Shadowbranch1
15th December 2005, 07:26 PM
OOC:
<table class=ooc><tr><td class=ooc style="border: 0px">One more PrC of this type (After this one) ,and I promise I will quit...LOL</td></tr></table>
Caller of the Winds
The Callers of the Winds are a monastic order dedicated to the powers of the wind. They are a loosely based organization dedicated to the understanding of the powers of Elemental air. Their membership is open to any who seek the enlightenment. Of course there is a certain amount of dedication that must be shown by the initiate. They must spend one year in solitude, under a vow of silence in the temple of Yor. After this time they have reached the state in which the brothers of Yor will begin to train them in the ways of the wind.
The origins of the Callers of the Wind are shrouded in mystery. Who the first was or where they learned the craft is unknown by even the wisest of sages. One day they appeared and began to use their powers. They gathered to them others of like mind and the temple of Yor was created. When this was, only the head of the Temple of Yor knows. This information is not gained, nor shared with the initiates, or even the brothers of Yor.
The history of the Callers of the Wind is not widely known. They are known to have helped out during the Great Giant Uprisings, and in the Second Dragons wars. They are led by their own conscience, and as such have no leaders or hierarchy. They all have respect for the Brothers of Yor, yet pledge no allegiance to them.
Requirements
Knowledge (Arcana): 10 ranks
Knowledge (The Planes): 5 ranks
Spellcraft: 5 ranks
Class Skills: Concentration, Knowledge (all), Craft, Spellcraft, Perform, Bluff, Use Magic Device, Diplomacy, and Climb
Weapons and Armor: The Caller of the Winds are proficient with all simple weapons.
Hit Dice: 1D6
Skill points at each level: 2 + Int modifier
Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Caster Level
1____________+0________________+0_________+2______ ___+0____+0
2____________+1________________+0_________+3______ ___+0____+1
3____________+1________________+1_________+3______ ___+1____+0
4____________+2________________+1_________+4______ ___+1____+1
5____________+2________________+1_________+4______ ___+1____+0
6____________+3________________+2_________+5______ ___+2____+1
7____________+3________________+2_________+5______ ___+2____+0
8____________+4________________+2_________+6______ ___+2____+1
9____________+4________________+3_________+6______ ___+3____+0
10___________+5________________+3_________+7______ ___+3____+1
Special Abilities
1st..........Lightning Resistance / 10
2nd.........Caller of Euros
3rd..........Lightning Resistance / 15
4th..........Caller of Zephyrus
5th..........Flight
6th..........Caller of Boreaus
7th..........Cast Air spells as 1 levels higher
8th..........Caller of Notus
9th..........Gain Air Subtype
10th.........Fury of the Winds
Special Penalties:
Caster casts any spell that has the "Earth" descriptor as one level lower (In regards to duration, range, damage, etc…)
They also take an additional 1 point of damage per die from earth based spells.
Ability Descriptions:
Lightning Resistance / 10: The character gains a lightning resistance that absorbs the first 10 points of lightning damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Caller of Euros: The caller has perfected the calling of the East Wind, Euros. They may use this power to call forth a “Gust of Wind” spell. The spell is cast at the characters ECL may be used 3 times a day.
Lightning Resistance / 15: The character gains a lightning resistance that absorbs the first 15 points of lightning damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Caller of Zephyrus: The caller has perfected the calling of the West Wind, Zephyrus. They may use this power to call forth a soothing wind. The wind has the power to heal people for 1d4 damage per level the character has in the PrC. The effects have a range of 5’ radius per level of the PrC with the character being the center. (I.e. A 4th level Caller can cure all within 20 foot radius for 4d4 hp damage). This power may be used 3 times a day.
Flight: This power mimics the spell of the same name. It is cast at the characters ECL in regards to range. It may be used 3 times a day.
Caller of Boreaus: The caller has perfected the calling of the North wind, Boreaus. This frigid wind can be used to damage the enemies of the caller. It has an area of effect the same as a “Gust of Wind” spell and causes 1d4 damage per PrC level. (I.e. a 6th level caller does 6d4 cold damage with this attack). It also has the further effect of slowing the victims, unless the appropriate saves are made. It can be used 3 times a day. The duration of the slow effect is 1 round per PrC level.
Increased Elemental Knowledge: The 7th level character has increased his knowledge of the element of Air. He is able to cast all water based spells as if he were 1 level higher than his actual level. This affects range, duration, damage, etc…
Caller of Notus: The caller has perfected the calling the South Wind, Notus. This superheated wind can be used to damage enemies of the caller. It has an area of effect the same as a “Gust of Wind” spell and causes 1d6 damage per PrC level. (I.e. An 8th level caller causes 8d6 heat damage with this attack.) It also has the further effects of exhausting a victim (As per the condition) unless the appropriate saves are made. It can be used 3 times a day. The duration of the exhaustion is 2 rounds per PrC level.
Gain Air Subtype: The character gains the Air subtype. A creature with the Air subtype has immunity to lightning and other air based attacks. It has vulnerability to earth based effects, which means it takes half again as much (+50%) damage as normal from earth magic, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Fury of the Winds: This ability is the same as the “Storm of Vengeance” spell. It calls upon the powers of all four winds as well as other elemental forces. The forces required to summon this are so great that the Caller must make a Fortitude save (DC20) at the completion of this abilities effects. Success means that the character is “Exhausted” as per the condition. Failure means that the character takes 1 point of damage per ECL that he possesses, as well as being “Exhausted”. The duration of the exhaustion is 1 round per ECL of the character.
