Xallace
2012-12-15, 02:46 PM
THE WEATHERSMITH
http://img23.imageshack.us/img23/5617/10hephaestus.jpg
Image from Google Image Search, was in a post on some other message board. Not sure of source.
”I love that new storm smell.”
The weathersmith is an artist. Her canvas is the sky, her paints the wind and rain - quite literally. Weathersmiths imbue mundane crafting methods with a little bit of magic to create wondrous items known as Skyseeds, small spheres filled with meticulously crafted weather effects.
BECOMING A WEATHERSMITH
Nearly all weathersmiths begin as wizards or druids. All weathersmiths are spellcasters of some sort.
ENTRY REQUIREMENTS
Skills: Craft (any) 8 ranks, Knowledge (Nature) 8 ranks, Spellcraft 4 ranks
Feats: Craft Wondrous Item
Spells: Ability to cast any three of the following: Daylight, Endure Elements, Gust of Wind, Fog Cloud, Obscuring Mist, and Sleet Storm.
Class Skills
The Weathersmith's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)(Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level: 4+ int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Skyseed Capacity|Spellcasting
1st|
+0|
+2|
+0|
+0|Craft Skyseeds|1 + Int Modifier|-
2nd|
+1|
+3|
+0|
+0|Weatherproof| 1 + Int Modifier|+1 Level of Existing Spellcasting Ability
3rd|
+1|
+3|
+1|
+1|Enhanced Skyseeds| 2 + Int Modifier|-
4th|
+2|
+4|
+1|
+1|Aeolus’ Bag 1/day| 2 + Int Modifier| +1 Level of Existing Spellcasting Ability
5th|
+2|
+4|
+1|
+1|Weather Warding| 3 + Int Modifier| -
6th|
+3|
+5|
+2|
+2|Feel the Wind| 3 + Int Modifier| +1 Level of Existing Spellcasting Ability
7th|
+3|
+5|
+2|
+2|Enhanced Skyseeds| 4 + Int Modifier| -
8th|
+4|
+6|
+2|
+2|Aeolus’ Bag 2/day| 4 + Int Modifier| +1 Level of Existing Spellcasting Ability
9th|
+4|
+6|
+3|
+3|Eye of the Storm| 5 + Int Modifier| -
10th|
+5|
+7|
+3|
+3|Enhanced Skyseeds| 5 + Int Modifier| +1 Level of Existing Spellcasting Ability[/table]
Weapon Proficiencies: Weathersmiths do not gain or lose proficiencies.
Craft Skyseeds (Su): A spring rain, a sunny day, a howling blizzard; these things and more are the brilliant artistry of the weathersmiths. The quintessential ability of the class is to forge weather patterns from hard work a little magic, then store them away for later use. Every artisan plies his craft a little differently: One weathersmith brews a storm in an alchemist’s lab, while another weaves together a heat wave out of the air. A dwarven weathersmith literally uses forge and anvil, hammering a calm, sunny day into place, while an elf meticulously selects the colors of paint that will become a rainbow. It does not matter how the artisan goes about crafting the scene, for it always results in a skyseed.
Skyseeds are small spheres, about the size of an apple, and contain a specific weather pattern, created by the weathersmith. It’s obvious by sight what sort of weather pattern exists within a skyseed; they might seem cloudy, blustery, calm or clear, depending on the weather inside. Touching one may be warm, cold, dry, or wet. Skyseeds are ephemeral, like water vapor, and only characters with levels in the weathersmith class may handle them like physical objects; they simply slip through anyone else’s fingers.
Activating a skyseed is simple. The weathersmith must have a skyseed in hand, and take a standard action to toss the seed high into the air or smash it on the ground. The weather conditions crafted in the skyseed accumulate over the course of the round, taking effect at the beginning of the weathersmith’s next turn.
A weathersmith must activate a skyseed outdoors. She herself does not need to be out in the open, so long as she has an open passage to the sky that she can throw the skyseed through.
If a weathersmith activates another skyseed while within the area of an active skyseed, the new seed overrides the first. If the duration of the second seed expires before the first one would, the first seed reasserts itself. Time spent being overshadowed by another seed still counts against the previous seed’s duration.
Crafting a skyseed is a fairly straightforward process: The weathersmith must work for an uninterrupted length of time on the skyseed, and then make a special crafting check of 1d20 + Weathersmith class level + Weathersmith’s Intelligence modifier. The base DC of this check is 15, modified by the Seed Factors used in its creation (as detailed below). A skyseed can utilize as many Seed Factors as the weathersmith desires, although only one Factor from each of the given categories.
Only certain Seed Factors are available at 1st level, but the weathersmith learns to forge greater weather conditions as she advances. See the Seed Factors tables for more details.
A weathersmith can only keep so many skyseeds at once. She can have a number of unused skyseeds at once based on her level, as shown under “Skyseed Capacity.” Any attempts to make skyseeds after that number has been reached simply fail until the weathersmith uses up one of her skyseeds.
