magical attacks at 15th level). In addition, the Wind Wall Shield now grants its shield bonus on reflex saves.

Bonuses with 2 Pact Active: If the Tempest Warlord hits anyone with his Galeblade when he has two pacts active than he can summon a fierce wind that blows the target to the ground. Whenever he succeeds on a melee attack with his Galeblade the target must make an opposed bull rush check against the Tempest Warlord. The Tempest Warlord's bonus is his Wisdom modifier + his strength or dexterity modifier (Whichever is higher) + any other bonuses to bull rushing. If the target fails this check he takes an additional 2d6 damage and is knocked prone. If the target is in the air he is knocked 50ft downward, if he hits the ground with this movement he is knocked prone and takes 2d6 extra damage from the fall. This movement does not provoke attack of opportunities.

Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active he can create shields of pure electricity that protect his allies. If he has three pacts active then any enemy that hits an ally of the Tempest Warlord who is within 60ft of the Tempest Warlord with a melee attack takes electricity damage equal to 1d6+1/2 of the tempest warlord's class level.


Path Focus III

Weapon: Galeblade and Wind Wall Galeblade is now treated as a +5 magical weapon and now has the speed property. His Wind Wall gains an additional + 2 to it's shield bonus and once per round whenever an adjacent ally is attacked the Tempest Warlord can grant his Wind Wall's AC bonus to that adjacent ally as a free action, this can be done at any time the Tempest Warlord is not flatfooted.

Bonuses with 1 Pact Active: Whenever the Tempest Warlord has one pact active the winds rushing around him prevent enemies from fleeing. Any creature who is within 15ft of the Tempest Warlord must make a fort save (DC 10 + 1/2 Class level + Wisdom modifier) or be checked and unable to move any direction but towards the Tempest Warlord. A save may be attempted each round but a single success only allows movement for that particular round.

Bonuses with 2 Pact Active: The Tempest Warlord's ability to conjure blasts of wind improve and now he can knock down multiple creatures with two pacts active. Whenever he strikes a creature with a melee attack he compares his attack roll with any enemy adjacent to the foe. If the attack roll hits their ac they also have to make a bull rush check or be knocked down by the same burst of wind

Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active the pure energy he channels garners him tremendous power. For every round the Tempest Warlord has three pacts active he gains a bonus to his attack rolls, and a dodge bonus to ac, equal to 1/3rd of his Wisdom modifier (Rounded down. Minimum + 1). This bonus is caped at a bonus equal to his Wisdom modifier. These bonuses last for a number of rounds equal to his Wisdom modifier and their duration is refreshed every round the Tempest Warlord has three pacts active.



Path Mastery


Storm's Grasp: The Tempest Warlord can conjure massive amounts of wind that pulls and controls enemies as well as battering them around. Enemies within 15ft per pact active must make a fort save each round (Dc 20 + Wisdom modifier + 2 per pact active) or be unable to move in any direction for that round. In addition as a free action each round the Tempest Warlord can target a number of creatures within that radius equal to the number of pacts active and blast them with a condensed blast of wind. The subjects must make a fort save (Same DC as above) or be knocked prone and take 5d6 force damage per pact active. If they succeed they take half damage and are not knocked prone. Each target must be a different creature. The Tempest Warlord can suppress or activate this ability as a free action.





Goldd

Level 1

Weapon: Thunder Axe Tempest Warlords who follow the path of Goldd favor brute force and overwhelming strength to finish their foes. These Tempest Warlords conjure axes made of pure thunder that they use to cleave and electrocute their foes. This axe has the exact same statistics as a greataxe but deals half of it's damage as electricity damage and half as slashing.

Bonuses with 1 Pact Active: None

Bonuses with 2 Pact Active: None

Bonuses with 3 Pact Active: None


Path Focus I

Weapon: Thunder Axe The Tempest Warlord's Thunder Axe becomes a magic weapon with a +1 enhancement bonus.

Bonuses with 1 Pact Active: With one pact active a Tempest Warlord following the path of Goldd has his Thunder Axe gain the Shocking Weapon Ability and has its enchantment bonus increased by 1.

Bonuses with 2 Pact Active: Whenever the Tempest Warlord confirms a critical hit when he has two pacts active the opponent must make a fort save (Dc 10 + 1/2 class level + Wisdom modifier) or be stunned for one round.

Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he forms a form of lightning armor around himself increasing his damage and defense. He gains a bonus on damage rolls equal to 1/4 of his class levels and any armor he is wearing has it's armor bonus increased by the same amount.


Path Focus II

Weapon: Thunder Axe The Tempest Warlord's Thunder Axe becomes a + 3 magic weapon with the sudden stunning and keen abilities.

Bonuses with 1 Pact Active: With one pact active a Tempest Warlord following the path of Goldd channels the power of the pacts offensively gaining a sacred bonus to strength equal to 1/4 his class level and a bonus to bull rush checks equal to 1/4 his class level.

Bonuses with 2 Pact Active: Whenever the Tempest Warlord attacks a target with his Thunder Axe the sheer amount of electricity spreads to nearby targets. Anytime he hits an enemy up to two enemies adjacent to the original enemy take one quarter of the damage the original target took. A reflex save (Dc 10 + 1/2 class level + Wisdom) halves the damage. This damage is electricity damage.

Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he becomes unstoppable. He acts as if under the effects of the Freedom of Movement spell which can't be dispelled. It still can be suppressed by an anti magic field or similar abilities. In addition he gains a bonus on bull rush checks equal to half his class level.


Path Focus III

Weapon: Thunder Axe The Tempest Warlord's Thunder Axe now has a +5 enchantment bonus and the collision property. In addition, whenever the Tempest Warlord personally bull rushes someone as a standard action while wielding his Thunder Axe he can make two free attacks on the target. At 17th level he can make a third attack on the subject. Each one of these attacks are at the Tempest Warlord's Full base attack bonus.

Bonuses with 1 Pact Active: Whenever a Tempest Warlord following the Path of Goldd with one pact active bull rushes someone that target takes 1d6 electricity damage per 5 feet he is pushed back.

Bonuses with 2 Pact Active: Whenever the Tempest Warlord with two pacts active hits a target his attacks spread even more effectively. Now every target within 5ft of the original target takes half of the damage the original took with no reflex save for half damage. All of the damage is still electricity damage.

Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he becomes a juggernaut of power and speed. He gains an additional attack at his highest attack bonus which doesn't stack with haste or similar effects. In addition he gains a +40ft movement speed bonus and he gets an additional move action every round. Finally the Tempest Warlord gains a bonus on damage rolls with his thunder axe equal to his Wisdom modifier.



Path Mastery

Thundering Knock Back: If the Tempest Warlord makes a full attack then every time he hits a target with an attack he can make a bull rush attempt on that target. He gains no additional attacks for these bull rush attempts. These bull rush attempts do not count against the max movement limits in the round for the Tempest Warlord. In addition, he gains a bonus on bull rush checks equal depending on the number of pacts active: One pact, +10, Two Pacts, +15, Three Pacts, +20.



Conduit of the Elements: All Tempest Warlords make pacts with the whirling elements of the storm and thus can harness their power.

Pacts: All Tempest Warlords form a bond with either a particular elemental by themselves or participate in a ritual where they gain their abilities. Tempest Warlords after unlocking their abilities have three pacts that can either be active or consumed. Pacts become active by using Generative Chants or confirming a critical hit with the weapon that was generated by their path. At the start of an encounter a Tempest Warlord automatically loses any active pacts he has, the elemental spirits he is bound to require he build up a charge during his struggles not before.

Chants Tempest Warlords have access to abilities granted to them by the elements known as chants. These chants function like spell like abilities except that they have verbal components, ignore ASF and all of their saving throw dc's are 10 + 1/2 the Tempest Warlord's Class Level + his Wisdom modifier. There are two types of chants, consumptive and generative.
Generative chants activate one pact each time you use one and tend to be weaker than Consumptive chants.

Consumptive Chants consume active pacts. Each one consumes one pact unless it is noted that they consume more. If the Tempest Warlord does not have enough active pacts to use the ability he can't use the Consumptive Chants.


Dark Lightning: (Sp) As a standard action a 3rd level Tempest Warlord can form a small storm of dark clouds that rains lightning from above. This ability requires at least one pact active to use and if the Tempest Warlord has 2 or 3 pacts active it consumes one. This ability deals 1d6 electricity damage per two class levels (round up) to all creatures in a 30ft burst within 100ft. The Tempest Warlord can exclude any creatures within that area from taking damage if he so wishes.

