CHARACTER EVOLUTION
LEVEL CLASS HD FEATS BBA FORT REF WILL Special
1 R.Cleric D6 Great Fortitude +0 +2 +0 +2 Endurance (Wanderer acf); Air mastery, empathy of the winds
2 R.CL. D6 --------------------------- +1 +3 +0 +3 Undead Intuition (Ex)
3 R.CL. D6 Weapon Focus +2 +3 +1 +3 Air summoning talent
6* Stormlord D8 ----- FEAT ------------ +3(0) +6(2) +1(0) +6(2) Electricity resistance 10
7 Stormlord D8 ---------------------------- +4 +7 +1 +7 Shock weapon
8 Stormlord D8 ---------------------------- +5 +7 +2 +7 Storm walk
9 Stormlord D8 ----- FEAT ------------ +6 +7 +2 +7 Electricity resistance 15
10 Stormlord D8 ---------------------------- +6 +8 +2 +8 Thundering weapon
11 Stormlord D8 ---------------------------- +7 +9 +3 +9 Storm ride
12 Stormlord D8 ----- FEAT ------------ +8 +9 +3 +9 Electricity resistance 20
13 Stormlord D8 ---------------------------- +9 +10 +3 +10 Shocking burst weapon
14 Stormlord D8 ---------------------------- +9 +10 +4 +10 Electricity resistance 30
15 Stormlord D8 ----- FEAT ------------ +10(7) +11(7) +4(3) +11(7) Elemental conflagration
- Start as cleric focused on nature, but not a god, with domains : Sky/Air for the raptran cleric class. Later Is charmed by the strong forces of nature, like fire and thunder, gets into worshiping and into Stormlord class.
- BASE CLASS - Cleric* : Either 5 Levels(Prestige on 6) or 7 Levels(prestige on 8). Raptoran Cleric Level 7 gets a boost to summoning Wind Creatures.
- PRESTIGE CLASS - StormLord : 10 Levels SPELLCASTING - Full Progress
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- Feats: Endurance, Great Fortitude, Weapon Focus (any spear or javelin). Base Save Bonus: Fort +4.
Spells: Ability 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.
- Feats: Endurance, Great Fortitude, Weapon Focus (any spear or javelin). Base Save Bonus: Fort +4.
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Class Skills
Raptoran Cleric same class skills as the standard cleric class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Profession (Wis), and Spellcraft (Int).
Stormlord
Skill Points at Each Level: 2 + Int modifier
Concentration, Disguise, Gather Information, Intimidate, Knowledge (nature), Knowledge (religion), Survival, and Swim.
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RAPTORAN CLERIC
All the following are features of the raptoran cleric's racial substitution levels.
Air Mastery (Ex): Beginning at 1st level, airborne creatures take a -1 penalty on attack and damage rolls against a raptoran cleric. This substitution feature replaces the standard cleric's heavy armor proficiency gained at 1st level.
Empathy of the Winds (Ex): A 1st-level raptoran cleric gains a strong bond with air and its denizens. He learns Auran as a bonus language (in addition to the languages available to him because of his race and the Speak Language skill). He gains a +4 circumstance bonus on Diplomacy checks made to interact with natives of the Elemental Plane of Air. If he has the ability to bolster air creatures (such as from the Air domain), he gains a +4 bonus on turning checks made to do so. Allied air elementals within 60 feet of the cleric gain a +1 morale bonus on attack rolls and damage rolls.
Air Summoning Talent (Ex): Beginning at 3rd level, a raptoran cleric can summon certain creatures of air more easily than other clerics can. Add the following monsters to the list of creatures that the cleric can summon with the appropriate summon monster spell:
Summon monster II: Small air elemental Summon monster III: Air mephit Summon monster IV: Medium air elemental
Summon monster V: Large air elemental Summon monster VI: Huge air elemental Summon monster VII: Greater air elemental
Summon monster VIII: Elder air elemental
This substitution feature removes all spells with the earth descriptor from the standard cleric's spell list.
CLERIC
ALTERNATE CLASS FEATURE(acf) - WANDERER - Never staying in one plate for long, you travel the world on an endless religious quest, following the subtle signs and portents your deity leaves you. Level: 1st. Replaces: Turn or rebuke undead. Benefit: Knowledge (geography), Knowledge (local), Speak Language, and Survival are class skills for you. You gain Endurance as a bonus feat at 1st level.
Dead Levels - Undead Intuition (Ex): Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. See the Knowledge skill description. Moreover, the cleric can make these Knowledge (undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.
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PATRON DEITY
Talos (Greater Deity) Alignment Chaotic Evil
Favored colors : black, gold, silver Worshipers Alignments : Chaotic Neutral, Neutral Evil, Chaotic Evil
Worshipers : Barbarians, druids, fighters, half-orcs, those who fear the destructive power of nature.
