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    Feb 2011
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    Default The Stormlord, D&D 3.5 Base Class - PEACH isn't necessary but you can if you like

    Credit goes to: Me (for the idea, and the majority of the mechanics) and Lix Lorn (for fine-tuning, balance issues and little extras here and there).

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    "In the heart of the storm, he of the tempest sat, watching those below. He smiled as he saw them strive to survive the weather he had set against them, and when the thunder and lightning had passed, the survivors received his blessing for their strength." - Legend of Titanus

    It is said that near the beginning of the lesser races, the Thunder Ancient Titanus tested mortals with his power, and as a reward for their strength and determination to survive, willingly mixed his blood with theirs. It is believed that this blood was passed down and diluted, generation after generation, and that it made the mortals strong. While little evidence of this exists, the Cult of Titanus still believe. They believe that those in which the blood of Titanus is strongest, have a natural talent for electricity, and a penchant for justice (no matter its personal meaning to them), they believe that the Stormlords, the sons and daughters of Titanus, still walk this earth.

    Stormlord
    HD: d12
    Skill points at 1st level: (4+Int Modifier) x4
    Skill points at other levels: 4+Int Modifier
    Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
    Weapon Proficiencies: All simple and martial weapons, and one exotic melee weapon.
    Armour Proficiencies: All types of armour, but not shields.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +0
    Thunderstrike +1d6, Electromagnetic Affinity, Two-Weapon Fighting
    2nd
    +2
    +3
    +3
    +0
    Inspiring Presence, Giant's Grip, Lightning Lunge +10ft (1st ability)
    3rd
    +3
    +3
    +3
    +1
    Stormbolt 60ft
    4th
    +4
    +4
    +4
    +1
    Thunderstrike +2d6, Tempest’s Challenge, Crossblades, Lightning Lunge (2nd ability)
    5th
    +5
    +4
    +4
    +1
    Lightning Shield d4, Detect Thoughts, Lightning Lunge +20ft
    6th
    +6/+1
    +5
    +5
    +2
    Improved Two-Weapon Fighting, Stormbolt 75ft, Lightning Lunge (3rd ability)
    7th
    +7/+2
    +5
    +5
    +2
    Thunderstrike +3d6
    8th
    +8/+3
    +6
    +6
    +2
    Stormstomp, Improved Crossblades
    9th
    +9/+4
    +6
    +6
    +3
    Stormbolt 90ft
    10th
    +10/+5
    +7
    +7
    +3
    Thunderstrike +4d6, Improved Thunderstrike, Lightning Shield d6, Lightning Lunge +30ft
    11th
    +11/+6/+1
    +7
    +7
    +3
    Greater Two-Weapon Fighting
    12th
    +12/+7/+2
    +8
    +8
    +4
    Stormbolt 105ft
    13th
    +13/+8/+3
    +8
    +8
    +4
    Thunderstrike +5d6
    14th
    +14/+9/+4
    +9
    +9
    +4
    Hand of Justice
    15th
    +15/+10/+5
    +9
    +9
    +5
    Greater Thunderstrike, Stormbolt 120ft, Lightning Shield d8
    16th
    +16/+11/+6/+1
    +10
    +10
    +5
    Thunderstrike +6d6
    17th
    +17/+12/+7/+2
    +10
    +10
    +5
    Wrath of Titanus
    18th
    +18/+13/+8/+3
    +11
    +11
    +6
    Stormbolt 135ft
    19th
    +19/+14/+9/+4
    +11
    +11
    +6
    Thunderstrike +7d6
    20th
    +20/+15/+10/+5
    +12
    +12
    +6
    Mountain Emperor, Lightning Shield d10

    Abilities
    Thunderstrike (Ex): While dual-wielding, the melee weapons the Stormlord is wielding deal extra electricity damage.
    This damage increases by 1d6 every 3 levels beyond first.
    At level 10, a Stormlord's thunderstrike damage ignores the first 10 points of resistance to electricity that the target has.
    At level 15, a Stormlord's thunderstrike damage cannot be reduced by resistances, and is only reduced by 10 against creatures usually immune to electricity.
    This extra damage is not multiplied on a critical hit. This ability also functions while unarmed, but affects only unarmed strikes. This ability may be deactivated or reactivated as a free action.