Storm Elementals: (Su) A fourth level Tempest Warlord can call manifestations of a storm to aid him. Three times per day he can call one storm elemental as a full round action. These elementals last for 1 hour per class level. The Tempest Warlord can have a maximum of one at a time, any additional Storm Elementals simply disappear. These Elementals do not have their Thunder and Lightning ability. The type of elemental summoned is determined by class level (See Below).

4th-6th Level: Small
7th-8th Level: Medium
9th-10th Level: Large
11th-14th Level: Huge
15th-16th Level: Greater
17th-20th Level: Elder


Storm Body: (Ex) A fourth level Tempest Warlord's body starts to change and become more elemental in nature. These changes become more severe at later levels. These bonuses overlap with each other.
Least: The Tempest Warlord gains electricity and sonic resistance 10 as well as a + 4 bonus on saving throws against electricity and sonic effects.
Lesser: The Tempest Warlord can walk on air as the spell "Airwalk" for 10 minutes a day. These minutes may be split up as he likes and need not to be continuous. The Tempest Warlord gains electricity and sonic resistance 15 as well as a + 4 bonus on saving throws against electricity and sonic effects.
Greater: The Tempest Warlord gains a 60ft flight speed with good maneuverability. He also gains electricity and sonic resistance 20 as well as a + 6 bonus on saving throws against electricity and sonic effects.
Tempest: The Tempest Warlord gains sonic and electricity resistance 30 as well as a + 8 bonus on on saving throws against electricity and sonic effects. In addition he is continuously under the effect of the Elemental Body Spell (Air Elemental Only). The elemental body spell can not be dispelled but is still suppressed if the Tempest Warlord enters an anti magic field.
Perfect: The Tempest Warlord gains immunity to both sonic and electricity and is infact healed by those effects the same as a Storm Elemental would be. In addition he gains a + 10 bonus on saving throws against all electricity and sonic effects. He is continuously under the effect of the Elemental Body Spell (Air Elemental Only).The elemental body spell can not be dispelled but is still suppressed if the Tempest Warlord enters an anti magic field. In addition, once per round he can have his body transform into air to avoid taking damage. The Tempest Warlord can choose when to activate this ability and to negate the damage he needs to make a fort save (DC Equal to the Damage + 10). Using this ability is a free action that can be done not on his turn. After avoiding an attack this ability his body turns back to normal.

Lightning Rush: (Sp) A 6th level Tempest Warlord can become a lightning bolt and jump across the field of battle. As a standard action he can duplicate the spell Lightning Leap (Complete Mage) with a caster level equal to the Tempest Warlord's class level - 3. This ability can be used at will. Using this ability does not provoke attack of opportunities.

Thunderclap: (Su) Channeling the power of thunder a 7th level Tempest Warlord can conjure a wave of force that emanates around him damaging knocking down and maybe stunning enemies. Using this ability takes a standard action and any creature within 15ft of the Tempest Warlord must make two fort saves. If they fail both saving throws they are knocked prone, thrown 15 feet away from the Tempest Warlord take 1d6 sonic damage per 2 class levels and stunned for 1 round. Success on 1 means the creature is not stunned. success on both means the subject is not knocked prone and takes half damage. This ability can be used once per day per point of his Wisdom modifier.


Protective Gale: (Su) At 10th level a swift sphere of wind constantly blows around the Tempest Warlord. This deflects blows to himself and allies. The Tempest Warlord and any ally within 15ft of the Tempest Warlord gains a deflection bonus to their ac equal to the Tempest Warlord's Wisdom modifier. Unlike other deflection bonuses this does not work against rays and other magical ranged touch attacks. Also anyone protected by this ability has a 50% chance to avoid any ranged projectile attack that could be deflected by wind wall. The Tempest Warlord can suppress or resume this ability as a free action.

Lightning Bruiser: (Sp) At 11th level a Tempest Warlord learns how to use his lightning rush ability quicker. He can now use Lightning Rush as either a move, swift or standard action. However, if he uses it as a move, or a swift action. the Tempest Warlord's caster level is halved for this ability. Anytime using his lightning rush ability though his caster level is equal to his class level instead of class level - 3. If a Tempest Warlord uses Lightning Rush as a standard action he can not use it again this round, nor can he use it as a standard action if he has already used Lightning Rush this round.

Greater Thunderclap: A 12th level Tempest Warlord's Thunderclap grows in strength and control. The radius is extended to 30ft radius around the Tempest Warlord. In addition he can exclude any creature in the area from suffering the effects of thunderclap. Also any creature who is hit by the thunderclap needs to only fail one of the saving throws to be stunned.

