
williamoak |
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Recently, I started a build for a charismatic pirate queen. But in the mentime, I decided to start building her crew. And I thought to myself, a master of storms would be really useful to defend a ship against the waves. He's much more likely to be a salty old seadog, much les charismatic but wise in the ways of the sea. Dont have a backstory yet, so Ideas would not be refused.
To give some guidelines of the build: This guy will spend most of his time on the sea. So situational feats can be useful (again, if connected to the sea). If your advice comes from treantmonks guide, I've already seen it.
So I've got this:
Wizard (? School) 6 / Master Of Storms (10)
Human (Alignement N, CN, maybe CG)
20 pt build:
Str: 10 Dex: 14 Con: 14 Int: 17 Wis: 14 Cha: 8
1: ??
2:
3:?
4:
5:Storm lashed, Bonus feat: Fast study
6:
7:?
8:
9: Improved familiar
Archetype options:
-A spellslinger might be cool, with focus in conjuration and transmutation (based myself on the weather domain spells). It would also fit with the pirate motif
I'm looking for thematically appropriate ideas in ANY direction, especially for the familiar (beyond an elemental, are there any storm themed familiars?). I'm impatient to see what you all have as ideas!

Master of the Dark Triad |
I suppose you're right. Maybe we can figure something out?
I noticed that all but one ability is mental score independent, and that one is based of WIS. I figured cleric would be best. Also, the BAB is useful.
I figured it'd make a cool battle cleric. I'm thinking he'll worship the air elemental lord.
Any advice?

nate lange RPG Superstar 2012 Top 32 |

i've always been intrigued by the storm kindler/master of storms PrC... well, really just the idea a storm master in general.
if you want a wise old salty-dog, go with a wisdom based guy. i think druid is the way to go! they have almost all the required skills as class skills (and could use a feat for know:history if you want to keep it high) and enough skill points to take them. the weather domain and their normal spell list should be good for the concept.
storm shape (one of the signature abilities of the PrC) benefits a bunch from Str, and (according to the universal monster rules) will do slam damage to any creature it contacts, if you have a slam attack to activate... also, its not in any way listed as a polymorph effect... those three factors together make it a great counterpart for wildshape! they stack (since storm shape isnt a polymorph) allowing you to up your strength and gain a slam attack to really maximize the whirlwind.
on top of all that, wildshape is just a handy ability: something sank- turn into a dolphin or a water elemental; need to escape or deliver something quickly- turn into an eagle or an air elemental...
edit: storm druid and tempest druid are both fitting archetypes

nate lange RPG Superstar 2012 Top 32 |

hmm... i was about to point out that you could get away with a water elemental (since storms and the PrC are sort of half and half), but then i decided to double check the elemental body spells and realized (for the first time) that water grants a con bonus instead of strength?!? i guess that makes druid a little less beneficial, though i still think its a good option.

Peasant |
I rather like the idea that your master of storms could be a foul-mouthed and hot-tempered blowhard that has thrown in with the pirate queen at least in part because the rest of the world finds him/her insufferable and dry land just doesn't feel right underfoot. The pirate queen is happy enough to have him/her aboard because every bad ship can benefit from a ship's mage and a proper wizard has attributes that better fit the role than any other spellcaster... a spell list that can be tailored before a raid, long range firepower the divine casters cannot match, unlikely to be preachy or prickly about eventualities and unlikely to have the charisma to pose a threat of mutiny.
Apologies in advance for any retread ideas here (I haven't read Treantmonk's guide), but in the actual construction of the character, I would deemphasize the Master of Storms prestige class in lieu of some of the strengths of the wizard. In my opinion the most valuable and exploitable abilities of the Master of Storms are Seasight and Aura of Calm. Their other abilities are also solid, but this sort of a mage is too valuable to risk in close quarters and whirlwind form isn't exactly friendly to the crew.
Wizard 11 (Divination), Master of Storms 5
(Class Features) Forewarned, Diviner's Fortune, Scrying Adept, Oceanic Spirit, Seasight, Storm Shape (30', Medium), Aura of Calm (10'), Wavebreaker, Thunderstruck, Arcane Bond
(Feats) Scribe Scroll, Storm-lashed, Still Spell, Heighten Spell, Disruptive Spell, Enlarge Spell, Extend Spell, Merciful Spell, Preferred Spell, Spell Mastery, Spell Perfection, Arcane Discovery: True Name
There's obviously room to tailor the build around your favorite spell. For a pirate mage I would suggest Pyrotechnics as the Perfected and Preferred Spell. As an opening gambit, an extremely long range (Enlarge) debilitating area of effect that can hamper even moderately talented opposing mages (Disruptive and Heighten) is nothing to scoff at. Control Weather would be a good addition to Spell Mastery. Shipwrecks, marooning and jailbreaks are all part and parcel for a pirate and in any of these situations where a spellbook may have been lost, a convenient Tornado or even a soothing rain could be handy. If you're using Mythic tiers I also quite like the abbreviated casting time of this spell.
The unique strengths of this build however, lay in the school and discovery. What pirate queen wouldn't want a diviner on hand that cannot be surprised and inherently knows when her vessel is being scryed upon by authorities? Add to this that the mage knows the true name of a Shazadha which can be called upon for a great many things, none of which is as valuable as a yearly wish. (The Shazadha would be slightly weaker than normal to fit in the 12 HD limit of the discovery). As to why the mage doesn't use said wish himself... well, he's not stupid... but such things would hold allure for a pirate queen.

