- Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to ½ your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved.
- Stormchild (Ex): At 3rd level, you gain electricity resistance 5, sonic resistance 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.
- Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A successful Reflex save (DC 10 + ½ your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.
- Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.
- Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.
Wednesday, January 5, 2011
Campaign Design - Sorcerer Heritages: Stormborn
The power of Þunor the Stormlord is manifest in your heritage. You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
Heritage Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.
Heritage Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest.