Tempest Dragoon

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(Created page with '{{User:PId6/Avatar}} <div style="float: right">http://i56.tinypic.com/x6ewbd.jpg</div> =Tempest Dragoon= ''"In thunder, there is music. In lightning, there is art. In force, …')
 
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The Scossic Mountains are some of the tallest and most deadly mountains on the Material Plane. Massive storms plow through these peaks regularly, flooding and burying old paths and creating new ones, making it impossible to chart the area with any degree of accuracy. In addition, rumors tell of naturally occurring portals around the skies of some of the higher peaks that lead to the Elemental Plane of Air, unleashing dangerous planar creatures in those areas and potentially even sending lost travelers completely off of this world. Despite all the danger though, numerous daring travelers brave these mountains each year, hoping to reach the legendary Tempest Stronghold hidden somewhere in the perpetual stormclouds.
The Scossic Mountains are some of the tallest and most deadly mountains on the Material Plane. Massive storms plow through these peaks regularly, flooding and burying old paths and creating new ones, making it impossible to chart the area with any degree of accuracy. In addition, rumors tell of naturally occurring portals around the skies of some of the higher peaks that lead to the Elemental Plane of Air, unleashing dangerous planar creatures in those areas and potentially even sending lost travelers completely off of this world. Despite all the danger though, numerous daring travelers brave these mountains each year, hoping to reach the legendary Tempest Stronghold hidden somewhere in the perpetual stormclouds.
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The Tempest Stronghold is an ancient bastion said to rest on the highest point of the tallest peak in the Scossic Mountains. The stronghold is home to the tempest dragoons, an elite order of warrior-mages trained in the secrets of thunder, storm, and force. These dragoons are united by their knowledge of the temple's secret arts and their dedication to improving their own skill in those arts as well as to continue the traditions of the temple itself. Besides the Grandmaster of the stronghold and a few key instructors, most of the dragoons are sent out into the world again after learning the fundamentals of the art, both to develop their skills there, and to recruit others to the temple.
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The Tempest Stronghold is an ancient bastion said to rest on the highest point of the tallest peak in the Scossic Mountains. The stronghold is home to the tempest dragoons, an elite order of warrior-mages trained in the secrets of thunder, storm, and force. These dragoons are united by their knowledge of the temple's secret arts and their dedication to improving their own skill in those arts as well as to continue the traditions of the stronghold itself. Besides the Grandmaster of the stronghold and a few key instructors, most of the dragoons are sent out into the world again after learning the fundamentals of the art, both to develop their skills there, and to recruit others to the order.
The fundamental ability of the tempest dragoon is to shape the powers of storm and force into a solid lance. With practice and training, a dragoon learns to depend only upon his own will in battle, learning to wield his ''thunderlance'' to the exclusion of all else. To a tempest dragoon, his ''thunderlance'' is far more than a mere weapon; it is a natural part of himself, in the same way as magic is an innate part of a sorcerer or fists a natural part of a monk. As he hones his abilities, the tempest dragon learns to forge his ''thunderlance'' stronger than adamantine and more powerful than any magic weapon.  
The fundamental ability of the tempest dragoon is to shape the powers of storm and force into a solid lance. With practice and training, a dragoon learns to depend only upon his own will in battle, learning to wield his ''thunderlance'' to the exclusion of all else. To a tempest dragoon, his ''thunderlance'' is far more than a mere weapon; it is a natural part of himself, in the same way as magic is an innate part of a sorcerer or fists a natural part of a monk. As he hones his abilities, the tempest dragon learns to forge his ''thunderlance'' stronger than adamantine and more powerful than any magic weapon.  
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All tempest dragoons are tasked to find others they believe worthy to learn the art and recruit them for the temple. When a tempest dragoon out in the world spots a young warrior or mage with promise, he typically takes him on as an apprentice for a year, honing the lad's skills and preparing him for the next step. When the dragoon believes him ready, the young apprentice is set with a final test: to head out on his own and reach the Tempest Stronghold. If he reaches it successfully, he is deemed worthy of the temple's secrets, and is inducted into the order's ranks.
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All tempest dragoons are tasked to find others they believe worthy to learn the art and recruit them for the stronghold. When a tempest dragoon out in the world spots a young warrior or mage with promise, he typically takes him on as an apprentice for a year, honing the lad's skills and preparing him for the next step. When the dragoon believes him ready, the young apprentice is set with a final test: to head out on his own and reach the Tempest Stronghold. If he reaches it successfully, he is deemed worthy of the stronghold's secrets, and is inducted into the order's ranks.
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The Tempest Stronghold cares not about a recruit's alignment, loyalties, or outlook, as long as that recruit swears to never reveal the temple's secrets to outsiders and to be always on the lookout for those worthy few who could further the order's ranks. Outside the temple, dragoons can follow whatever creed they wish, and often do come into conflict with other tempest dragoons. However, inside the temple, such differences are put aside, and all within advance towards the same goal of honing each other's skills in force and storm.
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The Tempest Stronghold cares not about a recruit's alignment, loyalties, or outlook, as long as that recruit swears to never reveal the order's secrets to outsiders and to be always on the lookout for those worthy few who could further the order's ranks. Outside the stronghold, dragoons can follow whatever creed they wish, and often do come into conflict with other tempest dragoons. However, inside the stronghold itself, such differences are put aside, and all within advance towards the same goal of honing each other's skills in force and storm.
===Prerequisites:===
===Prerequisites:===
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: Knowledge (arcana) 6 ranks
: Knowledge (arcana) 6 ranks
; Spell or Spell-Like Ability
; Spell or Spell-Like Ability
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: Able to cast [[Thunderlance]] as spell or SLA
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: Able to cast [[Thunderlance]] as a spell or SLA
; Special
; Special
: Must have been recruited by another tempest dragoon and reached the Tempest Stronghold successfully
: Must have been recruited by another tempest dragoon and reached the Tempest Stronghold successfully
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==Class Features of the Tempest Dragoon==
==Class Features of the Tempest Dragoon==
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'''Hit Die:''' d8
'''Hit Die:''' d8
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'''Skill Points:''' 2 per level
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'''Skill Points:''' 2 + Intelligence modifier each level
'''Class Skills:''' Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana), Ride, Spellcraft, Swim
'''Class Skills:''' Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana), Ride, Spellcraft, Swim
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'''Sudden Storm (Su):'''
'''Sudden Storm (Su):'''
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You can create a ''thunderlance'' much faster than usual. A ''thunderlance'' spell or spell-like ability with a casting time of 1 swift action or 1 immediate action before applying this ability (such as the [[Tempest Chant]] invocation or ''quickened thunderlance'' spell) may now be cast as a free action once per round on your turn or an immediate action outside of your turn. A ''thunderlance'' spell or spell-like ability with a casting time of 1 standard action before applying this ability may now be cast as a swift action instead. This ability does not affect ''thunderlance'' spells or SLAs with casting times longer than 1 standard action.
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You can create a ''thunderlance'' much faster than usual. A ''thunderlance'' spell or spell-like ability with a casting time of 1 swift action before applying this ability (such as the [[Tempest Chant]] invocation or ''quickened thunderlance'' spell) may now be cast as a free action once per round instead. A ''thunderlance'' spell or spell-like ability with a casting time of 1 standard action or 1 full-round action before applying this ability may now be cast as a swift action instead. This ability does not affect ''thunderlance'' spells or SLAs with casting times longer than 1 standard action.
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'''Pierce the Veil (Su):'''
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'''Flash of Lightning (Su):'''
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At 3rd level, the disruptive capabilities of your ''thunderlance'' become more refined. Now when you strike a creature, object, or ongoing magical effect with ''thunderlance'', you can have it attempt to dispel any single magical effect rather than just a force effect. Treat this as an area dispel ''greater dispel magic'', except it only applies to the creature, object, or effect that you struck. Like dispelling force effects, this ability can normally only dispel effects of 3rd effective level or lower, but heightening the spell level of your ''thunderlance'' similarly increases the maximum effective level you can dispel and gives you a +1 bonus to dispel checks per level heightened.
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At 3rd level, you are so familiar with the creation of your chosen weapon that you can weave it into being with but a moment's thought and unmake its form just as easily. Now, while the duration of your ''thunderlance'' spell lasts, you can make your ''thunderlance'' appear and disappear at will as a free action, though you may still only have a single ''thunderlance'' in existence per instance of the spell active on you (barring those from Split Ray). A ''thunderlance'' that is dropped, disarmed, or dispelled still vanishes as normal, but now the spell doesn't end and you can create a new one to replace it. New ''thunderlances'' made this way are identical to the one created at first casting, with all relevant choices made at casting intact (such as choice of weapon abilities from Endowed Triumph or charges held from Smiting Spell).
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In addition, you can channel even more powerful dispels through your weapon. On any turn in which you've struck a creature, object, or effect with your ''thunderlance'', you may cast an abjuration spell with casting time of 1 standard action or lower as a swift action. The spell must target the creature, object, or effect that you struck, and it must have the capability to dispel magical effects from that target. You gain a bonus to all dispel checks made this way equal to the spell level of your ''thunderlance'' (3 + the levels heightened).  
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This ability applies to a ''fell animated thunderlance'' as well, though in that case you need to spend a swift action to retract the animated weapon and another swift action to unleash it again in your own square.
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A ''fell animated thunderlance'' striking a subject will not allow you to cast a dispelling spell as a swift action this way, but it will still attempt to dispel effects on its own from the targets that it strikes.
 
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'''Pierce the Veil (Su):'''
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'''Flash of Lightning (Su):'''
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At 3rd level, the disruptive capabilities of your ''thunderlance'' become more refined. Now when you strike a creature, object, or ongoing magical effect with ''thunderlance'', you can have it attempt to dispel any single magical effect rather than just a force effect. Treat this as an area dispel ''greater dispel magic'', except it only applies to the creature, object, or effect that you struck. Like dispelling force effects, this ability can normally only dispel effects of 3rd effective level or lower, but heightening the spell level of your ''thunderlance'' similarly increases the maximum effective level you can dispel and gives you a +1 bonus to dispel checks per level heightened.
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At 3rd level, you are so familiar with the creation of your chosen weapon that you can weave it into being with but a moment's thought and unmake its form just as easily. Now, while the duration of your ''thunderlance'' spell lasts, you can make your ''thunderlance'' appear and disappear at will as a free or immediate action, though you may still only have a single ''thunderlance'' in existence per instance of the spell active on you (barring those from Split Ray). A ''thunderlance'' that is dropped, disarmed, or dispelled still vanishes as normal, but now the spell doesn't end and you can create a new one to replace it. New ''thunderlances'' made this way are identical to the one created at first casting, with all relevant choices made at casting intact (such as choice of weapon abilities from Endowed Triumph or charges held from Smiting Spell).
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This ability applies to a ''fell animated thunderlance'' as well, though in that case you need to spend a swift action to retract the animated weapon and another swift action to unleash it again in your own square.
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At 4th level, you learn to unleash the fury of a primeval storm against your enemies. As a standard action, you may expend a spell slot of 2nd level or higher. Doing so allows you to throw your ''thunderlance'' in a line that extends 30 ft per spell level of the slot expended. You may make a melee attack with your ''thunderlance'' at your full base attack bonus against each enemy along that line, gaining a bonus to each attack and damage roll equal to the level of the spell slot you expended. Your ''thunderlance'' vanishes after it travels the entirety of the line. (You may create a new one afterward via your Flash of Lightning class feature.)
At 4th level, you learn to unleash the fury of a primeval storm against your enemies. As a standard action, you may expend a spell slot of 2nd level or higher. Doing so allows you to throw your ''thunderlance'' in a line that extends 30 ft per spell level of the slot expended. You may make a melee attack with your ''thunderlance'' at your full base attack bonus against each enemy along that line, gaining a bonus to each attack and damage roll equal to the level of the spell slot you expended. Your ''thunderlance'' vanishes after it travels the entirety of the line. (You may create a new one afterward via your Flash of Lightning class feature.)
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If you cast ''thunderlance'' as a spell-like ability rather than a spell, you don't gain the ability to expend spell slots to use this class feature. Instead, you may use Titan's Thunder at will while ''thunderlance'' is active, but only once every 5 rounds. Unlike the casters who expend spell slots, you don't gain an attack and damage bonus equal to level of spell slot expended.
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If you cast ''thunderlance'' as a spell-like ability rather than a spell, you don't gain the ability to expend spell slots to use this class feature. Instead, you may use Titan's Thunder at will while ''thunderlance'' is active, but only once every 5 rounds. Unlike the casters who expend spell slots, you don't gain an attack and damage bonus equal to level of spell slot expended, and the length of the line is always 60 ft.

Current revision as of 23:04, 25 March 2011

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