Symbol : An explosive lightning strike Home Plane : Fury's Heart
Portfolio : Conflagration, Destruction, Earthquakes, Rebellion, Storms, Vortices
Domains : Chaos, Destruction, Evil, Fire, Storms, Wrath
Dogma
Life is a combination of random effects and chaos, so grab what you can when you can, because Talos may take you to the afterlife at any moment. Preach the might of Talos, and always warn others of the forces only he can command--the fury of all Faerun. Walk unafraid in storms, forest fires, earthquakes, and other disasters, for the power of Talos protects you. Do so publicly wherever possible, so that others see that only Talos can protect them. Make others fear Talos by showing the destruction he and his servants can cause. To avoid tasting his fury, pray to him energetically and tell all folk that such observances--and only such observances--can protect them from the furies of gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. Hurl such forces at one’s foes if Talos deems a place or a person worth defending. One cannot afford to ignore Talos, but must bow down and worship him. Proclaim this message to all and show everyone the destruction even the slightest of the servants of Talos can cause.
WRATH DOMAIN(TALOS)
Granted Power: Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee attack. This ability does not allow you to make more than one attack of opportunity in a round.
Spell Name | Brief Description |
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1 Doom: | One subject takes –2 on attack rolls, damage rolls, saves, and checks. |
2 Energize Potion: | Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst. |
3 Affliction: | Infects evil subject with chosen affliction. |
4 Radiant Shield: | Creatures attacking you take electricity damage; you're protected from electricity. |
5 Righteous Might: | Your size increases, and you gain combat bonuses. |
6 Vengeance Halo: | Any creature that slays the spell's recipient takes 1d6/level damage. |
7 Righteous Smite: | Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes. |
8 Last Judgment: | Evil creatures are struck dead and sent to Lower Planes. |
9 Storm of Vengeance: |
Storm rains acid, lightning, and hail. |
STORM DOMAIN(TALOS)✅
Granted Powers: You gain resistance to electricity 5.
1 Entropic Shield: | Ranged attacks against you have 20% miss chance. |
2 Gust of Wind: | Blows away or knocks down smaller creatures. |
3 Call Lightning: | Calls down lightning bolts (3d6 per bolt) from sky. |
4 Sleet Storm: | Hampers vision and movement. |
5 Ice Storm: | Hail deals 5d6 damage in cylinder 40 feet across. |
6 Call Lightning Storm: | As call lightning, but 5d6 damage per bolt. |
7 Control Weather: | Changes weather in local area. |
8 Whirlwind: | Cyclone deals damage and can pick up creatures. |
9 Storm of Vengeance: | Storm rains acid, lightning and hail. |
FIRE DOMAIN(TALOS)
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spell Name | Brief Description |
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1 Burning Hands: | 1d4/level fire damage (max 5d4). |
2 Produce Flame: | 1d6 damage +1/ level, touch or thrown. |
3 Resist Energy*: | Ignores 10 (or more) points of damage/attack from specified energy type. |
4 Wall of Fire: | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
5 Fire Shield: | Creatures attacking you take fire damage; you’re protected from heat or cold. |
6 Fire Seeds: | Acorns and berries become grenades and bombs. |
7 Fire Storm: | Deals 1d6/level fire damage. |
8 Incendiary Cloud: | Cloud deals 4d6 fire damage/round. |
9 Elemental Swarm**: | Summons multiple elementals. |
* Resist cold or fire only. | |
** Cast as a fire spell only. |
SKY DOMAIN (Heretic of Faith)
Granted Powers: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills.
Spell Name | Brief Description |
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1 Raptor’s Sight: | Gain +5 on Spot checks; range increment penalty halved. |
2 Summon Dire Hawk: | Summons dire hawk to serve you. |
3 Enduring Flight: | Carry medium loads at full fly speed; flight duration is doubled. |
4 Aerial Alacrity: | +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category. |
5 Control Winds: | Change wind direction and speed. |
6 Wind Walk: | You and your allies turn vaporous and travel fast. |
7 Reverse Gravity: | Objects and creatures fall upward. |
8 Mastery of Sky: | Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you. |
9 Summon Roc: | Summons powerful roc to serve you. |
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RAPTORAN RACIAL TRAITS
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Medium: As Medium creatures, raptorans have no special bonuses or penalties due to their size.
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Raptoran base land speed is 30 feet.
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Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
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Gliding (Ex): A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran's maneuverability improves, she can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load. If a raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
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Flight (Ex): Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods. When they reach 10 Hit Dice, raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptoran with flight can use the run action while flying, provided IT flies in a straight line.
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Pact with Wind Lords: Because of the ancient bargain raptorans made with powerful air elementals, raptoran spellcasters cast spells with the air descriptor at +1 caster level.
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Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.
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Low-Light Vision: A raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A raptoran retains the ability to distinguish color and detail under these conditions.
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Weapon Familiarity: Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.
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+2 racial bonus on Climb and Spot checks. Raptorans have strong grips with both hands and feet, and their eyes are unusually keen.
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Automatic Languages: Common and Tuilvilanuue. Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.
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Favored Class: Cleric. A multiclass raptoran's cleric class does not count when determining whether she takes an experience point penalty.
