[edit] Closed rules loophole in Heart of Lightning ability and added alternate prereq for sorcerers and bards courtesy of Crothian of EN World.
These woods scare the living daylights out of me," Narn confessed finally.
"Don't let the Master hear ye' say that or he'll have your hide flogged," Brell said in a low urgent voice. Complains were not welcomed in Master Darvo's band. They may have been a roving band of freebooters, but they were ruled with an iron hand. The elven town to the west promised great riches, as they had found out from the merchant who lost his wagon, mules, goods, and life to the bandits.
However, to get to that promised town they had to go through some rather fearsome terrain. The woods in these parts looked wild and untamed. The road was very narrow, but appeared well used, at violent odds with the towering trees and impenetrable brush about them.
Finn watched the brigands from hiding, his blood surging in anger as he heard some callous comments from the "Master's" lieutenants about what they planned to do to the inhabitants of the small elven village he watched over. He snarled silently when he noticed a few bandits had on jewelry that was clearly the work of a jewel merchant that left the village only a few weeks before.
He sent his mind and will upward to the sky, calling the storm to him. It arrived within seconds, startling the bandits into stopping. Finn rose up from the tree he was hiding in, and pointed at the bandit leader, shouting for the lightning to take him. It obliged, leaving a smoking corpse. There was immediate pandemonium, as Finn called the lightning again, and again...
Lightning Rod
Many magicians exist that have devoted their lives to fire. Others choose another of the four elements. And most of the rest are those devoted to the bone-chilling cold. But a rare mage chooses another form of energy. The crackling, white-hot power of lightning is what calls them. For those that have survived attacks by this awesome force, a doorway is opened, and new power can be obtained.
Some Lightning Rods are mages drawn to this element because they have survived its attacks and see the light, so to speak. Others are druids that contemplate this awesome display of nature's fury. Either way, a Lightning Rod comes to embody the chaotic fury of a storm, and can learn to control lightning itself.
A Lightning Rod's hair seems to always stand on end. They tend to move in quick jerking motions, almost too fast for the eye to catch. Some Lightning Rods will wear pale robes, cast haste on themselves, and then go running in the midst of battle, flinging lightning and wreaking havoc at will. The most common comment of a survivor of a Lightning Rod's attack is, "What was that?"
Wizards and sorcerers are fairly common Lightning Rods, with druids running a close second. Because this class is a bit more combat oriented, those who take this class often have some martial training as a fighter or rogue.
Requirements:
To qualify to become a Lightning Rod a character must fulfill all of the following criteria.
Skills:
Knowledge: Nature - 4 ranks
Wilderness Lore - 4 ranks
Spellcraft: - 8 ranks
Feats: Quicken Spell*, Energy Substitution: Electricity, Lightning Reflexes.
Spells: Must be able to cast lightning bolt or call lightning.
Special: Must have taken 20 points of electrical damage in a single attack and survived.
*If the character casts spells in a way that he cannot use Quicken Spell (i.e. a sorcerer or bard), use Maximize Spell as that prereq.
Hit Dice: d6
Skill points per level: 2+Int mod per level
Class Skills: Craft (Int), Concentration (Con), Knowledge: Arcana (Int), Knowledge: Nature (Int), Profession (Wis), Spellcraft (Int), Tumble (Dex), Wilderness Lore (Wis).
Level BAB
1st......+0
2nd......+1
3rd......+2
4th......+3
5th......+3
6th......+4
7th......+5
8th......+6
9th......+6
10th.....+7
Level Fort...Ref...Will
1st......+0.....+2....+2
2nd......+0.....+3....+3
3rd......+1.....+3....+3
4th......+1.....+4....+4
5th......+1.....+4....+4
6th......+2.....+5....+5
7th......+2.....+5....+5
8th......+2.....+6....+6
9th......+3.....+6....+6
10th.....+3.....+7....+7
Level.....Special
1st.......Greased Lightning, Sense the Strike, Kiss of Lightning
2nd.......Grounded 5, Thunderbolt Mage
3rd.......Heart of Lightning
4th.......Quick as Lightning, Grounded 10
5th.......Charge Metal
6th.......Ride the Lightning, Grounded 15
7th.......Chain Lightning
8th.......Grounded 20
9th.......Summon Lightning's Wrath
10th......Lightning Rod
Class Features: All of the following are class features of the Lighting Rod prestige class.