Weatherproof (Ex): Being masters of wind and rain, weathersmiths often spend long hours out in the elements. This exposure leads to an inurement to harsh conditions. From 2nd level on, the weathersmith no longer suffers from penalties associated with weather conditions: no perception penalties from rain, she does not need to check against high winds, etc. Further, the weathersmith is under the effects of a continual Endure Elements spell.
Enhanced Skyseeds (Ex): As the weathersmith’s skill in crafting the weather grows, so does her versatility with skyseeds. At 3rd, 7th, and 10th levels, the weathersmith gains additional options when crafting skyseeds, as shown on the Seed Factors charts, below.
Aeolus’ Bag (Su): Beginning at 4th level, the weathersmith gains the remarkable ability to gather up an existing weather condition and form it into a skyseed for later use. This ability is a full-round action that provokes an attack of opportunity, and requires that the weathersmith have an open slot for a Skyseed (that is, her capacity cannot be filled). Aelous’ Bag cannot be used to gather up a calm, clear sky.
The existing weather conditions immediately disappear, sucked into a skyseed that forms in the weathersmith’s hand. The area around the weathersmith reverts into a calm, clear sky, with a temperature that is mild for the location (so a tundra will still be cold, but not colder than usual). The skyseed’s temperature factors are based on the difference between the new, mild temperature, and the weather condition’s temperature; for example, if a blizzard dropped an area by one temperature band, then the temperature band will drop by one compared to the temperature of the area in which the weathersmith next uses the skyseed.
The weathersmith cannot use this ability to capture magically created weather. She may used Aeolus’ Bag once per day at 4th level, and twice per day at 8th level.
Weather Warding (Su): While most weathersmiths remain among their own kind, and as such need never worry about their allies in the midst of terrible storms, there are those few who act in adventuring parties or otherwise have non-smiths to take care of. Thus, at 5th level, the weathersmith can extend her Weatherproof class feature to a number of touched creatures equal to her Intelligence modifier, per day. This benefit lasts for 1 hour per class level.
The weathersmith may also touch a building, allowing it and all inside of it safety from the weather.
Feel the Wind (Su): As of 6th level, the weathersmith is so attuned to the weather that she can sense its flow. By making a Knowledge (Nature) check at DC 15, the weathersmith can accurately predict the next day’s weather. For each 5 points by which she exceeds the DC, she can accurately foretell the weather of each subsequent day.
Eye of the Storm (Su): At 9th level, the weathersmith’s ability to protect others from inclement weather vastly improves. She now emits a constant aura of shelter from the storm. Any creature within 30 feet of the weathersmith gains the benefit of her Weatherproof class feature.
The weathersmith may activate or deactivate this aura at will, as a free action.
http://img23.imageshack.us/img23/5617/10hephaestus.jpg
Image from Google Image Search, was in a post on some other message board. Not sure of source.
”I love that new storm smell.”
The weathersmith is an artist. Her canvas is the sky, her paints the wind and rain - quite literally. Weathersmiths imbue mundane crafting methods with a little bit of magic to create wondrous items known as Skyseeds, small spheres filled with meticulously crafted weather effects.
BECOMING A WEATHERSMITH
Nearly all weathersmiths begin as wizards or druids. All weathersmiths are spellcasters of some sort.
ENTRY REQUIREMENTS
Skills: Craft (any) 8 ranks, Knowledge (Nature) 8 ranks, Spellcraft 4 ranks
Feats: Craft Wondrous Item
Spells: Ability to cast any three of the following: Daylight, Endure Elements, Gust of Wind, Fog Cloud, Obscuring Mist, and Sleet Storm.
Class Skills
The Weathersmith's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)(Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level: 4+ int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Skyseed Capacity|Spellcasting
1st|
+0|
+2|
+0|
+0|Craft Skyseeds|1 + Int Modifier|-
2nd|
+1|
+3|
+0|
+0|Weatherproof| 1 + Int Modifier|+1 Level of Existing Spellcasting Ability
3rd|
+1|
+3|
+1|
+1|Enhanced Skyseeds| 2 + Int Modifier|-
4th|
+2|
+4|
+1|
+1|Aeolus’ Bag 1/day| 2 + Int Modifier| +1 Level of Existing Spellcasting Ability
5th|
+2|
+4|
+1|
+1|Weather Warding| 3 + Int Modifier| -
6th|
+3|
+5|
+2|
+2|Feel the Wind| 3 + Int Modifier| +1 Level of Existing Spellcasting Ability
7th|
+3|
+5|
+2|
+2|Enhanced Skyseeds| 4 + Int Modifier| -
8th|
+4|
+6|
+2|
+2|Aeolus’ Bag 2/day| 4 + Int Modifier| +1 Level of Existing Spellcasting Ability
9th|
+4|
+6|
+3|
+3|Eye of the Storm| 5 + Int Modifier| -
10th|
+5|
+7|
+3|
+3|Enhanced Skyseeds| 5 + Int Modifier| +1 Level of Existing Spellcasting Ability[/table]
Weapon Proficiencies: Weathersmiths do not gain or lose proficiencies.