<table class=ooc><tr><td class=ooc style="border: 0px">One more PrC of this type (After this one) ,and I promise I will quit...LOL</td></tr></table>
Caller of the Winds
The Callers of the Winds are a monastic order dedicated to the powers of the wind. They are a loosely based organization dedicated to the understanding of the powers of Elemental air. Their membership is open to any who seek the enlightenment. Of course there is a certain amount of dedication that must be shown by the initiate. They must spend one year in solitude, under a vow of silence in the temple of Yor. After this time they have reached the state in which the brothers of Yor will begin to train them in the ways of the wind.
The origins of the Callers of the Wind are shrouded in mystery. Who the first was or where they learned the craft is unknown by even the wisest of sages. One day they appeared and began to use their powers. They gathered to them others of like mind and the temple of Yor was created. When this was, only the head of the Temple of Yor knows. This information is not gained, nor shared with the initiates, or even the brothers of Yor.
The history of the Callers of the Wind is not widely known. They are known to have helped out during the Great Giant Uprisings, and in the Second Dragons wars. They are led by their own conscience, and as such have no leaders or hierarchy. They all have respect for the Brothers of Yor, yet pledge no allegiance to them.
Requirements
Knowledge (Arcana): 10 ranks
Knowledge (The Planes): 5 ranks
Spellcraft: 5 ranks
Class Skills: Concentration, Knowledge (all), Craft, Spellcraft, Perform, Bluff, Use Magic Device, Diplomacy, and Climb
Weapons and Armor: The Caller of the Winds are proficient with all simple weapons.
Hit Dice: 1D6
Skill points at each level: 2 + Int modifier
Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Caster Level
1____________+0________________+0_________+2______ ___+0____+0
2____________+1________________+0_________+3______ ___+0____+1
3____________+1________________+1_________+3______ ___+1____+0
4____________+2________________+1_________+4______ ___+1____+1
5____________+2________________+1_________+4______ ___+1____+0
6____________+3________________+2_________+5______ ___+2____+1
7____________+3________________+2_________+5______ ___+2____+0
8____________+4________________+2_________+6______ ___+2____+1
9____________+4________________+3_________+6______ ___+3____+0
10___________+5________________+3_________+7______ ___+3____+1
Special Abilities
1st..........Lightning Resistance / 10
2nd.........Caller of Euros
3rd..........Lightning Resistance / 15
4th..........Caller of Zephyrus
5th..........Flight
6th..........Caller of Boreaus
7th..........Cast Air spells as 1 levels higher
8th..........Caller of Notus
9th..........Gain Air Subtype
10th.........Fury of the Winds
Special Penalties:
Caster casts any spell that has the "Earth" descriptor as one level lower (In regards to duration, range, damage, etc…)
They also take an additional 1 point of damage per die from earth based spells.
Ability Descriptions:
Lightning Resistance / 10: The character gains a lightning resistance that absorbs the first 10 points of lightning damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Caller of Euros: The caller has perfected the calling of the East Wind, Euros. They may use this power to call forth a “Gust of Wind” spell. The spell is cast at the characters ECL may be used 3 times a day.
Lightning Resistance / 15: The character gains a lightning resistance that absorbs the first 15 points of lightning damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Caller of Zephyrus: The caller has perfected the calling of the West Wind, Zephyrus. They may use this power to call forth a soothing wind. The wind has the power to heal people for 1d4 damage per level the character has in the PrC. The effects have a range of 5’ radius per level of the PrC with the character being the center. (I.e. A 4th level Caller can cure all within 20 foot radius for 4d4 hp damage). This power may be used 3 times a day.
Flight: This power mimics the spell of the same name. It is cast at the characters ECL in regards to range. It may be used 3 times a day.
Caller of Boreaus: The caller has perfected the calling of the North wind, Boreaus. This frigid wind can be used to damage the enemies of the caller. It has an area of effect the same as a “Gust of Wind” spell and causes 1d4 damage per PrC level. (I.e. a 6th level caller does 6d4 cold damage with this attack). It also has the further effect of slowing the victims, unless the appropriate saves are made. It can be used 3 times a day. The duration of the slow effect is 1 round per PrC level.
Increased Elemental Knowledge: The 7th level character has increased his knowledge of the element of Air. He is able to cast all water based spells as if he were 1 level higher than his actual level. This affects range, duration, damage, etc…
Caller of Notus: The caller has perfected the calling the South Wind, Notus. This superheated wind can be used to damage enemies of the caller. It has an area of effect the same as a “Gust of Wind” spell and causes 1d6 damage per PrC level. (I.e. An 8th level caller causes 8d6 heat damage with this attack.) It also has the further effects of exhausting a victim (As per the condition) unless the appropriate saves are made. It can be used 3 times a day. The duration of the exhaustion is 2 rounds per PrC level.
Gain Air Subtype: The character gains the Air subtype. A creature with the Air subtype has immunity to lightning and other air based attacks. It has vulnerability to earth based effects, which means it takes half again as much (+50%) damage as normal from earth magic, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Fury of the Winds: This ability is the same as the “Storm of Vengeance” spell. It calls upon the powers of all four winds as well as other elemental forces. The forces required to summon this are so great that the Caller must make a Fortitude save (DC20) at the completion of this abilities effects. Success means that the character is “Exhausted” as per the condition. Failure means that the character takes 1 point of damage per ECL that he possesses, as well as being “Exhausted”. The duration of the exhaustion is 1 round per ECL of the character.