demonickin0
2012-08-23, 09:19 PM
Came to me in a dream lol
http://fc01.deviantart.net/fs70/f/2013/121/4/9/god_of_death_by_wlop-d63p4p0.jpg
Storm Scythe (3.5 Class)
Abilities: Dexterity and Wisdom.
Background: Someone enters this class from a sudden unexpected bolt of lightning during a thunderstorm. The plane of storms marks them from that point on.
Alignment: Any
Starting Equipment: 2d4 x10 (50)
Starting Age: Usually Simple or older.
Hit Die: d10
Storm Scythe
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+1|
+1| Storm Touched, Bolt Scythe, Flash Draw
2nd|
+1|
+1|
+2|
+2|Mistwalker
3rd|
+2|
+1|
+3|
+3| Shocking.
4th|
+3|
+2|
+4|
+3| Heavy Rain.
5th|
+3|
+2|
+5|
+4| Forever Chilled
6th|
+4|
+3|
+6|
+5|Flash Sight
7th|
+5|
+3|
+7|
+6| Lightning Blood
8th|
+6/+1|
+4|
+8|
+6| Lightning Beast
9th|
+6/+1|
+4|
+9|
+7| Thunderstorms, Static Surge
10th|
+7/+2|
+5|
+10|
+8| Forever Chilled, Storm Clap
11th|
+8/+3|
+5|
+11|
+9| Arc Trail
12th|
+9/+4|
+6|
+12|
+9| Flash Step
13th|
+9/+4 |
+6|
+13|
+10| Storm Fury, Cloud Walk
14th|
+10/+5 |
+7|
+14|
+11| Storm Drain
15th|
+11/+6/+1|
+7|
+15|
+12| Forever Chilled
16th|
+12/+7/+2|
+8|
+16|
+12| Reaping Twister
17th|
+12/+7/+2 |
+8|
+17|
+13| Twin Storm Beasts
18th|
+13/+8/+3 |
+9|
+18|
+14| Storm Crown
19th|
+14/+9/+4 |
+9|
+19|
+15| Ice Shell
20th|
+20/+15/+10/+5 |
+10|
+20|
+15| Storm Reaper [/table]
The Storm Scythe's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4+ Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features:
Weapons & Armor Proficiency:
Storm Scythes are proficient in all simple and martial weapons. They are also proficient in light and medium armor but not shields.
No Storm Scythe wears metal armor, for it attracts Lightning bolts when they are outside. For every round spent in metal armor, A Storm Scythe is dealt 3d10 lightning damage from a constant series of lightning strikes from the sky each round, and if inside when wearing metal armor, he loses all his Storm Scythe abilities.
1st - Storm Touched (Su):
A Storm Scythe is a being that has been touched by the elemental plane of air. The storms above keeps watch over a Storm Scythe, following her wherever she goes, spread always in a 1 mile radius area. The Storm Scythe also gains cold resistance 5.
During the day the storm appears as day showers with light clouds and a constant light rain. During the night, the clouds intensify slightly, random lightning forking the sky as the showers become hard rain with thunder and lightning.
1st - Bolt Scythe (Su):
During combat, a Storm Scythe can summon its primary weapon as a swift action, as will. In the extended hand of the Storm Scythe, a bolt of lightning strikes and coalesces into a magical scythe, the blade of pure energy extending from the handle, entirely composed of electricity.
This is treated as magical, despite not having an enhancement bonus. On a successful attack, the scythe deals 2d4 piercing or slashing as normal for a scythe, plus an additional 1d6 of electricity damage as if it were a shocking weapon.
This scythe remains as long as the Storm Scythe wills it, remaining both conscious and outdoors as well. If dropped, the bolt discharges harmlessly. If thrown (100 ft. range) or disarmed by anyone not either a Storm Scythe or immune to electricity, the bolt deals 3d10 electricity damage as if it was a lightning bolt.
1st - Lightning Draw (Ex):
A Storm Scythe gains Quick Draw as a bonus feat.
2nd - Mistwalker (Ex):
A Storm Scythe can use the Hide skill even while being observed, as long as she is in the rain, fog, or a cloud of mist, even when there is nothing to hide behind.
3rd - Storm's Grasp (Sp/Su):
A Storm Scythe can use Shocking Grasp as a standard action, a number of times per day equal to 3 + Charisma Modifier. Treat the Storm Scythe's caster level as equal to her Storm Scythe class level.
Also, after confirming a critical hit with her scythe, she has the ability to, as an immediate action, deal an additional 3d10 of electricity damage as if the weapon had the shocking burst weapon quality. Both methods of ability consumes one use.
4th - Heavy Rain (Su):
A Storm Scythe’s Storm Touched ability is intensified. The light rain during the day is now a heavy rain storm, while the night remains a heavy rain storm.
5th - Forever Chilled (Su):
A Storm Scythe's life has been difficult. a Storm Scythe's cold resistance increases to 10 and gains Endurance as a bonus feat, even if she doesn't meet the normal requirements.
6th - Flash Sight (Su):
A Storm Scythe’s eyes become glowing white, fulled with electricity visibly hopping around and between the eyes. Gain darkvision 60 ft. and a bonus on all intimidate checks equal to half of her Storm Scythe's class level.
At 12th level, this ability allows the storm scythe to see strong electrical currents found within all life as well as from natural sources. She gains a +3 bonus on spot checks made to see living creatures. This bonus improves to +5 if the target has the ability to use lightning, like a shocker lizard, lightning elemental, or even an object like a weapon with the shocking weapon quality.
7th - Lightning Blood (Su):
A Storm Scythe feels the raw power of storms deep within her veins. She gains electricity resistance 10. She also may add her Wisdom Modifier to all reflex saves as an additional bonus.
8th - Lightning Beast (Su):
A Storm Scythe has the ability to transform her scythe into any creature as a standard action. The creature can turn back into the scythe and return to the wielder as a swift action. The base creature must cannot have intelligence higher than 6 and with a maximum CR equal to half her class level.
The creature appears to be completely made of blue electricity, its attacks deal only shocking damage and whenever a creature does physical damage to it they take a 1d6 of electricity damage from its body. This ability can be used 3 + Charisma Modifier.
9th - Thunderstorm (Su):
A Storm Scythe’s Storm Touched ability is again altered. The heavy rain storm during both the day and night is now a heavy thunderstorm.
9th - Static Surge (Su):
If a electricity spell or ability would deal damage to a Storm Scythe and she makes the save, she can instead of taking damage, gain half of the total damage as temporary hit points that last a number of rounds equal to her wisdom modifier.
10th - Storm Clap (Su):
A Storm Scythe gains control over the storm clouds. As a free action once every 1d3 rounds, a Storm Scythe may call upon a lightning bolt from the storm clouds to strike a target dealing 3d10 electricity damage. The target may roll a reflex save in order to prevent being struck directly. Those who successful save against it take half damage.
11th - Arc Trail (Su):
A Storm Scythe appears to have electricity arcing from his body to his surrounds, these jumps deal no damage and are non-aggressive. This arcing does not work with class ability Storm Drain. In addition whenever a Storm Scythe deals damage to two different enemies in combat a bolt of lightning arc between the two enemies dealing an additional 3d6 to both of them.
12th - Flash Step (Su):
A Storm Scythe may travel between bolts of lightning. As a movement action a Storm Scythe may strike himself with a bolt of lightning from the sky and walk out of another bolt of lightning within 100 feet of his position.
13th - Storm Fury (Su):
As a movement action,A Storm Scythe may alter the weather that follows her, but it can never be less than a light drizzle with dark clouds. If inside he may alter the temperature from a frigid room or a swampy bog with hi humidity and ground fog. If the weather is changed to hail, all enemy beings take 1d6 ice damage.
13th - Cloud Walk (Su):
A Storm Scythe can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
14th - Storm Drain (Su):
A Storm Scythe has fast healing 8 while in contact with water, ice, or electricity.
16th - Reaping Twister (Sp):
A Storm Scythe can cast Tornado Blast as a Kineticist level equal to her Storm Scythe class levels.
17th - Twin Storm Beasts (Su):
This ability replaces Lightning Beast. Can only be cast 1 per day. An 17th level Storm Scythe has the ability to transform her scythe into two different creatures as an attack action and can turn one back into the scythe and return to the wielder as a free action. The creature must have intelligence lower than 6 and with a maximum CR equal to her class level divided by 2.
~The first creature appears to be completely made of blue electricity and when a creature does physical damage to it, they take a 1d6 of electricity damage. All damage done by the first Storm Scythe’s creature is considered electricity damage.
~The second creature appears to be completely made of dark clouds and when a creature does physical damage to it, they take a 1d6 of ice damage. All damage done by the second Storm Scythe’s creature is considered ice and lightning damage.
The creatures fades after 12 hours.
18th - Storm Crown (Su):
A Storm Scythe gains Immunity to Cold and Electricity. “A white ice crown floats a few inches above your head and is eathereal and can never be removed or dispelled by any means.”
19th - Ice Shell (Su):
A Storm Scythe gains an shield bonus equal to half her Storm Scythe class level, this ability can be activated and disable at will. “An array of ice and snow bits swarms around you and protects you from harm”
20th - Storm Reaper (Su):
A Storm Scythe has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy within 400ft + 40/class level, as a full attack action. “The area within the ability seems to highly energized and shrouded in a light blue crackling haze, the Storm Reaper swings his scythe and many black translucent scythes fly out and they expand 2 size categories and they cut through each target.”
http://fc01.deviantart.net/fs70/f/2013/121/4/9/god_of_death_by_wlop-d63p4p0.jpg
Storm Scythe (3.5 Class)
Abilities: Dexterity and Wisdom.