Craft Skyseeds (Su): A spring rain, a sunny day, a howling blizzard; these things and more are the brilliant artistry of the weathersmiths. The quintessential ability of the class is to forge weather patterns from hard work a little magic, then store them away for later use. Every artisan plies his craft a little differently: One weathersmith brews a storm in an alchemist’s lab, while another weaves together a heat wave out of the air. A dwarven weathersmith literally uses forge and anvil, hammering a calm, sunny day into place, while an elf meticulously selects the colors of paint that will become a rainbow. It does not matter how the artisan goes about crafting the scene, for it always results in a skyseed.
Skyseeds are small spheres, about the size of an apple, and contain a specific weather pattern, created by the weathersmith. It’s obvious by sight what sort of weather pattern exists within a skyseed; they might seem cloudy, blustery, calm or clear, depending on the weather inside. Touching one may be warm, cold, dry, or wet. Skyseeds are ephemeral, like water vapor, and only characters with levels in the weathersmith class may handle them like physical objects; they simply slip through anyone else’s fingers.
Activating a skyseed is simple. The weathersmith must have a skyseed in hand, and take a standard action to toss the seed high into the air or smash it on the ground. The weather conditions crafted in the skyseed accumulate over the course of the round, taking effect at the beginning of the weathersmith’s next turn.
A weathersmith must activate a skyseed outdoors. She herself does not need to be out in the open, so long as she has an open passage to the sky that she can throw the skyseed through.
If a weathersmith activates another skyseed while within the area of an active skyseed, the new seed overrides the first. If the duration of the second seed expires before the first one would, the first seed reasserts itself. Time spent being overshadowed by another seed still counts against the previous seed’s duration.
Crafting a skyseed is a fairly straightforward process: The weathersmith must work for an uninterrupted length of time on the skyseed, and then make a special crafting check of 1d20 + Weathersmith class level + Weathersmith’s Intelligence modifier. The base DC of this check is 15, modified by the Seed Factors used in its creation (as detailed below). A skyseed can utilize as many Seed Factors as the weathersmith desires, although only one Factor from each of the given categories.
Only certain Seed Factors are available at 1st level, but the weathersmith learns to forge greater weather conditions as she advances. See the Seed Factors tables for more details.
A weathersmith can only keep so many skyseeds at once. She can have a number of unused skyseeds at once based on her level, as shown under “Skyseed Capacity.” Any attempts to make skyseeds after that number has been reached simply fail until the weathersmith uses up one of her skyseeds.
Weatherproof (Ex): Being masters of wind and rain, weathersmiths often spend long hours out in the elements. This exposure leads to an inurement to harsh conditions. From 2nd level on, the weathersmith no longer suffers from penalties associated with weather conditions: no perception penalties from rain, she does not need to check against high winds, etc. Further, the weathersmith is under the effects of a continual Endure Elements spell.
Enhanced Skyseeds (Ex): As the weathersmith’s skill in crafting the weather grows, so does her versatility with skyseeds. At 3rd, 7th, and 10th levels, the weathersmith gains additional options when crafting skyseeds, as shown on the Seed Factors charts, below.
Aeolus’ Bag (Su): Beginning at 4th level, the weathersmith gains the remarkable ability to gather up an existing weather condition and form it into a skyseed for later use. This ability is a full-round action that provokes an attack of opportunity, and requires that the weathersmith have an open slot for a Skyseed (that is, her capacity cannot be filled). Aelous’ Bag cannot be used to gather up a calm, clear sky.
The existing weather conditions immediately disappear, sucked into a skyseed that forms in the weathersmith’s hand. The area around the weathersmith reverts into a calm, clear sky, with a temperature that is mild for the location (so a tundra will still be cold, but not colder than usual). The skyseed’s temperature factors are based on the difference between the new, mild temperature, and the weather condition’s temperature; for example, if a blizzard dropped an area by one temperature band, then the temperature band will drop by one compared to the temperature of the area in which the weathersmith next uses the skyseed.
The weathersmith cannot use this ability to capture magically created weather. She may used Aeolus’ Bag once per day at 4th level, and twice per day at 8th level.
Weather Warding (Su): While most weathersmiths remain among their own kind, and as such need never worry about their allies in the midst of terrible storms, there are those few who act in adventuring parties or otherwise have non-smiths to take care of. Thus, at 5th level, the weathersmith can extend her Weatherproof class feature to a number of touched creatures equal to her Intelligence modifier, per day. This benefit lasts for 1 hour per class level.
The weathersmith may also touch a building, allowing it and all inside of it safety from the weather.
Feel the Wind (Su): As of 6th level, the weathersmith is so attuned to the weather that she can sense its flow. By making a Knowledge (Nature) check at DC 15, the weathersmith can accurately predict the next day’s weather. For each 5 points by which she exceeds the DC, she can accurately foretell the weather of each subsequent day.
Eye of the Storm (Su): At 9th level, the weathersmith’s ability to protect others from inclement weather vastly improves. She now emits a constant aura of shelter from the storm. Any creature within 30 feet of the weathersmith gains the benefit of her Weatherproof class feature.
The weathersmith may activate or deactivate this aura at will, as a free action.