Stormbringer

<color=Gold>**Stormbringer**</color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Stormbringers wield thunder, lightning, and other destructive forces of nature as a warrior wields a blade. While many of this calling serve Talos, there are other deities whose servants may command such forces: they may not have achieved the same notoriety as the Stormlords of the Destroyer, but they are no less dangerous.

<color=Gold>Requirements:</color>

**Feats:** Toughness, Weapon Focus (any feat for Ranged/Melee Path) OR Two Metamagic Feats (for caster path)

Spellcasting: Must be able to cast 3rd level Divine Spells or 2nd Bard Spells and is a Stormsinger Bard.

<color=Gold>Class Features:</color>

- **Hit Die:** d8

- **Base Attack Bonus:** Medium.

- **High Saves:** Fortitude and Will.

- **Weapon Proficiencies:** Stormbringers gain no weapon proficiencies.

- **Armor Proficiencies:** Stormbringers gain no armor proficiencies.

- **Skill Points:** 2 + Int Modifier.

- **Class Skills:** Concentration, Diplomacy, Intimidate, Lore, Survival.

- **Divine/Bardic Spellcasting:** At every level except 4th and 8th, Stormbringers gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 3rd-level divine spells when becoming a Stormbringer. If a character has multiple classes that give her access to 3rd-level divine spells, she must choose which spellcasting class will benefit from Stormbringer levels when first selecting this prestige class. Choosing Ranger spell progression unlocks High BAB for this class. Choosing Ranger or Druid spell progression unlocks animal companion scaling on levels that improve spellcasting.

- **Electricity Resistance:** At 1st level, the Stormbringer gains 10/- resistance to Electrical damage. This improves to 20/- at 4th level, and to 30/- at 7th level. At 9th level the Stormbringer becomes immune to Electricity.

**- Ride the Lightning::** At 10th level, the Stormbringer is able to harness the power of a storm, commanding **- and borrowing **- a portion of its might to effectively grant herself flight. She can activate this feat which allows her to take flight from any outdoor area in which the weather is currently stormy. There is a 1 hour cooldown between uses.****

******- Storm Path::** At 2nd level, the Stormbringer chooses the aspect of the storm she will embody. The three paths available are Stormstriker (melee), Stormslinger (ranged), and Stormcaller (caster).****

****<C=red>Stormstriker</color>****

******- Enhanced Weapons::** At 3rd level, the Stormstriker's weapons gain a +1 enhancement bonus. This increases to +2 at 6th level and +3 at 9th level. This enhancement bonus stacks with any permanent enhancements already present (does not stack with alignment enhancements or enhancements from spells).****

******- Storm Weapons::** At 4th level, the Stormstriker adds 1d4 Electrical damage to her melee attacks. At 5th level, this improves to also add 1d4 Sonic damage to melee attacks. At 6th level, her weapons gain Massive Criticals 1d8. At 7th level, Electrical and Sonic damage both improve to 1d6. At 9th level, the Massive Criticals bonus improves to 2d8. At 10th level, Electrical and Sonic damage improve to 1d8 each. The damage also improves by an additional d4 while outside during a Thunderstorm.****

******- Thunderstruck::** At 7th level, the Stormstriker can devastate her foes by binding the destructive power of a lightning strike into a single attack. This attack does standard damage to the immediate target, and additional damage to the target and all hostile creatures within ten (10) feet. Affected targets take (d4 \* Stormbringer Level) damage of each of the following types: electricity, sonic, and physical. A Fortitude save (DC 10 + Stormbringer level + the greater of the Stormbringer's Wisdom or Charisma modifier) is permitted for half damage. Those who fail a Reflex save (DC 10 + Stormbringer level + the greater of the Stormbringer's Wisdom or Charisma modifiers) are knocked down for one round. This ability has a 15 second cooldown. The lightning damage inflicted doubles while outside during a Thunderstorm.****

******- Incarnate Storm::** At 10th level, the Stormstriker can surround herself with a small, localized, and violent storm. For one minute, she gains the following effects:****

****Damage Aura: Foes within ten feet of the Stormstriker suffer 4d4 Lightning and 4d4 Sonic damage each round, assailed by a multitude of tiny lightning bolts and thunderclaps. Those who foolishly strike the Stormstriker in this state suffer this damage again, with each repetition of this potentially deadly mistake.****

****Ranged Protection: She gains an effective concealment of 100% against ranged attacks, as the winds of her storm whirl around her.****

****Unstoppable: For the duration of the effect, she cannot be slowed, entangled, paralyzed, held, knocked down, or otherwise immobilized, and gains the effect of Haste.****

****This ability has a 3.5 minute cooldown.****

****<C=red>Stormslinger</color>****

******- Enhanced Arrows:** Beginning at 3rd level, the Stormslinger imbues every arrow she fires with an enhancement bonus. This bonus is +1 at 3rd level, +2 at 5rd level, +3 at 7th level, +4 at 9th level, and +5 at 10th level. [This bonus stacks with all existing enhancement/damage bonuses.]****

******- Lightning and Thunder:** At 4th level, the Stormslinger adds 1d4 Electrical damage to all ranged attacks Starting at 6th level, she adds an equal amount of Sonic damage. This bonus increases to 1d6 for each at 9th level.****

******- Stormbolts:** At 7th level, the Stormslinger can unleash a devastating ranged attack, a volley that ravages an area with the fury of the storm. All enemies in the medium AoE take standard ranged weapon damage, plus (d4 \* Stormbringer levels) Electrical damage and (d4 \* Stormbringer levels) Sonic damage. Enemies that fail a Reflex save (DC 10 + Stormbringer levels + the greater of the character's Wisdom or Charisma modifier) are dazed for three seconds by the accompanying flashes of lightning and peals of thunder. This ability has a 12 second cooldown.****

******- Unleashed Storm:** At 10th level, the Stormslinger channels the power of the storm through her ranged attacks. For one minute, she gains the following effects:****

****Uncanny Accuracy: The critical threat range of her equipped ranged weapon improves by 2.****

****Destructive Strikes: The critical threat multiplier of her equipped ranged weapon improves by 1.****

****Unstoppable: For the duration of the effect, she cannot be slowed, entangled, paralyzed, held, knocked down, or otherwise immobilized, and gains the effect of Haste.****

****This ability has a 3.5 minute cooldown.****

****<C=red>Stormcaller</color>****

******- Might of the Storm:** At 3rd level, the Stormcaller gains the Maximize Spell metamagic feat.****

******- Sound and Fury:** At 4th level, the Stormcaller adds Sonic damage to all offensive spells. The amount added is equal to twice the level of the spell cast, with a maximum equal to twice the Stormbringer's class level. At 8th level, the Stormbringer also adds Electrical damage using the same system.****

******- Quickening Winds:** At 9th level, the Stormcaller gains the Quicken Spell metamagic feat.****

******- Riders on the Storm:** At 10th level, the Stormcaller channels the power of the storm to share with her allies. For one minute, her party gains the following effects:****

****Cacophony's Crash: All offensive spells cast by all party members do an additional amount of Sonic damage equal to the level of the spell cast.****

****Lightning's Flash: All offensive spells cast by all party members do an additional amount of Electric damage equal to the level of the spell cast.****

****Unstoppable: For the duration of the effect, party members cannot be slowed, entangled, paralyzed, held, knocked down, or otherwise immobilized.****

****This ability has a 3.5 minute cooldown.****