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WEAPON
Gloves of Endless Javelins [Magic Item (Magic Item Compendium, p. 194)]
Price: 7,000 gp Item Level: 11th Body Slot: Hands Caster Level: 11th
Aura: Faint; (DC 17) Evocation Activation: Free (command) Weight: — lb.
This pair of black leather gloves is set with golden studs, each embossed with the image of a manticore's head.
Gloves of Endless Javelins allow you to rain death down on your enemies. When you activate these gloves, a +1 javelin made of pure force appears in your hand. A javelin created by the gloves lasts until you resolve an attack with it or until the end of your turn, whichever comes first.
https://forums.giantitp.com/showthread.php?351885-Ways-to-improve-gloves-of-Endless-Javelins
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STORMLORD ABILITIES
- Shock Weapon (Su): At 2nd level, any spear or javelin used by a stormlord is treated as a shock weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord.
- Thundering Weapon (Su): At 5th level, any spear or javelin a stormlord uses is treated as a thundering weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. Its effects stack with the stormlord's shock weapon ability.
- Shocking Burst Weapon (Sp): At 8th level, any spear or javelin used by a stormlord is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. Its effects stack with the stormlord's thundering weapon ability.
- Electricity Resistance (Ex): As the stormlord gains levels in this prestige class, he becomes increasingly resistant to electrical energy, gaining electricity resistance in the amount given on the table.
- Storm Walk (Ex): 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.
- 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.
- Elemental Conflagration (Sp): Upon reaching 10th level, a stormlord gains the ability to summon a quartet of Huge elementals once per tenday. These four elementals are summoned as if using the summon monster IX spell, except that each elemental is of a different type (air, earth, fire, water).
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ATTACK
+12[10+1+1+Dex/Str]/+7[5+1+1+Dex/Str] (No Magic Buffs)
WEAPON
+1 Javelin of Force imbued with Shock[+1d6 Electric], Thundering[+1d8 points of bonus sonic damage on a successful critical hit. Subjects dealt a critical hit by a thundering weapon must make a Fortitude save (DC 14) or be deafened permanently], Shocking Burst[+1d10 points of bonus electricity damage on a successful critical hit].
DAMAGE
1d6+1(Force)+1d6(Electric)+Strenght Bonus (No Magic Buffs)
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_________________________FEATS _________________________________
[01] Great Fortitude( Player's Handbook v.3.5, p. 94)[General]
You are tougher than normal.
Prerequisite : -----------
Benefit : You get a +2 bonus on all Fortitude saving throws.
[03] Weapon Focus( Player's Handbook v.3.5, p. 102)[Fighter Bonus Feat, General]
Choose one type of weapon. You are especially good at using this weapon.
Prerequisite : base attack bonus +1, Proficiency with selected weapon,
Benefit : You gain a +1 bonus on all attack rolls you make using the selected weapon.
Heretic of the Faith( Power of Faerûn, p. 46)[General]
You stray significantly from the teachings of your faith.
Prerequisite: Divine spellcasting ability, or Code of Conduct, Patron Deity
Benefit: You can grossly violate your deities code of conduct, but not your class alignment restriction, without risk of loss of spells or class abilities. If you are a cleric, your alignment may be 2 steps away from your respective deity's alignment instead of just one. (in other words you can violate your deity's alignment restrictions 1 extra step.) You can gain levels without atoning (see the atonement spell description). However, you are in no way exempt from excommunication, or immune to divine retribution from your deity or his servants. In fact your actions invite the highest levels of scrutiny. If you have access to domains, you can exchange any one domain you have with another domain outside those normally availiable to your faith. The new domain must be consistant with the tenents of your heresy (as adjudicated by th DM). Likewise you can exchange your favored weapon and weapon of the deity for another consistant with the tenents of your heresy (as adjudicated by the DM). Taking this feat automatically prompts a leadership check. All cohorts or followers who are members of your faith either agree to your heresy or are lost. Moreover upom your death you are judged one of the FALSE (P 250 FRCS) unless your deity specifically interfenes on your behalf. Without the use of the Miracle or wish spell, this does not happen unless your heresies are adopted by the deity and the faith as a whole. It is theoretically possible that such intervention could occur long after your death, but such cases are vanishingly rare.
Storm Bolt( Complete Mage, p. 47)[Reserve]
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite Ability to cast 3rd level spells,
Benefit : As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
Energy Affinity( Miniatures Handbook, p. 25)[Metamagic]
You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead.
Prerequisite: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, and fire, cold, electricity.
Benefit : Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt. A modified spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.
Born of the Three Thunders( Complete Arcane, p. 76)[Metamagic]
You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Prerequisite: Energy Substitution (CAr) (electricity) , Knowledge (nature) 4 ranks,
Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types--for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.
Brutal Throw( Complete Adventurer, p. 106)[Fighter Bonus Feat, General]
You have learned how to hurl weapons to deadly effect.
Prerequisite : -----------
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
Quick Draw( Player's Handbook v.3.5, p. 98)[Fighter Bonus Feat, General]
You can draw weapons with startling speed.
Prerequisite: Base attack bonus +1,
Benefit : You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).