
Stormlords are the chosen servants of Erican, devoted to destruction in all its forms. They are typically found accompanied by fierce thunderclouds and storm fronts, often following these storms on impromptu pilgrimages across Migdalia. Those unlucky enough to come into contact with stormlords often describe them as terrible, violent individuals, yet possessing some sort of dark charisma, as if they were earthly manifestations of the terrible storms overhead.Stormlords tend to act erratically as the storms their deity creates, destroying or sparing structures and creatures with baffling inconsistency. This seeming randomness prevents stormlords from organizing into large groups, and two stormlords meeting for the first time often attempt to simply destroy one another in the most spectacular way possible. Occasionally, however, two or more stormlords will decide to work together, each feeding off the other’s violent tendencies until they both become so intoxicated with power that they become akin to living natural disasters. Woe to anyone unlucky enough to be caught within their path of destruction.
Stormlords tend to be very boisterous and outgoing, and tend to act with little or not sense of self-preservation, sacrificing their followers and themselves with little provocation. Given their love of storms and wanton destruction, many stormlords begin combat (or peaceful negotiations, or morning breakfast, etc) by summoning the largest storms possible, such as tornados and hurricanes, and allowing them run rampant across the countryside. For this very reason, stormlords are heavily hunted by paladins, military groups, and adventurers eager to end their destructive rampages. Unfortunately for these brave crusaders, stormlords have a habit of taking as many people with them into death as is possible.
Clerics are the most common stormlords, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Stormlord, a character must meet the following criteria.
Alignment: Chaotic EvilPatron Deity: Erican
Base Attack Bonus: +4
Skills: Intimidate 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Weapon Focus (javelin)
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become stormlords must have access to the Lightning domain.
Class Skills
The Stormlord’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Ride (Dex), Survival (Wis), Spellcraft (Wis), and Swim (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Lightning Spells, Lightning Reflexes - 2 +1 +3 +0 +3 Shock Weapon +1 caster level 3 +2 +3 +1 +3 Storm Walk, Destructive Soul - 4 +3 +4 +1 +4 Erican’s Fury +1 caster level 5 +3 +4 +1 +4 Thundering Weapon - 6 +4 +5 +2 +5 Storm Ride, Sundering Strike +1 caster level 7 +5 +5 +2 +5 Stormcall - 8 +6 +6 +2 +6 Summon Storm Elemental +1 caster level 9 +6 +6 +3 +6 Erican's Rage - 10 +7 +7 +3 +7 Harness the Storm +1 caster level
Class Features
All of the following are class features of the Stormlord prestige class.
Weapon and Armor Proficiency: Stormlords are proficient with all simple weapons, tridents, all types of armor, and with shields. Stormlords prefer to fight with their deity’s favored weapons, tridents and javelins.
Spellcasting: A stormlord continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if she had also gained a level in whatever divine spellcasting class she belonged to prior to adding this prestige class. She does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Lightning Spells: A stormlord can pray for and receive any Lightning domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Lightning domain list.
Lightning Reflexes (Ex): Stormlords quickly realize that Erican is a violent, uncaring master, but that is not to say that he does not reward his devoted servants. Stormlords receive a +4 bonus on any saving throws made against spells with the “Electricity” modifier or spells which create storms, such as the storm of vengeance spell.
Shock Weapon (Su): Any trident or javelin used by a stormlord of 2nd level or higher is treated as a shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability 1 round after leaving the hand of the stormlord.
Storm Walk (Ex): Beginning at 3rd level, a stormlord (and his mount, if any) can walk or ride through storms (natural or magical) at his regular movement rate, completely unaffected by high winds, pounding precipitation or waves, objects driven by the wind (which always seem to just miss him), great claps of thunder, or any other natural symptom of Erican’s fury. Additionally, the winds of a storm (but not the winds of other effects, such as a wind wall spell) do not hamper his ranged weapons in any way.
Destructive Soul (Sp): A stormlord of 3rd level or higher gains the ability to shatter objects and crystalline creatures at will. This ability functions as a shatter spell, cast as a sorcerer of the stormlord’s class level.
Erican’s Fury (Sp): Beginning at 4th level, the stormlord may call upon the fury of his deity, who rains lighting upon the enemies of his priest. The stormlord gains the ability to cast call lightning a number of times per day equal to his Charisma modifier, as if he were a sorcerer of his class level.
Thundering Weapon (Su): For a stormlord of 5th level or higher, any trident or javelin he wields is treated as a thundering weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This ability stacks with that of the stormlord’s shock weapon ability.
Storm Ride (Su): At 6th level, a stormlord gains the ability to fly during any storm as if using the fly spell. Adverse wind conditions do not affect him; even hurricane-force winds cannot knock him down or blow him away while flying.
Sundering Strike (Ex): Upon reaching 6th level, the stormlord gains the Improved Sunder feat for free, and may make sunder attempts with piercing weapons, as well as bludgeoning or slashing weapons. Should the stormlord already possess the Improved Sunder feat, he instead gains an additional +4 bonus on any attack roll made to attack an object held or carried by another creature.Additionally, if a stormlord successfully sunders a weapon wielded by an melee opponent, he gains an immediate, extra melee attack against that creature. The extra attack is at the same bonus as the attack that sundered the creature’s weapon. The stormlord can use this ability once per round.
Stormcall (Su): Stormlords of 7th level or higher are able to create storms from otherwise calm weather, and frequently use this ability every chance they get. The stormlord gains the ability to control weather once per day, though he can only use this ability to create weather which is stormy.
Summon Storm Elemental (Sp): At 8th level, the stormlord’s gains the ability to summon a Huge storm elemental, which serves him faithfully. This ability is otherwise identical to a summon monster spell, with a caster level of the stormlord’s character level.
Erican’s Rage (Su): A 9th level stormlord is able to call upon the unending rage of Erican, plunging an area into a violent, deadly storm. The stormlord gains the ability to cast storm of vengeance once per day, with a caster level equal to his character level.
Harness the Storm (Su): Upon reaching 10th level, the stormlord is able to call upon the power of Erican to imbue his allies with the power of the storm. When activated (a standard action), this ability grants the stormlord and each of his allies within 60 feet the effects of a fly spell, and surrounds each of them with a wind wall which does not affect their own attacks. The stormlord and his allies remain unaffected by natural or magical wind for the duration of this ability.The stormlord and his allies gain the ability to discharge bolts of electricity at their enemies, each gaining 10d6 dice worth of lightning bolts. Each creature may decide for itself whether to combine these dice into a single bolt of lightning, or to divide the dice into a number of smaller bolts.
Launching a bolt is a standard action that does not provoke an attack of opportunity, has a range of 100 feet, and requires a ranged touch attack (creatures gain a +3 attack bonus if their opponent is wearing metal armor, made out of metal, or carrying a significant amount of metal).
This ability lasts for 1 minute per class level the stormlord possesses; when the duration expires, creatures still in the air slowly sink back to the ground, as if under the effects of a featherfall spell.
Ex-Stormlords
A stormlord who willingly changes alignment or who ceases the worship of Erican immediately loses all benefits of this class. In addition, the character is constantly followed by heavy, pendulous storm clouds which ripple with lightning and barely contained rage. Should the character ever find himself beneath or within these clouds, the cloud unleashes its anger, subjecting the character (and anyone else in the area) to a storm of vengeance spell. Should the character somehow survive this storm, another storm cloud forms within 1d4 hours and begins pursuing the character anew. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
Back to Specialty Priests
Back to Prestige Classes
Migdalia Home