Storm Emperor (3.5e Class)

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Storm Emperor

Meant as manner of specialized hybrid swordsman/caster the Storm Emperor can make use of traditional magics to a degree but their full potential lies in their use of the elements of the storm.

Making a Storm Emperor

Makes use of several storm themed abilities.

Abilities: Strength and Intelligence for the most part.

Races: Humans and any races that have connections to the main elements of the class.

Alignment: Any Chaotic.

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Complex

Table: The Storm Emperor

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+0+2+2 Conductive Weapon 53 3
2nd+2+0+3+3 Elemental Blades 64 5
3rd+3+1+3+3 65 8
4th+4+1+4+4 Bonus Feat 663 14
5th+5+1+4+4 Elemental Armors 664 19
6th+6/+1+2+5+5 6653 29
7th+7/+2+2+5+5 Knowledge is Strength 6664 37
8th+8/+3+2+6+6 Elemental Wrath 66653 51
9th+9/+4+3+6+6 Bonus Feat 66664 63
10th+10/+5+3+7+7 Knowledge is Power 666653 81
11th+11/+6/+1+3+7+7 Conductive Weapon Lvl 2 666664 97
12th+12/+7/+2+4+8+8 Empowered Blades 6666653 115
13th+13/+8/+3+4+8+8 Empowered Armor 6666664 131
14th+14/+9/+4+4+9+9 Bonus Feat 66666653 149
15th+15/+10/+5+5+9+9 66666664 165
16th+16/+11/+6/+1+5+10+10 666666653 183
17th+17/+12/+7/+2+5+10+10 666666664 199
18th+18/+13/+8/+3+6+11+11 6666666653 217
19th+19/+14/+9/+4+6+11+11 Bonus Feat 6666666664 233
20th+20/+15/+10/+5+6+12+12 Storm Legion 6666666666 249

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Climb,Concentration, Knowledge ( Arcana, Geography, History, Nature, Planes), Search, Spellcraft, Disable Device

Class Features

Meant as the mid-fielder of the party, a Storm Emperor brings forth the power of the storm to aid allies and hassle enemies

Weapon and Armor Proficiency: The Storm Emperor is proficient with Simple and Martial Weapons and proficient with light and medium armor.

Spells: The Storm Emperor casts based of their intelligence but gain their spells akin to a sorcerer therefore they are only allowed to change one spell every even level starting at level 4. This class uses spells based off either spell points or spells per day, not both. Additionally this class may only learn spells beyond level 6 is they have the lightning, cold, water, sonic and air descriptor. This class draws its spells from sorcerer/wizard spell list

Conductive Weapon (Sp): A storm emperor can imbue spells with the lightning, sonic, cold, wind, water descriptor into weapons that they are proficient with. The spell is stored as a charge into the weapon, charges may be stored outside of combat, should a charge attempt to be stored during combat it will take a full round action. The Storm Emperor may use this charge on any successful melee attack, with half of the spell's maximum damage dice being added to the weapons damage. Any area of effect spells used as a charge will be relegated to single target effects should they be used in such a way. Only spells with a casting time less than a full round action may be stored. One charge may be stored.

Elemental Blades (Su): This class is capable to imbue their weapon with different elemental effects to suit the combat scenario, you may choose to add these abilities when declaring an attack, so should the attack miss the ability does not take effect, only 1 effect may be present at a time :

• Lightning- By sacrificing spells or spell points the Storm Emperor may charge their blade with lightning. On a declared attack, this adds 1d4 lightning damage per level of your highest level spell slot.

• Wind- A torrent of wind encircles your weapon and upon making a successful attack roll on an opponent, any adjacent enemies also take and additional 1d8 slashing damage

• Ice- The storm emperor forms a sheet of ice around their blade, when a attack is successful the cold blade chills an enemies armor, reducing their AC by 4

• Force- A thundering force emanates from your weapon, when a successful attack is made the enemy struck must make a fortitude save to avoid being knocked prone. The save DC is (10 + Int Mod+ Class Lvl)

Elemental Armors (Sp): The Storm Emperor may grant themselves a suit of armor granting them a variety of bonuses, only 1 ability may be active at a time, these effects are only present during combat, it takes a standard action to change these abilities during combat:

• Lightning Armor- The emperor encases himself in a coat of lightning and should any enemy successfully hit with a melee attack or grapples you they suffer 2d6 lightning damage. This may only trigger once per round per opponent

• Ice Armor- A sheet of ice that adds +4 AC, this also freezes 10 foot area around you turning the area into treacherous terrain.

