Stormbound
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The Stormbound PF1E
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Storms of great and wondrous destruction ravage the world, some infused with the very magic of the outer planes themselves. Among the outer planes, there is a place where the planes of air and water converge, known as the Elderstorm, this place of endless raging whirlwinds and lightning often infuses the storms of the natural world, empowering them with its boundless energy. When a creature is born during such a storm it is sometimes infused with a tiny sliver of the Elderstorm’s fury and power. These few rarely realize the power they are born with, for it only manifests itself the next time they are exposed to the powers of the Elderstorm, most commonly by facing a storm infused with its energies unsheltered.

Known as stormbound, these survivors and channelers of the ferocious might of the Elderstorm contain more magic than any singular beings body was designed to hold, and they use this pool of energy to create constructs of pure magic that clothe the stormbound known as veils. As the stormbound grows in strength, so too does their connection to the Elderstorm, further straining their body as it fuels them with essence in times of great stress.

Role: Stormbound are akashic veilweavers that tap into a wild and uncontainable pool of energy infusing their body to form magical constructs known as veils that they can use to shelter their allies, destroy their foes, and warp the very world around themselves, allowing them to control and dominate the battlefield through debilitating akashic effects, or to shape their storm into a weapon with which they can slay their foes.

Alignment: Any. While the abilities of the stormbound require a great deal of mental discipline, leading to many stormbound having an alignment that trends towards Lawful, these rare and powerful veilweavers come from all walks of life.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Skills: The stormbound’s class skills are Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features

Table: Stormbound
Level Base Attack Bonus Fort Save Ref Save Will Save Special Veils Essence
1st +0 +2 +0 +2 Veilweaving, stormweaving, weatherproofing, storm power 1+1 1
2nd +1 +3 +0 +3 Chakra bind (Feet), shifting storms 1+1 2
3rd +2 +3 +1 +3 Improved essence capacity +1, storm power 2+1 3
4th +3 +4 +1 +4 Chakra bind (Hands) 2+1 4
5th +3 +4 +1 +4 Storm power 3+1 5
6th +4 +5 +2 +5 Chakra bind (Head) 3+1 6
7th +5 +5 +2 +5 Storm power 4+1 7
8th +6/+1 +6 +2 +6 Chakra bind (Wrists) 4+1 8
9th +6/+1 +6 +3 +6 Improved essence capacity +2, storm binding, storm power 5+1 9
10th +7/+2 +7 +3 +7 Chakra bind (Shoulders) 5+1 10
11th +8/+3 +7 +3 +7 Storm power, twinveil storm 6+1 11
12th +9/+4 +8 +4 +8 Chakra bind (Headband), improved stormweaving 6+1 12
13th +9/+4 +8 +4 +8 Storm power 7+1 13
14th +10/+5 +9 +4 +9 Chakra bind (Belt) 7+1 14
15th +11/+6/+1 +9 +5 +9 Improved essence capacity +3, storm power 8+1 15
16th +12/+7/+2 +10 +5 +10 Chakra bind (Neck) 8+1 16
17th +12/+7/+2 +10 +5 +10 Storm power 9+1 17
18th +13/+8/+3 +11 +6 +11 Chakra bind (Chest) 9+1 18
19th +14/+9/+4 +11 +6 +11 Storm power 10+1 19
20th +15/+10/+5 +12 +6 +12 Avatar of the Elderstorm, chakra bind (Body) 10+1 20

Weapon and Armor Proficiency

Stormbound are proficient with all simple and martial weapons. Stormbound are proficient with light armor, medium armor, and shields, but wearing metal armor or using a metal shield impairs their ability to properly channel the storm that rages inside them. If the stormbound wears metal armor or uses a metal shield, they treat the essence capacity of their veils as 2 less (minimum 0). It takes half as much damage to sunder the stormbound’s veils and those veils have half their normal hardness while the stormbound wears metal armor or uses a metal shield. None of these penalties apply when wearing armor or wielding a shield created by a veil, even if the armor or shield they create is normally made from metal.

Veilweaving

Stormbound control and channel the power of the storm that rages within their bodies, unleashing it in measured and controlled amounts in an effort to prevent the destruction of their body and the world that surrounds them. The stormbound uses this energy by shaping it into a magical creation known as a veil, which is drawn from the stormbound veil list. The stormbound knows and can shape any veil from this list. The stormbound can only shape a certain number of veils per day (see Table: Stormbound). The stormbound use their Wisdom to determine their veilweaving modifier. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil, + the stormbound’s veilweaving modifier. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena. At 1st level, the stormbound also gains access to her own personal pool of essence, which can be invested into veils and other receptacles to increase their power.

