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Westhart
2016-12-16, 11:45 AM
Thanks to temotel for the formatting, here it is...if you have recommendations or suggestions as always, feel free to tell me.

Storm's Daughter

Hit Die: d8.

Requirements
To qualify to become a storm's daughter, a character must fulfill all of the following criteria.
Alignment: Chaotic neutral.
Base Attack Bonus: +5.
Patron Deity: Any deity with the storm domain1 (typically Windrey).
Special: The character must either be a cleric of Windrey or have the Wild shape class ability.

Class Skills: The storm's daughter's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier

STORM'S DAUGHTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day/Spells Known


1st
+1
+0
+2
+2
Of the storm (1 step)
-----


2nd
+2
+0
+3
+3
Control thunderstorm, storm sight, swim
+1 previous divine class level


3rd
+3
+1
+3
+3
Penalties, resistance to cold, electricity, and sonic 5
+1 previous divine class level


4th
+4
+1
+4
+4
Of the storm (2 steps)
+1 previous divine class level


5th
+5
+1
+4
+4
Fly, storm's frenzy 1/day
+1 previous divine class level


6th
+6
+2
+5
+5
Eye of the storm, Acclimated
+1 previous divine class level


7th
+7
+2
+5
+5
Deflective, storm's frenzy 3/day
+1 previous divine class level


8th
+8
+2
+6
+6
Immunity to cold, electricity, and sonic, of the storm (3 steps)
+1 previous divine class level


9th
+9
+3
+6
+6
Storm of vengeance 3/day, storm's tirade
+1 previous divine class level


10th
+10
+3
+7
+7
Chaos morphing, storm's avatar
+1 previous divine class level



Class Features
All of the following are class features of the storm's daughter.

Weapon and Armor Proficiency: Storm's daughters gain no additional weapon or armor proficiencies.

Spells per Day/Spells Known: A Storm's Daughter continues training in magic as well as her field of research. Thus, when a new Storm's Daughter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

Of the Storm (Su): At first level the Storm's Daughter can increase the wind speed (http://www.d20srd.org/srd/weather.htm) to Severe or of it is already severe she can raise it by one step. She can also increase or decrease the temperature band2 by one band. At 5th level she can automatically increase the wind speed to Windstorm, or by two steps if it is already there and the temperature by two bands. At 10th level she can automatically increase to Hurricane force winds or by 3 steps, and the temperature by 3 bands. The range for this effect is equal to (1/2 level) miles, although she can choose to affect a smaller area. This ability is usable at will, does not stack with itself, but does stack with another Storm's Daughters ability.

Control Thunderstorm (Ex): At 2nd level, while in a storm, the storm's daughter can call down a bolt of lightning that deals 1d6 electricity and 1d6 sonic damage per level to a single target within 60 feet once per day as a standard action. At 4th level, and at every 2nd level after (6th, 8th, 10th), the storm's daughter can do this one additional time per day.

Storm sight (Ex): The storm's daughter gains low-light vision. If she already had low-light vision, she gains darkvision out to 60 feet instead.

Swim (Ex): A storm's daughter gains a 40-foot swim speed. If she already had a swim speed, its speed increases by 40 feet.

Penalties: At 3rd level, the storm's daughter must choose a penalty from the list below. At 6th and 9th levels, the storm's daughter must choose one additional penalty from the list.

A storm's daughter may lose an item if she loses sight of it. At the DM's discretion, some items may be invisible to the storm's daughter. A storm's daughter may not be able to entirely control her powers. At the DM's discretion, roll 1d10, with the result indicating what power is released uncontrollably. For examples of uncontrolled powers, see the table below. Uncontrolled powers can be listed multiple times on the same table.



1d10
Effect


1
Wild shape into a random animal for 12 rounds.


2
A lightning bolt as if from a thunderstorm (http://www.d20srd.org/srd/weather.htm#thunderstorm) originating from the storm's daughter hits the closest living target. If there is an equal distance between the storm's daughter and more than one target, hit each and split damage between all targets stricken.


3
A reverse gravity spell comes into effect, centered on the storm's daughter.


4
Fly into a storm's rage that does not count against daily uses and attack the nearest person. If the target is an ally, a storm's daughter can make a DC 22 Will save to avoid attacking them.