Tempest Winds: (Su) At 15th level protective gale's winds become magically enhanced and it's deflection bonus to ac now is able to work against magical rays and ranged touch attacks. In addition the Tempest Warlord now is surrounded by raging winds that block any projectile attack that the Tempest Warlord wishes as with windwall.

Lightning Blitz: (Sp) As a full round action a 16th level Tempest Warlord can use his lightning rush in rapid succession. He may use lightning rush 4 times with a single full round action. No creature can take damage from more than 2 of the lightning rushes. Each Lightning rush used from this ability deals 1/2 damage.

Stormrage: (Su) At 18th level the Tempest Warlord becomes a true master of the sky and storms. He is permanently under the effect of the spell "Stormrage" (SpC 210) cast at a 20th caster level. This can't be dispelled but can still be suppressed by an anti magic field or similar abilities.


Chants

Lesser Chants

Concealing Mist: Generative: As a standard action the Tempest Warlord can conjure a cloud of mist that pulses out from him in a 20ft radius. Anyone in that area has concealment and can see as if it was shadowy concealment (Though dark vision and torches and similar effects do not help creatures see). The Tempest Warlord however, is able to swiftly move the fog out of the way before he attacks and can ignore any concealment his enemies are granted by this ability. He still is granted concealment if the enemy attacks the Tempest Warlord though. This ability is stationary after being first conjured. The mist lasts for 1 round per class level.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.


Blocking Wind, Lesser: Generative As a standard action the Tempest Warlord conjures wind currents that block creatures from entering a certain 5 by 5ft square within 30ft. The 5 by 5 ft square is essentially treated as a wall of force that does not block LoE and is not destroyed by disintegrate. However, this wall will not stop magical rays or attacks from passing through. This wall of wind lasts for 1 round per 2 class levels, minimum 1 round. The cube is easily distinguishable and noticeable despite being made of air, as the Tempest Warlord churns more power into it for it to block effects it takes the color of storm clouds.

Gust of Wind: Generative As a standard action the Tempest Warlord can duplicate the spell Gust of Wind.

Lightning Trap: Generative As a standard action the Tempest Warlord can lay a trap on a 5ft square within 20ft. Any creature that passes through this square (Or flies through if the hex is above ground level) takes 1d6 electricity damage per class level. These traps last for 1 round per class level and the Tempest Warlord can have three active at a time. Only one trap can activate per round though. In addition this ability grants it's pact whenever the trap is triggered.

The trap is completely unnoticeable unless an observer has arcane sight or a similar effect that identifies magical auras.

Lightning Javelins: Consumptive As a full round action a Tempest Warlord can conjure and launch a series of lightning bolts in the shape of javelins towards his foes. He can throw one javelin plus one per 5 BAB he has. Each javelin deals 1d6 + his Wisdom modifier and has an attack bonus equal to the Tempest Warlord's class level + his Wisdom modifier.

Tempest Tempo: Consumptive As a swift action the Tempest Warlord can channel the power of a pact into granting him additional speed. For two rounds the Tempest Warlord is treated as if he under the effects of a haste spell.

Wind Blast: Consumptive As a standard action the Tempest Warlord can send a condensed blast of air at a target. The wind unerringly hits the target and deals 1d6 bludgeoning damage per tempest warlord class level. The target gets a fort save for half damage.


Greater

Blocking Winds, Greater: Generative Like Blocking Winds, Lesser except the Tempest Warlord creates one 5ft cube of blocking winds per three class levels and they can be anywhere within 60ft of the Tempest Warlord. These cubes must still be adjacent to each other.

Lightning Aura: Generative As a standard action the Tempest Warlord conjures armor of electricity to course over his body. Any creature attack the tempest Warlord takes 1d6 electricity damage plus 1 per 3 class levels. This ability lasts until canceled.

Wind Tunnel: Generative As a standard action the Tempest Warlord can conjure winds duplicating the effects of the Wind Tunnel Spell (Spc). This ability however only grants a + 3 bonus to hit and also only lasts 4 rounds. This ability can not benefit the Bronn path's Lightning Arrows.

Wind Wall: Generative As a standard action the Tempest Warlord can duplicate the effects of a Wind Wall spell.

Wind Rush: Generative As a standard action he Tempest Warlord uses wind to attempt to bull rush an opponent. He can target any enemy within medium range and his bonus on his Bull Rush Check is his BAB plus his class level plus his Wisdom plus any other bonuses to bull rush either from feats or class features.

