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ocato
2008-09-28, 09:21 PM
Skylord of Tuilviel Glithien
"Let the Stormtalons have the glory. For us, serving of the Lady of Silent Winds is its own reward.
-Ahmma Ilonna, Skylord of Tuilviel Glithien

Serving as support to any Raptorian flock on the war-path, the Skylords of Tuilviel Glithien represent the necessity of divine approval on the part of any successful war effort. Skylords are often seen supporting Stormtalons during battle, using their mastery of the element of air and the natural talents of a divine spellcaster to supply any aerial army with adequate protection and support needed to succeed in a long or short term campaign.

Becoming a Skylord of Tuilviel Glithien
While Raptorian Clerics find it easiest to join the ranks of the Skylords, some druids, favored souls, and Archivists find themselves drawn to the service of the Queen of Air and Night in glorious battle.

ENTRY REQUIREMENTS
Feat: Mobile Spellcasting
SPELLS: Must have the ability to cast 4th level divine spells, including the ability to cast at least three spells with either the air or electricity descriptor. (You may combine these, 2 electricity spells and an air spell, for example, qualifies)
RELIGION: Must worship Tuilviel Glithien and be within one step of Chaotic Good
SPECIAL: Must be a member of a Raptorian Flock either by birth or honorary status.
Must have the flight extraordinary ability or the ability to fly for at least 6 hours per day through spells, wildshaping, or a flying mount. You must be able to cast spells while flying.

Class Features
The Skylords of Tuilviel Glithien are warrior clerics whose role in battle is to support and protect their brothers in arms, the Stormtalons. Their abilities reflect this:

Divine Spellpool (Su):: The Skylords of Tuilviel Glithien share a magical reservoir of spell energy bound into the fabric of the sky itself. You can tap into this reservoir, called the spellpool, and call spells from this common resource at need.

Calling a Spell: Calling a spell from the spellpool can be done at any distance. You can call only for a spell of a level that you could normally cast. You can call a number of spells per day whose total levels are equal to or less than half your caster level (round down, minimum one). For example, a 7th-level cleric/1st-level Skylord can call one 3rd-level spell and one 1st-level spell, or two 2nd-level spells, assuming she has slots available. When you call a spell, you take a full-round action to concentrate (which does provoke attacks of opportunity).The spell appears in your mind at the beginning of your next turn and can be used immediately. However, if you do not cast the called spell within a number of minutes equal to your caster level, it fades from your mind as though cast.

Spell Availability: Three stages of access to the spellpool exist. A new Skylord gains divine spellpool I privileges, which grants access to spells of 1st to 3rd level. Starting at 4th level, divine spellpool II allows access to 4th- to 6th-level spells. Starting at 7th level, divine spellpool III grants access to 7th- to 9th-level spells. No 0-level spells are available, but the spellpool can provide any other spell on the cleric or druid spell list —even cleric spells to a druid or druid spells to a cleric. The only unavailable spells are those spells that appear as domain spells but not on the main cleric spell list.

Spellpool Debt: Every time you call a spell, you incur a debt. To pay this debt, you must return spell power to the spellpool, in the form of a spell you have prepared of a level equal to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whose levels total five. Returning a spell’s power to the spellpool occurs during the full-round action of calling on the spell, and depletes the prepared spell slot(s) as if the spell had been cast. Spells with the [Air] descriptor count as being one level higher for this purpose. This includes spells that are given the [Air] descriptor by the Air Around Us ability.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class
feature a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Skylord of Tuilviel Glithien, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Gratitude to the Wind Lords: As per the pact between Tuilviel Glithien and the Wind Lords, No Skylord may learn or prepare any spell that summons an elemental or outsider whose subtype is Fire, Water, or Earth. Furthermore, no Skylord may call for such a spell using the spellpool or by using a spell completion or spell trigger item. Skylords of Tuilviel Glithien instead prefer to call upon Air and Storm Elementals for whatever task they may need.

Hammer of the Wind Lords (Sp): By calling upon the power of the wind, a 2nd level Skylord may summon forth a blast of air a number of times per day equal to her Skylord level. This effect functions as a Gust of Wind spell except that any creature caught in its effect is treated as one size category smaller than it actually is.

At 5th level, a Skylord may use this burst of air to initiate a bullrush attempt by spending a turning attempt. This attempt affects a single creature and does not require a touch attack to begin. The Skylord gets +4 to the opposed roll and may substitute her wisdom or charisma modifier (whichever is higher) in place of her strength modifier. This bonus stacks with the bonus from the Improved Bull rush feat. This ability does not work on any creature that is Huge or larger.

Aerial training (Ex): Trained to assist the mighty Stormtalons, Skylords train relentlessly at aerial combat. At 3rd level, a Skylord increases her fly speed by 10'.
At 6th level, she may take any of the following as a bonus feat: Aerial Reflexes, Aerial Superiority, Born Flyer, Diving Charge, Flyby Attack*, Hover*, Improved Flight, Multiattack*, Wingover*.
*Feat described on page 304 of the Monster Manual.

Razor Wind (Su): A 7th level Skylord of Tuilviel Glithien may focus the power of the wind, creating powerful gusts that cut through the defenses of her enemies. By sacrificing a spell with the [Air] descriptor, the Skylord can add 1d6 slashing damage per level of the spell sacrificed to a use of her Hammer of the Wind Lords ability. You may not use this ability in conjunction with the Bull rush option of Hammer of the Wind Lords. This damage is considered magical when overcoming Damage Reduction.