Background: Someone enters this class from a sudden unexpected bolt of lightning during a thunderstorm. The plane of storms marks them from that point on.
Alignment: Any
Starting Equipment: 2d4 x10 (50)
Starting Age: Usually Simple or older.
Hit Die: d10
Storm Scythe
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+1|
+1| Storm Touched, Bolt Scythe, Flash Draw
2nd|
+1|
+1|
+2|
+2|Mistwalker
3rd|
+2|
+1|
+3|
+3| Shocking.
4th|
+3|
+2|
+4|
+3| Heavy Rain.
5th|
+3|
+2|
+5|
+4| Forever Chilled
6th|
+4|
+3|
+6|
+5|Flash Sight
7th|
+5|
+3|
+7|
+6| Lightning Blood
8th|
+6/+1|
+4|
+8|
+6| Lightning Beast
9th|
+6/+1|
+4|
+9|
+7| Thunderstorms, Static Surge
10th|
+7/+2|
+5|
+10|
+8| Forever Chilled, Storm Clap
11th|
+8/+3|
+5|
+11|
+9| Arc Trail
12th|
+9/+4|
+6|
+12|
+9| Flash Step
13th|
+9/+4 |
+6|
+13|
+10| Storm Fury, Cloud Walk
14th|
+10/+5 |
+7|
+14|
+11| Storm Drain
15th|
+11/+6/+1|
+7|
+15|
+12| Forever Chilled
16th|
+12/+7/+2|
+8|
+16|
+12| Reaping Twister
17th|
+12/+7/+2 |
+8|
+17|
+13| Twin Storm Beasts
18th|
+13/+8/+3 |
+9|
+18|
+14| Storm Crown
19th|
+14/+9/+4 |
+9|
+19|
+15| Ice Shell
20th|
+20/+15/+10/+5 |
+10|
+20|
+15| Storm Reaper [/table]
The Storm Scythe's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4+ Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features:
Weapons & Armor Proficiency:
Storm Scythes are proficient in all simple and martial weapons. They are also proficient in light and medium armor but not shields.
No Storm Scythe wears metal armor, for it attracts Lightning bolts when they are outside. For every round spent in metal armor, A Storm Scythe is dealt 3d10 lightning damage from a constant series of lightning strikes from the sky each round, and if inside when wearing metal armor, he loses all his Storm Scythe abilities.
1st - Storm Touched (Su):
A Storm Scythe is a being that has been touched by the elemental plane of air. The storms above keeps watch over a Storm Scythe, following her wherever she goes, spread always in a 1 mile radius area. The Storm Scythe also gains cold resistance 5.
During the day the storm appears as day showers with light clouds and a constant light rain. During the night, the clouds intensify slightly, random lightning forking the sky as the showers become hard rain with thunder and lightning.
1st - Bolt Scythe (Su):
During combat, a Storm Scythe can summon its primary weapon as a swift action, as will. In the extended hand of the Storm Scythe, a bolt of lightning strikes and coalesces into a magical scythe, the blade of pure energy extending from the handle, entirely composed of electricity.
This is treated as magical, despite not having an enhancement bonus. On a successful attack, the scythe deals 2d4 piercing or slashing as normal for a scythe, plus an additional 1d6 of electricity damage as if it were a shocking weapon.
This scythe remains as long as the Storm Scythe wills it, remaining both conscious and outdoors as well. If dropped, the bolt discharges harmlessly. If thrown (100 ft. range) or disarmed by anyone not either a Storm Scythe or immune to electricity, the bolt deals 3d10 electricity damage as if it was a lightning bolt.
1st - Lightning Draw (Ex):
A Storm Scythe gains Quick Draw as a bonus feat.
2nd - Mistwalker (Ex):
A Storm Scythe can use the Hide skill even while being observed, as long as she is in the rain, fog, or a cloud of mist, even when there is nothing to hide behind.
3rd - Storm's Grasp (Sp/Su):
A Storm Scythe can use Shocking Grasp as a standard action, a number of times per day equal to 3 + Charisma Modifier. Treat the Storm Scythe's caster level as equal to her Storm Scythe class level.
Also, after confirming a critical hit with her scythe, she has the ability to, as an immediate action, deal an additional 3d10 of electricity damage as if the weapon had the shocking burst weapon quality. Both methods of ability consumes one use.
4th - Heavy Rain (Su):
A Storm Scythe’s Storm Touched ability is intensified. The light rain during the day is now a heavy rain storm, while the night remains a heavy rain storm.
