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Thread: SoP Stormcaster [PEACH]
- Join Date
- Jun 2018
SoP Stormcaster [PEACH]
Hi buddies, I'm working on a homebrew class for Pathfinder using Spheres of Power. Its theme is storms. I have based it loosely on the sorcerer's stormborn bloodline and the incanter's weather specialisation. I'm, however, terrible at judging relative power, so here I come to ask for help from those with more expertise than I have. The class should be Tier 3+ or 2 tops.
Any help with it is greatly appreciated^^
Fluff about how storms and weather conditions fuel your magic.
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The stormcaster’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Level BA Fort Ref Will Special CL Talents 1st +0 +0 +0 +2 casting, spell pool, storm affinity, stormchild, weather focus +1 1 (+2) 2nd +1 +0 +0 +3 Stormstep +2 2 3rd +1 +1 +1 +3 Stormchild (2 steps, RE) +3 3 4th +2 +1 +1 +4 Extra weather talent +4 4 5th +2 +1 +1 +4 Quickstorm +5 5 6th +3 +2 +2 +5 +6 6 7th +3 +2 +2 +5 Lingering elements +7 7 8th +4 +2 +2 +6 Cloak of the elements, extra weather talent +8 8 9th +4 +3 +3 +6 Stormchild (3 steps, blindsight) +9 9 10th +5 +3 +3 +7 +10 10 11th +5 +3 +3 +7 Stormchild (4 steps) +11 11 12th +6 +4 +4 +8 Extra weather talent +12 12 13th +6 +4 +4 +8 +13 13 14th +7 +4 +4 +9 +14 14 15th +7 +5 +5 +9 Ride the lightning +15 15 16th +8 +5 +5 +10 Extra weather talent +16 16 17th +8 +5 +5 +10 +17 17 18th +9 +6 +6 +11 Storm fury +18 18 19th +9 +6 +6 +11 +19 19 20th +10 +6 +6 +12 Extra weather talent, stormlord
Weapon and Armour Proficiency
You are proficient with all simple weapons.
Whenever outdoors during any form of precipitation, your effective caster level is increased by 2.
You may combine spheres and talents to create magical effects. You are considered a High-Caster. Your casting ability is Charisma. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: You gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your class level + your Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Treat cold, rain, and wind as being one step less severe. At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat cold, rain, and wind effects as being two steps less severe. At 9th level, you treat cold, rain, and wind effects as being three steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects. At 11th level, you treat cold, rain, and wind effects as being four steps less severe.
At 1st level, you gain the Weather sphere as a bonus sphere (or a magic talent of the Weather sphere if you already possess it) and gain a +1 bonus to your caster level with the Weather sphere.
At 2nd level, whenever you are under any form of precipitation or wind of at least severity 3, you can teleport to a nearby space as a swift action. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Extra Weather Talent
At 4th level and every 4 levels thereafter, you gain an extra magic talent from the Weather sphere.
At 5th level, when you affect rain and wind to create a storm, you may affect both rain and wind each round without spending extra spell points.
At 7th level, when you maintain a weather effect through concentration, the effect lasts an additional number of rounds equal to 1/2 your level before ending.
Cloak of the Elements (Su)
At 8th level, you surround yourself with wind, rain, and other natural forces for a total number of rounds per day equal to your level. These rounds do not need to be consecutive. While the cloak of the elements is in effect, all attacks against you suffer a -4 penalty and all melee attacks made against you cause the attacker to suffer 1d8 nonlethal damage. In addition, you gain resistance 10 to fire, cold, electricity, and acid damage.
Ride the Lightning (Sp)
At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path suffer 1d6 points of damage per stormcaller level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your stormcaller level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this ability once per day for a number of rounds equal to your stormcaller level.
Storm Fury (Sp)
At 18th level, you can call a furious storm to fall upon your enemies. This functions like storm of vengeance, except that you may create a 20-feet radius in the middle of the area that is not affected by the storm. You can use this ability once per day.
At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.
- Join Date
- Aug 2018
Re: SoP Stormcaster [PEACH]
Given how focused this class is on the Weather sphere specifically, it could probably stand to do something similar to the Elementalist class, where it has mid-caster progression otherwise but treats its caster level as being equal to its class level for purposes of the Weather sphere. As-is, you have a caster level of 2 with the Weather sphere at 1st level, and that goes up to 4 as soon as you use your Weather abilities to cause any amount of precipitation. And of course, that also means your caster level with other spheres is 3 at 1st level which is really high for a specialist class of this nature. (Actually it's really high in general, especially since you can stack it with Empowered Abilities for more caster level boosts.) Additionally, you have 4 magic talents at 1st level, which while not unheard of is most definitely unusual, only matched by Incanter and Fey Adept.
Keep in mind that all advice I give is based on theoretical knowledge alone, as I've not yet gotten a chance to play in a campaign that makes use of the Spheres of Power system.