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View Full Version : Pathfinder The Stormknight (Base Class)



Gunhaven
2014-10-23, 03:02 PM
I figured I'd try my hand at this homebrewing business after noticing a (perceived) lack of clockwork knights. I took inspiration from Cygnar's Stormblades (http://privateerpress.com/files/products/31097_StormbladeInfantryandStormGunners_WEB.jpg) (and think that they'd look just about the same way) to try and make something that could reflect them. I also won't lie: I took inspiration (as in tried to choose customizations that could feasibly be done to a suit of armor and not an ectoplastic force) from the Aegis as well as the talent/discovery scheme to throw in some more difference between two Stormknights.

Without further ado the Stormknight!

Not all warriors are satisfied with a plethora of weapons or can channel their emotions into powerful bursts of rage and carnage just as not all scholars are satisfied studying dusty tomes and the distant past. Nor do all warriors target their hatred toward a specific group of foes or uphold a creed just as not all adventures can channel the divine gifts of gods. An odd lot, Stormknights are warriors who have learned to harness the powers of lightning in strange arcane contraptions that help power their famed stormguards and stormglaives. As their experience increases so to does the power their famed armaments; with some stormknights learning to slash at foes with lightning and break up the ground with their thunderous stomps.
Role: Stormknights excel at close ranged fighting. While some can target foes at range each Stormknight is able to control their own domain with their signature Stormglaive. Finally the Stormknight's unique armaments offer him insights into the workings of clockwork mechanisms with some Stormknights applying his teachings to create grand armies of the constructs while others become large enough to challenge the girth of such collasi as the tarrasque.

Level
BAB
Fort
Ref
Will
Special
CP
1st
+1
+2
+0
+2
Storm Pool, Stormknight Armaments
0
2nd
+2
+3
+0
+3
Customization Points, Storm Talent
2
3rd
+3
+3
+1
+3
Elemental Resistance 10
3
[td]4th
+4
+4
+1
+4
Storm Talent
4
[td]5th
+5
+4
+1
+4

5
[td]6th
+6/+1
+5
+2
+5
Storm Talent
7
[td]7th
+7/+2
+5
+2
+5

8
[td]8th
+8/+3
+6
+2
+6
Elemental Resistance 20, Storm Talent
9
[td]9th
+9/+4
+6
+3
+6

10
[td]10th
+10/+5
+7
+3
+7
Storm Talent
11
[td]11th
+11/+6/+1
+7
+3
+7

13
[td]12th
+12/+7/+2
+8
+4
+8
Advanced Storm Talent
14
[td]13th
+13/+8/+3
+8
+4
+8
Elemental Resistance 30
15
[td]14th
+14/+9/+4
+9
+4
+9
Storm Talent
16
[td]15th
+15/+10/+5
+9
+5
+9

17
[td]16th
+16/+11/+6/+1
+10
+5
+10
Storm Talent
19
[td]17th
+17/+12/+7/+2
+10
+5
+10

20
[td]18th
+18/+13/+8/+3
+11
+6
+11
Elemental Immunity, Storm Talent
21
[td]19th
+19/+14/+9/+4
+11
+6
+11

22
[td]20th
+20/+15/+10/+5
+12
+6
+12
Grand Talent
23[td]

Alignment: Any.
Hit Die: d10.
Starting Wealth: 2d4 × 10 gp (average 50 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The stormknight's class skills are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Weapon and Armor Proficiency
A Stormknight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). In addition Stormknights are proficient in the armaments that bear their namesake.

At 1st level, the Stormknight gains a reservoir of electrical energy that he can draw upon to fuel his powers and enhance his armaments. This storm pool has a number of points equal to twice the Stormknight's level plus his intelligence modifier (minimum zero). If the Stormknight attempts to activate an ability or his armaments without enough points in his pool then that ability fails to activate. This pool is refreshed after fifteen minutes of non-strenuous activity.

