When the massive hurricane known as the Eye of Abendego formed off the northwestern coast of Garund a century ago, Gozreh worshipers from across Golarion f locked to the region to worship the mighty storm. These splinter-cults, known collectively as the Storm Kindlers, saw the mighty hurricane as a manifestation of their god, and sought to plumb its mysterious depths with the help of powerful magic. Yet the Storm Kindlers were arrogant, and failed to anticipate the true extent of the storm’s fury and savagery. The cult was wiped out, leaving only the cultists’ enchanted goz masks in its wake.
Now, 100 years later, a new generation of Gozrehworshiping explorers rises to meet the challenge of the Eye of Abendego. These new Storm Kindlers have learned from the mistakes of their forebears and developed new techniques and strategies to weather the dangers of the Sodden Lands. While none have yet pierced the center of the storm and unlocked the secrets of the Eye’s formation, few have any doubts that with both time and the blessings of Gozreh they will succeed in their endeavor.
Hit Die: d8.
Requirements
To qualify to become a Storm Kindler, a character must fulfill all the following criteria.
Alignment: Any neutral.
Deity: Must worship Gozreh.
Feats: Storm-Lashed (The Inner Sea World Guide 289).
Skills: Fly 3 ranks, Knowledge (history) 6 ranks, Knowledge (nature) 6 ranks, Swim 3 ranks.
Spells: Able to cast 2nd-level spells.
Storm-Lashed
A life spent enduring gales and storms has hardened your body to the elements.
Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.
Class Skills
The Storm Kindler’s class skills (and the key ability for each skill) are Fly (Dex), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Class Features
The following are class features of the Storm Kindler prestige class.
Weapon and Armor Proficiency: A Storm Kindler gains no additional weapon or armor proficiencies.
Oceanic Spirit (Su): A Storm Kindler gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10. At 9th level, these resistances increase to 20.
Seasight (Su): At 2nd level, a Storm Kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Storm Kindler to see through thick silt and other aquatic precipitates.
Storm Shape (Su): At 2nd level, a Storm Kindler becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as the universal monster rule, Bestiary 306) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.
As a swift action, the Storm Kindler can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall. At 4th level, and again every two levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level. If the Storm Kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can’t leave the water). The Storm Kindler can breathe water while in vortex form. If the Storm Kindler does not possess a f ly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed when in storm shape. With a f ly speed, she has average maneuverability.
The Storm Kindler can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each one that fails a Ref lex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Strength modifier) and lifting it into the air if it fails a second Ref lex save. At 4th level, and again every two levels thereafter, the size of creatures the Storm Kindler can affect increases by one step, to a maximum of Huge at 8th level.
Aura of Calm (Su): At 3rd level, allies within 5 feet of a Storm Kindler (including herself ) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors. At 5th level, and every two levels thereafter, the Storm Kindler’s aura of calm extends by 5 feet (to a maximum of 20 feet at 9th level). At 7th level, allies in the Storm Kindler’s aura are treated as two size categories larger for the purpose of wind effects, and the bonus on their saving throws doubles to +4.
Wave Breaker (Su): At 4th level, a Storm Kindler gains a swim speed equal to twice her base land speed. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments.
Thunderstruck (Su): At 5th level, a Storm Kindler becomes immune to the deafened condition.
Weather’s Fury (Su): At 6th level, a Storm Kindler can deal additional damage with her storm shape. In addition to her unarmed strike damage, she deals 3d6 points of electricity (while in whirlwind form) or cold (while in vortex form) damage to creatures that fail their Reflex saves. This damage increases to 4d6 at 8th level, and 5d6 at 10th level.
Eye of the Storm (Su): At 7th level, a Storm Kindler becomes immune to damage and detrimental effects from nonmagical wind and waves. In addition, against spells and effects with the air or water descriptors, she receives a +4 insight bonus on saving throws and to AC.
Fickle Winds (Sp): At 8th level, as a swift action, a Storm Kindler can call the winds to her defense, protecting her as the spell fickle windsAPG for a number of rounds per day equal to her level. These rounds need not be consecutive.
Echoing Thunder (Su): At 9th level, any time a Storm Kindler resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the resisted damage to another creature within 30 feet. The creature must make a Ref lex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Wisdom modifier) or take an amount of electricity or sonic damage equal to the amount the Storm Kindler resisted.
Storm Mastery (Su): At 10th level, a Storm Kindler becomes one with the storm, allowing her to use her storm shape ability at will. Additionally, she gains a fly speed equal to double her base land speed, and gains the aquatic subtype and the amphibious special quality. The Storm Kindler never takes penalties on her attack or damage rolls because of fighting underwater.