The pool of available essence is listed in the stormbound’s class table; the stormbound’s character level, as noted in the Veil and Magic Interactions section on page 13, determines the maximum quantity of essence she can invest in any single veil. As a swift action, the stormbound can reallocate her essence investments into or between her veils and other essence receptacles. A stormbound must have at least 8 hours rest or meditation to achieve a clear and focused state and must meditate for one hour to shape her veils for the day. During this time she unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Wiki Note: See Stormbound Veils for all veils included in The Stormbound.

Stormweaving

The stormbound gains access to a unique veil slot: the Storm slot. The stormbound gains an additional shaped veil each day that must be used to shape a Storm veil (as denoted by the “+1” under Veils on Table: Stormbound). Storm veils have unique properties that they all share, which are detailed in depth in the Veilweaving section, on page 13. Unlike normal veils, the stormbound cannot normally allocate essence to or from a Storm veil. At the beginning of each of her turns while in combat, the stormbound gains a single point of temporary essence, which can only be allocated to a Storm veil. This temporary essence can be allocated as a free action as soon as it is gained and lasts until combat ends, and then for 1 minute afterward. If she enters combat again before this minute has passed, the duration of the temporary essence is reset. If she chooses not to invest this essence when she gains it, or if she has no Storm veils that are valid sources to allocate it, that point of essence is immediately lost. While not in combat, the stormbound can meditate as a full-round action to draw the powers of the storm out, treating each round she meditates in this way as a round of combat. However, she can only generate a number of temporary essence in this way up to half of her maximum essence capacity, rounded up (minimum 1).

If the stormbound has multiple Storm veils shaped or other receptacles that can accept this special essence, she can reallocate this essence normally between them as part of reallocating her essence normally. If the stormbound suffers from Essence Burn, temporary essence gained from this ability is burned after any other temporary essence she possesses, as well as after any other essence in her essence pool.

If the stormbound suffers from Essence Burn, temporary essence gained from this ability is burned after any other temporary essence she possesses, as well as after any other essence in her essence pool.

What Counts As Combat?

In regards to her essence gained as part of her Stormweaving ability, combat counts as any situation where the stormbound finds themselves in serious peril, such as a fight, or in a particularly threatening and energetic situation where they might have something to lose, like a chase scene. A stormbound can never create “fake” combats, like pretending to fight their friend, to maintain their potential. A stormbound only gains essence as part of her Stormweaving ability in particularly dangerous or exciting situations.

Ultimately, what is defined as a “combat” outside of a fight with monsters is up to the GM.

Weatherproofing

The stormbound has a natural attunement to the storms of the world, and can survive in almost any land, gaining the benefits of the endure elements spell as a constant effect. This intuitive ability and intense training and focus allows them to control the raging fury of their Storm veils to shield their allies. As a free action on her turn, the stormbound can choose to grant limited immunity to the harmful effects of her Storm veils to a number of creatures up to her veilweaving modifier plus 1/2 her stormbound level (rounded down). This limited immunity persists until either the stormbound uses this ability again, or loses consciousness. This limited immunity grants the chosen creatures the effects of endure elements as a constant effect. If one of these creatures would be subjected to a saving throw from her Storm veils they are treated as automatically passing that saving throw, if they are subjected to an attack roll or combat maneuver from the effects of her Storm veils it is treated as a miss, and if they were to take damage from her Storm veils that damage is reduced to 0. These same properties apply to the stormbound as a constant effect, even if she would lose consciousness. If the stormbound loses consciousness other creatures lose the benefits of her weatherproofing ability until she regains consciousness. If one of her Storm veils imposes other penalties that do not require a saving through (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.

Chakra Binds

At 2nd level and every 2 levels thereafter, the stormbound unlocks chakra binds in the following order: Feet, Hands, Head, Wrists, Shoulders, Headband, Belt, Neck, Chest, and Body. Once a stormbound has unlocked a chakra bind, she may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Storm Power

Storms are natural phenomena, they provide water for plants and animals, change the shape of the world, and in some cases destroy it. The stormbound learns to emulate these aspects in the form of Storm Powers. At 1st level, and every 2 levels thereafter, the stormbound may select a single storm power that they qualify for. The list of storm powers available to the stormbound is located below.

Improved Essence Capacity

The stormbound’s growth in power leads to an expansion of the essence capacity of her veils. At 3rd, 9th, and 15th level the essence capacity of all of the stormbound’s essence receptacles increases by 1.

