Storm Disciple
(Complete Psionic variant, p. 40)
A storm disciple is a character who decides that the best, most glorious way to serve his ideals is through the natural power, fury, and splendor of the storm. While he retains knowledge of mantles, he might have come to feel that those mantles are of lesser value than his connection to the storm.
A disciple delights in singing the song of the raging storm, of blackened skies where the thunder is born. He seeks to master the flow of electrical energy that infuses his chosen weapon with power, becoming a conduit for that astonishing energy.
Almost all storm disciples, whether multiclass or single-classed, begin as divine minds or ardents. Ardents are often drawn to the universal truth embodied by the natural world and its energies. For them, becoming a storm disciple is a natural extension of their powers. Most divine minds who become storm disciples, on the other hand, are confident in their ability to serve their deity however they deem most fit, taking on the fury of the storm and their training in its use all on their own.
Requirements
Base Attack Bonus: +5
Alignment: Any chaotic.
Skills: Knowledge (religion) 8 ranks
Special: Energy mantle or Natural World mantle.
Hit die
d10
Skill points
2 + Int
Class Features
Manifesting: At 2nd, 3rd, and 4th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting 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 manifesting class before becoming a storm disciple, you must decide to which class to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.
Shocking Aura (Ex): At 1st level, you gain a special aura that is always active. You and allies within your aura deal an extra 1 point of electricity damage on weapon damage rolls. The area affected by this aura increases as you gain levels as shown on Table 2—7.
Resistance to Electricity (Ex): As you gain levels in this prestige class, you become increasingly resistant to electrical energy, gaining resistance to electricity in the amount shown on Table 2—7.
Stormwalker (Ex): At 3rd level, you and your mount (if any) can walk or ride through natural or magical storms at your regular speed, completely unaffected by high winds (including magically or psionically created high winds), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural storm phenomena.
Thunderblade (Su): At 5th level, your weapon gains the thundering special ability (DMG 225).
Advancement
Level | BAB | Fort | Ref | Will | Special | Manifesting |
---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Shocking aura 5 ft. | — |
2nd | +2 | +3 | +0 | +3 | Resistance to electricity 5 | +1 level of existing manifesting class |
3rd | +3 | +3 | +1 | +3 | Shocking aura 10 ft., stormwalker | +1 level of existing manifesting class |
4th | +4 | +4 | +1 | +4 | Resistance to electricity 15 | +1 level of existing manifesting class |
5th | +5 | +4 | +1 | +4 | Shocking aura 15 ft., thunderblade | — |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Concentration | CON | ||
Craft | INT | ||
Diplomacy | CHA | ||
Heal | WIS | ||
Intimidate | CHA | ||
Knowledge (religion) | INT | ||
Psicraft | INT | ||
Sense Motive | WIS |