5th - Forever Chilled (Su):
A Storm Scythe's life has been difficult. a Storm Scythe's cold resistance increases to 10 and gains Endurance as a bonus feat, even if she doesn't meet the normal requirements.
6th - Flash Sight (Su):
A Storm Scythe’s eyes become glowing white, fulled with electricity visibly hopping around and between the eyes. Gain darkvision 60 ft. and a bonus on all intimidate checks equal to half of her Storm Scythe's class level.
At 12th level, this ability allows the storm scythe to see strong electrical currents found within all life as well as from natural sources. She gains a +3 bonus on spot checks made to see living creatures. This bonus improves to +5 if the target has the ability to use lightning, like a shocker lizard, lightning elemental, or even an object like a weapon with the shocking weapon quality.
7th - Lightning Blood (Su):
A Storm Scythe feels the raw power of storms deep within her veins. She gains electricity resistance 10. She also may add her Wisdom Modifier to all reflex saves as an additional bonus.
8th - Lightning Beast (Su):
A Storm Scythe has the ability to transform her scythe into any creature as a standard action. The creature can turn back into the scythe and return to the wielder as a swift action. The base creature must cannot have intelligence higher than 6 and with a maximum CR equal to half her class level.
The creature appears to be completely made of blue electricity, its attacks deal only shocking damage and whenever a creature does physical damage to it they take a 1d6 of electricity damage from its body. This ability can be used 3 + Charisma Modifier.
9th - Thunderstorm (Su):
A Storm Scythe’s Storm Touched ability is again altered. The heavy rain storm during both the day and night is now a heavy thunderstorm.
9th - Static Surge (Su):
If a electricity spell or ability would deal damage to a Storm Scythe and she makes the save, she can instead of taking damage, gain half of the total damage as temporary hit points that last a number of rounds equal to her wisdom modifier.
10th - Storm Clap (Su):
A Storm Scythe gains control over the storm clouds. As a free action once every 1d3 rounds, a Storm Scythe may call upon a lightning bolt from the storm clouds to strike a target dealing 3d10 electricity damage. The target may roll a reflex save in order to prevent being struck directly. Those who successful save against it take half damage.
11th - Arc Trail (Su):
A Storm Scythe appears to have electricity arcing from his body to his surrounds, these jumps deal no damage and are non-aggressive. This arcing does not work with class ability Storm Drain. In addition whenever a Storm Scythe deals damage to two different enemies in combat a bolt of lightning arc between the two enemies dealing an additional 3d6 to both of them.
12th - Flash Step (Su):
A Storm Scythe may travel between bolts of lightning. As a movement action a Storm Scythe may strike himself with a bolt of lightning from the sky and walk out of another bolt of lightning within 100 feet of his position.
13th - Storm Fury (Su):
As a movement action,A Storm Scythe may alter the weather that follows her, but it can never be less than a light drizzle with dark clouds. If inside he may alter the temperature from a frigid room or a swampy bog with hi humidity and ground fog. If the weather is changed to hail, all enemy beings take 1d6 ice damage.
13th - Cloud Walk (Su):
A Storm Scythe can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
14th - Storm Drain (Su):
A Storm Scythe has fast healing 8 while in contact with water, ice, or electricity.
16th - Reaping Twister (Sp):
A Storm Scythe can cast Tornado Blast as a Kineticist level equal to her Storm Scythe class levels.
17th - Twin Storm Beasts (Su):
This ability replaces Lightning Beast. Can only be cast 1 per day. An 17th level Storm Scythe has the ability to transform her scythe into two different creatures as an attack action and can turn one back into the scythe and return to the wielder as a free action. The creature must have intelligence lower than 6 and with a maximum CR equal to her class level divided by 2.
~The first creature appears to be completely made of blue electricity and when a creature does physical damage to it, they take a 1d6 of electricity damage. All damage done by the first Storm Scythe’s creature is considered electricity damage.
~The second creature appears to be completely made of dark clouds and when a creature does physical damage to it, they take a 1d6 of ice damage. All damage done by the second Storm Scythe’s creature is considered ice and lightning damage.
The creatures fades after 12 hours.
18th - Storm Crown (Su):
A Storm Scythe gains Immunity to Cold and Electricity. “A white ice crown floats a few inches above your head and is eathereal and can never be removed or dispelled by any means.”
19th - Ice Shell (Su):
A Storm Scythe gains an shield bonus equal to half her Storm Scythe class level, this ability can be activated and disable at will. “An array of ice and snow bits swarms around you and protects you from harm”
20th - Storm Reaper (Su):
A Storm Scythe has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy within 400ft + 40/class level, as a full attack action. “The area within the ability seems to highly energized and shrouded in a light blue crackling haze, the Storm Reaper swings his scythe and many black translucent scythes fly out and they expand 2 size categories and they cut through each target.”