Shifting Storms

The energy that forms a stormbound’s Storm veil is inherently chaotic and destructive, and only with great effort can the stormbound maintain control over it. This same chaos allows her to easily alter the nature and form of her shaped Storm veils. At 2nd level, when the stormbound rolls initiative, and at the beginning of each of her turns, she can unshape a single Shaped storm veil, and immediately shape a new one in its place. Doing so burns half the essence invested in the Veil (rounded up, minimum 1), and is done before she gains temporary essence for the turn from her stormweaving ability. If the Storm veil she unshapes was bound to her chakra, the new Storm veil she shapes in its place is also bound.

Storm Binding

At 9th level the stormbound gains the ability to bind veils shaped to the Storm slot.

Twinveil Storm

At 11th level, the stormbound can shape and bind up to two veils which occupy the Storm slot. This ability otherwise functions as the Twin Veil feat. She does not gain an additional slot in which to shape this second Storm veil, as she does with her first Storm veil. She must shape this veil using her normal allotment of veil slots.

Improved Stormweaving

At 12th level, the stormbound gains an additional point of temporary essence as part of her stormweaving ability at the beginning of each turn which she can allocate to her Storm veils.

Avatar of the Elderstorm

At 20th level the storm growing within the stormbound has reached its truest potential, combining with the stormbound to create a new being, an avatar of the Elderstorm. Her type changes to outsider, with the native subtype. She gains Darkvision 60 feet (or increases her existing Darkvision by 60 feet). With her body utterly infused with akashic energy, she no longer needs to rest to reshape veils but can re-assign her veils with an hour’s meditation. She gains immunity to cold, electricity, and sonic damage.


Storm Powers

The following storm powers are available to be selected by a stormbound who meets their prerequisites. If a storm power has a saving throw component, its DC is equal to 10 + ½ your Stormbound level + your veilweaving modifier.

Clear the Skies (Su)

Benefits: You have learned how to temporarily halt storms in their tracks, and thwart the efforts of other stormbound. As a standard action, you can attempt to disrupt a single Storm veil, or spell that alters or controls the weather, in medium range (100 feet + 10 feet per stormbound level). You must make an opposed veilweaving check against the shaper of the targeted Storm veil. Both you and your target roll 1d20 and add your respective veilweaving level to each of your rolls, and compare the results. If you succeed on this opposed check you suppress the target Storm veil for 1d4 rounds, or for one minute if you beat the opposed check by 10 or more.

If you use this ability against a spell, the caster of the spells rolls a caster level check to oppose your veilweaving check, rolling 1d20 and adding their caster level. If you succeed on the opposed check the spell is dispelled, if you fail you cannot use this ability against that spell again within the next 24 hours.

In addition, you can choose to suppress your own Storm veils as a free action on your turn. They are suppressed until you choose to unsuppress them again as a free action on your turn, or by unsuppressing a single Storm veil as an immediate action. While your Storm veils are suppressed using this ability, the weather in an area equal to that of your Storm veils become calm and normal for the season.

Distracting Current (Su)

Benefits: You can conjure forth a swirling current of winds to distract and hamper a foe. As a standard action, you can command the wind to twist around a creature within close (25 feet + 5 feet per two stormbound levels) range. This creature must make a Reflex saving throw. On a failed save the wind swirls around them for 1 minute, imposes a -2 penalty to attack rolls, AC, Concentration checks, and Dexterity and Strength-based skill checks. A creature who succeeds on their saving throw suffers these penalties until the end of your next turn. Whether or not the save is successful, a creature cannot be the target of this storm power again for 24 hours. You can invest essence in this ability as if it were a Storm veil, increasing the penalties by -1 per essence invested.

Floating Breeze (Sp)

Benefits: You can use feather fall as an at-will spell-like ability with a caster level equal to your stormbound level. This ability is activated as an immediate action.

Fury of the Storm (Su)

Benefits: Your weapons are infused with the storm that rages within you. When using a veil with the [weapon] descriptor, or when using natural weapons granted by a veil, you may choose to use your Stormbound level in place of your base attack bonus when making attacks with those weapons, when determining the effects of veils that grant those weapons, and for determining how many attacks you gain as part of a full attack made using those weapons. Additionally, you may use your veilweaving modifier in place of your Strength modifier for damage rolls made using those weapons.

