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Master of Storms

Class Details

Hit Die: d8.

Requirements

To qualify to become a Master of Storms, a character must fulfill all the following criteria.

  • Alignment: Any neutral.
  • Deity: Must worship a god of storms.
  • Feats: Storm-Lashed.
  • Skills: Fly 3 ranks, Knowledge (history) 6 ranks, Knowledge (nature) 6 ranks, Swim 3 ranks.
  • Spells: Able to cast 2nd-level spells.

Class Skills

The Master of Storms's class skills (and the key ability for each skill) are Fly (Dex), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Master of Storms

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Oceanic spirit
2nd +1 +1 +1 +1 Seasight, storm shape (20 ft., Small) +1 level of spellcasting class
3rd +2 +2 +1 +2 Aura of calm (5 ft.) +1 level of spellcasting class
4th +3 +2 +1 +2 Storm shape (30 ft., Medium creatures), wave breaker +1 level of spellcasting class
5th +3 +3 +2 +3 Aura of calm (10 ft.), thunderstruck
6th +4 +3 +2 +3 Storm shape (40 ft., Large), weather's fury 3d6 +1 level of spellcasting class
7th +5 +4 +2 +4 Aura of calm (15 ft.), eye of the storm +1 level of spellcasting class
8th +6 +4 +3 +4 Fickle winds, storm shape (50 ft., Huge), weather's fury 4d6 +1 level of spellcasting class
9th +6 +5 +3 +5 Aura of calm (20 ft.), echoing thunder
10th +7 +5 +3 +5 Storm mastery, storm shape (60 ft., Huge), weather's fury 5d6 +1 level of spellcasting class

Class Features

The following are class features of the Master of Storms prestige class.

Weapon and Armor Proficiency: A Master of Storms gains no additional weapon or armor proficiencies.

Oceanic Spirit (Su)

A Master of Storms gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10.

At 9th level, these resistances increase to 20.

Seasight (Su)

At 2nd level, a Master of Storms can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Master of Storms to see through thick silt and other aquatic precipitates.

Storm Shape (Su)

At 2nd level, a Master of Storms becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as whirlwind universal monster ability) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.

As a swift action, the Master of Storms can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall.

At 4th level, and again every two levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level. If the Master of Storms is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can't leave the water). The Master of Storms can breathe water while in vortex form. If the Master of Storms does not possess a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed when in storm shape. With a fly speed, she has average maneuverability.

The Master of Storms can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each one that fails a Reflex save (DC 10 + the Master of Storms's class level + the Master of Storms's Strength modifier) and lifting it into the air if it fails a second Reflex save.

At 4th level, and again every two levels thereafter, the size of creatures the Master of Storms can affect increases by one step, to a maximum of Huge at 8th level.

Aura of Calm (Su)

At 3rd level, allies within 5 feet of a Master of Storms (including herself) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors.

At 5th level, and every two levels thereafter, the Master of Storms's aura of calm extends by 5 feet (to a maximum of 20 feet at 9th level).

At 7th level, allies in the Master of Storms's aura are treated as two size categories larger for the purpose of wind effects, and the bonus on their saving throws doubles to +4.

Wave Breaker (Su)

At 4th level, a Master of Storms gains a swim speed equal to twice her base land speed. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments.

Thunderstruck (Su)

At 5th level, a Master of Storms becomes immune to the deafened condition.

Weather's Fury (Su)

At 6th level, a Master of Storms can deal additional damage with her storm shape. In addition to her unarmed strike damage, she deals 3d6 points of electricity (while in whirlwind form) or cold (while in vortex form) damage to creatures that fail their Reflex saves.

This damage increases to 4d6 at 8th level, and 5d6 at 10th level.

Eye of the Storm (Su)

At 7th level, a Master of Storms becomes immune to damage and detrimental effects from non-magical wind and waves. In addition, against spells and effects with the air or water descriptors, she receives a +4 insight bonus on saving throws and to AC.

Fickle Winds (Sp)

At 8th level, as a swift action, a Master of Storms can call the winds to her defense, protecting her as the spell fickle winds for a number of rounds per day equal to her level. These rounds need not be consecutive.

Echoing Thunder (Su)

At 9th level, any time a Master of Storms resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the resisted damage to another creature within 30 feet. The creature must make a Reflex save (DC 10 + the Master of Storms's class level + the Master of Storms's Wisdom modifier) or take an amount of electricity or sonic damage equal to the amount the Master of Storms resisted.

Storm Mastery (Su)

At 10th level, a Master of Storms becomes one with the storm, allowing her to use her storm shape ability at will. Additionally, she gains a fly speed equal to double her base land speed, and gains the aquatic subtype and the amphibious special quality. The Master of Storms never takes penalties on her attack or damage rolls because of fighting underwater.