Children of the Storms (3.5e Race)

Children of the Storms

Personality

Playful and whimsical always looking for something to entertain them, or someone. They find anything and everything they do to just be simple fun, even when they summon a hurricane or tornado and send it through town. Though not always so extreme with their pranks, they almost always have something they are up to. Slow to anger but when enraged they often stir up as big of a storm as they can.

Physical Description

They have grey skin similar in shade to that of a storm cloud, with ever changing streaks of white lightning appearing on their skin in various places, their eyes glow in pure white. They average 6 feet in height but weigh only around 75 pounds. Their hair is often white but occasionally is silver, it can have streaks of the other color as well.

Relations

Most races find them to be an annoyance as they often are on the receiving end of their pranks. The few races who enjoy their company are often those that play just as many pranks and they often compete to see who can come up with the best tricks.

Alignment

They truly do not see things in such a way as lawful or chaotic, good or evil, rather they just enjoy themselves. They can choose any alignment but often they tend towards one that allows them as much freedom as they can handle.

Lands

They call the sky their home, and most do not argue. Often resting in the clouds.

Religion

They do not follow any particular religion as often they come with rules or beliefs that prevent them from enjoying themselves to their fullest.

Language

Auron and common.

Names

They often change their names to whatever pops into their heads when asked, sometimes they find one they like and stick with it.

Racial Traits

  • Racial Hit Dice 4d6
  • -4 Strength, +10 Dexterity, +6 Intelligence, -4 Wisdom, +6 Charisma: Physically not a strong race they use their nimble movements to keep one step ahead of those that may wish them harm. Though often considered to be a brilliant they are also very gullible and often do not think what might happen once they do something. Most of their pranks have a childish side to them and many see them as such, even as they get annoyed with their antics.
  • Outsider (Air, Electric): They are the living embodiment of storms, Controlling the air around them, harnessing the power of lightning, even being able to create thunderous sounds.
  • Medium Creature: They have no Size related bonuses.
  • Children of the Storms base land speed is 40 feet: Flight with Good maneuverability at 120 feet they prefer flying to walking.
  • Electric Immunity: Immune to Electricity
  • Air Immunity: Immune to harmful Air Effects.
  • Wind Control (Ex): Complete Control of the wind, creating any type they feel fit to whenever they feel the urge to do so. They have enough control to create winds of up to 300 MPH or completely stop them, send secret messages to anyone within 100 miles, even carry objects, they can even transport other people using their winds to other locations without harming them, but one of their feats many have attempted to duplicate but have failed is their ability to manipulate the wind within their harsh storms while, they take no negatives to use ranged attacks in any type of wind. Their control of the wind can be overpowered, but it is difficult for most to do so requiring a caster level of 5 or more above that of the Children of the Storms.
  • Constant Remote View Trap (Ex): Anyone trying to Scry the Children of the Storms set off the trap, which deals 6d6 of damage to the scryer and cancels their scry, A will save halfs the damage and allows the scryer to see what they had intended to see.
  • Overwhelming Power (Ex): As the Children of the Storms Gain Levels they increase in their abilities, strengthening their abilities and giving them additional uses of their spell-like abilities. At level 5 and every 5 levels after they double the amount of times they can use their spell-like abilities. At levels 6, 12, and 18 they can increase either their intelligence, charisma, or dexterity by an additional +2.
  • Spell-Like Ability: 5/day Greater Shout. Caster level is Equal to current Level. The save DC is Intelligence or Charisma-based Whichever is higher.
  • Spell-Like Ability: 5/day Whirlwind. Caster level is Equal to current Level. The save DC is Intelligence or Charisma-based Whichever is higher.
  • Spell-Like Ability: 5/day Shocking Grasp. Caster level is Equal to current Level. The save DC is Intelligence or Charisma-based Whichever is higher.
  • Spell-Like Ability: 3/day Lightning Bolt. Caster level is Equal to current Level. The save DC is Intelligence or Charisma-based Whichever is higher.
  • Spell-Like Ability: 3/day Call Lightning. Caster level is Equal to current Level. The save DC is Intelligence or Charisma-based Whichever is higher
  • Spell-Like Ability: 3/day Chain Lightning. Caster level is Equal to current Level. The save DC is -based.
  • Automatic Languages: Auran and Common. Bonus Languages: Any though limited to the region they have been in the most (if they have been in human territories it is unlikely they have learned dwarven or elven).
  • Favored Class: Sorcerer, Wizard.
  • Level Adjustment: 8

Vital Statistics

Table: Children of the Storms Random Starting Ages
AdulthoodSimpleModerateComplex
120 years+ 1d10+ 3d10+ 6d10
Table: Children Of the Storms Aging Effects
Middle Age1Old2Venerable3Maximum Age
600 years1200 years2400 years+ 10d20 years
  1. At middle age, 1 to Str, Wis, and Con; +1 to Int, Dex, and Cha.
  2. At old age, 2 to Str, Wis, and Con; +2 to Int, Dex, and Cha.
  3. At venerable age, 3 to Str, Wis, and Con; +3 to Int, Dex, and Cha.
Table: Children Of The Storms Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 6"+ 1d1240 lb.× (5) lb.
Female5' 6"+1d1240 lb.× (5) lb.



Back to Main Page 3.5e Homebrew Races

gollark: Yes, but we can put a cell directly on its output ports (or use expensive cables to connect to one) and drain from multiple sides of that.
gollark: We don't actually need paired fluxducts, due to that quirk of their transfer rates. I think.
gollark: Anyway, we can probably just run some itemducts in the planned power cabling tunnels, so it's not too problematic.
gollark: Unless you make the reactor building very big.
gollark: For wiring from the reactor to cells, we can afford most things.
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