5
Temperature increases one band in a ten-foot area centered on the storm's daughter.


6
Temperature decreases one band in a ten-foot area centered on the storm's daughter.


7
Wind force increases by one step in a ten-foot area centered on the storm's daughter.


8
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


9
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


10
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.



Resistance to Cold, Electricity, and Sonic (Ex): A storm's daughter gains resistance to cold, electricity, and sonic 5. This increases to resistance to cold, electricity, and sonic 10 at 6th level. At 9th level, a storm's daughter gains immunity to cold, electricity, and sonic.

Fly (Sp): At 5th level, whenever the wind force surrounding the storm's daughter is above moderate, she can fly at will, as the spell.

Storm's frenzy (Ex): At 5th level, a storm's daughter can enter a frenzy once per day, tapping into the archaic forces of storms. In this state she gains a +2 to Charisma and Dexterity along with dealing an additional 3d6 electrical damage with her attacks. At 7th level she can tap into this primal source of power 3/day.


Eye of the Storm (Su): When using your 'Of the storm' ability to increase wind speeds you designate one target as the "Eye" of the storm. All wind in the immediate area changes direction towards this target. Any ranged attack penalties associated with high wind are instead applied as bonuses to ranged attacks if made against the "Eye." Creatures "blown back" by high winds are always blows towards the "Eye." Windstorm speeds give a +6 bonus, hurricane +8, and tornado +10.

Acclimated: A storm daughter is used to high altitudes, as she is frequently found above the storm, thousands of miles in the sky. She no longer takes penalties related to altitude or suffer from altitude sickness.

Deflective (Ex): At 7th level, whenever a spell that deals electricity damage targets the storm's daughter and misses, the strike curves around her and hits the caster for half damage. For example, if a 10th-level sorcerer casts orb of electricity at the storm's daughter and misses, the spell would deal 5d6 electricity damage to the sorcerer.

Storm of Vengeance (Sp): At 9th level, the storm's daughter can use storm of vengeance, as the spell, three times per day.

Storm's Tirade (Ex): When entering a storm's rage, a storm's daughter gains a +4 bonus to Charisma and Dexterity (instead of +2) and adds an additional d6 of electrical damage to each attack.

Chaos Morphing (Ex): Due to the chaos of constantly being in the storm, a storm's daughter may now wild shape at will as a druid with an effective druid level equal to her levels in storm's daughter plus her levels in druid. A storm's daughter may not enter elemental forms with chaos morphing, but may still enter elemental forms with her wild shape class feature if she has it.

Storm's Avatar (Ex): At 10th level, the storm's daughter becomes immune to being blown away, knocked down, or checked by high winds (whether natural or magical). She gains a fly speed of 75 feet (perfect maneuverability). She gains a +2 competence bonus on saves against spells with the air or water descriptors. If she has an animal companion, these benefits, aside from the fly speed, applies to them as well.



1. Player's Guide to Faerūn.
2. Frostburn or Sandstorm.

Palanan
2016-12-16, 09:34 PM
At first glance I have just one comment--this is extremely difficult to read for the lack of formatting.

If you put the level progression into a standard table, and spent just a few minutes on the cascade of text, it would be far easier to read and comment on.

Westhart
2016-12-20, 10:37 AM
ok, I'll work on that as I have time...

Temotei
2016-12-21, 12:34 AM
Here you go. I changed up a few things to clarify what I thought you might mean (added an action requirement on one feature, switched the levels in the table to match the text, added some clarifying text for chaos morphing, removed the gender "requirement" since it wasn't actually a requirement...). If any of those things don't match up with what you want, feel free to change them. Anyway, underneath all this will be a spoiler with the code you can just copy-paste.

EDIT: Oh, and I didn't include the aura of the storm daughter feature because it didn't have a listed level in the text and it wasn't in the table, so I didn't know where you wanted it. It seemed to conflict somewhat with of the storm.

EDIT: Put the whole thing into a spoiler so newcomers wouldn't have to scroll down so much to get to the bottom of the thread and it's less confusing.



Storm's Daughter

Hit Die: d8.

Requirements
To qualify to become a storm's daughter, a character must fulfill all of the following criteria.
Alignment: Chaotic neutral.
Base Attack Bonus: +5.
Patron Deity: Any deity with the storm domain1 (typically Windrey).
Special: The character must either be a cleric of Windfrey or have an animal companion or the bardic music class feature.