Lightning Pierce: Generative As a swift action after the use of a standard action Lightning Rush the Tempest Warlord can use the speed he was traveling at to deal additional damage to an enemy. After using Lightning Rush he can attack one enemy within reach (If using a ranged weapon within the first ranged increment) with a single attack. The target is treated as flatfooted for this attack and this attack deals normal damage.

Power Up: Generative As a full round action the Tempest Warlord activates 1d2+1 pacts. This ability can be used once an encounter.
Special: This ability only generates the 1d2+1 pacts and doesn't activate the default pact for using a Generative Chant.

Thunder and Lightning: Consumptive As a standard action the Tempest Warlord conjures the sound of thunder and the brightness of a lightning bolt within medium range. Any creature other than the Tempest Warlord within 100ft must make two fort saves. Failure on the first fort save renders them deafened, failure on the second renders them blinded. Both effects last for 10 minutes.

Wind's Edge: Consumptive As a full round action the Tempest Warlord begins a terribly effective melee combo. The Tempest Warlord hits an enemy adjacent to him with his weapon granted by his path. Then he conjures powerful winds knocking both him and his target 20ft into the air. The Tempest Warlord then hits the enemy again with his weapon and slams both of them down towards the ground. Attempting to finish the opponent off the Tempest Warlord then uses the winds he conjured to control their fall and creates a blast of force which is launched at the foe and those behind him. This blast is a 5 by 50ft line that deals 1d6 bludgeoning damage per two class levels which allows enemies a reflex save for half damage. If the Tempest Warlord hits with the first hit he automatically hits with the second. If the Tempest Warlord misses with the first hit than his opponent is not knocked up into the air and avoids the second hit as well, the blast of air still occurs though. The Tempest Warlord needs 20ft of open space above him to use this ability. If the Tempest Warlord and the enemy are in the air after the second hit both fall either 1000ft or until they hit the ground. The Tempest Warlord uses the winds to control his fast fall and since the enemy is so close to him the winds protect both of them from any falling damage.

Special: Tempest Warlords following the path of Bronn and Tempest Warlords who follow the path of Silva but traded out their Galeblades can not take this chant.

Lightning Nerves: Consumptive As a free action the Tempest Warlord charge's his nerve endings with electricity allowing him to move tremendously faster. For every round this is activate the Tempest Warlord is treated as under a haste spell that gives twice the usual bonuses (still only one additional attack though). In addition he is granted an additional move action each round. At the end of each round under this effect the Tempest Warlord takes 1 damage per two class levels (Round Up). This ability can be dismissed as a free action but must remain active for at least one round.

Body Disruption: Consumptive As a standard action the Tempest Warlord can attempt to make a melee touch attack on an opponent. If this attack hits he channels raw electricity into the opponent a scrambles his brains neural pathways temporarily preventing him from taking actions that aren't just spasms. The target is treated as stunned for 1d6+2 rounds but immunity to stunning doesn't prevent this ability. Immunity to electricity or electricity resistance 30 does stop it though. A fort save negates this effect.

Heart Restart: Consumptive As a standard action the Tempest Warlord can restart a touched dead ally's heart bringing him back to life. The ally must have died within 3 rounds, he must have a heart and be intact enough for a raise dead spell to raise him. The subject is resurrected with -1 hp and is stable.

Special: This effect consumes two active pacts

Monsoon: Consumptive As a full round action the Tempest Warlord conjures a storm above a cylinder with a 20ft radius and a height of 50ft within 100 feet. At the beginning of each of his next 5 turns any enemy within the area takes 1d6 electricity damage per two class levels as lightning bolts are call down from the sky. A reflex save (Dc 10+1/2 Class level + Wisdom modifier) halves the damage. In addition rains continuously fall in that radius causing the normal effects for rain in the area. The rain affects allies as well unlike the lightning which is called down each round.



Tempest

Whirlwind: Generative The Tempest Warlord duplicates the spell Whirlwind with a caster level equal to his class level.

Blocking Winds, Tempest: Generative As Block Winds, Lesser except as noted. The Tempest Warlord can now generate these within 100ft and can now create one for every two class levels he has. They still must be adjacent to each other.

Greater Stormrage: Generative The Tempest Warlord is affected by the Stormrage Spell except as noted. The lightning blasts from his eyes deal 1d6 damage per class level and their dc is increased by 5.


