Storm Sea Blade

A seaborn swordmage who has passed the Trials of the Eight Sovereign Seas and can channel the power of lightning to enhance their movement and attacks.
  Prestige Class. Caps at level 5.
  Requirements:
  • Survive the Trials of the Eight Sovereign Seas
  • Be proficient with a sword
  • Be able to cast a lightning bolt

  • Advancement: HD as Fighter, THAC0 as Fighter, WP progression as Fighter -- Stacks with warrior classes.

    Spell progression and casting level: Stacks with arcane classes only. Progresses whatever arcane class (wizard/bard/sorcerer, etc.) is highest in level. Progresses 1 level each for the first 4 levels, does not progress on the 5th.

    Abilities granted by level:
    1. Lightning Blade: 1/day per level of Storm Sea Blade, you may imbue your blade with lightning for 15 rounds. While imbued, the blade adds your caster level to hit and damage.
    2. Gale Lunge: 1/day per level of Storm Sea Blade, you may make a near-instant 60' move in any direction. You may cast this as a reaction on any round not spent spellcasting. Gale Lunge counts as a wind spell.
    3. Shield of Winds: 1/day, you may cast a unique Shield of Winds spell. This spell encases the caster in a sphere of wind that absorbs and deflects damage. For the duration, add half your casting level to your AC and gain 10hp per casting level as temporary HP.
    4. Cannon of Lost Souls: 1/day, you may summon a storm cloud cannon that can be imbued with spells from any willing arcane caster. Each level of spells so imbued is lost by the caster for the day and grants 1 charge. Each charge can be used for 1 ammo/shot or may increase damage by 1d10. Once per round, the caster can spend an action to fire the cannon, expending 1 shot. The base damage is 0 and is lightning/sonic. The cannon is the size of a large siege gun from the middle ages. It doesn't move unless the caster wills it to. The cannon lasts for your caster level in rounds.
    5. Storm Blade Cacophony: You may choose to use any lightning spells to add damage to your melee attacks. The decision to use the spell is made upon the hit being confirmed. Each spell spent is considered cast but, instead of the spell's regular effects, deals Xd10 damage to the target of the melee attack (in addition to normal melee damage), where X is your caster level.

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