• Wind Armor- A swirling gust of wind surrounds you adding a +3 AC against ranged attacks

• Water armor- A bubble of water encases you, granting no AC bonus but will apply a regenerating 3 hp/ turn, only during combat

Elemental Wrath (Ex): The Storm Emperor draws upon raw elemental power and unleashes them to the benefit of his allies and the detriment of his enemies. These abilities are available for use 3/times per day (ex. if you use War Cry 3 times in one day you have to wait until the next day to use any others)

• Wind Trap- The Storm Emperor creates pockets of wind that surround enemies within 60 ft of them and throw them in various directions doing 4d8 bludgeoning damage upon impact. The number of enemies that are allowed to be picked up is equal to your caster level. Each enemy is allowed to make a reflex save to avoid being caught in the trap, the DC for the save is (10+ Int Mod). Enemies above large size cannot be picked up by this ability.

• Refreshing Waves- Healing water rains down upon targets the Storm Emperor designates and heals 10 hp per caster level

• War Cry- The Storm Emperor lets out a bellowing shout that grants +4 to ability scores to their teammates for 4 rounds

• Storm Call- This attack calls down bolts of lightning to enemies within 60ft of the Storm Emperor, each bolts deals 1d8 damage per caster level. Each enemy targeted is entitled to a reflex save of (DC 10+ Int Mod+ half class level) for half damage.


Knowledge is Strength (Sp): Once obtaining this ability the Storm Emperor may add their intelligence modifier to their accuracy and damage rolls

Knowledge is Power (Ex): Your training in the elements of the storm has led to a great discovery and as such your spells are strengthen by your Intelligence. The Storm Emperor may now add their Int Modifier to the damage of any spell carrying the Water, Cold, Wind, Sonic or Lightning Descriptor.

Conductive Weapon Lvl 2 (Sp): The number of charges able to be held in a weapon has been increased by 1. Additionally a charge may also be stored in an allies' weapon. Only 1 charge may be discharged in a single attack action or full attack.

Empowered Blades (Su):

• Lightning Blade- damage die increased to 1d6

• Wind Blade- the winds have a chance to rattle your opponent, they must make a DC 20 Fortitude save to avoid being knocked prone and stunned for 1d3 rounds

• Frozen Blade- now adds your weapons damage as ice damage

Empowered Armor (Su):

• Lightning Armor- now any non-magic attacks are met with 3d6 lightning damage

• Ice Armor- The range of the field of cold can now be extended up to a maximum range of 20ft and may be shortened to 5ft

• Wind Armor- there is now a 1d2 chance to reflect ranged attacks at the attacker

• Water armor hp per turn is increased to 5/turn


Storm Legion (Sp): As a standard action the storm emperor extends their powers to their allies, all allies within 60ft may now draw upon the storm emperor's armor and blade abilities to use as their own. Once the ability is cast each character may activate a single armor or blade ability for themselves, changing these abilities after the ability is cast will either require the ally or the storm emperor to spend a standard action to change it. These abilities are still drawn from the storm emperor's own spell point pool and keep the same restrictions per player. ie. multiple armors and blades may not be present on the same ally. This ability may be dismissed as a free action. After which it may not be recast again for 1d6 rounds

Table: Storm Emperor Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Ex-Storm Emperor

Should the storm Emperor stray from their chaotic nature, they lose their powers and most make a trip towards the nearest storm the reconnect with the powers.

Epic Storm Emperor

Table: The Epic Storm Emperor

Hit Die: d8

LevelSpecial
21st
22ndBonus Feat
23rd
24thBonus Feat
25th
26thBonus Feat
27th
28thBonus Feat
29th
30thBonus Feat
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic Storm Emperor gains a bonus feat (selected from the list of epic <Fighter and Sorcerer> bonus feats) every 4 levels after 20th.

Epic Storm Emperor Bonus Feat List: .

Storm Emperor Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Storm Emperor

Religion: If they decide to serve any gods at all they serve chaotic gods

Other Classes: Easily gets along with any naturally chaotic classes, finds uneven ground among lawful classes.

Combat: Close and long range are both possible, best served as mid-range to shore up any holes in the party .

Storm Emperors in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Storm Emperor Lore

Characters with ranks in Knowledge (Arcana, Nature) can research Storm Emperors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana, Nature
DCResult
5Always Chaotic.
10Not known to follow gods.
15Their weapons are imbued with elements.
20Can share their power with other beings.

Storm Emperors in the Game


Adaptation: .

Sample Encounter: .

EL : .


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