Class Skills: The storm's daughter's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier

STORM'S DAUGHTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+2
Of the storm (1 step)


2nd
+1
+0
+3
+3
Control thunderstorm, storm sight, swim


3rd
+1
+1
+3
+3
Penalties, resistance to cold, electricity, and sonic 5


4th
+2
+1
+4
+4
Of the storm (2 steps)


5th
+2
+1
+4
+4
Fly, storm's rage 1/day


6th
+3
+2
+5
+5
-


7th
+3
+2
+5
+5
Deflective, storm's rage 3/day


8th
+4
+2
+6
+6
Immunity to cold, electricity, and sonic, of the storm (3 steps)


9th
+4
+3
+6
+6
Storm of vengeance 3/day, storm's tirade


10th
+5
+3
+7
+7
Chaos morphing, storm's avatar



Class Features
All of the following are class features of the storm's daughter.

Weapon and Armor Proficiency: Storm's daughters gain no additional weapon or armor proficiencies.

Of the Storm (Su): A storm's daughter can change the temperature band2 and wind force (http://www.d20srd.org/srd/weather.htm#winds) by one band or step. At 5th and 10th levels, she can change these by one additional band or step.

Control Thunderstorm (Ex): At 2nd level, while in a storm, the storm's daughter can call down a bolt of lightning that deals 10d6 electricity and 10d6 sonic damage to a single target within 60 feet once per day as a standard action. At 4th level, and at every 2nd level after (6th, 8th, 10th), the storm's daughter can do this one additional time per day.

Storm sight: The storm's daughter gains low-light vision. If she already had low-light vision, she gains darkvision out to 60 feet instead.

Swim: A storm's daughter gains a 40-foot swim speed. If she already had a swim speed, its speed increases by 40 feet.

Penalties: At 3rd level, the storm's daughter must choose a penalty from the list below. At 6th and 9th levels, the storm's daughter must choose one additional penalty from the list.


A storm's daughter may lose an item if she loses sight of it.
At the DM's discretion, some items may be invisible to the storm's daughter.
A storm's daughter may not be able to entirely control her powers. At the DM's discretion, roll 1d10, with the result indicating what power is released uncontrollably. For examples of uncontrolled powers, see the table below. Uncontrolled powers can be listed multiple times on the same table.




1d10
Effect


1
Wild shape into a random animal.


2
A lightning bolt as if from a thunderstorm (http://www.d20srd.org/srd/weather.htm#thunderstorm) originating from the storm's daughter hits the closest living target. If there is an equal distance between the storm's daughter and more than one target, hit each and split damage between all targets stricken.


3
A reverse gravity spell comes into effect, centered on the storm's daughter.


4
Fly into a storm's rage that does not count against daily uses and attack the nearest person. If the target is an ally, a storm's daughter can make a DC 22 Will save to avoid attacking them.


5
Temperature increases one band in a ten-foot area centered on the storm's daughter.


6
Temperature decreases one band in a ten-foot area centered on the storm's daughter.


7
Wind force increases by one step in a ten-foot area centered on the storm's daughter.


8
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


9
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


10
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.



Resistance to Cold, Electricity, and Sonic (Ex): A storm's daughter gains resistance to cold, electricity, and sonic 5. This increases to resistance to cold, electricity, and sonic 10 at 6th level. At 9th level, a storm's daughter gains immunity to cold, electricity, and sonic.

Fly (Sp): At 5th level, whenever the wind force surrounding the storm's daughter is above moderate, she can fly at will, as the spell.

Storm's Rage (Ex): At 5th level, a storm's daughter can enter a rage once per day, dealing an additional 3d6 electricity damage with all attacks and gaining a +2 bonus to Strength and Constitution, but taking a -2 penalty to AC. At 7th level, a storm's daughter can enter a storm's rage three times per day.

Deflective (Ex): At 7th level, whenever a spell that deals electricity damage targets the storm's daughter and misses, the strike curves around her and hits the caster for half damage. For example, if a 10th-level sorcerer casts orb of electricity at the storm's daughter and misses, the spell would deal 5d6 electricity damage to the sorcerer.

