I chose the Tempestarrii because I felt I needed to go back and give the idea another, different go. I am using some OGC here as well to do some of the "heavy lifting".
Section 15: Tempestarii (Storm Witch), Copyright 2013, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
Art is owned by SirTiefling and is NOT open and is used here with permission.
Based on the "Weather Witch" from Magic of Arcanis, Copyright 2005 Paradigm Concepts, Inc.
Tempestarii (Storm Witch)
Witch by SirTiefling |
First Witch
When shall we three meet again
In thunder, lightning, or in rain?
Second Witch
When the hurlyburly's done,
When the battle's lost and won.
Third Witch
That will be ere the set of sun.
Macbeth, Act 1, Scene 1
Witches have long been suspected of raising storms or foul weather against their foes. King James even spoke of such witches and believed they were attacking him when he had visited Scotland. The Tempestarii is the ultimate expression of the storm raising witch.
While any class that cast spells can become a Tempestarii. Witches, druids, wizards and sorcerers of an elemental bent, and even some clerics of storm Gods choose this path.
The first Tempestarii were mighty witches that used clouds as carriages and rode storms into battle.
Hit Dice: d4
Requirements
To qualify as a Tempestarii, a character must fulfill all of the following criteria.
Concentration and Knowledge (Nature): 7 Ranks each
Feats: Iron Will
Spell casting: Ability to cast spells
Alignment: Any.
Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.
Class Features
All of the following are class features of The Tempestarii prestige class.
Weapon and Armor Proficiency: The Tempestarii gains no additional weapon or armor proficiencies
Spells per Day: With the exceptions of 3rd, 6th, and 9th level, the character’s caster level increases when a Tempestarii level is gained if she had also gained a level in a previous class that allows them to qualify for this class.
This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Tempestarii, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.
Resist the Elements (Su): Beginning at first level, a Tempestarii learns she has nothing to fear from a storm or a sunny day. She becomes resistant to weather conditions as if she had the relevant endure elements cast. This effect is continuously active.
Wind Dance (Sp): Starting at 2nd level, the Tempestarii may use gust of wind as a spell like ability once per day. At 5th level, the Tempestarii can use this ability an additional time each day. Whenever she casts gust of wind either as a spell or use of this ability it is treated as a 4th level spell, the range is increased to 90 ft., and affects creatures as if they were one size smaller then they actually are. At 9th level, the Tempestarii can use this ability three times per day. Whenever she casts gust of wind either as a spell or using this ability it is treated as a 6th level spell , the range is increased to 120 ft., and creatures are effected as if they were two sizes smaller then they actually are.
Air Domain (Ex): At 3rd level the Tempestarii’s connection to the weather is strengthened. She gains the special ability of the Air Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestarii who do not already have them. If the Tempestarii already has the Air domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Rain Chant (Sp): At 4th level, the Tempestarii may perform a rain chant. After ten minutes of chanting, the Tempestarii summons a rain storm which causes a light rain to fall in a 500-ft. radius for one hour per caster level. At 8th level, the radius of effect increases to a 1,000-ft. radius.
Storms Embrace (Sp): Once per day as an immediate action, the Tempestarii can enwrap herself in a cloak of whipping winds. This ability mimics a wind wall spell cast at her caster level that only affects the Tempestarii.
Weather Domain (Ex): At 6th level, the Tempestarii’s connection to the fury of the storm is strengthened. She gains the special ability of the Weather Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestariies who do not already have them. If the Tempestarii already has the Weather domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Bend the Storm to Thy Will (Su): The Tempestarii learns to manipulate the currents of air and storms around her as her innate connection and knowledge of weather increases. This acts as a limited form of control weather. The Tempestarii can affect any naturally occurring storm, be it a mild rain or raging storm. She can either calm or intensify the storm. She may do this only once per day. Storms of divine origin, such as the storm created by the Wrath of gods.
Sudden Storm (Sp): Weather responds more rapidly to the Tempestarii’s call. Once per day the Tempestarii may cast control weather, except that the casting time only requires a full round action. The storm’s effects manifest in ten rounds, instead of the standard ten minutes described in the spell.
Furious Storm of Vengeance (Sp): Becoming almost one with the flow of air and weather, the Tempestarii discovers that the forces she is bound with can express her fury. Once per day, as a full round action, the Tempestarii can unleash her anger, creating the effects of an Enlarged Storm of Vengeance cast at her caster level.
Class Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
1st | +1 | +0 | +0 | +2 | Resist the Elements | +1 level of existing class |
2nd | +1 | +1 | +1 | +3 | Wind Dance | +1 level of existing class |
3rd | +2 | +1 | +1 | +3 | Air Domain | - |
4th | +2 | +2 | +2 | +4 | Rain Chant | +1 level of existing class |
5th | +3 | +2 | +2 | +4 | Wind Dance 2/day | +1 level of existing class |
6th | +3 | +3 | +3 | +5 | Weather Domain, Storms Embrace | - |
7th | +4 | +3 | +3 | +5 | Bend the storm to thy will | +1 level of existing class |
8th | +4 | +3 | +3 | +6 | Sudden Storm | +1 level of existing class |
9th | +5 | +4 | +4 | +6 | Wind Dance 3/day | - |
10th | +5 | +4 | +4 | +7 | Furious Storm of Vengeance | +1 level of existing class |
New Minor Artifact: Cloud Ship of the Magonians
The Sky Kings of Magonia called upon a group of Tempestarii to build for them giant ships of war out of clouds. From these clouds, they waged war by pelting huge hail stones and lighting on their enemies below. However, the Sky Kings failed to pay the witches for their ships. The witches chased them as they flew away in their ill-gotten magical clouds.
No one knows what happened to the Sky Kings after that. They have never been seen again, but the sky ships remain. The witches created these magic items as a way of getting back at the Sky Kings; now anyone can use their ships of war. This item appears a gallon sized earthen jug. Once the stopper is uncorked, thick cloud-like mist will roll out and form a cloud.
The cloud is secure and can carry up to 800 pounds of people and gear for 24 hours, or twice that much for 12 hours. After that point, the cloud will dissipate. Each jug contains only one cloud. The clouds themselves act much like carpets of flying, obeying spoken word commands for directions.