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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Stormsage (3.5, Peach)

    Stormsage (3.5)

    Abilities: The stormsage's most important abilities are dexterity and charisma.

    Organization: Stormsage's usually live the lives of monks or warriors. It is not uncommon to see them in monasteries.

    Alignment: A stormsage may be of any alignment although lawful good is the most common.

    Religion: Stormsages often follow religions that focus on reincarnation or the simple life. Few follow gods of war or greed.

    Background: A stormsage often stumbles upon the power of electricity on his own. However one learns his discipline from other stormsages.

    Races: A stormsage may be of any race, although flying races, especially avians, more often take up levels in stormsage.

    Other Classes: Depending on a stormsages outlook he may get along differently with different classes. Most stormsages however get along well with paladins or monks.

    Role: Your role, in many cases is much that of a fighter, however your electrical abilities and maneuvers are clearly supernatural in nature leading you into more of a gish role.

    Class Features

    Hit Die: d6

    Starting Gold: As Fighter

    Skills: -

    Skill Points: 2 + Int mod (x 4 at first level)

    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Maneuvers Known | Maneuvers Readied | Stances | Amps
    1st | +0 | +0 | +2 | +2 | Maneuvers, Stances, Amps, Shocking Touch | 3 | 1 | 2 | 3
    2nd | +1 | +0 | +3| +3 | Spark | 4 | 1 | 2 | 4
    3rd | +1 | +1 | +3| +3 | Electric Bolt | 4 | 1 | 3 | 6
    4th | +2 | +1 | +4 | +4 | Sonicboom | 5 | 1 | 3 | 9
    5th | +2 | +1 | +4 | +4 | | 6 | 1 | 4 | 10
    6th | +3 | +2 | +5 | +5 | Spark | 7 | 1 | 4 | 13
    7th | +3 | +2 | +5 | +5 | Lightning Weapon | 7 | 1 | 5 | 15
    8th | +4 | +2 | +6 | +6 | Static Catcher | 8 | 2 | 5 | 17
    9th | +4 | +3 | +6 | +6 | | 9 | 2 | 6 | 19
    10th | +5 | +3 | +7 | +7 | Spark | 10 | 2 | 6 | 21
    11th | +5 | +3 | +7 | +7 | Multibolt | 10 | 2 | 7 | 23
    12th | +6/+1 | +4 | +8 | +8 | Walking Battery | 11 | 2 | 7 | 25
    13th | +6/+1 | +4 | +8 | +8 | | 12 | 2 | 8 | 27
    14th | +7/+2 | +4 | +9 | +9 | Spark | 13 | 2 | 8 | 29
    15th | +7/+2 | +5 | +9 | +9 | Greater Electric Bolt | 13 | 3 | 9 | 30
    16th | +8/+3 | +5 | +10 | +10 | Stunning Current | 14 | 3 | 9 | 32
    17th | +8/+3 | +5 | +10 | +10 | | 15 | 3 | 10 | 34
    18th | +9/+4 | +6 | +11 | +11 | Spark | 16 | 3 | 10 | 36
    19th | +9/+4 | +6 | +11 | +11 | EMP | 16 | 3 | 11 | 38
    20th | +10/+5 | +6 | +12 | +12 | Paralytic Current | 17 | 3 | 11 | 42
    [/table]

    Weapons and Armor Proficiencies: You are proficient with all simple weapons. You are also proficient with light armor, but not with other armor or with any shields.

    Class Abilities
    Spoiler
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    Maneuvers and Maneuvers Readied:
    You gain maneuvers as any other initiator would (as indicated on the chart) and have access to the Cyclonic Wave* and Ironheart disciplines, however you do not prepare maneuvers in the normal way. You, instead, automatically ready a maneuver after using an electrical spell-like ability from this class. You may not prepare multiple maneuvers in a single round this way.
    *new discipline explained below

    Stances:
    You have access to the Cyclonic Wave* and Desert Wind disciplines for your stances. You begin with a two stances from those disciplines and gain additional stances as indicated (see the table). You may only have one stance active at a time, however you can change the stance you are currently in as a move action. A stance is an extraordinary ability unless stated otherwise.
    *new discipline explained below

    Amps:
    You acquire amps as indicated on the table. Your recover your amps after 6 hours of rest. They are used for various class abilities. You may not expend more amps in a single round than 1/3 your level.

