[Tome of Mary Sues] Storm Lord

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Kaelik
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[Tome of Mary Sues] Storm Lord

Post by Kaelik »

Storm Lord
"My fury will leave you soaking wet."

A Storm Lord is really in touch with the primal power of a big ass storm. He can channel it into baddassery. Storm Lords are more prevalent in races that deal with storms. Storms take many forms, and Storm Lords can be in touch with some or all of them, and may prefer one type to another.

Playing a Storm Lord: A Storm shapes the environment around it. Storm Lords generally act like Conduits. They have a limited array of at will powers that are generally applicable, but they can generally pull different tricks if the situation calls for it.

Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Storm Lords can be any alignment, but most strongly favor chaos over order. Doesn't stop Bob the Stormlord from talking about how Storms are really nature putting shit back into it's proper place though. (And see Tome of Trees, that's actually what Nature is doing.)

Hit Die: d8
Base Attack Bonus: 3/4th
Good Saving Throws: Fortitude and Ref
Skill Points: 4+Int
Class Skills: Balance, Concentration, Disable Device, Escape Artist, Handle Animal, Knowledge (Nature), Listen, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope.

Storm Lord:
1: Call of the Storm, Angry Hands, Approaching Doom
2: Inevitable Tide, Storm Hound, Winds of Change
3: Loud noises, Blown Away, Lightning Bolt
4: Storm Immunities, Windwall
5: Majesty, Storm Hound (Fog)
6: Long Arm of the Storm, Rain Season
7: Dust Storm, Sleet Storm
8: Lightning is My Middle Name, Approaching Doom 2: Electric Boogaloo
9: Control Weather, Swift Winds
10: Storm Hound (Winds), Wind Walk
11: Eye of the Storm, Share the Storm
12: Control Winds
13: Earthquake, Wall of Lightning
14: Tornado
15: Storm Hound (Solid Fog)
16: Tsunami
17: Tornado Accompaniment
18: Let the World Weep
19: Storm Hound (Control Winds)
20: Captain Planet



Class Feature

Weapon and Armor Proficiency: Storm Lords are proficient with Tridents, Simple Weapons, Martial Weapons, and Anything made out of Lightning. He is also Proficient with Light Armor

Call of the Storm (Su): A Storm Lord may cast Message, Sending, Whispering Wind, and Ghost Sound as SLAs at will. He also treats anything with the [Earth], [Water], [Air], or [Electricity] descriptors as being on his class list for the purposes of items.

Angry Hands (Su): As an attack action the Storm Lord throws Lightning from his fists. This is a Ranged Touch Attack within Short Range. It strikes for 1d4 Lightning Damage per Storm Lord level and entangles the target until the end of your next turn.

Approaching Doom (Sp): The Storm Lord may cast Omen of Peril at will.

Inevitable Tide (Ex): Freedom of Movement does not apply to wind effects. If your DM thinks it does, or you do. The Storm Lords wind effects still limit your movement anyway. Deal. Also, Storm Lords have weathered the most terrible of storms, and aren't afraid of that crap. They are immune to fear. Also, wind effects that have fort saves (and ones that don't) affect objects. So yes, you can gust of wind an undead or golem.

Storm Hound (Su): The Storm Lord is followed by a piece of wayward storm. This is an Obscuring Mist effect that moves 100ft per round as directed by the Storm Lord. It can be directed as a free action, and dismissed, recalled, or both with a full round action. It can never be more than medium range away from the Storm Lord, and he cannot direct it if he does not have line of effect to some part of it. The Storm Hound is immune to any wind affect created by the Storm Lord, but if dispersed through another wind affect, is treated as dismissed. You may recall any level of Storm Hound you like, as long as you have reached that level.

At level 5 this becomes a Fog Cloud.

At level 10 a 20ft radius patch of wind blowing either inward or outward at Windstorm Speed (Use saving throw of 10+1/2 level + Wisdom modifier).

At level 15 a Solid Fog effect.

At level 19 a Control Winds effect at CL = Storm Lord Level. It's radius can be changed with a full round action.

Winds of Change (Ex): The Storm Lord has winds whip around him, granting a +4 deflection bonus to AC and Reflex saves that increases by 1 every 3 levels (5 at 4th, 6 at 7th, ect.).

