Today it’s a template request based a suggestion by Fireslayne – although it has, of course, been put throughly mangled along the way…
There have always been Thunder Gods. An earthquake, volcano, or tidal wave may unleash greater devastation – but they are rarities that many will never see. Storms – with their winds, floods, and lightning – display the awesome power of the Thunder Gods on a regular basis.
Some – blessed by the Thunder Gods, bearing their blood, or infused or merged with the power of a storm, carry a portion of that power within themselves. An odor of ozone hangs about them, sparks dance across their skin, eyes and scars may be lit with electrical fires. For those with eyes to see, the signs are clear.
StormLord (158 CP/+4 ECL):
Furies of the Storm (71 CP):
- Strength Of The Thunder Gods: Attribute Modifiers: Str +2, Dex +2, Con +4, Cha -4. (Two levels of Attribute Shift, 12 CP, +4 Con, 24 CP. (In worlds using the half-price attribute rule eliminate the Charisma penalty and either reduce the total cost from 36 CP to to 24 CP or boost strength and constitution a bit more).
- Wrath Of The Heavens: Smite (Select Something) 1/Day (6 CP)
- Tempered In The Lightning: Defender/+2 Natural Armor, Corrupted/does not increase with level (8 CP)
- Electric Flesh: +2 Constitution for Hit Point purposes only (6 CP In a Template. If the half-price attribute rule is in place, just upgrade constitution for all purposes).
- The Living Lightning: Immunity/Electrical Damage (Common, Major, Great (up to 60 points), 18 CP).
- Disadvantage: Incompetent/-5 on attempts to be stealthy. When you emit electrical sparks, glow a bit, and smell of ozone, it’s rather hard to hide (-3 CP)
Mastery of the Winds (49 CP):
- Walk Upon The Winds: Celerity/+10′ Ground Movement (6 CP).
- Riding The Storm: Inherent Spell I, II, III, IV: Summon Medium Air Elemental (Specific Monster Summoning, L3), Large (L4), Huge (L5), and Greater (L6), all Corrupted/requires appropriate minimum levels (5/7/9/11) to use (16 CP).
- Blood Like Thunder: Inherent Spell with +2 Bonus Uses, Specialized (only lasts one round per level) for Double Effect/a L6 variant of Warband (from the Practical Enchanter); has no range but can affect targets within a 30′ radius (6 CP). (This is replacing Blessing of the Storm – mostly because open-ended bonuses are system-breaking).
- Within The Whirlwind: Improved Augmented Bonus: Adds (Con Mod) to (Dex Mod) when calculating armor class (12 CP).
- Strike Of The Tornado: Improved Augmented Bonus: Adds (Con Mod) to (Str Mod) for melee combat purposes (12 CP).
- Disadvantage: Accursed. Being constantly surrounded by rushing winds may be cool and refreshing, but it makes it extremely difficult to read or write on paper or parchment, to use paper money, to avoid stirring up clouds of dust, to use scrolls, to spice your food, or to hear what’s going on around you (-5 penalty whenever relevant, -3 CP).
Lightning Mastery (38 CP):
- Storm Surge: Berserker with +4 Bonus Uses and Enduring, Specialized/only usable once per “encounter”, and Corrupted/while “berserk”, and for (10-Con Mod) rounds thereafter, the user will be unable to use Hammer of the Skies or One with the Lightning unless he or she is hit by an electrical attack which would normally inflict at least 4d6 damage. Adds +6 Str and a +2 Deflection bonus to AC as it wraps the user in his or her own private storm (5 CP).
- Hammer Of The Skies: Augment Attack/+4d6 damage on a Critical Hit, Specialized/number of dice will not exceed the critical multiplier of the weapon, cannot active more often than once ever other round (6 CP).
- One With The Lightning: Inherent Spell/Immortal Vigor III (provides 6d6 +(6 x Con Mod) temporary hit points) with +2 Bonus Uses, Specialized/only lasts for one minute, cannot be used on other characters (4 CP).
- Convulsive Strengths: Spell Resistance II, Specialized against electrical effects and effects that lower the user’s strength or constitution (6 CP).
- Lightning Storm: Inherent Spell II/Lightning-based version of Blistering Radiance (Spell Compendium) with +2 Bonus Uses (9 CP), with the Sculpting Metamagical Theorem and three levels of Streamline, all Specialized and Corrupted/only to add Targeting to the Lightning Storm (8 CP). As a fourth-level offensive spell this is generally not available for use until level 7+.
With a net cost of 158 CP the Stormlord template is a +4 ECL template – like the Half-Celestial or Half-Infernal templates… Why is the template broken down into three sections? Why not?
As far as the game goes… A Stormlord is essentially a junior superhero. While this is a pretty good package for a warrior type, I have to admit that – in Eclipse – high-end templates are relatively uncommon; since you can freely tailor your character anyway, the principle use of Templates is to obtain attribute bonuses on the cheap.
- Eclipse d20 – The Ironclad Racial Template from Emergence Campaign Weblog (ruscumag.wordpress.com)
- The Chthonic Invested (Acquired or Inborn Template. 32 CP/+1 ECL) (ruscumag.wordpress.com)
- Eclipse d20 – Yolande of the Sternwaters from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Gravewright Eyes-Of-The-Dead, Level Six Lesser Lich (ruscumag.wordpress.com)
- Verdigrised Forge, Ironclad Pragmatic Engineer and Honorable Defender from Emergence Campaign Weblog (ruscumag.wordpress.com)
- “Ghost” of the Chosen Ones at Eclipse Level Four (ruscumag.wordpress.com)