    Lv1 > Shocking Touch [Sp]:
    As a touch attack you may deal 1d6 + 1/4 level + charisma modifier electric damage. This may be part of a full attack and may coincide with an unarmed strike. This ability may be used 3 x charisma modifier times per day for free, but after that, each use consumes 1 Amp.

    Lv2, 6, 10, 14, 18 > Spark:
    At each level indicated you may choose any bonus feat from the following list, even if you lack the prerequisites:
    Desert Wind Dodge, Extra Readied Maneuver, Martial Stance, Martial Study, Sudden Recovery, Gloom Razor*, Scorching Sirocco*, or Stormgaurd Warrior*
    *You may not choose this ability unless your are a level 18 stormsage

    Lv3 > Electric Bolt [Sp]:
    You may fire a bolt of lightning up to 20ft + 5ft per stormsage level at the cost of 2 amps as a standard action. It deals 1d6 electric damage per 3 levels and requires a ranged attack to hit.
    Special: If your target is submersed (at least halfway) in water or is wearing over light metal armor this changes to a ranged touch attack.

    Lv4 > Sonic Boom [Su]:
    At the cost of 1 amp you may add your charisma modifier as sonic damage to an electrical spell-like ability that you possess.

    Lv7 > Lightning Weapon [Sp]:
    You may summon a lightning weapon as a standard action of any weapon you are proficient with. It functions exactly as the weapon in question, except that it deals electricity damage (in place of all damages that would have been dealt) and uses your charisma instead of strength for damage rolls. This costs 2 amps per round, including both the round activated and dismissed. It is dismissed as a swift action or automatically if you are disarmed or the weapon is destroyed. The weapon lasts just long enough to throw before fading away.
    Special: If your target is submersed (at least halfway) in water or is wearing over light metal armor your weapon may make touch attacks instead of normal attack rolls.

    Lv8 > Static Catcher [Su]:
    You may catch any electricity effect (natural or unnatural) that comes within 15 feet of you, negating any effect it would have had on you. If the lightning effect was unnatural you must make a reflex save DC 10 + 1/2 casters level + the casters governing modifier to catch it. You may not catch more than one effect at a time. After you have caught an effect you may throw it as a standard action at a new target. If not used a caught effect fades in 1d4 + 1 hours.

    Lv11 > Multibolt [Sp]:
    You may extend your electric bolt into a fullround action to fire additional bolts. You may not fire more than one bolt at any single target and each extra bolt costs an additional amp.

    Lv12 > Walking Battery [Su]:
    You can catch and hold multiple electric effects with catch lightning now. You may hold a number of effects equal to half your stormsage levels. Regardless each effect stored, beyond the first, fades away in 1d4 +1 rounds.

    Lv15 > Greater Electric Bolt [Sp]:
    You may expend an extra amp as part of your electric bolt to change the damage to 1d6 per 2 levels (instead of per 3 levels).

    Lv16 > Stunning Current [Su]:
    For the cost of 3 amps you may force any subject of an electrical spell-like ability to make a fortitude save DC 10 + 1/2 level + charisma modifier or be stunned for 1 round + 1 round per 3 they failed the save.

    Lv19 > EMP [Sp]:
    You may, at the cost of 4 amps and a fullround action, release a 15ft burst of electricity that deals 1d6 electric damage per 2 levels. At the cost of 1 extra amp you may also affect everything within the area as if you had cast the spell dispel.

    Lv20 > Paralytic Current [Su]:
    For the cost of 5 amps you may force any subject of an electrical spell-like ability to make a fortitude save DC 5 + 1/2 level + charisma modifier or be paralyzed for 1 round + 1 round per 5 they failed the save. Once used this ability may not be used again for 2 hours.



    Design Notes:
    Spoiler
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    -


    Cyclonic Wave Discipline
    Spoiler
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    Description
    -----------------------------

    1st level
    Spoiler
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    Whirlwind
    Cyclonic Wave (Counter) [Su]
    Initiation Action: Immediate
    Range: Varies
    Target: Enemy who attacked you
    Duration: Instantaneous
    When an opponent makes a melee attack roll or a touch attack roll against you, you may initiate this imposing a -1 plus an additional -1 per 3 levels penalty to their roll.

    Cascade
    Cyclonic Wave (Counter) [Su]
    Initiation Action: Immediate
    Range: Personal
    Target: Self
    Duration: Instantaneous
    If an opponent provoked an attack of opportunity from you, you may make an additional attack of opportunity. This extra attack does not count against your attack of opportunities for the round.