Weapon and Armor Proficiency: The Lightning Rod is proficient with the dagger, crossbow, sling, spear, darts, shurikens, and javelins. He is proficient with no type armor or shields.
Spells: A Lightning Rod gains +1 to one spellcasting level at 1st, 4th, and 8th levels
Greased Lightning: The power of lightning begins to affect the Lightning Rod more profoundly. He gains +10 to his base speed. (Ex)
Sense the Strike: A Lightning Rod is very sensitive to electricity and gains several abilities to detect its presence. If a lightning storm is nearby, Lightning Rod will sense it about 10 minutes before it hits the area.
Also a Lightning Rod can tell if a magical item or trap has electrical potential. If a Lightning Rod takes a minute to examine an item or a trap (hopefully without setting it off...) and makes a Spellcraft check at DC 15, he can determine if the item incorporates electrical energy into it.
In addition, a Lightning Rod can sense electrical discharges within 100ft. like a shocker lizard. (Ex)
Grounded: The Lightning Rod become familiar enough with his chosen element to be able to resist some of its effect. He gains the listed electricity resistance. (Ex)
Kiss of Lightning: Now the Lightning Rod can charge his body with electrical energy. In game terms this is identical to the shocking grasp spell. Alternately, the Lightning Rod can use this ability to make his weapon, either melee or ranged ammunition (a single piece) a shocking weapon (dealing an extra 1d6 points of electrical damage). The charge is expanded when the weapon connects with an object (either the intended target, or a wall, the ground, etc for a missed ranged attack). This may be done 1 per Lightning Rod level/day. (Sp)
Thunderbolt Mage: Due to his mastery of lightning magic, the Lightning Rod uses his total character level when determining caster level for spells or spell-like abilities with the electricity descriptor.
Heart of Lightning: Expanding on Kiss of Lightning ability, the Lightning Rod can actually absorb electrical energy and use it to improve his Kiss of Lightning attacks. If targeted by electrical energy, the Lightning Rod can actually store some of the energy. 5 points of potential electrical damage (whether it causes him damage or not) is equal to one charge. A Lightning Rod can store charges equal to his Constitution modifier. Then he can expend a charge in conjunction with his Kiss of Lightning ability to deal an extra 5 points of electrical damage during an attack (1d8+5 points of electrical damage total if using the shocking grasp version of the ability, or 1d6+5 if using the weapon enhancement ability). Charges may be stored for 1 hour/2 levels. After this time the stored electricty drains away harmlessly. Note that this does not change his listed electrical resistance. Also the electrical energy absorbed must come from an outside source; the Lightning Rod cannot hit himself with his own magic to use the Heart of Lightning ability. (Sp)
Quick as Lightning: The Lighting Rod's study of this energy leads him to be able to emulate its swiftness. He can haste himself 1/day for 10 rounds. The 10 rounds of use do not have to be used consecutively. (Sp)
Charge Metal: The Lightning Rod gains this spell-like ability. Similar to chill metal, however use the following table for damage:
Round Metal Effect Damage
1..........Buzzed.........1, Slowed*
2..........Charged........1d4, Slowed*
3-5........Shocking.......2d4, Slowed
6..........Charged........1d4, Slowed*
7..........Buzzed.........1, Slowed*
*The electrical charge interferes with the working of the muscles in most living creatures. Thus they are slowed throughout the whole spell. If they do not take damage from this spell, they are not slowed. This can be done 3 times/day. (Sp)
Ride the Lightning: The Lightning rod can use a specialized form of the dimension door spell. The character actually travels the distance as a lightning bolt, moving virtually instantaneously. The range is the same as the spell (with caster level equal to Lightning Rod level). Some special features are included in this mode of travel. The character cannot pass through thick walls of natural insulator like wood or rubber. If the character manages to reach a metal conductor (like an iron fence), the range of the ability can be increased to the range of the metal area. In addition, if any targets are directly in the Lightning Rod's path of travel, he can make melee touch attacks against them for 1d4+Lightning rod level points of electrical damage (Reflex save for half). Note that a path of travel must be in a straight line. Useable 2 times a day. (Sp)