Storm of Vengeance (Sp): At 9th level, the storm's daughter can use storm of vengeance, as the spell, three times per day.

Storm's Tirade (Ex): When entering a storm's rage, a storm's daughter gains a +4 bonus to Strength and Constitution (instead of +2) and takes only a -1 penalty to AC.

Chaos Morphing: Due to the chaos of constantly being in the storm, a storm's daughter may now wild shape at will as a druid with an effective druid level equal to her levels in storm's daughter plus her levels in druid. A storm's daughter may not enter elemental forms with chaos morphing, but may still enter elemental forms with her wild shape class feature if she has it.

Storm's Avatar (Ex): At 10th level, the storm's daughter becomes immune to being blown away, knocked down, or checked by high winds (whether natural or magical). She gains a fly speed of 75 feet (perfect maneuverability). She gains a +2 competence bonus on saves against spells with the air or water descriptors. If she has an animal companion, these benefits, aside from the fly speed, applies to them as well.



1. Player's Guide to Faerūn.
2. Frostburn or Sandstorm.



Storm's Daughter

Hit Die: d8.

Requirements
To qualify to become a storm's daughter, a character must fulfill all of the following criteria.
Alignment: Chaotic neutral.
Base Attack Bonus: +5.
Patron Deity: Any deity with the storm domain1 (typically Windrey).
Special: The character must either be a cleric of Windfrey or have an animal companion or the bardic music class feature.

Class Skills: The storm's daughter's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier

STORM'S DAUGHTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+2
Of the storm (1 step)


2nd
+1
+0
+3
+3
Control thunderstorm, storm sight, swim


3rd
+1
+1
+3
+3
Penalties, resistance to cold, electricity, and sonic 5


4th
+2
+1
+4
+4
Of the storm (2 steps)


5th
+2
+1
+4
+4
Fly, storm's rage 1/day


6th
+3
+2
+5
+5
-


7th
+3
+2
+5
+5
Deflective, storm's rage 3/day


8th
+4
+2
+6
+6
Immunity to cold, electricity, and sonic, of the storm (3 steps)


9th
+4
+3
+6
+6
Storm of vengeance 3/day, storm's tirade


10th
+5
+3
+7
+7
Chaos morphing, storm's avatar



Class Features
All of the following are class features of the storm's daughter.

Weapon and Armor Proficiency: Storm's daughters gain no additional weapon or armor proficiencies.

Of the Storm (Su): A storm's daughter can change the temperature band2 and wind force (http://www.d20srd.org/srd/weather.htm#winds) by one band or step. At 5th and 10th levels, she can change these by one additional band or step.

Control Thunderstorm (Ex): At 2nd level, while in a storm, the storm's daughter can call down a bolt of lightning that deals 10d6 electricity and 10d6 sonic damage to a single target within 60 feet once per day as a standard action. At 4th level, and at every 2nd level after (6th, 8th, 10th), the storm's daughter can do this one additional time per day.

Storm sight: The storm's daughter gains low-light vision. If she already had low-light vision, she gains darkvision out to 60 feet instead.

Swim: A storm's daughter gains a 40-foot swim speed. If she already had a swim speed, its speed increases by 40 feet.

Penalties: At 3rd level, the storm's daughter must choose a penalty from the list below. At 6th and 9th levels, the storm's daughter must choose one additional penalty from the list.


A storm's daughter may lose an item if she loses sight of it.
At the DM's discretion, some items may be invisible to the storm's daughter.
A storm's daughter may not be able to entirely control her powers. At the DM's discretion, roll 1d10, with the result indicating what power is released uncontrollably. For examples of uncontrolled powers, see the table below. Uncontrolled powers can be listed multiple times on the same table.




1d10
Effect


1
Wild shape into a random animal.


2
A lightning bolt as if from a thunderstorm (http://www.d20srd.org/srd/weather.htm#thunderstorm) originating from the storm's daughter hits the closest living target. If there is an equal distance between the storm's daughter and more than one target, hit each and split damage between all targets stricken.


3
A reverse gravity spell comes into effect, centered on the storm's daughter.


4
Fly into a storm's rage that does not count against daily uses and attack the nearest person. If the target is an ally, a storm's daughter can make a DC 22 Will save to avoid attacking them.