Ursa Shock: Consumptive The Tempest Warlord condenses a massive amount of air into a very small location as a standard action. He can then launch this compressed air anywhere within medium range within the same action. When it reaches it's destination it expands rapidly creating a mini bomb. This ability hits all creatures other than the Tempest Warlord within a radius up to 100ft and it deals 1d6 damage per class level with a reflex save for half. This ability knocks any creature in the area to the edge of the effect . If anyone fails the reflex save they are knocked prone and stunned for 1d4 rounds. The Tempest Warlord can choose how big the radius for the explosion is, up to a maximum of 100ft.

Max Power!: Consumptive As a swift action the Tempest Warlord turns his active pacts into a form of pure energy. While this effect is active he is treated as if having three active pacts. He can not gain pacts while this ability is in effect. This ability lasts 2 rounds.

Special: The Tempest Warlord must have three pacts active to use this ability and this ability then consumes them all.

Storm's Edge: Consumptive As wind's edge except with these changes. As the Tempest Warlord hits his foe up he makes several melee attacks upon him. He hits the enemy three times instead of one. If the first attack hits than all of the remaining attacks hit as well. Also instead of a conjured single line of air that damages opponents, Storm's Edge blasts all enemies within 60ft with a surge of lightning and sonic. This deals 1d6 damage per 2 class levels and deals half of it's damage in sonic and half in electricity. A reflex save halves the damage.

Special: In order to select this chant the Tempest Warlord needs to have Wind Edge as well.





Feats
Extra Chant
Prerequisites: Ability to use lesser chants, Knowledge The Planes 6
Benefit: You learn another chant of any grade of you capable of using.
Special: This feat may be taken multiple times each time you select another chant.

Specialized Path Weapon
Prerequisites: Tempest Warlord Level 1
Benefit: You can switch out your current Tempest Warlord path granted weapon with another. It gains the base damage, critical threat range and multiplier, reach and any other special ability of the weapon. The Tempest Warlord automatically gains proficiency with the weapon.

Special: A Tempest Warlord following the path of Silva can transform his gale blade into a second wind wall. This allows him to gain a shield bonus equal to his Wisdom modifier * 1.5. Any bonuses to wind wall from future path focus abilities still give the normal increase to the shield bonus. The Tempest Warlord becomes unable to form a gale blade of any kind after taking this feat in this way. Path Focus Abilities that can only be used with a Galeblade become useless.

Silva Stormrage
2012-03-21, 08:01 PM
First place in the recent base class challenge and no posts? :smalltongue:

Anyone have any comments?

ScrambledBrains
2012-03-21, 09:07 PM
I only looked at part of it so far, and I'm not an expert on balance, so I can't help there. That said, I like what I've read so far. :smallsmile:

Also, you have a typo in the Weapon and Armor proficiencies line. At the very end, it says "armor armor."

Silva Stormrage
2012-03-23, 10:27 AM
I only looked at part of it so far, and I'm not an expert on balance, so I can't help there. That said, I like what I've read so far. :smallsmile:

Also, you have a typo in the Weapon and Armor proficiencies line. At the very end, it says "armor armor."

Don't you know? Thats a new type of armor :smalltongue: Fixed the typo.

Right now I am mostly looking for balance critiques and typos since I tend to mess up on those the most :smallbiggrin:

DeathOfAMailman
2012-04-26, 03:58 PM
A lot of your typos can be found by copy/pasting the text into a word processor, or a browser like Firefox or Chrome. Once you do that, it will be easier to critique.

Silva Stormrage
2013-07-30, 05:43 PM
Changed a couple abilities, balanced the three paths and generally made the class better as well as fixing a few typos. Anyone have any critiques on the changes?

JBPuffin
2013-07-30, 07:17 PM
Armor armor is still his listed armor prof. Other than that, good job!

Silva Stormrage
2013-07-30, 08:09 PM
Armor armor is still his listed armor prof. Other than that, good job!

Sigh, when I edited it I edited the one on the base class challenge post first. That one still had the armor armor and I didn't think of changing it when I posted it here. Thank you.

Silva Stormrage
2019-05-25, 08:09 PM
Okay updated this class in my series of updating my old homebrews.