At first level a Stormknight receives his first boon: a specially crafted suit of armor and weapon called a Stormglaive and Stormguard; the combined weight of which is 40 pounds (8 for the weapon and 32 for the armor) for a medium Stormknight, slows the stormknight as medium armor would, and has an arcane spell failure chance of 25%. As the Stormknight gains levels his armaments improve, as indicated by the tables below. The damage and attack increases indicated on the table represent his growing training with his armaments as well as a gradual increase in magical power. For the purposes of overcoming damage reduction his weapon is treated as having a magical bonus equal to half the attack bonus of the Stormglaive (rounded down). In instances of damage for the Stormglaive the values listed are for a medium Stormknight. Many of these improvements depend on the armaments being powered up as indicated below.
In order to activate his armaments the Stormknight must spend a number of points from his storm pool equal to half his level, minimum 1. Once activated his armor remains powered for a number of rounds equal to a quarter of his level plus his intelligence modifier, minimum 1. This duration can be expanded by spending an additional number of points when it ends equal to the points required to power it. Using this ability is a standard action while its a free action to continue to activate it once it's powered.
Each morning the stormknight must spend 50 times his stormknight level in gold pieces to replace burnt out coils and broken cogs if he had activated his armaments the day before. If a stormknight starts at a higher level than first then it’s assumed the stormknight has spent 65% of his wealth from his Stormknight levels on maintaining his equipment up to that point.


Level
Attack
Damage Dice
Damage Bonus
Crit Range
Special Ability
[td]1-2
1
1d10
0
18-20/x2
Reach, Trip
3-4
2
1d10
1
18-20/x2
Unbreakable
5-6
3
1d10
2[td]
17-20/x2
Shocking
7-8
4
1d10
3
17-20/x2
Teleport Glaive
9-10
5
1d10
4
16-20/x2
Ghost Touch
11-12
6
2d8
5
16-20/x2
Actuators
13-14
7
2d8
6
15-20/x2
Shocking Blast
15-16
8
2d8
7
15-20/x2
Adamantine
17-18
9
2d8
8
15-20/x3

19-20
10
2d8
9
15-20/x3
Draining Touch


Level
AC
Max Dex
ACP
Special Ability
1-2
5
3
3

3-4
7
4
3
Unbreakable
5-6
8
4
3
Comfortable
7-8
10
4
2
Light Fortification
9-10
11
5
2
Ghost Touch
11-12
13
5
2