Dave Justus |

For a familiar I would look at the Air Mephit.
The Diviner concept is solid, if you want something more energetic you could look at this guide

Master of the Dark Triad |
For a familiar I would look at the Air Mephit.
The Diviner concept is solid, if you want something more energetic you could look at this guide
another who does not read the thread.

Peasant |
Yeah, so no Druid. And peasant, while I appreciate the help, the thread has changed purpose.
I did actually read the thread. I thought Williamoak might still be interested in an answer to his original query. To remake your cleric as a Master of Storms... I'd go with a Separatist, partly for roleplay purposes and partly for unusual and interesting domain combos. Air (Wind), because you mentioned an elemental lord and perhaps Destruction (Catastrophe) to make him seem quite malevolent. Between the two you now have stormy combat options that do not rely upon just turning into a whirlwind. For your character I'd have to abandon the truename concept, though if you liked it, it could be achieved by taking one of the domains that adds Planar Binding to the spell list. For a creepy alternate I'd probably have him employ Animate Dead on a few large creatures. Aura of Calm would allow large undead minions free reign to battle at his command while others must seek cover from the winds. The divination options for clerics are also strong and I personally would enjoy seeing such a character Commune with powers outside his mother church when simpler prayers didn't get results. Feat-wise I'd still want Enlarge Spell, just to rain down lightning from further away. Even if you're not on a ship, there should be some hint of an approaching storm.

Master of the Dark Triad |
Master of the Dark Triad wrote:Yeah, so no Druid. And peasant, while I appreciate the help, the thread has changed purpose.I did actually read the thread. I thought Williamoak might still be interested in an answer to his original query. To remake your cleric as a Master of Storms... I'd go with a Separatist, partly for roleplay purposes and partly for unusual and interesting domain combos. Air (Wind), because you mentioned an elemental lord and perhaps Destruction (Catastrophe) to make him seem quite malevolent. Between the two you now have stormy combat options that do not rely upon just turning into a whirlwind. For your character I'd have to abandon the truename concept, though if you liked it, it could be achieved by taking one of the domains that adds Planar Binding to the spell list. For a creepy alternate I'd probably have him employ Animate Dead on a few large creatures. Aura of Calm would allow large undead minions free reign to battle at his command while others must seek cover from the winds. The divination options for clerics are also strong and I personally would enjoy seeing such a character Commune with powers outside his mother church when simpler prayers didn't get results. Feat-wise I'd still want Enlarge Spell, just to rain down lightning from further away. Even if you're not on a ship, there should be some hint of an approaching storm.
I mentioned the air lord because I don't know any other storm deities. So, any others would help.
I was thinking weather and destruction (catastrophe, but I'm not sure if anyone gives that. So thanks for the seperatist idea.
I have considered undead, but it's not core to the concept, so no biggy there.
Any other advice? Maybe a fighter dip? I intend for this guy to be in melee, so any tips for that in general?
Also, sorry about my comment earlier. I guess I didn't figure that William oak still cared about this guy.

Peasant |
A dip into Fighter doesn't seem to bring a lot to the table with this prestige class. Storm Shape doesn't call for an attack roll and deals unarmed strike damage. Wavebreaker loses its luster if you're burdened by armor. Most of the Master of Storms' other abilities are passives designed to counter some basic weather effects or spellcaster tricks (electrical damage, deafness, fog, wind) and allow the MoS to use his own wind abilities without screwing over allies.
A dip into Barbarian /might/ have some use. Fast Movement and a boost to strength from Rage would benefit the Storm Shape. It also fits the tempestuous nature of the class and of the Separatist concept. I want to give Monk a shout out here as well, but the delayed fast movement and meager early boosts to unarmed damage and AC probably just aren't worth the loss of spell progression.
Featwise, Guided Hand would make you more accurate. It also requires Channel Smite which isn't exactly useless.
The undead might have another possible advantage... if you can make a couple of variant Shadows that drain Dex instead of Strength, your opponents will more regularly go flying. Curses could achieve the same effect on hard targets.

Peasant |
Elemental Kin Archetype might be interesting... when you take significant energy damage it extends how long you can Rage and therefore how long the Stormshape would remain buffed. But like most of the archetype benefits, you won't see this unless you're significantly multiclassing (Elemental Kin needs to hit level 3 for that perk). There are some interesting racial options however. Orc and half-orc both extend your rage, Elf increases your movement speed, both as favored class bonuses. wavebreaker plus enhanced fast movement suggests a swimming battle cleric that can outmaneuver sea monsters. It might be tempting to prep Control Water if you had that option.