View Full Version : Wielder of Nature's Fury- The Stormsage

2007-09-02, 08:34 AM

The power of the storm is feared by all who traverse the seas. Rightfully. The pure fury of nature can destroy ships and drown sailors. Nobody in their right minds would travel willingly through a storm, even on land.
Except a stormsage.
Stormsages focus on the true power of a storm and channel it through their bodies. They fire bolts of lightning at their foes, smell storms coming, and if you confront one in the middle of a thunderstorm, the result is obvious.

A stormsage often takes to the road for the sheer joy of adventuring. Their powers lie in the ways of weather and fury. With their innate sense of the winds and the weather, a stormsage will always find a place on board any ship.

A stormsage uses the pure elemental power of the storm to destroy his foes. His entire being focuses around the storm. His powers increase in the middle of a tempest, and he takes well to the seafaring life.

Stormmages are most often chaotic, finding synergy with the randomness of the lightning’s strike. Good stormsages find ways to help others and defeat foes, while evil stormsages use their powers of destruction to carve out a fearsome reputation. Neutral stormsages wander their way through the world.

Stormsages, if they choose to worship at all, follow gods of nature, wandering, or the sea. In the normal campaign world, they worship Flharnagan, Obad-hai, and Elhonna, as well as a few of the nonhuman gods of the sea. Above all, however, they pay homage to the pure force of the storm.

Most stormsages learn from other stormsages in the ‘mentor’ form. However, sometimes the power of Nature’s Fury can teach it’s wielder how to use it. This results in powerful, but unorganized Wielders of the Storm.

The coast elves are by far some of the most common to take up the Stormsage path. Their sea going natures and orientations lead to the control of that which most sailors fear. Humans, half-elves, halflings, orcs, and half-orcs are also likely to wield the storm. Dwarves and gnomes are the least likely, oriented neither to travel or the storm (considering they dont have any underground storms). A few goblins have found the power inside them, but they are rare. Among the Kobold Clans, the Blue kobolds revere those who wield Nature’s Fury.

A Stormmage often takes the position of a long range combatant. With his Lightning Bolt constantly available, he can pick off people from various ranges. On board a ship, he also becomes a perfect weather predictor, being able to sense storms from a distance.


Abilities: Wisdom is primary for a stormsage’s electric power. Dexterity is useful for accuracy. Intelligence allows for more skill points. Constitution allows a stormsage to stay alive longer.
Alignment: Any
Hit Die: d6

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (local), Knowledge (Nature), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Rope (Dex).
Skill points at 1st level: (4+Int modifier) X 4
Skill points at each additional level: 6+Int Modifier

Base Attack Bonus: 3/4 per level (As Cleric)
Saves: Bad Fortitude, Bad Reflex, Good Will.

Lvl Ability
1. Bolt of Lightning (1d6), Stormsense, Element Sense
2. Fury of the Storm
3. Bolt of Lightning (2d6)
4. Thunderclap 1/day
5. Bolt of Lightning (3d6), Energy Resistance 10
6. Storm’s Flight
7. Bolt of Lightning (4d6), Augment Bolt I
8. Thunderclap 2/day
9. Bolt of Lightning (5d6)
10. Energy Resistance +10
11. Bolt of Lightning (6d6)
12. Thunderclap 3/day
13. Bolt of Lightning (7d6)
14. Augment Bolt, Fuel Storm
15. Bolt of Lightning (8d6), Energy Resistance +10
16. Thunderclap 4/day
17. Bolt of Lightning (9d6)
18. Summon Storm
19. Bolt of Lightning (10d6)
20. Thunderclap 5/day, Avatar of Storm, Energy Resistance +10


WEAPONS AND ARMOR PROFICIENCY: Stormsages are proficient with light armor, but no shields. In the Weapons Group alternate set of rules, Stormsages are proficient with Basic weapons, and can choose any 2 other groups. In normal rules, they are proficient with Simple weapons.

BOLT OF LIGHTNING: A Stormsage can summon the powers within him and fire a bolt of electricity at his foes. This power is usable as a standard action, at will.
A bolt of lightning is a ray, with a 60 foot range. It is a ranged touch attack with no saving throw. This bolt deals 1d6 points of damage at 1st level, and increases in power as the stormsage rises in level. A bolt of lightning is the equivalent of a spell of a level equal to 1/2 the stormsage’s class level (round down) with a minimum of 1 and a maximum of 9.
A bolt of lightning is subject to spell resistance. A Stormsage’s “Casting ability” is based off of his Wisdom.

STORMSENSE: At will, stormsage can cast his thoughts about and sense the nearness of a storm and the power of it. The amount of information gained depends on how long you concentrate. This is similar to a detect spell, with a range of a mile.
1st round:Presence of a storm in the radius of a mile.
2nd round: Number of storms, and the strength of the closest storm.
3rd round: Strength of each storm, and the proximity to each. A stormsage can make a Knowledge (Nature) check (DC 18) to understand the basic movement of the storm (the path of the storm).

ELEMENT SENSE: (as Shugenja)

FURY OF THE STORM: A stormsage becomes truly powerful when in his element, a storm. When he fights in a storm, he gains various bonuses, as seen below.

Storm level Bonuses
Weak storm +1 attack
Lesser storm +1 attack, +1 damage
Storm +2 attack, +2 damage
Strong storm +2 attack, +2 damage, DR 3/-
Hurricane +3 attack, +3 damage, DR 3/-, SR 15

After using Fury of the Storm, a stormsage is fatigued from the pure strength it takes to channel the storm. If the storm is of Strong or Hurricane level, he instead becomes exhausted.
Some of the stormsage’s other powers improve while in a storm. These will be explained under those descriptions.

THUNDERCLAP: Once per day at 4th level, a stormsage can fire a bolt of lightning and have it instead detonate a thunderclap, harming and deafening those within the radius.
When he uses the Thunderclap ability, a stormsage makes a normal attack with his Bolt of Lightning, except that he targets a specific square instead of a creature (AC 10). If he hits that square, then that is the center of the sonic explosion.
A Thunderclap deals the same amount of damage as the stormsage’s bolt of lightning to everyone within a 15 foot radius (Reflex DC 15+Stormsage’s Wisdom modifier). Everyone within the radius must also make a Fortitude save (DC 13+Stormsage’s Wisdom modifier) or be deafened for a number of rounds equal to (1d6+Stormsage’s Wisdom Modifier).
At 8th level, and every four levels after that, a stormsage can use Thunderclap an additional time per day, and the radius increases as follows:

Level Radius
4th 15 feet
8th 20 feet
12th 25 feet
16th 30 feet
20th 40 feet

ENERGY RESISTANCE: At 5th level, a stormsage has dealt with so much power that he begins to become resistant. At 5th level, a stormsage chooses to gain either Electricity Resistance 10 or Sonic Resistance 10.
Every 5 levels afterward, a stormsage gains another 10 points of energy resistance. He can choose to add to the resistance he already has, or to gain the other element. For example, a stormsage takes Electricity resistance at 5th level. At 10th level, he can choose to add 10 to his Electricity resistance (bringing it to 20) or gain Sonic resistance 10. At 15th level, he adds another 10 to one of them.

STORM’S FLIGHT: When a stormsage reaches 6th level, his training in the powers of the storm allows him to take to the sky. He gains a flight speed of 30 feet (6 squares) and Good maneuverability. When he uses this power he is often seen as having cloudlike wings, but this is up to player discretion. He is never inconvenienced by a storm with regards to flight.
If he is in a storm, a stormsage’s flight abilities improve. In a storm of weak or lesser power, his fly speed increases to 60 feet per round. In a Storm or Strong Storm, his speed increases to 60 feet per round and his maneuverability increases to Perfect. In a Hurricane, his speed increases to 80 feet per round and his maneuverability increases to perfect.

AUGMENT BOLT: At 7th level, a stormsage gains the ability to modify his bolt of lightning. He gains one of the Augment Bolt (lesser) abilities (see below). Once per day, a stormsage can change which Augment he can apply. This requires a Concentration check (DC 20) and a full-round action. If he succeeds, the DM decides randomly which new Augment he gains. If he fails, he may try again (He can only successfully change Augments once per day).
At 14th level, a stormsage gains another Augment, this time from the Augment Bolt (greater) list. He can also change this one in the same way (DC 25). In other words, he can change each of the augments once per day.

FUEL STORM: A stormsage of 14th level or higher can empower a storm to become stronger at will. This requires 1 round (provokes attacks of opportunity), and increases the Storm level of the target storm by 1 step. For example, a Stormsage in a Weak storm can spend a single round channeling his power outward. On his initiative count on the next round, the storm becomes a Lesser Storm.
At the same level, a stormsage can decrease the power of the storm in the same way. This is a Standard action, provokes an attack of opportunity, and decreases the power of a storm by one step.
Whether empowering or lessening a storm, a stormsage is fatigued afterward.

