Hit Dice: d8


To become a Stormking, you must fulfill all the following criteria.
Deity: Khakom
Alignment: Nonlawful
Skill: Knowledge (Nature) or Knowledge (Religion) 4 ranks
Feats: Weapon Focus (caman, club or any type of mace)
Spellcasting: Must be able to cast divine spells of 3rd level or above.
Special: Must have been struck by lightning, either magical or mundane, and survived.

Class Skills: The Stormking’s class skills (and the key ability for each skills) are: Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: 2 + Int modifier

Attack Bonus
1+0+2+2+0Storm Spell Power-
2+1+3+3+3Shock Weapon, Resistance to Electricity 10+1 level of existing divine spellcasting class
3+2+3+3+1Storm Walk+1 level of existing divine spellcasting class
4+3+4+4+1Eye of the Storm+1 level of existing divine spellcasting class
5+3+4+4+1Thundering Weapon+1 level of existing divine spellcasting class
6+4+5+5+2Resist Sonic 10+1 level of existing divine spellcasting class
7+5+5+5+2Shocking Burst Weapon+1 level of existing divine spellcasting class
8+6+6+6+2Eye of the Storm 30-foot Radius+1 level of existing divine spellcasting class
9+6+6+6+3Stormrage 1/day+1 level of existing divine spellcasting class
10+7+7+7+3Body of the Storm-

Class Features

The following are the class features of the Stormking.

Weapon and Armor Proficiency
A Stormking gains no new armor or weapon proficiencies.

Storm Spell Power
You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Shock Weapon
Any melee bludgeoning weapon you use is treated as a shock weapon (dealing 1d6 extra points of electricity damage). This stacks with any other enhancements it may have, including shocking.

At every Stormking level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a stormking, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Energy Resistance
At 2nd level, you gain some resistance to the power of lightning, granting you Resistance to Electricity 10. At 6th level, you gain Resistance to Sonic 10

Storm Walk
Beginning at 3rd level, a stormking can walk, ride, or fly through storms (natural or magical) at his normal movement rate, completely unaffected by high winds, pounding precipitation or waves, objects driven by winds (which always seem to miss), great claps of thunder, natural bolts of lightning, or any other natural symptom of Khakom’s will.

Eye of the Storm
Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with Listen checks due to high winds and spot checks due to rain or precipitation. Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

Thundering Weapon
At 5th level, any melee bludgeoning weapon you use is treated as a thundering weapon. This stacks with any other enchantments the weapon may have, including thundering, or the Shock Weapon or Shocking Burst Weapon class features.

Shocking Burst Weapon
At 7th level, any melee bludgeoning weapon you use is treated as a shocking burst weapon. This stacks with any other enchantments the weapon may have, including shocking burst, or the Shock Weapon and Thundering Weapon class features.

At 9th level, you may cast the spell Stormrage (Complete Divine pg. once per day as a spell-like ability.

Body of the Storm
At 10th level, your mastery of the power of the storm is complete, and you take on some semblance of a Storm Elemental. Your body takes on a dark, cloudy appearance, your form sometimes even becoming partial cloud, imposing a 20% miss chance on attacks made against you. Miss chance from any other source supercedes this. Your resistances increase to resistance to electricity 30 and resistance to sonic 30, respectively. You gain a fly speed of 60ft (perfect). This supercedes any lesser flight you have through other means. In addition, once per minute as a full-round action that provokes attacks of opportunity, you may emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage equal to 1d8/two levels of Stormking to all creatures within 60 feet of your position. A fortitude save (10+your Stormking level + your Constitution modifier) halves this damage. The lightning is a 120-foot line that deals electricity damage equal to 1d6/level of Stormking. A reflex save (10+your Stormking level + your Dexterity modifer) halves this damage.
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