props to vampiro744
Chain Lightning: The Lightning Rod can now cast chain lightning once per day as a spell-like ability. (Sp)
Summon Lightning's Wrath: Now the Lightning Rod can call lightning to him from a storm he's summoned. If outdoors a Lightning Rod can spend a full round action summoning a storm of destructive potential. This storm arrives with flair at the end of the round, with rolling black clouds, deafening thunder, and brilliant flashes of lightning. From this storm a Lightning Rod may fling up to five lightning bolts. No more than one may be used in a round, and all of them must be used by the end of ten rounds or the remainder is lost as the storm rapidly dissipates. Useable once every 2 days. Even if there is a storm already in the area during a period in which the Lightning Rod cannot normally use summon storm, he still can't attempt it again. The stress of calling a storm and directing the lightning, while exhilarating for a Lightning Rod, is also mentally taxing. (Sp)
Lightning Rod: Now the Lightning Rod becomes a true lightning rod from all of his study and use of this energy. He gains electrical immunity. Also, if any electrical spells, spell-effects, or other manifestations of electrical energy occur within 30 feet of a Lightning Rod they automatically strike the Lightning Rod bypassing others, even if another was targeted. (ex. if a wizard targets the party's fighter with a lightning bolt and a Lightning Rod were standing within 30ft of him, the Lightning Rod would become the new target, which would not hit the fighter at all). Note that this doesn't apply to the Lightning Rod's own abilities (he doesn't get hit by his own spells). (Ex)
These woods scare the living daylights out of me," Narn confessed finally.
"Don't let the Master hear ye' say that or he'll have your hide flogged," Brell said in a low urgent voice. Complains were not welcomed in Master Darvo's band. They may have been a roving band of freebooters, but they were ruled with an iron hand. The elven town to the west promised great riches, as they had found out from the merchant who lost his wagon, mules, goods, and life to the bandits.
However, to get to that promised town they had to go through some rather fearsome terrain. The woods in these parts looked wild and untamed. The road was very narrow, but appeared well used, at violent odds with the towering trees and impenetrable brush about them.
Finn watched the brigands from hiding, his blood surging in anger as he heard some callous comments from the "Master's" lieutenants about what they planned to do to the inhabitants of the small elven village he watched over. He snarled silently when he noticed a few bandits had on jewelry that was clearly the work of a jewel merchant that left the village only a few weeks before.
He sent his mind and will upward to the sky, calling the storm to him. It arrived within seconds, startling the bandits into stopping. Finn rose up from the tree he was hiding in, and pointed at the bandit leader, shouting for the lightning to take him. It obliged, leaving a smoking corpse. There was immediate pandemonium, as Finn called the lightning again, and again...
Lightning Rod
Many magicians exist that have devoted their lives to fire. Others choose another of the four elements. And most of the rest are those devoted to the bone-chilling cold. But a rare mage chooses another form of energy. The crackling, white-hot power of lightning is what calls them. For those that have survived attacks by this awesome force, a doorway is opened, and new power can be obtained.
Some Lightning Rods are mages drawn to this element because they have survived its attacks and see the light, so to speak. Others are druids that contemplate this awesome display of nature's fury. Either way, a Lightning Rod comes to embody the chaotic fury of a storm, and can learn to control lightning itself.