SUMMON STORM: A stormsage of 18th level or higher can summon a storm to them. This is a 1-round ritual. In the process of summoning a storm, a stormsage makes a Knowledge (nature) check. The result decides the power of the storm summoned.

Result Level of storm
1-15 Weak storm
16- 20 Lesser storm
21- 30 Storm
31-40 Strong storm
40+ Hurricane

The storm appears 1d6 +1 rounds later, centered on the stormsage.

AVATAR OF STORM: At 20th level, a Stormsage has been filled by the power of the storm. His type changes to Elemental. He no longer needs to eat, sleep, or breathe. He becomes immune to stunning, critical hits, and flanking. He also gains a Fly speed of 80 feet (perfect)
This is often physically visible in the form of lightning crackling across his body, or clouds forming where he goes. Anyone who studies an Avatar of Storm immediately reccognizes his unnatural nature. An Avatar gains a +4 bonus on charisma-based skill and ability checks when interacting with creatures with the elemental subtypes of Electricity or Sonic.

STORM LEVELS: When rain is falling and wind speed is above 20mph, this is considered a storm.

Name Windspeed
Weak Storm 21-30 mph
Lesser Storm 31-50 mph
Storm 51-74 mph
Strong Storm 75-174 mph
Hurricane 175-300mph



Dazzling Bolt: lightning bolt dazzles target.
Dazing Bolt: Lightning bolt dazes target.
Stunning Bolt: Lightning bolt stuns target.
Farshot Bolt: Lightning Bolt’s range increases to 150 feet.
Shocking Strike: Lightning bolt channels through a melee attack.


Icy Bolt: Lightning bolt deals cold and electricity damage.
Blazing Bolt: Lightning bolt deals fire and electricity damage.
Blinding bolt: Lightning bolt blinds target.
Chain lightning: Lightning bolt hits more than one target.
Lightning’s blade: Create a blade out of lightning bolt.


Dazzling Bolt:
Your bolt of lightning leaves afterimages on the vision and dazzles the target. Your target must make a Fortitude save (DC 15+Wis modifier) or be dazzled for 1d4 minutes.

Dazing Bolt:
Your bolt of lightning strikes at the mind as well, dazing the target. Your target must make a Will save (DC 15+Wis modifier) or be dazed for 1d8 rounds.

Stunning bolt:
Your bolt of lightning strikes at the mind and nerves of the target, causing him to lose control temporarily. Your target must make a Fortitude save (DC 15+Wis modifier) or be stunned for 1d4 rounds.

Farshot Bolt:
Your bolt of lightning stretches abnormally far. The range on your bolt of lightning becomes 150 feet (30 squares)

Shocking Strike:
Your bolt of lightning channels through a metallic weapon you are wielding. As a standard action, make a melee attack with a metallic weapon. If you hit, the target is automatically affected by your bolt of lightning as well as the weapon damage, although you need not deal damage with this attack to trigger the bolt of lightning.

Icy Bolt:
You channel the power of a snowstorm into your bolt of lightning, sending a frigid, crackling bolt at the opposition. The bolt of lightning deals half cold, half electricity damage. Unless the target is immune or resistant to both cold and electricity, then the Icy Bolt will deal full damage.

Blazing Bolt:
You channel the raw fury of a firestorm into your bolt of lightning, sending a blazing bolt of heat lightning at the target. The bolt of lightning deals half fire, half electricity damage. Unless the target is immune of resistant to both fire and electricity, then the Blazing Bolt will deal full damage.

Blinding Bolt:
Your bolt of lightning flashes brightly, blinding your target. The target must make a Fortitude save (DC 20 +Wis modifier) or be blinded for 1d10 minutes.

Chain Lightning:
You concentrate, and your bolt of lightning leaps from target to target. A Chain lightning can jump to additional targets within 30 feet of each other. You make ranged touch attacks and deal damage to the secondary targets you hit.
You can ‘jump’ the bolt to one secondary target per 5 Stormsage levels, so you can strike two additional targets at 10th, 3 additional targets at 15th level, and 4 targets at 20th level. Each target must be within 30 feet of the previous, and you can’t target the same creature more than once with the same chain. If you miss any target in the chain, the Chain Lightning attack ends there. Each target after the first takes half the damage dealt to the first target.