Icicle Splinter (Su)

Benefits: You gain the ability to fire a deadly shard of ice. As a standard action that requires one free hand, you can make a ranged touch attack against a foe within close (25 feet + 5 feet per two stormbound levels) range. This attack deals 1d6 + your Veilweaving modifier (minimum +0) cold damage, plus an addition 1d6 damage per 4 stormbound levels you possess beyond your first. Creatures within 5 feet of the struck target must make a Reflex saving throw or take 1 + your Veilweaving modifier cold damage, plus an additional 1 point of damage per 4 stormbound levels. You can invest this ability with essence as if it were a Storm veil, causing it to deal an additional 1d6 points of cold damage per essence invested, and an additional 1 cold damage to adjacent creatures per essence invested.

Inured to the Wind (Ex)

Benefits: Constant exposure to strong winds has left you with the skill and form required to better resist their push and pull. You are treated as one size category larger for the purposes of determining whether you are checked or blown away by wind or whether you can have the bull rush or reposition maneuver used against you, and you halve the penalties to ranged attack rolls and skill checks imposed by the wind.

Sonic Armor (Su)

Benefits: You gain the ability to focus the thunder of the storm growing within you into a shimmering field of sonic energy. As a move action, you gain a number of temporary hit points equal to your stormbound level. These temporary hit points last for 1 minute and do not stack with themselves or other sources of temporary hit points. If a creature hits you with a melee weapon while you have temporary hit points granted by this ability before the damage is dealt they must make a Fortitude saving throw or take sonic damage equal to your current temporary hit points granted by this ability, and become deafened for 1 round. On a successful save, the creature takes the damage but is not deafened. You can invest essence in this ability as if it were a Storm veil, causing it to grant an additional 3 temporary hit points per essence invested.

Soothing Rain (Su)

Benefits: You can conjure a briefly lived cloud of rain that soothes the wounds of a single creature. As a standard action that provokes attacks of opportunity, you can target a single living creature within close range (25 feet + 5 feet per two stormbound levels). A light rain mists down on that creature, healing them for 2d8 hit points. Each time a creature is healed with this ability beyond the first within 24 hours, the healing they receive is reduced by 1d8 per use beyond the first (reduced by 1d8 for the second, 2d8 for the third, and so on). You can invest essence in this ability as if it were a Storm veil, causing it to heal an additional 2d8 hit points per essence invested.

Special: This storm power can be selected multiple times. For each time this power is taken beyond the first, a creature can be affected by the soothing rain an additional two times every 24 hours before the healing they receive is reduced.

Storm Lash (Su)

Benefits: You gain the ability to strike a nearby foe with a whip-like bolt of lightning. As a standard action that requires one free hand, you can make a melee touch attack against a foe within your natural reach plus 10 feet (normally a reach of 15 feet for a medium or small creature). This attack deals 1d8 + your Veilweaving modifier (minimum +0) electricity damage, plus an additional 1d8 damage per 4 stormbound levels you possess beyond your first. You can invest essence in this ability as if it were a Storm veil, causing it to deal an additional 1d8 points of electricity damage per essence invested.

Veilproofing (Su)

Prerequisites: Weatherproofing class feature

Benefits: Your weatherproofing class feature extends the immunities it provides to all veils you shape, not just your Storm veils.

Wind Spirit (Ex)

Benefits: You have attracted a benevolent spirit of wind that does its best to assist you. This spirit functions as the unseen servant spell with a caster level equal to your stormbound level, save that it is an extraordinary effect. It has a Strength score equal to 10 plus your Veilweaving modifier, has a fly speed of 30 feet (perfect) and ignores the effects of wind both magical and mundane. If the spirit leaves the spell’s range or is dissipated from damage by an area attack, it can be called again from the wind as a free action on your turn. Special: This storm power can be selected multiple times. For each time this power is selected beyond the first, you gain an additional two wind spirits, and the Strength score of all of your wind spirits increases by 2.

5th Level

Channel the Storm (Ex)

Prerequisites: 5th level stormbound

Benefits: Your body has adapted better to the storm growing within you than most others. You gain a pool of essence equal to half your maximum essence capacity that can only be invested in Storm veils. Special: This storm power can be selected a second time, increasing the pool of essence granted by it to be equal to your maximum essence capacity.

Lifting Gale (Sp)

Prerequisites: 5th level stormbound, Floating Breeze

Benefits: You can use levitate as an at-will spell-like ability with a caster level equal to your stormbound level. At 13th level, you can activate this ability as a move action and can direct the affected creature or object up or down once per round on your turn as a free action.

Uprearing Zephyr (Su)

Prerequisites: 5th level stormbound, Floating Breeze

Benefits: You control the air around you, allowing you to soar through the air. You gain a fly speed of 20 feet with poor maneuverability.