Loud Noises (Sp): The Storm Lord may cause whipping wind to become very loud in a 20ft radius at medium range. This forces a fort save (10+1/2 level+Wisdom modifier) against deafness and does 2d6 Sonic damage. At level 10 a failed save also results in being stunned for 1 round. This is a level 2 effect.

Blown Away (Sp): The Storm Lord may use Gust of Wind as an immediate action.

Lightning Bolt (Sp): The Storm Lord may use Lightning Bolt as an at will SLA at CL equal to his character level. The save DC is 10 + 1/2 level + Wisdom mod, and there is no damage dice cap.

Storm Immunities (Ex): A Storm Lord becomes immune to Sonic, Electricity, And all effects outlined under the heading "Weather" in the DMG. This includes being able to see through weather effects such as Sleet, Fog, ect. including his own. This applies even if created by a spell, but does not apply to spell effects not outlined in the DMG, such as the Solid part of a Solid Fog spell.

Wind Wall (Sp): The Storm Lord may use Wind Wall as an SLA at CL = Storm Lord Level at will. Saving throw of 10+1/2 level+Wis mod.

Majesty (Su) The Storm Lord flies on the winds that whip around him. He flies at average maneuverability with a speed of 40ft. He may also use Telekinesis at will but only Sustained Force and Combat Maneuver, using his Wisdom modifier for combat maneuver and a DC of 10+1/2 level+ Wis mod for sustained force.

Long Arm of the Storm (Ex): Angry Hands extends to medium range. Loud Noises extends to Long range. Gust of Wind and Lightning Bolt SLAs double their range (the effect part).

Rain Season (Su): The Storm Lord can make it Rain in a 100 mile radius emanation. He can make it keep raining forever. The emanation is always centered on him. He can also stop making it rain.

Sleet Storm (Sp): As the spell, at will, save DC is 10+1/2 level+Wis mod, CL = Storm Lord level.

Dust Storm (Sp): A Raging Dust Storm is manifested in a 30ft Cone in front of the Storm Lord. It does 1d6 Slashing Damage per two Storm Lord levels, Ref save for half (10+1/2 level+Wis mod). The dust lingers in the air, mimicking the effects of Solid Fog for one round. This is a level 4 effect.

Lightning is My Middle Name (Su): The Storm Lord can use Chain Lightning as an SLA at CL = Storm Lord level at will. Unlike the spell, it offers no saving throw, does not halve damage on successive targets, and has no dice cap.

Additionally, all Storm Lord powers that do electricity damage bypass all resistance and do half damage to immune creatures. And Lightning Bolt no longer offers a save.

Approaching Doom 2: Electric Boogaloo (Su): The Storm Lord may sit down and meditate for an hour, during which lots of electricity crackles around him. At the end of this hour, he obtains an answer to one question as the Divination spell with CL = Storm Lord level.

He may do this Wisdom mod times per day.

Control Weather (Sp): Control Weather, as the spell, at will SLA. CL = Storm Lord level. Wisdom based. DC 10+1/2 level+Wis. the usual. The same is true of all future SLAs.

Swift Winds (Ex): Gust of Wind increases to Wind Storm level winds. Wind Wall becomes an immediate action. Telekinesis becomes a swift action, and maintaining it is also a swift action. Also, the Storm Lord fly speed increases to 120ft perfect fly.

Wind Walk (Sp): As the spell, Wisdom, CL yadda.

Eye of the Storm (Su): As a standard action, a Storm Lord can lock someone in a whirling vortex. They are paralyzed for one round per level. Reflex save to avoid. He can also use Wind Wall to wrap himself in its protection, and have it move with him.

Share the Storm (Su): By performing a ritual of anointment, the Storm Lord can bless up to five creatures at a time. If he blesses a sixth, the first loses it. The ritual lasts about one hour, the benefits forever. Those so blessed gain all the advantages of the Storm Lords "Storm Immunities" class ability. Also, the Storm Lord gets a +7 Fuck You RNG bonus to checks to overcome spell resistance, dispel checks against things he made exist, and anything involving someone trying to control a magic effect that he has control over.