Beckon Gale (Sp): You have achieved the ability to call upon the power of the Wind Lords to shift the tide of aerial battle in your favor. At 8th level, You can change the direction and force of the wind by spending a turning attempt. You can increase the strength of the wind up to four categories (from light to windstorm, for example, or from hurricane to moderate). This effect requires 1d4 rounds to take place and lasts for a number of minutes equal to your Skylord level.

The Air Around Us (Sp): At ninth level, a Skylord learns how to combine the element of air with other elemental spells. You can change the effect of any spell with an elemental descriptor (Fire, Water, Electricity, Sonic, or Earth) to include the element of air. This effect does not change the descriptor, it only adds to it. For example, a Flame Strike spell affected by this ability has the descriptors [Air] and [Fire]. This effect manifests simply by adding the element of air to the description of how the spell functions. A Wall of Stone with the [Air] descriptor added to it may be described as being assembled by a rush of air driving stone from the earth like a wave. A create water spell with the [Air] descriptor added to it may be described as being conjured by a miniature raincloud. In any effect, any spell cast with the [Air] descriptor is subject to the Raptorian caster level increase for air spells and may be sacrificed to fuel the Razor Wind ability.

Scattered on the Wind (Sp): The Skylord has learned the true might of the wind as a tool in battle. At 10th level, you may increase the amount of targets effected by any spell with a range of touch or greater by spending a turning attempt per additional target. If the scattered spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don’t deal damage, the save DCs against scattered effects are reduced by 4. Spells with the [Air] descriptor can safely be scattered dealing normal damage, but still allow a reflex save for half damage regardless of whether the original spell did.

Skylord---------HD:d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+2|
+2|Spell Pool I, Grattitude of the Wind Lords|+1 level of existing spellcasting class

2nd|
+1|
+0|
+3|
+3|Hammer of the Wind Lords|+1 level of existing spellcasting class

3rd|
+2|
+1|
+3|
+3|+10' Fly Speed|+1 level of existing spellcasting class

4th|
+3|
+1|
+4|
+4|Spellpool II|+1 level of existing spellcasting class

5th|
+3|
+1|
+4|
+4|Hammer of the Wind Lords: Bull Rush|+1 level of existing spellcasting class

6th|
+4|
+2|
+5|
+5|Bonus Aerial Feat|+1 level of existing spellcasting class

7th|
+5|
+2|
+5|
+5|Spellpool III, Razor Wind|+1 level of existing spellcasting class

8th|
+6|
+2|
+6|
+6|Beckon Gale|+1 level of existing spellcasting class

9th|
+6|
+3|
+6|
+6|The Air Around Us|+1 level of existing spellcasting class

10th|
+7|
+3|
+7|
+7|Scattered on the Wind|+1 level of existing spellcasting class [/table]
Class Skills (4 + Int modifier per level): Concentration, Craft, Handle Animal, Heal, Intimidate, Knowledge (nature), Knowledge (religion), Listen, Profession, Spellcraft, Spot, Survival


Playing a Skylord of Tuilviel Glithien
To be a Skylord of Tuilviel Glithien is to accept that in order for there to be peace, there sometimes must be war. While Raptorian society is typically docile, the Stormtalons and the Skylords eke out an existence in the flock as the protectors and warriors of Raptorian society. Whenever a threat presents itself that cannot be handled nonviolently, a flock sends its Stormtalons into battle with the Skylords as support. Furthermore, as per the pact with the ancient wind lords, Skylords and Stormtalons are expected to aid the Wind Lords in battle if called upon. Because of this sacred duty, Skylords train endlessly in maneuvers and tactics alongside their Stormtalon brothers in an attempt to form a perfect, cohesive aerial assault team.

Skylords are spell casters first and combatants second. When fighting along Stormtalons, Skylords fold into the lines of diving Stormtalons using their natural ability to manipulate the winds to deflect oncoming missile weapons and spells. Powerful leaders of the Skylords often charge in first, using their ability to Scatter spells on the winds to apply powerful abjurations and transmutations to the first line of charging Stormtalons. They also oftentimes scatter powerful evocations and create Walls of Stone to shape battlefields and funnel enemies into a thin column that the Stormtalons can easily dive through on powerful flyby attacks. Skylords often support these strikes with spears of their own or their Razor Wind ability. Due to their spellpool power, many Raptorian battles enjoy the benefit of powerful summoned Air and Storm elements, as well as druid spells such as Call Lightning, Arc of Lightning, and Call Lightning Storm. By shaping the battlefield and the weather, Skylords are a priceless addition to any army.

Skylords as PCs
Due to the rarity of Raptorian warfare, many Skylords leave their flock in search of adventure and to spread the word of Tuilviel Glithien. A PC who takes a level in Skylord might be a Raptorian cleric or druid who wants to embody the might of the wind or another player who can fly in a different fashion who is inducted into the ranks of the Skylords while aiding a Raptorian flock. In the dungeon, a Skylord finds that cramped spaces aid her greatly in applying the powers of the wind, allowing her to strike a great deal of enemies simultaneously with her Hammer of the Wind Lords or Razor Wind abilities. Also, a Skylord has the benefit of being just as valuable in a healing and utility role as any standard cleric (or moreso, with her Scattered on the Wind ability). Skylords might sometimes find themselves restricted in underground or otherwise tight hallways or rooms, as they rely heavily on their ability to fly to protect them from danger. As a DM, be sure to give any Skylord players access to several large open spaces or quests and missions that take place outdoors to allow them to spread their wings (and winds) from time to time.

ocato
2008-09-28, 09:23 PM
My first crack at a homebrew class, be gentle! Also I freely admit that my style of presentation might not be quite right. I used a PrC from Races of the Wild as my template on how to do the lay-out. If it's grossly out of step with what is preferred/standard, feel free to let me know.