    Electromagnetic Affinity (Su, Spell-like): A Stormlord naturally feels the electricity in the air around himself, which includes the electromagnetic waves of the brain, this grants him a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks. In addition, the Stormlord is capable of literally using brute force to make these waves do what the Stormlord wants, allowing them to substitute their Strength Modifier instead of the respective skill attribute modifier (i.e. Charisma) for checks involving the list of skills mentioned above.
    At level 5, the Stormlord can tap into these waves to use Detect Thoughts as a Spell-like Ability once/day, and may use it once more per day per 2 levels above 5th. This ability can be used as a free action, and ignores the Verbal, Somatic and Focus components, but the Stormlord must still concentrate to extend the duration.
    The Stormlord uses this ability as if he had a caster level equal to his Stormlord level, using Strength as his casting statistic. (Will Save DC 12 + Str Modifier)

    Two-Weapon Fighting: At level 1, a Stormlord gains the Two-Weapon Fighting feat for free.
    At level 6, they receive the Improved Two-Weapon Fighting feat for free
    At level 11, they receive the Greater Two-Weapon Fighting feat for free.

    Giant's Grip (Ex): The Stormlord receives the Oversized Two-Weapon Fighting feat for free at level 2.

    Inspiring Presence (Ex): Being near the Stormlord inspires courage, heroics and even competence.
    All allies within 60ft of the Stormlord who can see and hear him, receive several bonuses depending on the Stormlord's level
    Level 2: Allies gain a +1 bonus to all attack rolls, damage rolls, saves and skill checks.
    Level 6: Allies gain a +2 bonus to all attack rolls, damage rolls, saves and skill checks, and are immune to fear.
    Level 10: Allies gain a +3 bonus to all attack rolls, damage rolls, saves and skill checks, are immune to fear and gain +1 HD (d10).
    Level 14: Allies gain a +4 bonus to all attack rolls, damage rolls, saves and skill checks, are immune to fear, gain +2HD (d10) and a +4 dodge bonus to AC.
    The only benefit the Stormlord receives from this ability is the immunity to fear, starting at Level 6.
    The bonus HD only grant extra HP to allies, but still count for the purposes of spells with varying effects as a result of HD (e.g. Sleep, Power Word: Kill, etc, etc).

    Lightning Lunge (Ex): The Stormlord uses the electricity that gravitates naturally to them to amplify their every movement. This class ability grants several bonuses:
    - The Stormlord’s base speed is increased by 10ft. At level 5, this bonus increases to 20ft, and at level 10, it increases to 30ft.
    - At 4th level, the Stormlord’s nervous system is enhanced, making them capable of moving both before, during (if they make multiple attacks in one round) and after their attacks, even when in heavy armour. This ability counts as Spring Attack for the purposes of prerequisites.
    - At 6th level, the Stormlord is capable of redirecting the energy that makes them naturally fast to perform small bursts of massive speed. They gain the Pounce special ability.

    Stormbolt (Su): A level 3 or higher Stormlord can choose, as a standard action, to throw their main-hand weapon as a bolt of lightning once per encounter.
    This attack is done by making a melee touch attack roll against a target within 60ft.
    This deals electric damage equal to 1d6 per two Stormlord levels, plus the Stormlord's Thunderstrike damage (the bonus damage applies only if the Stormlord was dual-wielding before the Throw).
    Every 3 levels after 3rd, the range of Stormbolt increases by 15ft.
    In addition, the damage caused by this ability benefits from the effects of Improved Thunderstrike and Greater Thunderstrike.
    The weapon returns to the Stormlord's hands at the end of the round it was thrown.

    Crossblades: An experienced Stormlord becomes incredibly used to wielding two weapons at a time, so much so that most can barely distinguish between using two weapons and one weapon. Reduce the penalties for dual-wielding by 1. In addition, the Stormlord applies 75% of his Str/Dex modifier to damage rolls with his off-hand attacks rather than 50%.
    At level 8, reduce the penalties for dual-wielding by 2, and the Stormlord applies 100% of his Str/Dex modifier to damage rolls with his off-hand attacks.