5
Temperature increases one band in a ten-foot area centered on the storm's daughter.


6
Temperature decreases one band in a ten-foot area centered on the storm's daughter.


7
Wind force increases by one step in a ten-foot area centered on the storm's daughter.


8
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


9
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


10
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.



Resistance to Cold, Electricity, and Sonic (Ex): A storm's daughter gains resistance to cold, electricity, and sonic 5. This increases to resistance to cold, electricity, and sonic 10 at 6th level. At 9th level, a storm's daughter gains immunity to cold, electricity, and sonic.

Fly (Sp): At 5th level, whenever the wind force surrounding the storm's daughter is above moderate, she can fly at will, as the spell.

Storm's Rage (Ex): At 5th level, a storm's daughter can enter a rage once per day, dealing an additional 3d6 electricity damage with all attacks and gaining a +2 bonus to Strength and Constitution, but taking a -2 penalty to AC. At 7th level, a storm's daughter can enter a storm's rage three times per day.

Deflective (Ex): At 7th level, whenever a spell that deals electricity damage targets the storm's daughter and misses, the strike curves around her and hits the caster for half damage. For example, if a 10th-level sorcerer casts orb of electricity at the storm's daughter and misses, the spell would deal 5d6 electricity damage to the sorcerer.

Storm of Vengeance (Sp): At 9th level, the storm's daughter can use storm of vengeance, as the spell, three times per day.

Storm's Tirade (Ex): When entering a storm's rage, a storm's daughter gains a +4 bonus to Strength and Constitution (instead of +2) and takes only a -1 penalty to AC.

Chaos Morphing: Due to the chaos of constantly being in the storm, a storm's daughter may now wild shape at will as a druid with an effective druid level equal to her levels in storm's daughter plus her levels in druid. A storm's daughter may not enter elemental forms with chaos morphing, but may still enter elemental forms with her wild shape class feature if she has it.

Storm's Avatar (Ex): At 10th level, the storm's daughter becomes immune to being blown away, knocked down, or checked by high winds (whether natural or magical). She gains a fly speed of 75 feet (perfect maneuverability). She gains a +2 competence bonus on saves against spells with the air or water descriptors. If she has an animal companion, these benefits, aside from the fly speed, applies to them as well.



1. Player's Guide to Faerūn.
2. Frostburn or Sandstorm.

Westhart
2017-01-05, 08:45 AM
thanks so much, this is great...would have took me a while

Kaskus
2017-01-06, 12:18 AM
I love tightly themed classes and Storm was always my favorite X-Man. Just a couple of questions/thoughts...

Perhaps consider a little more flexibility on the alignment such as any chaotic. Is there a reason they must be neutral?

Animal companion or bardic music are listed as possible qualifiers for the class but the class doesn't seem contain anything relevant to these abilities. I'm not seeing how they are connected. Chaos morphing is tied to wild shape so perhaps that ability as a qualifier rather than animal companion?

Spellcraft is listed as a class skill and while they have some magic-y abilities, I'm not sure they come off as caster types. If you want them to be more spellcast-y, did you consider having them advance existing spellcasting abilities? Without over-analyzing it or doing math, I dont think it would be overpowered. Cleric, Druid and Bard seem to be your target base classes and 10 levels with no spellcasting hurts all three of those.

Of the Storm: How long does this last and how often can they do it? Can they do it over and over again to build up stronger and stronger winds? Does it only work on non-magical winds?

Control Thunderstorm can be used when "in a storm." You might want to define what qualifies as a storm for this power so it isn't just left to DM fiat (And so the player doesn't have to constantly ask "does this count as a storm?"). Perhaps put in that any use of "Of the Storm" counts as being in a storm so it becomes like an activator for other abilities. Also, the damage (20d6) seems like a lot and no attack roll is mentioned. A ranger can qualify for this class at level 5 so at character level 7, they can call down 20d6 damage (70 average damage). Perhaps Call Lightning as a Spell Like ability 1/day would be simpler and more level appropriate.

What type of action is required to use "Of the Storm?"

I'm also curious why elemental forms are barred from Chaos Morphing? Elements seem more thematically appropriate to this class than animals.

Storm of Vengeance is a spell like ability and it also requires concentration, which they cannot do while raging. Are they meant to only be able to do one or the other? If not, you may want to give them the ability to use that power even while raging.