Special: This storm power can be selected multiple times. For each time it is selected beyond the first, its granted fly speed is increased by 10 feet, and its maneuverability increases by 1 step, to a maximum of perfect.

Widened Storm (Su)

Prerequisites: 5th level stormbound

Benefits: Your storm veils increase in area when invested with essence. For each point of essence invested in your Storm veils beyond the first, their radius increases by an amount equal to their base radius (normally Close range). These range increases function similarly to a range weapon’s range increment. For each increment beyond the first, you treat the effects of the Storm veil as if it was invested with 1 fewer point of essence when determining its effects and saving throw DCs. For example, the Blizzard veil is invested with 3 essence, utilizing this storm power would cause it to have a total radius of 75 feet (plus 15 feet per 2 stormbound levels), divided into three 25 foot increments (plus 5 feet per 2 stormbound levels). At the farthest increment it is treated as being invested with 1 essence, the next closest would be treated as being invested with 2, and finally, the closest would be invested with 3.

9th Level

Storm Sense (Su)

Prerequisites: 9th level stormbound

Benefits: You gain the ability to sense the locations of creatures and objects in the area of your Storm veil as the blindsense ability.

11th Level

Erode the Land (Sp)

Prerequisites: 11th level stormbound.

Benefits: Your command over the wind and rain becomes so mighty that you can erode and shape the very land itself. You gain the ability to use move earth as a spell-like ability two times per day. The caster level for this ability is equal to your stormbound level. If you have the Widened Storm power, this sense only applies to the closest increment of your Storm Veil’s range.

Expanded Storm (Su)

Prerequisites: 11th level stormbound

Benefits: You gain the option to increase the radius of your Storm veils from Close to Medium range (100 feet + 10 feet per veilweaver level). You can choose whether your Storm veil’s radius is Close or Medium range when you shape it, and whenever you invest essence in the veil.

Shifting Confluence (Ex)

Prerequisites: 11th level stormbound, any confluence feat

Benefits: When you shape your veils for the day you may replace any one Confluence feat you have with another Confluence feat you qualify for. You retain this feat until you choose to change it again as if you had selected the chosen feat when you leveled up. If you have the Widened Storm power, this sight only applies to the closest increment of your Storm Veil’s range.

Storm’s Confluence (Ex)

Prerequisites: 11th level stormbound, twinveil storms class feature

Benefits: You gain a Confluence feat as a bonus feat.

Special: This storm power can be selected multiple times.

13th Level

Storm Sight (Su)

Prerequisites: 13th level stormbound, Storm Sense

Benefits: Your ability to sense creatures within your Storm improves dramatically. You gain the blindsight ability, which applies only to the area of your Storm veil.

17th Level

Calamitous Storm (Su)

Prerequisites: 17th level stormbound, Expanded Storm

Benefits: You gain the option to increase the radius of your Storm veils from Close to Medium or Long range (400 feet + 40 feet per veilweaver level). You can choose whether your Storm veil’s radius is Close, Medium or Long range when you shape it, and whenever you invest essence in the veil.

Command the Storm (Sp)

Prerequisites: 17th level stormbound.

Benefits: Your ability to control the storm inside you has granted you insight into the weather of the natural world, allowing you to twist it to your whims. You gain the ability to use control weather at-will as a spell-like ability. The caster level of this ability is equal to your stormbound level.


Favored Class Options

  • All: Gain 1/6th of an Akashic feat.
  • All: Gain +1/5 point of essence.
  • Belaran: Increase the essence capacity of your Storm veils with the Cold or Fire descriptors by +1/8.
  • Dwarf: Increase the essence capacity of your Feet slot veils by +1/6.
  • Elf: Increase your effective veilweaver level by +1/4 (to a maximum effective veilweaving level equal to your hit die).
  • Halfling: Increase the essence capacity of your Feet slot veils by +1/6.
  • Human: Gain +1/5th of an akashic feat.
  • Ifrit: Increase the essence capacity of your Storm veils with the Fire descriptor by +1/8.
  • Orc: Add +1/3 point of damage to damage rolls made with a weapon descriptor veil, or with natural attacks granted by a veil.
  • Oread: Increase the essence capacity of your Storm veils with the Earth or Poison descriptors by +1/8.
  • Sylph: Increase the essence capacity of your Storm veils with the Air descriptor by +1/8.
  • Undine: Increase the essence capacity of your Storm veils with the Cold or Water descriptors by +1/8.

Stormbound Archetypes

-Devotee of the Storm

-Wind Whisperer


Veilweaving
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