Nifft
Penguin Herder
A Stormlord channels the fury of Nature into himself. He learns to throw bolts of lightning and bend wind to his will. Stormlords are usually solitary, but some have been recorded as leading great tribes of barbarians.
Requirements:
* Alignment: Any Chaotic
* Feats: Elemental Focus (Electricity), Weapon Focus (Ray)
* Skills: Knowlege(Nature) 8
* Spells: Ability to cast 3rd level Arcane or Divine spells
* Special: Must be able to cast one of the following spells: Lightning Bolt, Call Lightning, Chain Lightning
* Special: Must be recommeneded by an existing member and complete a quest for the sponsoring deity (Cernunos)
Class Benefits:
* Hit Die: d8
* BAB: as Wizard
* Good Saves: Fort, Will
* Bad Save: Reflex
* Skill Points: 4 + Int bonus/level
* Class Skills: Intimidate, Knowlege(Any), Listen, Ride, Scry, Sense Motive, Spellcraft, Spot, Wilderness Lore
Special Abilities:
* Electricity Resistance (Ex): This Divine bonus stacks with the resistance granted by the Storm Domain, but no other Divine bonuses.
* Electric Ray (Su): This is a ray attack, usable at will as a standard action at the listed range, which does the listed damage.
* Wind Whistler (Su): As a standard action, the Stormlord can control winds for a total of 30 minutes/day. He may influence the wind by one strength level (Light to Moderate, for example). The smallest unit of time he can control is one minute.
* Wind Caller (Su): The Stormlord can control winds for a total of 50 minutes per day, up to two strength levels (or 100 minutes/day for one strength level).
* Wind Binder (Su): The Stormlord can control winds for a total of 120 minutes per day, up to three strength levels (or 360 minutes/day for one strength level).
* Wind Master (Su): The Stormlord can control wind at will, up to four strength levels.
* Electricity Absorption (Ex): For every 5 points of electricity damage that the Stormlord resists (rounded down), he gains one temporary hit point, to a maximum of 10. Temporary hit points last 10 minutes.
* Spend Self (Ex): By paying hit points (real only, not temporary), the Stormlord can increase the puissance of his powers.
-- 1 HP: Electric Ray +1d6, stacks with itself.
-- 1 HP: Extra strength level of wind (lasts 10 minutes), stacks with itself.
-- 2 HP: Electrical Admixture: Next damaging spell without Electric descriptor does +2d6 Electrical damage.
-- 10 HP: Weapon of Storm: Weapon touched gains "Shocking" property for 10 minutes.
-- Nifft
Requirements:
* Alignment: Any Chaotic
* Feats: Elemental Focus (Electricity), Weapon Focus (Ray)
* Skills: Knowlege(Nature) 8
* Spells: Ability to cast 3rd level Arcane or Divine spells
* Special: Must be able to cast one of the following spells: Lightning Bolt, Call Lightning, Chain Lightning
* Special: Must be recommeneded by an existing member and complete a quest for the sponsoring deity (Cernunos)
Class Benefits:
* Hit Die: d8
* BAB: as Wizard
* Good Saves: Fort, Will
* Bad Save: Reflex
* Skill Points: 4 + Int bonus/level
* Class Skills: Intimidate, Knowlege(Any), Listen, Ride, Scry, Sense Motive, Spellcraft, Spot, Wilderness Lore
Code:
Abilities by Level:
Level BAB Fort Ref Will Spells Special
1 +0 +2 +0 +2 -- Electricity Resistance 3
2 +1 +3 +0 +3 +1 Level Electricity Resistance 5
3 +1 +3 +1 +3 -- Wind Whistler, Electric Ray 1d6 (Close)
4 +2 +4 +1 +4 +1 Level Electricity Resistance 10
5 +2 +4 +1 +4 -- Wind Caller, Electric Ray 3d6 (Medium)
6 +3 +5 +2 +5 +1 Level Electricity Resistance 15
7 +3 +5 +2 +5 -- Wind Binder, Electric Ray 5d6 (Long)
8 +4 +6 +2 +6 +1 Level Electricity Resistance 20
9 +4 +6 +3 +6 -- Wind Master
10 +5 +7 +3 +7 +1 Level Electricity Absorption, Spend Self
Special Abilities:
* Electricity Resistance (Ex): This Divine bonus stacks with the resistance granted by the Storm Domain, but no other Divine bonuses.
* Electric Ray (Su): This is a ray attack, usable at will as a standard action at the listed range, which does the listed damage.
* Wind Whistler (Su): As a standard action, the Stormlord can control winds for a total of 30 minutes/day. He may influence the wind by one strength level (Light to Moderate, for example). The smallest unit of time he can control is one minute.
* Wind Caller (Su): The Stormlord can control winds for a total of 50 minutes per day, up to two strength levels (or 100 minutes/day for one strength level).
* Wind Binder (Su): The Stormlord can control winds for a total of 120 minutes per day, up to three strength levels (or 360 minutes/day for one strength level).
* Wind Master (Su): The Stormlord can control wind at will, up to four strength levels.
* Electricity Absorption (Ex): For every 5 points of electricity damage that the Stormlord resists (rounded down), he gains one temporary hit point, to a maximum of 10. Temporary hit points last 10 minutes.
* Spend Self (Ex): By paying hit points (real only, not temporary), the Stormlord can increase the puissance of his powers.
-- 1 HP: Electric Ray +1d6, stacks with itself.
-- 1 HP: Extra strength level of wind (lasts 10 minutes), stacks with itself.
-- 2 HP: Electrical Admixture: Next damaging spell without Electric descriptor does +2d6 Electrical damage.
-- 10 HP: Weapon of Storm: Weapon touched gains "Shocking" property for 10 minutes.
-- Nifft