Control Winds (Sp): Control Winds, SLA, as the spell, DC 10+1/2 level+Wis mod. CL = character level.

Earthquake (Sp): Earthquake, SLA, as the spell, DC 10+1/2 level+Wis mod. CL = character level.

Wall of Lighting (Sp): The Storm Lord may summon a wall of lightning within medium range that lasts for 1 minute per Storm Lord level. It fills two 5ft squares per Storm Lord level. It blocks line of sight and line of effect. Any creature or object attempting to enter the wall or move within it must make a DC 10+1/2 level+Wis mod reflex save to time their movement. A failure deals 10 Electricity damage per Storm Lord level, and they lose whatever action they used to move. Success allows them to move freely for that round at half speed. CL equals Storm Lord level. This is a level 7 effect.

Tornado (Sp): As a standard action, the Storm Lord can summon a Tornado that lasts for 1 round per Storm Lord level within medium range. It is at CL = Storm Lord level and the Save DC is 10+1/2 level+Wis mod. The effect is a 40ft radius Whirlwind as the Air Elemental Special ability. It does 1d4 damage per two Storm Lord levels.

Tsunami (Sp): Storm Lords summon big ass walls of water. Everyone in the area of effect (a Cone out to Long Range) gets fucked up for 400 bludgeoning damage, and knocked prone. A successful reflex save of DC 10+1/2 level+Wis mod halves damage and negates the prone condition. The Tsunami also does double damage to objects and automatically bypasses hardness. CL = Storm Lord level. This is a level 8 effect.

Tornado Accompaniment (Su): In addition to summoning Tornadoes, the Storm Lord can totally fucking be a dick and have a Tornado that surrounds him at all times and doesn't cost any actions.

Let the World Weep (Sp): The Storm Lord may cast Storm of Vengeance at will as an SLA, same shit as usual applies. He may also be more badass, and summon a Storm of Please Die, which is just like his Rain Season ability except the effects are:

It is either in the lowest or highest possible temperature band everywhere, and it changes daily.
Every volcano is constantly erupting.
Some kind of precipitation is falling, and it covers the ground and probably most buildings.
Winds never decrease below Severe.
Earthquakes occur randomly.
Any Ocean boils, and occasionally sends off giant raging tsunamis of boiling water.

Captain Planet (Rl): Having mastered the powers of Earth, Wind, Water, and Fire, you must now master the power of Heart. Your character is retired, and you may not create another one until you go out and get a girlfriend. If you already have a girlfriend, you get another one at no charge.
Last edited by Kaelik on Sun Oct 16, 2011 6:39 am, edited 12 times in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
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Avoraciopoctules
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Post by Avoraciopoctules »

How convenient. I just started playing in a campaign as a weather magic specialist combat mage a couple of days ago.
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Ice9
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Post by Ice9 »

How long does the Entangled from Angry Hands last? A round? The whole combat? Personally, I'd suggest until the end of your next turn.

Also, can you summon your Storm Hound with a lower-level effect than the maximum it has? Seems like sometimes it would be useful to have the Fog Cloud (for hiding) or the Solid Fog (for trapping), even if you had access to the Control Winds ability.
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Kaelik
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Post by Kaelik »

I was thinking one round, but until the end of your next turn is actually much better.

Also, yes you can summon lower versions, I meant to have that in there, and now it is.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
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CatharzGodfoot
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Post by CatharzGodfoot »

Fucking awesome. The only issue I have is making a dust storm in a rain storm--it just doesn't work that way. You could add in telekinetic (wind) powers instead.

The storm lord should also be immune to the effects of her own powers, and you might as well give her control weather.
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Kaelik
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Post by Kaelik »

1) Uh, the Dust storm isn't in a rain storm, it's just a dust storm, and happens to give solid fog effects because that's level appropriate, awesome, storm themed, and vaguely sensible.

2) Level 9: Control Weather.

When I get around to writing that, what do you think it's going to be?

3) He is immune to his own powers. That's what "Storm Immunities" does.

He's immune to wind, he's immune to rain, he can see through fog, he doesn't need to make balance checks on sleet, snow isn't difficult weather for him. He's immune to Sonic and Electricity damage.