13-14
14
5
1
Medium Fortification
15-16
16
6
1
Adamantine
17-18
17
6
1

19-20
19
6
0
Iron Body

Unbreakable (Ex)
At third level the Stormknight learns how to further improve his armaments. His weapon and armor are treated as having an additional number of hit points and an increase to their hardness equal to the Stormguard’s level. The DC to break his weapon or armor are likewise increased by his level. Finally his armaments are treated as having a caster level equal to the Stormknight's class levels for purposes of dispel magic and similar effects. These benefits are active at any time.
Shocking (Su)
At fifth level the Stormknight’s stormglaive is treated as if it had the Shocking property while it is activated. At thirteenth level the stormglaive is treated as if it had the Shocking Burst property.
Comfortable (Su)
Also at fifth level the Stormknight has learned how to adjust his stormguard’s weight to better distribute it. The stormknight is no longer considered to be fatigued when he sleeps in his stormguard. This ability is active at any time.
In addition while the stormguard is activated the stormknight is treated as if under the effects of an Endure Elements spell. Finally while the stormguard is activated he is treated as one size category larger for wind effects and is unhampered by natural terrain or effects.
Teleport Glaive (Su)
At seventh level the stormknight becomes extremely difficult to disarm. At any time the stormknight receives a +4 bonus versus any effect that would cause him to lose his stormglaive or stormguard.
In addition the stormknight may spend a point from his storm pool as a move action to teleport his stormglaive to his hand as long as the stormglaive is within one mile of his position. At 11th level teleporting the stormglaive becomes an immediate action. At 15th level this ability improves to anywhere on the same plane. At 19th level it improves to anywhere as long as the stormglaive is still intact.
Fortification (Ex)
At seventh level the Stormknight begins to apply his teachings in improving his armaments on himself. At first he receives a +2 bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. At 11th level this bonus improves to +4. At 15th level it improves to +6.
Also at seventh level he gains a 25% chance to avoid sneak attacks and critical hits. This improves to 50% at 13th level.
Ghost Armaments (Su)
At ninth level the Stormknight has learned how to cause his armaments to touch the ethereal plane while active. While his armaments are activated his weapon and armor as treated as having the Ghost Touch properties.
Actuators (Su)
At eleventh level the stormknight fits his stormglaive with actuators that increase it's weight while his stormglaive is activated. His weapon increases in damage by one step (this increase in damage has been accounted for in the above table). This increase in damage stacks with other abilities that the Stormknight possesses that would increase his damage (such as a larger than medium size or powerful build).
Adamantine Armaments (Ex)
At fifteenth level the Stormknight manages to gather together enough material to change the composition of his armaments to match that of adamantine. This carries all the benefits of adamantine armor and weapons (including DR 3 for adamantine armor that stacks with any other DR the Stormknight may possess).
Iron Body (Ex)
At nineteenth level the Stormknight’s modification of his body becomes complete. His type changes to Construct and he gains all the benefits and drawbacks of that type with the following exceptions: He retains any bonus hit points he had received from his constitution score up to gaining this ability and his spark of life can still be brought back to power his shell in case he dies. In addition the damage reduction from his armor improves to DR 15/adamantine.
Draining Strike (Su)
At nineteenth level the Stormknight manages to substantially alter his stormglaive. Whenever a Stormknight confirms a critical hit against an opponent he may lower his critical rating (from 3 to 2 for example) to drain Storm Points from the target. The Stormknight receives points to his Storm Pool equal to his Intelligence modifier. If the target of the critical hit has spells or spell like abilities then the strike causes the target to lose his highest spell ability and the Stormknight to receive an additional number of bonus points to his Storm Pool equal to the spell level of the ability drained.
A stormknight gains a pool of points at second level that he can use to customize his Stormknight armaments, molding it to suit his needs. Modifying the customization points spent on his armaments requires an hour of concentration. A stormknight may choose to leave customization points free when he sets his customization choices, allowing him to customize his stormguard on the fly. If he does so, setting a customization in this fashion takes one minute of concentration and that customization cannot be changed until the stormknight spends another hour modifying the armaments. Any ability marked as Supernatural requires the Stormknight's armaments to be active in order to benefit from it while Extraordinary customizations are active at any time.
Darkvision (Su)
The stormknight fits goggles onto his face plate, gaining darkvision out to a range of 60 feet or improving his current darkvision by 60 feet.
Hardened Strikes (Ex)
The stormknight is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the stormknight’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage. This customization counts as Improved Unarmed Strikes for the purpose of prerequisites while it is chosen.
Improved Armor (Ex)
The Stormknight thickens and strengthens his Stormguard, increasing the stormknight’s armor bonus by +1. This customization can be taken once for every five levels the stormknight possesses and stacks with any armor bonus granted from the stormguard itself.
Increased Damage (Ex)
The stormknight’s melee attacks deal an additional 1 point of damage.
Retaliate (Ex)
The stormknight gains the ability as an immediate action and by expending a number of points from his Storm Pool equal to a quarter of his level to make a melee attack against an enemy that has successfully hit him with a melee attack. This counts as an attack of opportunity and the stormknight must be able to reach the enemy. An stormknight must be at least 8th level before selecting this customization.
Speed (Ex)
The stormknight’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
Spiked Carapace (Ex)
The stormguard is covered in sharp spikes as if equipped with armor spikes.
Swim (Su)
The stormknight gains a swim speed equal to his base speed.
Underwater Breath (Su)
The stormknight can safely breathe underwater as long as he is wearing his stormguard.