A Lightning Rod's hair seems to always stand on end. They tend to move in quick jerking motions, almost too fast for the eye to catch. Some Lightning Rods will wear pale robes, cast haste on themselves, and then go running in the midst of battle, flinging lightning and wreaking havoc at will. The most common comment of a survivor of a Lightning Rod's attack is, "What was that?"
Wizards and sorcerers are fairly common Lightning Rods, with druids running a close second. Because this class is a bit more combat oriented, those who take this class often have some martial training as a fighter or rogue.
Requirements:
To qualify to become a Lightning Rod a character must fulfill all of the following criteria.
Skills:
Knowledge: Nature - 4 ranks
Wilderness Lore - 4 ranks
Spellcraft: - 8 ranks
Feats: Quicken Spell*, Energy Substitution: Electricity, Lightning Reflexes.
Spells: Must be able to cast lightning bolt or call lightning.
Special: Must have taken 20 points of electrical damage in a single attack and survived.
*If the character casts spells in a way that he cannot use Quicken Spell (i.e. a sorcerer or bard), use Maximize Spell as that prereq.
Hit Dice: d6
Skill points per level: 2+Int mod per level
Class Skills: Craft (Int), Concentration (Con), Knowledge: Arcana (Int), Knowledge: Nature (Int), Profession (Wis), Spellcraft (Int), Tumble (Dex), Wilderness Lore (Wis).
Level BAB
1st......+0
2nd......+1
3rd......+2
4th......+3
5th......+3
6th......+4
7th......+5
8th......+6
9th......+6
10th.....+7
Level Fort...Ref...Will
1st......+0.....+2....+2
2nd......+0.....+3....+3
3rd......+1.....+3....+3
4th......+1.....+4....+4
5th......+1.....+4....+4
6th......+2.....+5....+5
7th......+2.....+5....+5
8th......+2.....+6....+6
9th......+3.....+6....+6
10th.....+3.....+7....+7
Level.....Special
1st.......Greased Lightning, Sense the Strike, Kiss of Lightning
2nd.......Grounded 5, Thunderbolt Mage
3rd.......Heart of Lightning
4th.......Quick as Lightning, Grounded 10
5th.......Charge Metal
6th.......Ride the Lightning, Grounded 15
7th.......Chain Lightning
8th.......Grounded 20
9th.......Summon Lightning's Wrath
10th......Lightning Rod
Class Features: All of the following are class features of the Lighting Rod prestige class.
Weapon and Armor Proficiency: The Lightning Rod is proficient with the dagger, crossbow, sling, spear, darts, shurikens, and javelins. He is proficient with no type armor or shields.
Spells: A Lightning Rod gains +1 to one spellcasting level at 1st, 4th, and 8th levels
Greased Lightning: The power of lightning begins to affect the Lightning Rod more profoundly. He gains +10 to his base speed. (Ex)
Sense the Strike: A Lightning Rod is very sensitive to electricity and gains several abilities to detect its presence. If a lightning storm is nearby, Lightning Rod will sense it about 10 minutes before it hits the area.
Also a Lightning Rod can tell if a magical item or trap has electrical potential. If a Lightning Rod takes a minute to examine an item or a trap (hopefully without setting it off...) and makes a Spellcraft check at DC 15, he can determine if the item incorporates electrical energy into it.
In addition, a Lightning Rod can sense electrical discharges within 100ft. like a shocker lizard. (Ex)
Grounded: The Lightning Rod become familiar enough with his chosen element to be able to resist some of its effect. He gains the listed electricity resistance. (Ex)
Kiss of Lightning: Now the Lightning Rod can charge his body with electrical energy. In game terms this is identical to the shocking grasp spell. Alternately, the Lightning Rod can use this ability to make his weapon, either melee or ranged ammunition (a single piece) a shocking weapon (dealing an extra 1d6 points of electrical damage). The charge is expanded when the weapon connects with an object (either the intended target, or a wall, the ground, etc for a missed ranged attack). This may be done 1 per Lightning Rod level/day. (Sp)
Thunderbolt Mage: Due to his mastery of lightning magic, the Lightning Rod uses his total character level when determining caster level for spells or spell-like abilities with the electricity descriptor.