Lightning’s Blade:
You form your bolt of lightning into a crackling blade of pure electricity. This is a 1 handed weapon that you are proficient with. You may add your Dexterity bonus instead of your Strength bonus to attack rolls. The blade deals damage equal to your bolt of lightning with a melee touch attack. You can add your strength bonus to this damage.

Balanced? It's loosely based off of the Warlock.

2007-09-02, 09:09 AM
Well, the flight speed is a bit.. Well, you know. Speed and maneuverability have a major impact on tactics, and combat results, and granting a flight speed at sixth level might just be a bit too much. Also, presence of storms, and the increasing of effects due to that, might be a bit tricky.
On the whole: I'd say it's more balanced than most of the stuff I've seen on the Homebrew section. I wouldn't be amazed if there were people who'd call it underpowered, even. But for the flight speed, of course. That one's a bit.. Ouch.

2007-09-02, 09:22 AM
Yeah, the flight speed does make the game a bit difficult, but I based it off of the Warlock's Fell Flight... which they can get at 6th level (and honestly, is there a single warlock who doesnt choose it?)

As for the storms... that's really the DM's decision.

2007-09-02, 09:40 AM
Fly is a 3rd level spell, and gives better or equal speed and maneuverability (except when the Stormsage is in a hurricane). The earliest that the adventurers really gain the ability to alter the weather is at 13th level (Control Weather), and even then, summoning a hurricane to get Fly speed is not something that most adventurers will do, because of how much it inconviences the rest of the team.

Zeta Kai
2007-09-02, 09:49 AM
I think you meant...

{table]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+0|+0|+2|Bolt of Lightning (1d6), Stormsense, Element Sense
2nd|+1|+0|+0|+3|Fury of the Storm
3rd|+2|+1|+1|+3|Bolt of Lightning (2d6)
4th|+3|+1|+1|+4|Thunderclap 1/day
5th|+3|+1|+1|+4|Bolt of Lightning (3d6), Energy Resistance 10
6th|+4|+2|+2|+5|Storm’s Flight
7th|+5|+2|+2|+5|Bolt of Lightning (4d6), Augment Bolt I
8th|+6/+1|+2|+2|+6|Thunderclap 2/day
9th|+6/+1|+3|+3|+6|Bolt of Lightning (5d6)
10th|+7/+2|+3|+3|+7|Energy Resistance +10
11th|+8/+3|+3|+3|+7|Bolt of Lightning (6d6)
12th|+9/+4|+4|+4|+8|Thunderclap 3/day
13th|+9/+4|+4|+4|+8|Bolt of Lightning (7d6)
14th|+10/+5|+4|+4|+9|Augment Bolt, Fuel Storm
15th|+11/+6/+1|+5|+5|+9|Bolt of Lightning (8d6), Energy Resistance +10
16th|+12/+7/+2|+5|+5|+10|Thunderclap 4/day
17th|+12/+7/+2|+5|+5|+10|Bolt of Lightning (9d6)
18th|+13/+8/+3|+6|+6|+11|Summon Storm
19th|+14/+9/+4|+6|+6|+11|Bolt of Lightning (10d6)
20th|+15/+10/+5|+6|+6|+12|Thunderclap 5/day, Avatar of Storm, Energy Resistance +10[/table]

There, that's better.

2007-09-02, 10:18 AM
Fly is a 3rd level spell, and gives better or equal speed and maneuverability (except when the Stormsage is in a hurricane). The earliest that the adventurers really gain the ability to alter the weather is at 13th level (Control Weather), and even then, summoning a hurricane to get Fly speed is not something that most adventurers will do, because of how much it inconviences the rest of the team.

The only catch is that Fly is limited duration. The stormsage can fly whenever he wants. That's why i made it weaker.

And Zeta Kai- Much awesome! Thanks so much! I had no idea how to do that!

2007-09-02, 10:26 AM
I realize that. Also, Fly will last at least one encounter, and possibly for two, as a side effect of Narcoleptic Party Syndrome.

Just so you know,


will render:


2007-09-02, 11:34 AM
I realize that. Also, Fly will last at least one encounter, and possibly for two, as a side effect of Narcoleptic Party Syndrome.

Just so you know,


will render:


Much thanks! Whats Narcoleptic Party Syndrome?