Brawn (Su)
The stormknight gains a +2 enhancement bonus to Strength while he is wearing his stormguard. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
Chameleon (Su)
The stormknight gains a +4 circumstance bonus to Stealth checks while he is wearing his stormguard. The stormknight must be at least 5th level before selecting this customization and this customization can be taken once for every five levels the stormknight possesses.
Climb (Ex)
The stormknight gains a climb speed equal to 1/2 of his base land speed.
Hardy (Su)
The stormknight gains a +2 enhancement bonus to Constitution while he is wearing his stormguard. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.
Improved Damage (Ex)
The stormknight’s melee attacks deal additional damage. If wielding a two-handed weapon, the stormknight deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the stormknight deals 2 additional points of damage on a successful hit. If wielding a light weapon, the stormknight deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.
Improved Damage Reduction (Ex)
The stormknight’s damage reduction from any sources increases by 1. This customization can be taken once for every five levels the stormknight possesses. Its effects stack. The stormknight must be at least 5th level before selecting this customization.
Increased Size (Ex)
The stormguard grows in size and the stormknight and all of his equipment is treated as one size category larger, including +2 Strength, -2 Dexterity, and the other modifiers for an increased size. The stormknight must be at least 9th level to select this customization.
Magnetic Feet (Su)
The stormknight gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move him from his current location. He also gains a +4 circumstance bonus to Climb checks.
Nimble (Su)
The stormknight gains a +2 enhancement bonus to Dexterity while he is wearing his stormguard. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.
Powerful Build (Su)
The stormknight gains the powerful build trait while wearing his stormguard. Whenever the stormknight is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the stormknight is treated as one size larger if doing so is advantageous to him. The stormknight is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The stormknight can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Ram (Ex)
The stormguard fits a hardened horn on his helmet. If the stormknight makes a bull rush or overrun attempt, he gains a +2 bonus to his CMB. Alternatively, he can make a single attack with this horn as part of a charge and deal 2d6 points of damage. This attack is treated as adamantine when used to attack an object. This customization can be taken once for every five levels the stormknight possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage. The stormknight must be at least 5th level before selecting this customization.
Retaliate, Improved (Ex)
As the Retaliate customization, except the triggering attack does not need to be successful. The stormknight must have the Retaliate customization and be at least 16th level before selecting this customization.
Spell Resistance (Su)
The stormknight gains spell resistance 13. This ability can be selected again starting at 8th level and at 12th level, increasing the spell resistance by 3 for every additional time it is taken.
Tremorsense (Su)
The stormknight gains tremorsense out to a range of 30 feet. This allows the stormknight to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the stormknight are in contact with the ground, but such creatures still have total concealment from the stormknight. Visibility still affects the stormknight’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The stormknight must be at least 7th level before selecting this customization.
Blindsense (Su)
The stormguard augments the stormknight’s senses, giving him blindsense out to a range of 30 feet. This ability allows the stormknight to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have total concealment from the stormknight. Visibility still affects the stormknight’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The stormknight must be at least 9th level before selecting this customization.
Burrow (Ex)
The stormguard grants the stormknight a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. The stormknight must be at least 9th level before selecting this customization.
Diehard (Su)
When the stormknight’s hit point total is below 0, but he is not dead, he automatically stabilizes. He does not need to make a Constitution check each round to avoid losing additional hit points. He may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if disabled, he immediately falls unconscious. When under this effect, the stormknight is staggered. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous) he takes 1 point of damage after completing the act. If his negative hit points are equal to or greater than his Constitution score, he immediately dies.
Frightful Presence (Ex)
The stormknight makes his stormguard unsettling to his foes, gaining the frightful presence ability. The stormknight can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the stormknight must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the stormknight’s class level + the stormknight’s Intelligence modifier. If the stormknight has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the stormknight are immune to this effect. The stormknight must be at least 11th level before selecting this customization.
Quickened Attacks (Su)
When the stormknight makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The stormknight must be at least 10th level before selecting this customization.
Reach (Ex)
The stormknight’s reach increases by 5 feet. The stormknight must be at least 7th level before selecting this customization.
Blindsight (Su)
The stormguard massively augments the stormknight’s senses, giving him blindsight out to a range of 30 feet. The stormknight can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as he has line of effect to the target. The stormknight must possess the blindsense customization to take this customization and this customization overrides the blindsense customization (in essence refunding the three points spent). The stormknight must be at least 11th level before selecting this customization.
Improved Increased Size (Ex)
The stormguard grows in size and the stormknight is treated as two size categories larger, including +2 Strength, -2 Dexterity, and the other modifiers for an increased size. The stormknight must be at least 15th level and have selected the increased size customization to select this customization. This customization does not stack with the increased size customization but does refund the two points spent.