Deflective seems like it might be a bit OP. Perhaps a reflexive attack that allows them to redirect it instead? Also, limiting how often it can be done - once per round even?

Overall I really like the idea. I think you could add in a couple more powers as well without it being a problem. More active powers that give the player additional options for what do do with their action.

Westhart
2017-01-06, 10:56 AM
Alignment: Good point did not really think about that
Spellcasting: I was worried about it being too OP, what wold you suggest every level or every other?
Of the Storm: This was exposed to have a limited range, based on class level, maybe 10 ft per level? probably free action/move
Control thunder storm: woops exposed to be 1d6 per level of each not that at first :smallbiggrin:
elemental from: figured it was kind of OP, but if the general opinion is that it is not then I can add it in
Storm of vengeance: I figured that it wouldn't be used with rage but that is easy fix, just something like: while in a rage storm's daughters can still use all of their other abilities
Deflective: Have to think about that one, I thought with electrical and half damage limitations It fit, but I will think about that one.
I could add abilities, what would you suggest/where does it need more detail?

Debihuman
2017-01-06, 11:59 AM
Using a Supernatural Ability is a Standard Action unless otherwise noted.

I think the Special requirements to gain access to this class should be clearer. Instead of bardic music it should be wild shape. This class makes a lot more sense for druids than for bards.

Special: The character must be a cleric of Windrey (or other deity with the storm domain) and have either an animal companion or have the ability to wild shape class feature.

Debby

Kaskus
2017-01-07, 12:09 AM
I think the intended role of this class needs to be better defined. I was looking again and noticed that it has a half rate BAB progression. The rage ability suggests a melee type. If it is intended to be more martial, I would suggest a full BAB progression. If not, then a full caster progression (I would go caster over martial myself). The druid is a good class to look at. A druid entering this class goes from 3/4 BAB progression to 1/2, making them less effective in melee and no caster progression, making them less effective casters. For example, a druid can qualify for this class at level 7.

Level 8 in Druid gets them:
+1 BAB (Which also grants a second attack)
+1 Caster Level
+1 Fort & +1 Will
4+Int Skill Points
Wild Shape (Large)

Taking Level 1 of Storm's Daughter instead:
+0 BAB
+0 Caster Level
+2 Ref & +2 Will
2+Int Skill Points
Of The Storm (Since the default wind level is usually going to be light or moderate, moving it 1 step either does nothing or possibly applies a penalty to ranged attacks, which also affects allies)

Its worse with one more level considered because a druid gains access to 5th level spells at level 9 and their animal companion hits a new tier of bonuses.

I think more powerful storm manipulation powers and a full caster progression would be a good start. The druid ready to enter this class will already be able to cast Gust of Wind, which creates Severe Wind. Maybe have "Of the Storm" start at ability to increase wind to Severe or if already Severe or more, to change it by 1 step. Then the next upgrade lets them instantly go to Windstorm or up/down 2 steps, etc.

I also had an idea for a power to help balance the fact that severe wind will hinder allies as much as opponents...

Eye of the Storm (Su): You designate one target as the "Eye" of the storm. All wind in the immediate area changes direction towards this target. Any ranged attack penalties associated with high wind are instead applied as bonuses to ranged attacks if made against the "Eye." Creatures "blown back" by high winds are always blows towards the "Eye."

Maybe an ability that lets them "Steer" fog/cloud effects and swarms?

Westhart
2017-01-13, 09:49 AM
I like your eye of the storm idea and will probably put it in at 6th level, and did not realize the problems (BAB and spellcasting) will fix that for sure
Sorry I was gone so long, snowed in here is what I wrote up while I was away, what do you think?
Stuff as ideas/suggested powers
Of the storm: At first level the Storm's Daughter can increase the wind speed to Severe pr of it is alread severe she can raise it by one step. She can also increase or decrease the temperature by 1 band. At 4th level she can automatically increase the wind speed to Windstorm, or by two steps if it is already there and the temperature by two bands. At 8th level she can automatically increase to Hurricane force winds or by 3 steps, and the temperature by 3 bands.
(10th?)Storm's weapon: The storm's daughter gains a quiver of 5 powerful magic javelins, the signature weapon of a storm daughter. The javelins always reappear in the quiver the round after they are thrown, ignore any penalties due to storms, and have the following properties: +1 shocking burst, anarchic, distance, seeking mettaline, ghost touch javelin. If a javelin is
destroyed, it takes an hour for the javelin to return. Most storm daughters carry the javelins diagonally across their backs, two over their left shoulder and two over the right, with one straight, creating a fan like shape.
(level?) Storm's dress: All storm's daughters have a special dress, ones who favor warm weather might have sandy shades, etc, although while it is very rare, some have combined colors, the most likely color to combine with another is green which is always with another color. the dress effects still work in wild shape.
Universal abilities: +4 ac bonus as mage armor, several small dimensional pockets (tailored to user), called, linked, styptic magical armor properties, if a spell is granted as spell like, added to druid spellcasting list.
Dusty orange: sandstorm. Immunity to cold changes to fire, 3/day: fireball, scorching ray, heat metal, flame strike, incendiary cloud
white: 3/day: cone of cold, chill metal, wall of ice, ice storm, sleet storm
Blue: normal, rainy etc. when changing weather can add rain 3/day: lightning bolt, quench, rusting grasp,
Green: Always active: Plant growth (10 ft aura), speak with plants, tree stride, At will: maximized cure critical wounds, mass (plants and plant creatures only) 1/day: iron wood, live oak,
Shifter: shifts between colors, except for green 3/day: fireball, lightning bolt, cone of cold
Misc
Get rid of altitude sickness
storm magic feat?
Penalties
When coming out of shapeshift chance some items (since they merge with you) do not immediately reappear...1d4 rounds? No item effects till then

Kaskus
2017-01-14, 01:00 PM
I'm not a huge fan of equipment based powers (YMMV). So I think you might reconsider how "Storm's Weapon" and "Storm's Dress" work. Rather than have them randomly gain new free magic items, make it seem more innate to the class. Something like...

Storm's Mantle (Su): A Mantle of lightning adorns you, marking you as one of the chosen. The mantle appears as 5 bolts of energy (perhaps more than one energy option?) radiating from your back in a fan like shape (perhaps allow the shape to be altered to player taste?). You may draw and wield these bolts as weapons (see below). A drawn bolt reappears in the mantle the round after it was drawn. If a bolt in destroyed, it reappears in the mantle after 1 hour.
Bolts drawn from Storm's Mantle are treated as javelins with the following properties: +1 shocking burst (sub alternate energy?), anarchic, distance, seeking mettaline & ghost touch. In addition, they are unaffected by high winds.
*** I could See an Icy themed storms daughter with ice javelins. Other energy types could probably be justified. Maybe even make it alterable? Or they gain more energy choices as they level (to show mastery over multiple kinds of storms)?

Storm's Vestment (Sp): You imbue a non-magical outfit with power. All vestments share certain abilities while others depend upon how harmonious the outfit is with different types of weather (see below). These abilities remain active during wildshape. A Storm's daughter may have only 1 active vestment at any given time.
-List of colors / abilities goes here

That way, it seems more like a part of them rather than some stuff they have. It explains where the stuff comes from and allows for player customization / choice (and allows male "daughters" to wear non-dresses if they so choose).

Westhart
2017-01-17, 09:11 AM
I was looking at this then reviewed what I had written and see your point...for the javelins replace shocking with Energy Aura? (http://www.realmshelps.net/magic/weapon/Energy_Aura) also, fan shape was just for desc, not necessaryly how it appears just how most would do it...
Chaotic neutral-the class was originally just for druid and they need some semblance of neutrality...

Debihuman
2017-01-21, 12:41 AM
Which is the correct name of the deity? You have it as both Windrey and Windfrey.

I'm still not sure why the bardic class is needed when one of the penalties is wild shape into another creature. So a bard would be stuck that way if that penalty were taken. One of the penalties is wild shaping into a random animal (none of the requirements for this class requires that) how long does the wild shape last before the penalty wears off or is it permanent?

Debby

Westhart
2017-01-23, 09:12 AM
The Windrey/winfrey thing was auto correct partially on my phone... it is exposed to be Windrey
I am thinking about removing bard, but felt the class would be too limited if I did...
yep removing the bard...

