The Weather Witch
The blinding flash of lightning. The lash of rain. The mind numbing cold of winter. The power of nature can be a frightful thing in its most powerful displays. Few are the minds humble enough to grasp the enormity of weather's power.
A few, however, delve deep into that power and return with nature's might at at their side. The masters of storms, these few are often referred to by a frightened populace as "Weather Witches".
Druids, Wizards, and Sorcerers are the most common Weather Witches, though some clerics who follow the deities of the sky are found among their ranks. Weather Witches tend to be loners, pursuing their own agendas or just spending time alone with their chosen element. Occasionally, Weather Witches will gather for some huge storm or to witness a natural disaster, but this is rare.
Requirements:
Skills:
Wilderness Lore: 6 Ranks.
Knowledge (Nature): 4 Ranks.
Spellcasting:
Must be able to cast either Ice Storm or Control Winds and two more of the following -- Sleet Storm, Gust of Wind, Obscuring Mist, or Wind Wall.
BAB: As a Druid.
Hit Dice: As a Druid.
Saving Throws: Good Fort and Will
Class Skills:
Concentration (Con), Craft (Int), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Skill Points: 4 + Int mod. per Level.
Level............ Special
1.................Cloudreader
2.................Bolt from the Blue (1/day), +1 Caster Level
3.................Striking Winds (1/day)
4.................Protective Winds (1/day), +1 Caster Level
5.................One with the Skies, Bolt from the Blue (2/day)
6.................Wind Walker, +1 Caster Level
7.................Striking Winds (2/day)
8.................Bolt from the Blue (3/day), +1 Caster Level
9.................Weaver of the Silver Thread
10................Master of the High Winds, +1 Caster Level
Class Features
All the following are class features of the Weather Witch prestige class.
Weapon and armor proficiencies: Weather Witches gain no additional proficiency in any weapon or armor.
Spells per day: When a new Weather Witch level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class at 2nd, 4th, 6th, 8th, and 10th levels. No other benefits of the primary class, such as familiar advancement, metamagic feats, or extra wild-shaping skill is granted.
Cloudreader: The Weather Witch can look at the clouds in the sky and see the weather to come for the next several days. This ability to foresee storms and floods often proves invaluable in the wild. The Weather Witch gets a +4 Insight Bonus to Wilderness Lore checks to avoid damage from severe weather and always gets a +4 bonus on Fortitude checks if she succeeds, even if she continues to travel. This bonus applies to natural weather conditions only; storms called by Control Weather or other supernatural means do not give enough warning for the Weather Witch to gain this bonus.
Bolt from the Blue: At second level, the Weather Witch can call a bolt of lightning from a clear blue sky just as if it were stormy. This ability is similar to Call Lightning except that it does not require a storm and the bolt does 1d10 +1d10 / 2 class levels of the Weather Witch. Those hit by the blast can make a reflex save versus DC 10 + ½ Weather Witch Class Levels + Wisdom Modifier. This ability can be used once per day at 2nd level, with an additional usage at 5th and 8th levels.
Striking Winds: The beginning mastery of the winds finds expression in the Weather Witch’s ability to smite her foes with a blast of wind. As a standard action, the Weather Witch can create a blast of wind that is 10ft’ wide, 10ft’ high and emanates from her out to 100ft’ + 10ft’ / class level of the Weather Witch. Creatures size Large or smaller caught in the blast can make a reflex save versus DC 10 + ½ Weather Witch Class Levels + Wisdom Modifier. Those who make the save take 1d6 damage per 3 Weather Witch Class Levels and are knocked back 10ft’. Those who fail the save are hurled backwards to the end of the spells emanation and take damage as if they had fallen half the distance they are pushed back. Creatures larger than size Large ignore the spell unless they are in flight; if they are in flight, then they need to make a Reflex save versus the same DC or be forced to land.
Should something get in the path of a creature being hurled backwards, they still take damage as if they had been pushed back the entire distance.
Thus, an orc who was attacking the Weather Witch in melee and is then caught in the Striking Wind of a 10th level Weather Witch and fails his save will be blown backwards 200ft. and take 10d6 of falling damage.
Protective Winds: Once per day, a Weather Witch may protect herself with a Wind Wall spell cast at her character level.
One with the Skies: The Weather Witch’s connection to the vagaries of weather continues to increase. With a bit of coaxing, she can alter the winds in her area to create the effects she likes. The Weather Witch is considered to have an always-active Control Weather spell around her. If it is dispelled, it can be re-established as a free action on the Weather Witch’s next turn. Weather changes still require 10 minutes to take effect.
Wind Walker: The Weather Witch may use the spell of Wind Walk once per day at her character level.
Weaver of the Silver Thread: The first stroke of a lightning blast is from ground to sky. The return stroke from the heavens is merely the visible blast. By manipulating both the first bolt into the sky and the subsequent returning lightning, the Weather Witch is able to turn a simple lightning bolt into an inferno of power similar to Chain Lightning. In terms of number of targets and their distance from the primary target, the Weather Witch casts Chain Lightning at her character level. In all other ways, it is the same as the bolt called by the Bolt from the Blue ability. This ability alters all the daily uses of the Weather Witch’s Bolt from the Blue ability.
Master of the High Winds: Just as in the oceans of water, immensely strong currents run in the air high above the planet. By manipulating the power of these great winds, the Weather Witch is able to manifest the most powerful of her abilities. Using her Control Weather ability, the Weather Witch is able to change the weather far more rapidly than normal. For each minute that she removes from the normal ten minutes to manifest a change, the Weather Witch suffers 1d6 subdual damage. This means that the weather can be altered as a full-round spell if the Weather Witch is willing to suffer 10d6 subdual damage.
In addition, the Weather Witch may draw weather conditions from far off lands to bring unseasonable weather to her current location. Thus, a Weather Witch may not only select conditions for the current season, but may also select weather conditions from the previous or next season.
The blinding flash of lightning. The lash of rain. The mind numbing cold of winter. The power of nature can be a frightful thing in its most powerful displays. Few are the minds humble enough to grasp the enormity of weather's power.
A few, however, delve deep into that power and return with nature's might at at their side. The masters of storms, these few are often referred to by a frightened populace as "Weather Witches".
Druids, Wizards, and Sorcerers are the most common Weather Witches, though some clerics who follow the deities of the sky are found among their ranks. Weather Witches tend to be loners, pursuing their own agendas or just spending time alone with their chosen element. Occasionally, Weather Witches will gather for some huge storm or to witness a natural disaster, but this is rare.
Requirements:
Skills:
Wilderness Lore: 6 Ranks.
Knowledge (Nature): 4 Ranks.
Spellcasting:
Must be able to cast either Ice Storm or Control Winds and two more of the following -- Sleet Storm, Gust of Wind, Obscuring Mist, or Wind Wall.
BAB: As a Druid.
Hit Dice: As a Druid.
Saving Throws: Good Fort and Will
Class Skills:
Concentration (Con), Craft (Int), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Skill Points: 4 + Int mod. per Level.
Level............ Special
1.................Cloudreader
2.................Bolt from the Blue (1/day), +1 Caster Level
3.................Striking Winds (1/day)
4.................Protective Winds (1/day), +1 Caster Level
5.................One with the Skies, Bolt from the Blue (2/day)
6.................Wind Walker, +1 Caster Level
7.................Striking Winds (2/day)
8.................Bolt from the Blue (3/day), +1 Caster Level
9.................Weaver of the Silver Thread
10................Master of the High Winds, +1 Caster Level
Class Features
All the following are class features of the Weather Witch prestige class.
Weapon and armor proficiencies: Weather Witches gain no additional proficiency in any weapon or armor.
Spells per day: When a new Weather Witch level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class at 2nd, 4th, 6th, 8th, and 10th levels. No other benefits of the primary class, such as familiar advancement, metamagic feats, or extra wild-shaping skill is granted.