As a stormknight gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a stormknight gains one storm talent. He gains an additional storm talent for every 2 levels of stormknight attained after 2nd level. A stormknight cannot select an individual talent more than once unless otherwise indicated.
Agile Attacks (Ex)
The Stormknight may now use his Dexterity modifier instead of his Strength modifier with attacks and manuevers using his Stormglaive. In addition this talent can be selected a second time in which case the Stormknight may use his Dexterity modifier instead of his Strength modifier for damage rolls using his Stormglaive. If the Stormknight possesses the Lightning Slash talent then this talent applies to the attack roll used as well.
Artificer's Touch (Sp)
The Stormknight may use Mending at will as a spell like ability. In addition he may use Make Whole as a spell like ability, using his class level as his caster level. Using Make Whole in this way costs a number of points equal to the amount of dice rolled by this ability.
Capacitors (Su)
The Stormknight may now restore points from his Storm Pool from resisted damage. For every five points of electricity damage or ten points of sonic damage resisted he regains one point to his Storm Pool.
Cleaving Lightning (Su)
The Stormknight's Lightning Slash now arcs to a nearby target. This target must be adjacent to the primary target and carries with it any modifiers to the Stormknight's Lightning Slash ability and costs no additional points. The Stormknight must have the Lightning Slash talent.
Craft Construct (Ex)
The Stormknight gains the Craft Construct feat as a bonus feat. The Stormknight must have the Artificer talent.
Destructive Tantrum (Su)
The stormknight’s thunderclap now leaves behind jagged earth. For a number of rounds equal to the stormknight’s strength modifier the squares affected by his Thunderclap ability are treated as difficult terrain. The stormknight must have the Thunderclap talent.
Disruptive Combatant (Ex)
The Stormknight gains the Disruptive feat even though he doesn't qualify for it. In addition at tenth level the Stormknight gains the Spellbreaker feat even though he doesn't meet the prerequisites as well as an additional pool of attacks of opportunity equal to his Intelligence modifier to use with the Spellbreaker feat.
Efficient Armor (Su)
The Stormknight's armaments now costs half as many points to activate (minimum 1). In addition he may activate his armor as a move action instead of a standard action. At 12th level this ability improves to an immediate action instead of a move action.
Intelligent Defense (Ex)
The Stormknight may now use Intelligence modifier instead of his Dexterity modifier for purposes of AC, CMD, and Reflex Saves. His Stormguard limits his Intelligence modifier as if it was his Dexterity modifier.
Lightning Bolt (Su)
The Stormknight's Lightning Slash now can target a foe up to twice of the Stormknight's reach with his ability. In addition his Lightning Slash no longer requires a touch attack. The Stormknight must have the Lightning Slash talent.
Lightning Shield (Sp)
The Stormknight wreathes himself in a shield of Lightning while his armaments are active. This functions as the Fire Shield spell except it deals Electricity damage and provides no bonuses versus fire or cold damage. The Stormknight's caster level is equal to his class level.
Lightning Slash (Su)
With a slash of his stormglaive the stormknight can cause an opponent to take 1d6 electricity damage. In order to use this ability the Stormknight must make a Melee touch Attack against the target with a +3 bonus if the target has metal on his body. This damage increases by 1d6 for every three levels to a maximum of 7d6 at level 20. This ability costs a number of points from his Storm Pool equal to do damage dealt and takes a standard action to use.
Line of Lightning (Su)
The Stormknight's Lightning Bolt now leaves behind a line of electricity in it's wake. Any creature or object in this path takes damage equal to the minimum damage of the Stormknight's Lightning Slash plus his intelligence modifier. The Stormknight must have the Lightning Bolt talent.
Thunderclap (Su)
The stormknight can stomp the ground and cause sonic damage. Choose one square within the stormknight’s threatened area to target. This area takes 1d4 sonic damage, dealt to any creature occupying the space. This damage increases by 1d4 for every three levels to a maximum of 7d4 at level 20. This ability costs a number of points from his Storm Pool equal to do damage dealt and takes a standard action to use.
Thunderstomp (Su)
Whenever an enemy falls prone within the stormknight’s threatened area he may use his Thunderclap ability. He may use this ability once a round. This ability requires the Thunderclap talent.
Repositioning Strike (Su)
The Stormknight fits magnets to his Stormglaive, allowing him to reposition his opponent as he sees fit. Whenever he makes an attack with his Stormglaive he may spend a number of points from his Storm Pool equal to a quarter of his level (rounding down, minimum 1) to attempt a reposition maneuver after the attack is resolved. In addition the Stormknight gains the Improved Reposition feat, even if he doesn't meet the prerequisites.
Rolling Thunder (Su)
The stormknight’s Thunderclap ability now affects an additional adjacent square. This square carries with it any talents that modify the Thunderclap ability and deals the damage that the Thunderclap deals without costing any additional points. The stormknight must have the Thunderclap talent.
A stormknight is especially resilient to electricity and sonic damage. At third level he gains 10 resistance to both energy types. At eighth level this resistance improves to 20. At thirteenth it improves again to 30. Finally at eighteenth level he gains immunity to electricity and sonic damage.