TurboGhast
2017-01-26, 08:51 PM
How does Eye of the Storm interact with windstorm-speed winds? According to the section of the SRD you linked, there isn't a direct penalty to ranged attacks at that point, they're just impossible. This is rather important to the ability, since you can force windstorm speeds with the ability you get the previous level.

Westhart
2017-02-13, 03:04 PM
eek :smalleek: did not think of that... I will try to think of something...

redwizard007
2017-02-13, 08:58 PM
As it stands now, this class has full spell progression and ful BAB. Does that really work for you on top of some decent abilities?

I think 3/4 BAB is the absolute highest I'd go, probably more like 1/2.

For caster progression, go maybe 9/10. It should usually cost something to enter a prestige class.

That's just off the top of my head.

Edit: for the Storms Rage ability consider buffing Dex and Cha and penalizing concentration, and sense motive. It might be more fitting thematically.

Westhart
2017-04-05, 07:40 AM
Hmmm, they can not use most Charisma skills in a rage i believe...

redwizard007
2017-04-05, 07:48 AM
Hmmm, they can not use most Charisma skills in a rage i believe...

Good catch. Let's add that as a class feature.

Westhart
2017-04-05, 08:24 AM
Alright, just charisma skills or all? (Wisdom *might* be better as druid casting is based off of that)
Edit: If we boost Cha and dex it seems not so much a rage, so probably need a different name... after all would seem strange to be able to use diplomacy while "Raging"

Westhart
2017-04-05, 10:44 AM
What about this:
Serenity of the Storm: At 5th level a Storm's Daughter can enter a highly focused state of mind, tapping into the power of the Storm. Her attacks deal an additional 3d6 points of electric damage and she gains a +2 bonus to dexterity and Charisma (or wisdom?). At 7th level a Storm's Daughter may tap into the storm's power 3/day.
Notes: Need a penalty besides AC, does not fit so well here...
OR THIS
Storm's frenzy (Ex): At 5th level, a storm's daughter can enter a frenzy once per day, tapping into the archaic forces of storms. In this state she gains a +2 to Charisma and Dexterity along with dealing an additional 3d6 electrical damage with her attacks. At 7th level she can tap into this primal source of power 3/day.
Compared to
Storm's Rage (Ex): At 5th level, a storm's daughter can enter a rage once per day, dealing an additional 3d6 electricity damage with all attacks and gaining a +2 bonus to Strength and Constitution, but taking a -2 penalty to AC. At 7th level, a storm's daughter can enter a storm's rage three times per day.

First two are basically same, just name differences and both need to penalize something...

ShiningStarling
2017-04-06, 09:14 PM
What about this:
Serenity of the Storm: At 5th level a Storm's Daughter can enter a highly focused state of mind, tapping into the power of the Storm. Her attacks deal an additional 3d6 points of electric damage and she gains a +2 bonus to dexterity and Charisma (or wisdom?). At 7th level a Storm's Daughter may tap into the storm's power 3/day.
Notes: Need a penalty besides AC, does not fit so well here...
OR THIS
Storm's frenzy (Ex): At 5th level, a storm's daughter can enter a frenzy once per day, tapping into the archaic forces of storms. In this state she gains a +2 to Charisma and Dexterity along with dealing an additional 3d6 electrical damage with her attacks. At 7th level she can tap into this primal source of power 3/day.
Compared to
Storm's Rage (Ex): At 5th level, a storm's daughter can enter a rage once per day, dealing an additional 3d6 electricity damage with all attacks and gaining a +2 bonus to Strength and Constitution, but taking a -2 penalty to AC. At 7th level, a storm's daughter can enter a storm's rage three times per day.

First two are basically same, just name differences and both need to penalize something...

Having both the frenzy and the rage is clunky. Make the frenzy better at 5th instead of adding rage

+2cp

Westhart
2017-04-07, 06:29 AM
well, I did not think boosting charisma was a good thing for a 'rage' so I came up with two others and was comparing it to the original to see what the playground thought, they would only have 1 :smallsmile:

ShiningStarling
2017-04-08, 05:00 PM
well, I did not think boosting charisma was a good thing for a 'rage' so I came up with two others and was comparing it to the original to see what the playground thought, they would only have 1 :smallsmile:

Ah, the OP had both as well.

Westhart
2017-04-10, 06:29 AM
it did?
if so :smalleek: that was my fault :smallbiggrin: