Stormcaster

(Stormwrack variant, p. 72)

The stormcaster is one who seeks to tap into the power of a strange and terrifying phenomenon: the raging storm.

#### Requirements

**Alignment:** Any nonlawful

**Skills:** Knowledge (arcana) 4 ranks , Knowledge (nature) 4 ranks

**Spellcasting**: Must have the ability to cast *gust of wind* and either *lightning bolt* or *call lightning*.

#### Class Features

**Storm Spell Power (Ex)**: You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

**Thunderclap (Su)**: You can channel stored spell energy into pure sonic energy. You can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. This otherwise functions like the cleric's spontaneous casting class feature (see page 32 of the Player's Handbook).

**Resistance to Electricity (Ex)**: At 2nd level, you gain some ability to resist the deadly power of lightning (resistance to electricity 10).

**Spellcasting**: Beginning at 2nd level, when you gain a new stormcaster level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting 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 spellcasting class before becoming a stormcaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Shield of Winds (Sp)**: Starting at 3rd level, you can call up high winds to cast aside the arrows of your foes. As an immediate action (equivalent to a free action, except you can take it when it isn't your turn), you can surround your space with an effect equal to a wind wall (see page 302 of the Player's Handbook) for 1 round. You can use this ability once per day at 3rd level, two times per day at 6th level, and three times per day at 9th level.

**Eye of the Storm (Ex)**: Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with ranged attack rolls and Listen checks due to high winds (see page 95 of the Dungeon Master's Guide). Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

**Thunderbolt (Ex)**: Beginning at 5th level, you use your knowledge of the storm to add the power of thunder to your lightning-based spells. Any spell you cast that deals electricity damage also deals an extra 1 point of sonic damage per spell level and stuns any creature damaged by the spell for 1 round (Fortitude save negates; DC equals the save DC of the spell, even if the spell wouldn't normally allow a save).

**Resistance to Sonic (Ex)**: At 7th level, you become somewhat resistant to the power of thunder. You gain resistance to sonic 10.

**Call Storm (Sp)**: You only feel fully at home within the confines of a storm. At 8th level, you gain the ability to use a control weather effect once per week but can only create a windstorm, thunderstorm, or hurricane-force winds (see page 214 of the Player's Handbook and pages 94—95 of the Dungeon Master's Guide). You are treated as a druid when using this ability (or when casting control weather through your own spellcasting power) for the purpose of duration and area of the spell.

**Lord of the Storm (Su)**: At 10th level, your mastery of the power of the storm is complete. You gain resistance to electricity 30 and resistance to sonic 30. You are immune to being blown away, knocked down, or checked by high winds (whether natural or magical). You gain a +2 competence bonus on saves against spells with the air or water descriptor.