At 12th level, and every two levels thereafter, a Stormknight can choose one of the following advanced talents in place of a storm talent.
Detonate Shield (Sp)
Once per encounter the Stormknight may end his Lightning Shield in a burst of electricity. This ability functions as the Detonate spell except it has no delay and costs him a number of points equal to half the dice roll, rounding up. The Stormknight's caster level is equal to his class level. If the Stormknight has the Capacitor talent then this ability doesn't grant any additional points to his Storm Pool. The Stormknight must have the Lightning Shield talent.
Efficient Crafting (Ex)
The Stormknight has mastered the art of crafting constructs. Whenever he crafts a construct it takes him 25% less time and costs him 25% less in resources. The Stormknight must have the Craft Construct talent.
Electrical Network (Ex)
The Stormknight may now apply his own complicated arcane mechanics to the constructs he creates. He may use talents that originate from himself (such as Lightning Slash or Thunderclap) or customizations that originate from himself (such as Frightful Presence) as if a construct was the starting square, as long as that construct is within one mile of the Stormknight and he can see the construct. The Stormknight must have the Craft Construct talent.
Fast Strikes (Su)
The Stormknight may now make as many Lightning Strikes as he can attacks, replacing as many or as few attacks as he desires with Lighting Strikes. These Lightning Strikes may target the same or different foes. The Stormknight must have the Lightning Lash talent.
Flash of Lightning (Su)
The Stormknight’s Lightning Slash is accompanied by a blinding light when it strikes. Any creatures struck must make a fortitude save (DC equal to 10 + half his stormknight level + his intelligence modifier) or become blind for a number of rounds equal to his intelligence modifier. The stormknight must have the Lightning Slash talent.
Manuevering Strikes (Ex)
Whenever the Stormknight rolls a critical hit with his Stormglaive he may attempt a Bull Rush, Drag, Reposition, or Trip combat manuever in addition to the damage dealt using the confirmation roll as his CMB roll.
Quick Feet (Su)
The Stormknight may now make as many Thunderclaps as he can attacks, replacing as many or as few attacks as he desires with Thunderclaps. These Thunderclaps may target the same or different squares. The Stormknight must have the Thunderclap talent.
Reflective Armor (Su)
The Stormknight may now reflect back electricity and sonic damage that he manages to resist back at it’s source. In an instance where the source of electricity and/or sonic damage has no known source (such as a natural lightning storm) then the damage isn’t reflected.
Shock and Awe (Su)
The Stormknight may now combine both his Lightning Slash and Thunderclap abilities; In any round he may use both abilities, applying any talents he may have that effect either other of them. The Stormknight may combine both of these effects in a standard action or replace attacks, if the Stormknight has a talent that allows him to do so. In addition if he uses both abilities against the same foe then the damage is increased by one step (from d4s to d6s, for example) as well as any saves required by the abilities increasing by the Stormknight’s intelligence modifier. The Stormknight must have both the Lightning Slash and Thunderclap talents.
Sonic Boom (Su)
The stormknight’s thunderclap causes a loud boom when it strikes. Any creatures in the square must make a fortitude save (DC equal to 10 + half his stormknight level + his intelligence modifier) or become deaf for a number of rounds equal to his intelligence modifier. The stormknight must have the Thunderclap talent.
At 20th level, the Stormknight learns a grand talent. He immediately learns two normal storm talent, but also learns a third talent, representing a truly astounding breakthrough of significant power.
Construct General (Ex)
The Stormknight has learned to apply his own complicated arcane mechanisms to the constructs that he creates. He is treated as having any prerequisites for a construct he creates. The Stormknight may also use the spell Animate Object as a spell like ability for six points from his Storm Pool with a caster level equal to his class level. The Stormknight may follow this spell with Permamency (targeting the Animated Object) for an additional 5 points from his Storm Pool. Finally the Stormknight may issue orders to creations as a move action. The Stormknight must have the Craft Construct talent.
Hulking Brute (Ex)
The Stormknight finalizes his greatest suit of armor yet, increasing his size to Colossal along with a +8 size bonus to Strength, +4 size bonus to Constitution, and a -4 penalty to Dexterity (which all stack with Improved Increased Size's modifiers). Now more mountain than man his stormglaive's attacks now do 9d6 weapon damage (14d6 if the Stormknight also possesses the Powerful Build ability). In addition his Thunderclap ability now replicates the Earthquake spell with a caster level equal to his class level. The Stormknight must have the Improved Increased Size customization and may not later remove the customization.
Powered by Lightning (Su)
The Stormknight now is healed by electricity and sonic damage. For every three points of damage that he would’ve suffered he instead heals one hit point. This talent stacks with both the Capacitor and Reflective Armor talents (allowing such a Stormknight to regain points to his Storm Pool, regain hit points, and reflect damage back at the attacker). In addition he may use his Detonate Shield talent in conjunction with his Capacitor talent to regain both hit points and points to his Storm Pool.

Gunhaven
2014-11-01, 02:55 PM
Gonna use this post for additional information (change log, related feats, etc)

2/5/2015: Reorganized posts, reworked Storm Pool, added a couple of talents.


Extra Talent

Prerequisites: Storm Talent

Benefits: The Stormknight gains an additional storm talent. If the Stormknight is twelfth level or higher he may instead gain an additional advanced storm talent.

Increased Customizations

Prerequisites: Customization Pool

Benefits: The Stormknight gains an additional number of customization points equal to his intelligence modifier.

Melzentir
2014-11-02, 02:47 PM
I especially like the magnetic push and pull. It allows you to manipulate enemy positions in subtle yet crucial ways.

Gunhaven
2014-11-02, 03:54 PM
Thanks! Did the class in general make enough sense and have roughly a Tier 3-4 power level (I viewed it as around a fighter level of power)?

Melzentir
2014-11-02, 09:35 PM
Thanks! Did the class in general make enough sense and have roughly a Tier 3-4 power level (I viewed it as around a fighter level of power)?

I'll be honest with you, I have little to no experience with either playing or DM-ing level 10+ characters, so I can't really judge well how this scales against other classes past that point. With that said I hope the ridiculously high elemental resistance and Grand Talents don't interfere, but at the same level some classes (looking at you, wizard) are creating their own planes and stuff like that so I guess it's alright. It certainly scores a lot of cool points. I'd add it to my campaign setting if I didn't already have one.

Gunhaven
2014-11-03, 01:10 AM
I copied the oracle's resistance revelations for their progress (and tacked on Sonic to it because it didn't seem any worse than having resistance to two common elements) and tried to copy mage layout for Grand Discoveries from Alchemist. They could probably use some tweaking (I guess theoretically you can recharge your storm pool using Powered by Lightning, Hulking Brute would be a size increase for a large SK and could be unpopular simply because you're colossal sized, General seemed good enough for an ever expanding army and a good companion to other minionancy builds).

I started work on it in response to a spelljammer game I'm in and wanting to play with cybernetics. I couldn't find anything fitting off the bat so I worked on brewing up something.

Gunhaven
2015-02-04, 07:21 PM
Bumping. Messed with some things, chief among them making it so that the Storm Pool can be used per encounters (hopefully moving it more toward the manuever based classes). I will probably tweak it a little bit more after I get a chance to test builds at various levels versus other, current, classes.

Gunhaven
2015-02-06, 03:39 PM
I'm sure I've bunked this at some point but I THINK that it is around a mid-optimized Fighter (as in it falls between Cheapy's Non-Optimized and Optimized fighter math with power attack). If someone else wants to double check my math then that'd be fine.

Here's the Google Spreadsheet (https://docs.google.com/spreadsheets/d/1yULtZqb2cC8mjb54poCIotw8UF5KVQAuiFVcXrfH_JI/edit?usp=sharing).

6.6
6.05
7.26
8.25
13.59125
27.1825
30.345
34.6
42.52
42.52
107.84
102.32
138
150.75
161.875
211.25
251.625
251.625
258.75
310.5

Twelve.Five
2015-03-14, 06:20 AM
Hmmm. It seems to me that you have too few storm points. Or maybe you run out too quick.