    Waterburst
    Cyclonic Wave (Strike) [Su]
    Initiation Action: Standard action
    Range: Melee Attack
    Target: One target
    Duration: see text
    You release an explosion of water upon your target as part of a single melee strike. In addition to the weapons normal effects your target must make a fortitude save DC 10 + 1/2 level + charisma modifier or be dazed for 1d4 + 1 rounds.

    Windstrike
    Cyclonic Wave (Strike) [Su]
    Initiation Action: Standard action
    Range: Melee Attack
    Target: One target
    Duration: n/a
    You release an explosion of water upon your target as part of a single melee strike. In addition to the weapons normal effects your target must make a fortitude save DC 10 + 1/2 level + charisma modifier or be knocked prone.

    Exhale
    Cyclonic Wave (Boost) [Su]
    Initiation Action: Immediate
    Range: Personal
    Target: Self
    Duration: Instantaneous
    You remove any conditions of fatigue from yourself.
    Special: At an initiator level of 10 you may also remove exhaustion.

    Water Strider
    Cyclonic Wave (Stance) [Su]
    As long as this stance is active you may walk on water or snow as if it were a solid surface.

    Frost Wyrm Stance
    Cyclonic Wave (Stance) [Su]
    You add 1d6 + 1d6 per 6 initiator levels cold damage to all of your melee attacks.
    Special: This damage is also added to any spell-like ability gained from the stormsage class. If such an ability strikes multiple targets, this damage is split between those targets, not added to each.


    2nd level
    Spoiler
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    Gust
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Minor Gale
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Through The Cracks
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Ebb and Flow
    Cyclonic Wave (Boost) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    3rd level
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    Gale
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    A Leaf in the Wind
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Coral Blade
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Misty Edge
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    4th level
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    Wall of Wind
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Thicken Air
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Go With the Flow
    Cyclonic Wave (Boost) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Waterfall
    Cyclonic Wave (Boost) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    5th level
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    Gale Force
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Kiss of the Mermaid
    Cyclonic Wave (Boost) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Osmosis
    Cyclonic Wave (Special) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    6th level
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    Vertigo
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Stale Breath
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Geyser
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-
    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    7th level
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    Zephyr's Grace
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Tidal Wave
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Mistwalk
    Cyclonic Wave (Special) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    8th level
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    Zephyr's Cascade
    Cyclonic Wave (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Vacuum
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Superior Osmosis
    Cyclonic Wave (Special) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-


    9th level
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    Vertigo
    Whispering Wind (Counter) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Lung Implosion
    Cyclonic Wave (Strike) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    Flying Fish
    Cyclonic Wave (Boost) [Su]
    Initiation Action: ?
    Range: ?
    Target: ?
    Duration: ?
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    ???
    Cyclonic Wave (Stance) [Su]
    -description-

    Last edited by eftexar; 2011-07-12 at 07:36 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Aug 2010
    Gender
    Male

    Default Re: Stormsage (3.5, Peach)

    The Lightning Weapon should be a touch attack and deal an extra d6 damage, and be at level ten. Level 7 should add 1d6 electric damage to all weapons the stormsage weilds.
    The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.

    "Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
    Quote Originally Posted by The Glyphstone View Post
    Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
    The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
    Quote Originally Posted by Drachasor View Post
    The sanity of DMs also varies wildly.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: Stormsage (3.5, Peach)

    I changed lightning weapon so it had the possibility of making touch attacks. I didn't however, Dragon Star, add the extra weapon damage or add damage to the lightning weapon (though I did make some tweaks). I think coupled with maneuvers there will be enough damage being dished out (as well as stances that add damage).
    I dropped the base attacks to 10 making it harder for normal weapons to be used.
    I also added all the maneuvers and stances for the first level of of the Cyclonic Wave discipline, as well as bonus feats.

  4. - Top - End - #4
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Aug 2010
    Gender
    Male

    Default Re: Stormsage (3.5, Peach)

    Yeah, I guess you're right. I just saw the Lightning Weapon and thought of the pyrokineticist (from Expanded Psionics Handbook).
    The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.

    "Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
    Quote Originally Posted by The Glyphstone View Post
    Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
    The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
    Quote Originally Posted by Drachasor View Post
    The sanity of DMs also varies wildly.

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