If two Storm Lords over level 4 fought, they seriously couldn't ever do anything to each other (except half damage lightning attacks above level 8.)
Last edited by Kaelik on Tue Jan 19, 2010 1:56 am, edited 1 time in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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CatharzGodfoot
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Post by CatharzGodfoot »

Kaelik wrote:1) Uh, the Dust storm isn't in a rain storm, it's just a dust storm, and happens to give solid fog effects because that's level appropriate, awesome, storm themed, and vaguely sensible.
I just assumed that with abilities like fog cloud, rain season, and sleet storm it would be wet around the storm lord most of the time. I suppose that maybe it could be a dry sleet storm.

Kaelik wrote:2) Level 9: Control Weather.

When I get around to writing that, what do you think it's going to be?
I sure as hell hope it's the spell, 'cause they should really get it.
Kaelik wrote:3) He is immune to his own powers. That's what "Storm Immunities" does.
Cool, I missed that on the read through. Carry on.
Kaelik wrote:If two Storm Lords over level 4 fought, they seriously couldn't ever do anything to each other (except half damage lightning attacks above level 8.)
Maybe if they could use high winds to throw carts and barns at each other, it would be a bit less of a padded sumo match ;)
Last edited by CatharzGodfoot on Tue Jan 19, 2010 2:13 am, edited 1 time in total.
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Kaelik
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Post by Kaelik »

CatharzGodfoot wrote:Maybe if they could use high winds to throw carts and barns at each other, it would be a bit less of a padded sumo match ;)
But they'd have to try to get it through the opponents Winds defenses, and really really goo reflex saves.

So, not likely. While I intend to insert Telekinesis, not the "crap ton of objects" version.
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Post by koz »

Kaelik, your capstone should involve winning DnD.
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Kaelik
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Post by Kaelik »

Mister_Sinister wrote:Kaelik, your capstone should involve winning DnD.
I haven't finished yet, but I promise, the Capstone is amazing. Best Capstone ever.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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Kaelik
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Post by Kaelik »

Character officially complete.

Any criticism of higher level powers balance is fine, tried to make them all useful but not too powerful.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
PhaedrusXY
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Post by PhaedrusXY »

Love it. I think I might use one of these as an NPC in the Tome game I'm running. The higher level powers might be a bit much, though. An at will effect that does 400 points of damage to a gigantic area at long range?
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Kaelik
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Post by Kaelik »

PhaedrusXY wrote:Love it. I think I might use one of these as an NPC in the Tome game I'm running. The higher level powers might be a bit much, though. An at will effect that does 400 points of damage to a gigantic area at long range?
I was thinking about other numbers, but honestly, it's a reflex save for half at level 16 in a Tome game.

Half of everyone has evasion or improved evasion, people can use balance checks for reflex saves, and anyone who wants to can just pump saves higher than any possible DC.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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Post by koz »

Now I wanna finish this class, since according to this capstone, I would have two women in my bed instead of one. :biggrin:
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.
DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.
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Aktariel
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Post by Aktariel »

OMG level 20 ability did not work for me. Did not get second girlfriend.

what a rip off.

/lol
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PhaedrusXY
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Post by PhaedrusXY »

I'm going to try one of these as an NPC in the Tome game I'm running, but I'm a bit worried that it is going to be too strong and result in a TPK if I run it as-is. The PCs just leveled up to 8th, so I was thinking I'd make this guy 10th, and make him a volodni (tree person) mostly because the flavor is fun. So at most this should be a CR 11. I am thinking either lowering the level by 1 or 2, or giving the Lightning Bolt and Chain Lightning abilities saves regardless of their level. Otherwise he will wipe them out in an average of 2 rounds, and with his mobility and defenses there won't be much they can do about it, except maybe run away (but with 120 perfect fly, they'll have to use Teleportation to even do that).

Although... it might just turn into a nuking match between him and the party warmage, but due to his rain abilities blocking LoS for everyone but him, this guy will have the edge there as well. Here is the current stat block (10th level, ~CR 11). I made a little section that summarizes his abilities by what they do, for my convenience.

Volodni Stormlord
HD 10d8+50 (95 hit points, avg)
BAB/Grapple: +7/6
Saves: F16, R17, W17
AC: 32 (10+7defl+8armor+4nat+3dex), Touch 20, FF 29
Move 30 (and fly 120, perfect)

Senses: Low light Vision, +22 Spot, immune to weather; Omen of Peril at will, Divination 6/day
Communication: Message, Sending, Whispering Wind, and Ghost Sound at will (None of this really matters, but I am going to use it to tell them he is coming, because he is bat-shit crazy. He's a tree-man in a world where the sun just went out, and they're "invading his grove".)

Attacks:

Angry Hands (Short range touch, 10d4 lightning + entangle 1 rnd)
Chain Lightning (800 ft, 10d6, no save, full damage to all targets... ignores resistance, half to immune)
Lightning Bolt (as above, but a 240' line)

"Interference/CC/Defenses":
Gust of Wind (windstorm strength) or Wind Wall as immediate action
Storm Hound (20' radius windstorm, 100' movement, medium range, blowing inward or outward, free action to direct, FRA to dismiss/call)
Sleet Storm (as spell)
Dust Storm (1d6/lvl slashing dmg, cone, Solid Fog for 1 rnd, Ref DC 21 halves)
Loud Noises (medium range 20' area stun, +2d6 dmg, Fort DC 21 halves/negates)
Telekinesis (swift action to use/maintain)
Control Weather
Rain Storm (100 mile radius rain)
Fast Healing 1 and HiPS (from armor)

Immunities and Resistances: DR 10/slashing, Cold 5; Immune to poison, sleep, paralysis, stunning, polymorphing, Electricity, Sonic effects, and crits

Stats:
Elite array
15, 14, 13, 12, 10, 8

+2 Con/Wis, -2 Int/Cha

Wis 22 (14+2race+2level+4enh)
Con 21 (15+2race+4enh)
Dex 17 (13+4enh)
Int 10 (12-2race)
Str 8
Cha 8 (10-2 race)

Feats: none picked yet

Skills (maxed): Concentration +18(13r+5con), Know(Nature) +13, Survival +19, Spot +22(6cc+6wis+10comp), Hide +17(0r+10comp+4race+3dex)

Items: Con, Wis, Dex boosters (+4); Spot booster (+10); Vest of Resistance (+4), Cloak of "Elvenkind" (+10 hide), "magic" Darkleaf Armor, Amulet of Natural Armor (+4)


Darkleaf Armor

This armor, grown rather than made, consists of hundreds of leaves that are as hard as iron.

Knowledge (Nature) Ranks: Benefit
4: You can change the way your armor smells to animals as a swift action. You gain a +2 bonus to handle animal, and you may use this ability to issue taught commands and tricks in only 10 minutes time.
8: Your armor grows small roots into you, granting you fast healing 1.
13: You gain hide in plain sight, but only in natural surroundings.
Volodni racial traits:
+2 Constitution, +2 Wisdom, –2 Intelligence, –2 Charisma.
• Medium-size.
• Land speed 30 feet.
• Cold resistance 5.
• +4 racial bonus on Hide checks in wooded terrain.
• Low-Light Vision: Volodnis can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
• Plant: Volodnis are immune to poison, sleep, paralysis, stunning,
and polymorphing. They are not subject to critical hits
or mind-affecting effects.
• Half damage from Piercing.
• Sustenance.
• Automatic Languages: Common, Sylvan. Bonus Languages:
By character region.
The way I see it going down is this: The stormlord will know what he is up against somewhat, because of his divination abilities. He will go in with a big rain falling to mess up the PCs vision. It is also "night" with a bright moon, so per lowlight vision, he can see as if it were daylight. None of the PCs have lowlight vision. So he will almost certainly see them before they see him. They might see a big windstorm in the distance or something, though, and I plan for him to announce to them (via Whispering Wind) that he is about to commence kicking their asses.

He'll have his Storm Hound centered on himself and following him around, with outward facing winds. So even if they can fly (not all can on their own), they'll have to make a save to even approach him. And he can use Gust of Wind at windstorm strength as an immediate action to try and blow those away that do.

He will then commence to nuking the crap out of them with Chain Lightning. They'll be dead in about 2 rounds. This will almost certainly turn into a nuking battle between him and the party warmage, and I think this guy is almost guaranteed to win unless I reduce his power a bit.
Last edited by PhaedrusXY on Wed Jan 27, 2010 9:43 pm, edited 1 time in total.
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Kaelik
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Post by Kaelik »

Well, if you aren't going to have him use Lightning Bolt, it won't matter, but lightning bolt is only 320ft long, not 1600ft, and I have not idea how you got that number.

As for your party... They should probably spread out. Chain Lightning only hits secondary targets within 30ft of primary.

That said, I built it for PCing, not NPCing, if you want to reward your party for having resistance abilities, just remove that entry.

But if they spread out, yeah, he forces the melee characters to make DC 21 Fort saves to attack him, and royally screws archers (though there are ways to attack through winds, force bow for one, hurling rocks for another). But casters can attack him fine, and flying melee can make the saves.

He's only doing 10d6 average 35 damage per round if they spread out.

Also, hilariously, the entire point of giving him ridic fly speeds was to break the "PCs are always slower than monsters" thing. But then you made him a monster.

Bottom line, the PCs should realize they need to spread out, if they don't, they deserve failure. Feel free to let lightning resistance protect PCs from him. That's just a "can do shit to half the MM at this level" ability.
Last edited by Kaelik on Wed Jan 27, 2010 8:35 pm, edited 1 time in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
PhaedrusXY
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Post by PhaedrusXY »

Kaelik wrote:Well, if you aren't going to have him use Lightning Bolt, it won't matter, but lightning bolt is only 320ft long, not 1600ft, and I have not idea how you got that number.
Ah, I was thinking Lightning Bolt was also long range, and then doubled. Anyway, the Chain Lightning still has an 800 foot range.
As for your party... They should probably spread out. Chain Lightning only hits secondary targets within 30ft of primary.

That said, I built it for PCing, not NPCing, if you want to reward your party for having resistance abilities, just remove that entry.
I think the resistance stuff is ok, if you don't remove the save. I guess either would work, but if the class can't beat resistance, it is majorly hosed. If I were playing it, I think I'd rather it have a save but beat resistance. You can always use the close-range attack (Angry Hands) against crap with crazy high saves and evasion. It offers no save and entangles automatically, as far as I see.
But if they spread out, yeah, he forces the melee characters to make DC 21 Fort saves to attack him, and royally screws archers (though there are ways to attack through winds, force bow for one, hurling rocks for another). But casters can attack him fine, and flying melee can make the saves.

He's only doing 10d6 average 35 damage per round if they spread out.
True. The Telekinesis at will as a swift action is a pretty big way to fuck up a caster, though. And they really only have the one nuker. No one has FoM stuff yet, but some of them do have teleport/DD abilities.

With his flight speed, even if they do manage to fly up to try and melee him, he can easily kite them to death, though.

I guess it will be fine. He might kill one of them, if he's lucky and they're unlucky, but they'll certainly beat him, eventually. I'll let you know how it goes. ;)

If I ever get to actually play in a Tome game, I might give this a try, also. I really like it. It is fairly simple overall, but it has what's necessary to be quite effective at what it does with little tweaking needed.
Last edited by PhaedrusXY on Wed Jan 27, 2010 8:46 pm, edited 2 times in total.
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Kaelik
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Post by Kaelik »

Bottom line, save for half is still shitty, like I said, 35 damage at level 10, that's not even contributing to a Tome game.

The point is that he's a PC class, not a NPC, if you set him up so that he can kite, of course that's going to make it very different, just like every Demon with Greater Teleport and regeneration can be a bitch if they can survive one round against you. But it's not a PC.

35 damage kiting as an NPC can feel strong, but as PC, they just attack the rogue and laugh at your 35 damage.
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PhaedrusXY
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Post by PhaedrusXY »

So far the fight is going well. The stormlord announced himself via a sudden rainstorm (to reduce visibility for everyone but himself) and used Whispering Wind to profess that their DOOM was upon them, and then hit them with Chain Lightning from like 400 feet above their heads.