Suppose you have 16 int. That's a little high on a class that wants Str, Dex, Con and Int, but whatever.

At second level, you've 7SP per combat. Say you picked up lightning slash. You spend 1SP on activating your stuff at first round, and need another one for every 3 rounds of combat. Lightning slash will cost 1-6SP to activate. That means you only get cirka one use per combat, of a relatively weak ability. For comparison, look at stuff like Shocking Grasp and Lightning Bolt.

At this level, it starts costing 7SP on average, and you've only 9SP (2*3+3) in the pool.

This trend continues pretty much across the entire spectrum of levels; was this really intended? And how are you supposed to make use of Shock and Awe at all? If you pick it up at 12th level, it'll take 3.5*5+2.5*5=30SP on average to activate, at a point in time where you only have roughly 27 points. Maybe 29 if you're rocking a 20 int.

Maybe make the cost of Lightning Slash and Thunderstomp be equal to the number of dice they roll, or 2*number of dice? That way you still couldn't spam them, but you'd get off more than one per combat.

Also, what happens if you don't activate your armarments? Or if you don't spend the requisite GP each morning?

Tacitus
2015-03-14, 12:19 PM
I disagree with the cost for replacement parts each morning. You've already got a limiter on how much the armaments can be used in the form of the activation cost, adding a GP cost to using the core of your character seems like a terrible idea. I can see perhaps adding a per level or per-talent upgrade cost as you tinker with things to make your armaments better, maybe, but forcing a character to spend gold to play their character is just mean.

Twelve.Five
2015-03-14, 01:13 PM
I disagree with the cost for replacement parts each morning. You've already got a limiter on how much the armaments can be used in the form of the activation cost, adding a GP cost to using the core of your character seems like a terrible idea. I can see perhaps adding a per level or per-talent upgrade cost as you tinker with things to make your armaments better, maybe, but forcing a character to spend gold to play their character is just mean.

The activation cost isn't really a cost, though.

At first level, you've 8 rounds per encounter, at worst. 14 int is really the least one can get by with.

If SP was per day I could sort of see it, but as it stands, the costs is a non-issue beyond the initial action to activate, which you haven't got to spend more than once per combat.



Also, classes that grant free magic items are a little shifty, so I can see why he added it because of that. I'd still make them pay flat costs instead of a /day thing, but that's just me.

Tacitus
2015-03-14, 03:16 PM
I dunno. Its just my opinion that daily costs in gold to keep your main shtick is a bad idea. Besides, WBL assumes that you've spent at least some of your previous wealth above and beyond the given value in consumables anyhow.

Magic item granting classes are usually low end anyway, even without a limiting cost in gold or 'expendable resource of choice'.

Don't get me wrong, I'm digging some of the things that you can do with this class, and I like that its got to power the thing during the encounter with the given 'expendable resource of choice', I just read the gold cost bit and it left a real sour taste in my mouth. I could see a GP expenditure option to increase power for the day or give some sort of overcharge mechanic that would require such replacements, but not as it is now.
Besides, you take this into a dungeon(/into the wilderness/onto a hostile plane) and unless you bring a bag of holding filled with spare parts how do you even justify staying there and keeping things running more than a day or two? You'd have to carry all that stuff with you. How much would it weigh? Who would you buy it from? Can you craft it yourself for cheaper?

Gunhaven
2015-03-15, 01:05 AM
I could rework it to a per level thing. I had done it that way because of WBL tables, treasure earned per encounter, and encounters per level. I wanted to keep it to 65% of WBL (since that's what an NPC spends and you end up with what I though was a fairly powerful suit of armor + weapon). I also wanted to avoid a Kensai Bladebound situation where you end up spending all your money on stat boosters since it's all free.

I could tweak the costs for activating and such tomorrow to try and get it so you can use Lightning Slash or some such at least a couple times when "I full attack it/I manuever it" isn't the answer.

Twelve.Five
2015-03-17, 11:35 AM
You know, it doesn't actually look to me like you want the pool to scale as much as it does.

You could keep the activation cost at flat 1, let the pool contain 2+int points per combat flat, and let the abilities cost one point to activate. Maybe have the activation last int+1 round flat, and not increase with level.

That'd let them use the abilities two to three times per combat, which seems pretty fair.