Major Changes:
Swapped the Class to wisdom based instead of charisma. It seemed to fit with the class identity better as communing with nature/elements is a very druid/cleric ability.
Adjusted skill list in reference to above.
Gave all the paths their magic weapons at 2nd level. Waiting until 8th for a +1 weapon is somewhat painful for melee focused class.
Removed the ability to lightning rush 3 times in a round with Lightning Bruiser dealing 2d6/class level automatic damage.
Adjusted some wording on some of the chants/abilities.


As always tell me what you guys think about the fixes! Or the class itself if it's the first time you have seen it.

Just to Browse
2019-06-02, 01:56 AM
I like the updates. Only one I'm not sure about is changing Wis to Cha. I think the gratuitous use of lightning and angry storm magic lines up better with Charisma's "force of personality" part.

I think it would be nice if Dark Lightning got an upgrade late in the Tempest Warlord lifecycle. Some time around level 10 or later would be nice, but I'm not sure where best to put it if there's even room.

I tried making a character with this, and I think the most frustrating thing about it is how much stuff there is to track. The paths have their weapon, 3 foci, and a capstone. The chants have 3 tiers. The elementals have 6 tiers of upgrades. The body aspects have 5 tiers of upgrades. Chants are 1 + 1/2 level, except at levels 19 & 20. Any one or two of these tracks is intuitive enough that I can follow it, but I feel like it's too much all together. It would be nice if there was a way to streamline some of this. Tying chants & paths, and/or body aspects & elements would help.

On top of that, there is a pretty large amount of in-game complexity. If I have 3 chants up at level 10, then I'm managing 6 ongoing buffs, an aura, and choosing between 11 active options (treating any kind of attack roll as just 1 option). I still like the rise in complexity as you go up in levels, because that is where enfranchised players are more likely to be, but I think the in-session management for this class might be too intense.

Silva Stormrage
2019-06-02, 11:04 PM
I like the updates. Only one I'm not sure about is changing Wis to Cha. I think the gratuitous use of lightning and angry storm magic lines up better with Charisma's "force of personality" part.

I think it would be nice if Dark Lightning got an upgrade late in the Tempest Warlord lifecycle. Some time around level 10 or later would be nice, but I'm not sure where best to put it if there's even room.

I tried making a character with this, and I think the most frustrating thing about it is how much stuff there is to track. The paths have their weapon, 3 foci, and a capstone. The chants have 3 tiers. The elementals have 6 tiers of upgrades. The body aspects have 5 tiers of upgrades. Chants are 1 + 1/2 level, except at levels 19 & 20. Any one or two of these tracks is intuitive enough that I can follow it, but I feel like it's too much all together. It would be nice if there was a way to streamline some of this. Tying chants & paths, and/or body aspects & elements would help.

On top of that, there is a pretty large amount of in-game complexity. If I have 3 chants up at level 10, then I'm managing 6 ongoing buffs, an aura, and choosing between 11 active options (treating any kind of attack roll as just 1 option). I still like the rise in complexity as you go up in levels, because that is where enfranchised players are more likely to be, but I think the in-session management for this class might be too intense.

Hm, you might have a point on the charisma... I am going to have to think about that.

For Dark Lightning what exactly do you have in mind? It already has a fairly large area of effect, I could increase the damage but it's not really intended to be a tool you use all the time.

The various things to track while leveling up I think are mostly fine. Mainly because you very rarely upgrade more than one thing at a time and most of the time the various things like elementals and storm body are just "Same effect with a slight bonus" elemental stat block updating takes 30 seconds tops. I do think I should fix the chant progression though to be less clunky. Not sure if that was intended or an error frankly.

The actual in session management for the class is actually 100% accurate though. Not as a player but as a DM I have tried to send Tempest Warlords against players before but almost every time it's incredibly hard to mange that many changing buffs and status effects. Generally if I send one as an NPC that isn't a boss encounter I hard cap their various boons to be at 1-2 pact level and ignore their pact generation mechanic. It's too in depth when you have 5-6 mooks. I kinda wanted to lower that complexity when I was updating the class but... I really couldn't find a way to without totally overhauling the class.

The main complexity in session is the bonuses you have with the various pact levels. You are spending and generating pacts and bonuses fade away/regenerate, etc. I had thought about turning the pact levels into a binary on/off feature. Aka if you have any pacts active you gain all the bonuses. It would be easier to keep track of by far (Though still far more complicated than say a fighter) but the current list of boons isn't balanced in that sense.

I will probably try to think of a way to rework that though because you are right it is a bit much at the moment.