Cloudreader: The Weather Witch can look at the clouds in the sky and see the weather to come for the next several days. This ability to foresee storms and floods often proves invaluable in the wild. The Weather Witch gets a +4 Insight Bonus to Wilderness Lore checks to avoid damage from severe weather and always gets a +4 bonus on Fortitude checks if she succeeds, even if she continues to travel. This bonus applies to natural weather conditions only; storms called by Control Weather or other supernatural means do not give enough warning for the Weather Witch to gain this bonus.
Bolt from the Blue: At second level, the Weather Witch can call a bolt of lightning from a clear blue sky just as if it were stormy. This ability is similar to Call Lightning except that it does not require a storm and the bolt does 1d10 +1d10 / 2 class levels of the Weather Witch. Those hit by the blast can make a reflex save versus DC 10 + ½ Weather Witch Class Levels + Wisdom Modifier. This ability can be used once per day at 2nd level, with an additional usage at 5th and 8th levels.
Striking Winds: The beginning mastery of the winds finds expression in the Weather Witch’s ability to smite her foes with a blast of wind. As a standard action, the Weather Witch can create a blast of wind that is 10ft’ wide, 10ft’ high and emanates from her out to 100ft’ + 10ft’ / class level of the Weather Witch. Creatures size Large or smaller caught in the blast can make a reflex save versus DC 10 + ½ Weather Witch Class Levels + Wisdom Modifier. Those who make the save take 1d6 damage per 3 Weather Witch Class Levels and are knocked back 10ft’. Those who fail the save are hurled backwards to the end of the spells emanation and take damage as if they had fallen half the distance they are pushed back. Creatures larger than size Large ignore the spell unless they are in flight; if they are in flight, then they need to make a Reflex save versus the same DC or be forced to land.
Should something get in the path of a creature being hurled backwards, they still take damage as if they had been pushed back the entire distance.
Thus, an orc who was attacking the Weather Witch in melee and is then caught in the Striking Wind of a 10th level Weather Witch and fails his save will be blown backwards 200ft. and take 10d6 of falling damage.
Protective Winds: Once per day, a Weather Witch may protect herself with a Wind Wall spell cast at her character level.
One with the Skies: The Weather Witch’s connection to the vagaries of weather continues to increase. With a bit of coaxing, she can alter the winds in her area to create the effects she likes. The Weather Witch is considered to have an always-active Control Weather spell around her. If it is dispelled, it can be re-established as a free action on the Weather Witch’s next turn. Weather changes still require 10 minutes to take effect.
Wind Walker: The Weather Witch may use the spell of Wind Walk once per day at her character level.
Weaver of the Silver Thread: The first stroke of a lightning blast is from ground to sky. The return stroke from the heavens is merely the visible blast. By manipulating both the first bolt into the sky and the subsequent returning lightning, the Weather Witch is able to turn a simple lightning bolt into an inferno of power similar to Chain Lightning. In terms of number of targets and their distance from the primary target, the Weather Witch casts Chain Lightning at her character level. In all other ways, it is the same as the bolt called by the Bolt from the Blue ability. This ability alters all the daily uses of the Weather Witch’s Bolt from the Blue ability.
Master of the High Winds: Just as in the oceans of water, immensely strong currents run in the air high above the planet. By manipulating the power of these great winds, the Weather Witch is able to manifest the most powerful of her abilities. Using her Control Weather ability, the Weather Witch is able to change the weather far more rapidly than normal. For each minute that she removes from the normal ten minutes to manifest a change, the Weather Witch suffers 1d6 subdual damage. This means that the weather can be altered as a full-round spell if the Weather Witch is willing to suffer 10d6 subdual damage.
In addition, the Weather Witch may draw weather conditions from far off lands to bring unseasonable weather to her current location. Thus, a Weather Witch may not only select conditions for the current season, but may also select weather conditions from the previous or next season.
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