Heart of Lightning: Expanding on Kiss of Lightning ability, the Lightning Rod can actually absorb electrical energy and use it to improve his Kiss of Lightning attacks. If targeted by electrical energy, the Lightning Rod can actually store some of the energy. 5 points of potential electrical damage (whether it causes him damage or not) is equal to one charge. A Lightning Rod can store charges equal to his Constitution modifier. Then he can expend a charge in conjunction with his Kiss of Lightning ability to deal an extra 5 points of electrical damage during an attack (1d8+5 points of electrical damage total if using the shocking grasp version of the ability, or 1d6+5 if using the weapon enhancement ability). Charges may be stored for 1 hour/2 levels. After this time the stored electricty drains away harmlessly. Note that this does not change his listed electrical resistance. Also the electrical energy absorbed must come from an outside source; the Lightning Rod cannot hit himself with his own magic to use the Heart of Lightning ability. (Sp)
Quick as Lightning: The Lighting Rod's study of this energy leads him to be able to emulate its swiftness. He can haste himself 1/day for 10 rounds. The 10 rounds of use do not have to be used consecutively. (Sp)
Charge Metal: The Lightning Rod gains this spell-like ability. Similar to chill metal, however use the following table for damage:
Round Metal Effect Damage
1..........Buzzed.........1, Slowed*
2..........Charged........1d4, Slowed*
3-5........Shocking.......2d4, Slowed
6..........Charged........1d4, Slowed*
7..........Buzzed.........1, Slowed*
*The electrical charge interferes with the working of the muscles in most living creatures. Thus they are slowed throughout the whole spell. If they do not take damage from this spell, they are not slowed. This can be done 3 times/day. (Sp)
Ride the Lightning: The Lightning rod can use a specialized form of the dimension door spell. The character actually travels the distance as a lightning bolt, moving virtually instantaneously. The range is the same as the spell (with caster level equal to Lightning Rod level). Some special features are included in this mode of travel. The character cannot pass through thick walls of natural insulator like wood or rubber. If the character manages to reach a metal conductor (like an iron fence), the range of the ability can be increased to the range of the metal area. In addition, if any targets are directly in the Lightning Rod's path of travel, he can make melee touch attacks against them for 1d4+Lightning rod level points of electrical damage (Reflex save for half). Note that a path of travel must be in a straight line. Useable 2 times a day. (Sp)
props to vampiro744
Chain Lightning: The Lightning Rod can now cast chain lightning once per day as a spell-like ability. (Sp)
Summon Lightning's Wrath: Now the Lightning Rod can call lightning to him from a storm he's summoned. If outdoors a Lightning Rod can spend a full round action summoning a storm of destructive potential. This storm arrives with flair at the end of the round, with rolling black clouds, deafening thunder, and brilliant flashes of lightning. From this storm a Lightning Rod may fling up to five lightning bolts. No more than one may be used in a round, and all of them must be used by the end of ten rounds or the remainder is lost as the storm rapidly dissipates. Useable once every 2 days. Even if there is a storm already in the area during a period in which the Lightning Rod cannot normally use summon storm, he still can't attempt it again. The stress of calling a storm and directing the lightning, while exhilarating for a Lightning Rod, is also mentally taxing. (Sp)
Lightning Rod: Now the Lightning Rod becomes a true lightning rod from all of his study and use of this energy. He gains electrical immunity. Also, if any electrical spells, spell-effects, or other manifestations of electrical energy occur within 30 feet of a Lightning Rod they automatically strike the Lightning Rod bypassing others, even if another was targeted. (ex. if a wizard targets the party's fighter with a lightning bolt and a Lightning Rod were standing within 30ft of him, the Lightning Rod would become the new target, which would not hit the fighter at all). Note that this doesn't apply to the Lightning Rod's own abilities (he doesn't get hit by his own spells). (Ex)
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