One of the Conduit's minions threw up a Darkness spell, and two of the PCs and all of the minions jumped into an Enveloping Pit (a 50' deep portable hole) to get ready to teleport the hell away as a tactical retreat because they figured they were out-maneuvered (at the Conduit's suggestion).

Then the back-stabbity tiefling swordsage/shadowlord got brave and decided to get a Fly spell from the warmage and Dimension Door up and stab him. She managed to actually approach him through the Storm Hound without being seen (Darkstalker feat and very good hide and move silently rolls vs. the stormlord's Zen Archery+Alertness and not-quite-as-good Listen checks), but missed both attack rolls (she was using full power attack, and he has a 32 AC and Uncanny Dodge from the Danger Sense feat).

The Conduit decided to teleport up and try to help her, and tried grappling the stormlord as he fell buy. He also missed with all of his attacks, though (he's a choker with the Product of Infernal Dalliance feat).

The warmage then threw a Black Tentacles up, and I was generous and let him accurately place it so as to get the stormlord but not the swordsage, even though he can't even see either of them. I said the Conduit told him where they were via telepathic relay through one of his minions (a vampiric Psurlon).

The stormlord, now grappled, hit the flying swordsage with a Chain Lightning, and grappled the falling Conduit via Telekinesis, and that's where things stand now. All of the party has been nuked once by Chain Lightning (and are thusly probably one more nuke away from death), and the stormlord and conduit are both grappled, with most of the rest of the party and their minions waiting in the pit for the Conduit to teleport them away.

Tune in next time for more action. :biggrin:

Edit: The party teleported away. The end. I think they could have taken this guy out if they'd just started nuking the crap out of him, but that wasn't their first instinct and they never really recovered from him getting the drop on them. The swordsage wound up nearly dying, but no casualties were taken.
Last edited by PhaedrusXY on Wed Jun 02, 2010 2:42 pm, edited 3 times in total.
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Post by Aktariel »

How much would Supernatural Transformation benefit this character? He has a lot of SLA's, so you'd have to pick and choose, when such feats might be better spent on other things...

What feats would you recommend for a character playing a Storm Lord?
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Post by Kaelik »

I don't think Supernatural Transformation would be good at all.

For feats... Defensive ones I guess, maybe something like Ability Focus for your favorite attack.

Or you could try to find supernatural effecting feats, or quicken/Maximize SLA type things.

Or just try to bullshit your DM into allowing the feats for spells to work for SLAs, the meta ones made by Alpha that I have in my Tome Errata thread.

Or you could make them a Fiend and just get all sorts of weird fiend feats going on.
Last edited by Kaelik on Mon May 31, 2010 6:00 pm, edited 1 time in total.
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Post by Aktariel »

Naw, was allowed to run this in a mostly-straight 3.5 campaign (it was that or play an anthro-bat Planar Shepherd; I opted for more flavor and less cheese).

Don't think I can swing much else in the way of Tome in this campaign, though I will attempt to continue my crusade to bring light to the heretics.

Time for some feat research, I guess. Ability Focus wouldn't be terrible. He's got perfect maneuverability so there's no point in blowing feats on flying crap. Zen Archery is not a bad idea, actually. (Even the nerfbat version in Core lets you use Wisdom to attack).

Race suggestions? AnthroBat for the +6 Wisdom, but ugly and Small.
Dragonborn Buomman, possibly - get rid of that annoying silence restriction. Or Githzerai, but I don't want a level adjustment and don't know if I can swing the +6 Wisdom otherwise. I like the idea of a Volodni, but again, the +2 LA is just ridiculous, since this character is starting at level 4.
Last edited by Aktariel on Mon May 31, 2010 9:54 pm, edited 1 time in total.
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Post by Akula »

Flyby attack is good. Because you get a standard action in the middle of your movement. Not an attack, a standard action.
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Post by Aktariel »

Good catch on Flyby Attack, thanks.

Zen Archery seems to me a feat that would best be utilized at lower levels and then trained away, since it only applies to Angry Hands (and Trident throwing).

Also, why is Trident a separate proficiency? It's a Martial Weapon, which the Storm Lord already has proficiency with.
Last edited by Aktariel on Sat Jun 05, 2010 8:39 pm, edited 1 time in total.
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