    Lightning Shield (Su): Those who attack the Stormlord with melee attacks take 1d4 electricity damage per two Stormlord levels if they hit the Stormlord.
    This ability benefits from the effects of Improved Thunderstrike and Greater Thunderstrike.
    Every 5 levels, the damage die of Lightning Shield increases by 1 step.
    The recipient of these “counter-attacks” can make a DC 10 + 1/2 Stormlord Level + Stormlord’s Con Mod Fortitude Save to take only half damage.
    A single enemy can only be struck once per round by Lightning Shield.
    Lightning Shield also grants the Stormlord Electricity Resistance 5 + Con Modifier.
    In addition, the damage caused by this ability benefits from the effects of Improved Thunderstrike and Greater Thunderstrike.

    Tempest's Challenge (Mind-affecting, Sonic, Language-Dependent, Ex): Once per round, as a swift action, the Stormlord may issue a challenge to one enemy within 100ft who can hear the Stormlord, forcing that enemy to make a Will Save (DC 10 + ½ Stormlord level + Stormlord's Strength bonus)
    If the enemy fails that Will Save, on their next action, the enemy must target the Stormlord with an available form of attack or harmful effect (i.e. damaging spell or a debuff spell). If the the target it out of range to use any available options, then they must move within range before making the "attack action". If the target has multiple available 'attack' options, then they get to choose which one they use.
    The taunt lasts for one round (the target behaves normally next round), but can be reapplied next round (Reapplying the taunt on the same target imposes a -2 penalty to the DC).

    Stormstomp (Ex): You may forgo your highest BAB main-hand attack and your highest BAB off-hand attack this round to perform a Stormstomp. This is done as a standard action or as part of a full attack.
    This attack deals sonic damage equal to the combined base damage of your main-hand and off-hand weapons to all enemies within 15ft of you.
    Enemies hit by this attack are stunned (DC 10 + 1/2 Stormlord level + Strength Modifier Fortitude Save to negate) for 1 round.

    Hand of Justice (Su): As a standard action, the Stormlord can target anything up to 5ft/level away, and by unleashing a tendril of lightning , attempt to pull the target to the space directly 5ft in front of him.
    This ability deals damage equal to your Thunderstrike bonus damage.
    The target gets a Fortitude save to halve the damage (DC 10 + 1/2 Stormlord's level + Stormlord’s Str Modifier), and a reflex save to avoid the movement effect (DC 10 + 1/2 Stormlord's level + Stormlord’s Str Modifier).
    The movement this effect causes does not provoke Attacks of Opportunity.
    The Stormlord can freely choose to remove the damaging effect from this ability. Friendly targets can choose to automatically fail the reflex save.
    In addition, the damage caused by this ability benefits from the effects of Improved Thunderstrike and Greater Thunderstrike.

    Wrath of Titanus (Su): Once per encounter, the Stormlord may call directly upon their mythical ancient blood, unleashing the full fury of their inheritance upon their foes. As a standard action, the Stormlord releases a pulse of energy at their location, dealing 1d6 force damage per level to all enemies within 10ft. The Stormlord then leaps high into the air, and lands instantly in a space adjacent to any enemy within 100ft+5ft/level of the Stormlord’s initial location, releasing another energy pulse and dealing the same damage again. The Stormlord may then make a melee attack against the adjacent foe with both weapons (this uses up your next attack with each weapon in terms of BAB). Enemies may make a reflex save (DC 10 + 1/2 Stormlord level + Stormlord’s Str Mod) to halve the damage from the energy pulses.
    In addition, the damage caused by this ability benefits from the effects of Improved Thunderstrike and Greater Thunderstrike.

    Mountain Emperor (Ex): Once per day, a level 20 Stormlord can transcend his mortal limitations by becoming conduit for the full power of the storm.
    When activated, the clouds overhead darken, altering the weather, and the Stormlord receives several bonuses:
    - +6 bonus to Strength and Constitution
    - Thunderstrike bonus damage dice increase to d8s.
    - DR 10/-
    - For the duration of this state, the Stormlord cannot be incapacited or killed. (but at the end of the state any mortal wounds take their toll)
    - Immunity to stun, paralysis, sleep, mind-affecting spells of any kind (i.e. Fear, charm, etc, etc), polymorph, death spells and energy drain.
    - The Stormlord can use Wrath of Titanus once per round instead of once per encounter and the weapon thrown during Stormbolt returns to your hand instantly.
    This state lasts for 5 rounds, and instantly ends at the end of a round where the Stormlord did not attack.
    Last edited by Fredaintdead; 2017-08-06 at 02:04 PM.
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