Stormlord

Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence.

#### Requirements

**Alignment:** As for a cleric of Talos

**Feats:** Endurance , Great Fortitude , Weapon Focus (any spear or javelin)

**Base Save Bonus:** Fort +4.

**Spells:** Able to cast 3rd-level divine spells.

**Patron:** Talos.

**Special:** The character must have been hit by a bolt of lightning, whether a natural bolt or one created by magic, and survived.

#### Class Features

**Weapon and Armor Proficiency:** Stormlords gain no weapon or armor proficiencies.

**Spells per Day/Spells Known:** At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add each stormlord level for the purpose of determining spells per day and spells known.

**Enhanced Javelins:** Any javelin thrown by a stormlord counts as a +1 magic weapon. This bonus increases at 6th level to +2 and at 10th level to +3.

**Resistance to Electricity (Ex):** As a stormlord gains levels in this prestige class, he becomes increasingly resistant to electrical energy, gaining resistance to electricity in the amount given on the table. At 9th level, a stormlord gains immunity to electricity.

**Shock Weapon (Su):** Any spear or javelin used by a stormlord of 2nd level or higher is treated as a shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability 1 round after leaving the hand of the stormlord.

**Storm Walk (Ex):** Beginning at 3rd level, a stormlord (and his mount, if any) can walk or ride through storms (natural or magical) at his regular movement rate, completely unaffected by high winds (including *gust of wind*), pounding precipitation or waves, objects driven by the wind (which always seem to miss him), great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos’s fury.

**Thundering Weapon (Su):** For a stormlord of 5th level or higher, any spear or javelin he uses is treated as a thundering weapon (see page 225 of the Dungeon Master’s Guide). The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord’s shock weapon ability.

**Storm Ride (Sp):** At 6th level, a stormlord gains the ability to fly during any storm as if using the *fly* spell. Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away when flying.

**Shocking Burst Weapon (Su):** For a stormlord of 8th level or higher, any spear or javelin he uses is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord’s thundering weapon ability.

**Storm of Elemental Fury (Sp):** At 10th level, a stormlord can summon a storm of great magnitude and power. Once per day, a stormlord can use *storm of elemental fury* as if he were a 17th-level cleric.