"Thunder is good, thunder is impressive; but it is lightning that does the work."
-- Mark Twain

 

GAME RULE INFORMATION
Abilities:
 Intelligence is the most important ability for a storm lord, as it determines how powerful a spell she can cast, how many spells she can cast per day, and how hard those spells are to resist. Charisma determines the effectiveness of some of the storm lord’s secondary abilities, and a storm lord benefits from high Dexterity and Constitution scores much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level BAB Fort Ref Will Special 1 2 3 4 5 6 7 8 9
1st +0 +0 +2 +2 Born flyer, cantrips, zephyr's grace 3 - - - - - - - -
2nd +1 +0 +3 +3 Wind companion 4 - - - - - - - -
3rd +2 +1 +3 +3 Storm rider (5/+2) 5 - - - - - - - -
4th +3 +1 +4 +4 Scorn earth 5 3 - - - - - - -
5th +3 +1 +4 +4 Stride the skies 5 4 - - - - - - -
6th +4 +2 +5 +5   5 5 3 - - - - - -
7th +5 +2 +5 +5 Storm rider (10/+5) 5 5 4 - - - - - -
8th +6/+1 +2 +6 +6   5 5 5 3 - - - - -
9th +6/+1 +3 +6 +6 Cloud sight 5 5 5 4 - - - - -
10th +7/+2 +3 +7 +7   5 5 5 5 3 - - - -
11th +8/+3 +3 +7 +7 Storm rider (30/20/+10) 5 5 5 5 4 - - - -
12th +9/+4 +4 +8 +8   5 5 5 5 5 3 - - -
13th +9/+4 +4 +8 +8 Ride the skies 5 5 5 5 5 4 - - -
14th +10/+5 +4 +9 +9 Air elemental wild shape 1/day (large) 5 5 5 5 5 5 3 - -
15th +11/+6/+1 +5 +9 +9 Storm rider (60/30/+15) 5 5 5 5 5 5 4 - -
16th +12/+7/+2 +5 +10 +10   5 5 5 5 5 5 5 3 -
17th +12/+7/+2 +5 +10 +10 Air elemental wild shape 2/day 5 5 5 5 5 5 5 4 -
18th +13/+8/+3 +6 +11 +11   5 5 5 5 5 5 5 5 3
19th +14/+9/+4 +6 +11 +11 Storm rider (90/immunity/+20) 5 5 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Air elemental wild shape 3/day (huge) 5 5 5 5 5 5 5 5 5

CLASS SKILLS (2 + Int mod per level)
A storm lord's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best suited to tasks involving battlefield control, combat support, and aerial scouting. At higher levels, you can use your magic to provide fast transportation for your entire party.

Weapon and Armor Proficiency: The storm lord gains proficiency with all simple weapons, and with all kinds of bows. She gains no proficiency with armor or shields.

Spells: A storm lord casts arcane spells, which are drawn from the storm lord spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the storm lord’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a storm lord spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a storm lord’s spell is 10 + the spell's level + the storm lord’s Int mod. Like other spellcasters, a storm lord can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score. If you attempt to cast spells while wearing armor, you suffer an arcane spell failure chance.
A storm lord need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.

Born Flyer: A storm lord gains Born Flyer (RotW 148) as a bonus feat, provided she meets the prerequisites.

Cantrips: A storm lord knows all 0 level spells on their list, known as cantrips. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Zephyr’s Grace (Ex): You can dance across the battlefield with the grace of the wind itself. Add your Charisma bonus to your Armor Class. You lose this bonus whenever you are helpless or immobilized, when you are wearing armor or using a shield, or when you are carrying a medium or heavy load.

Wind Companion: Upon reaching 2nd level, the storm lord may perform a special incantation to call a small air elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, except that the storm lord does not have to pay more than 100gp to replace his companion after seven days.

Storm Rider (Ex): At 3rd level, you gain some of the fey wildness of the raging storm. Additionally, your eyes become accustomed to surveying distant vistas, and your sharp ears rarely miss even the slightest of sounds. You gain resist electricity 5 and a +2 competence bonus to Perception checks.

At 7th level, your electricity resistance increases to 10 and your bonus to Perception checks increases to +5. At 11th level, you gain electricity resistance 20 and +10 to Perception, and gain blindsense with a range of 30 feet. At 15th level, the range of your blindsense increases to 60 ft, your electricity resistance improves to 30 and your Perception bonus improve to +15. At 19th level, your blindsense has a 90 ft range, you gain complete immunity to electricity, and your Perception bonus improve to +20.

Scorn Earth (Su): At 4th level, a storm lord's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round (unless another effect such as air walk or fly has granted her the ability to move through the air at a faster speed).

While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell (unless under the influence of an effect which would override levitate, such as air walk or fly). 

Stride the Skies (Su): Beginning at 5th level, a storm lord (and her mount, if any) can walk or ride through storms (even magical ones) at her regular movement rate, completely unaffected by high winds, pounding precipitation, objects driven by the wind (which always seem to miss her), great claps of thunder, natural bolts of lightning, or any other natural manifestation of storm- or wind- related weather. Her melee and ranged attacks are likewise unaffected by wind conditions. This applies even to magically created weather and wind, although she can still be harmed by magical lightning that overcomes her electricity resistance.
Additionally, any spell she casts that grants the storm lord or her mount the ability to fly is automatically extended for free, as if by the Extend Spell metamagic feat.

Cloud Sight (Su): A storm lord of 9th level can see through clouds, fog, or almost any other sort of grit or airborne particles, as easily as if the impediment weren't there. The storm lord can still see the clouds or fog as a ghostly outline, so she can avoid flying into acid fogs and the like.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the storm lord’s Cha modifier.

Ride the Skies (Su): A 13th level storm lord revels in the freedom of the skies, using her magic to move effortlessly through the air as though born to it. When flying by means of a spell that she cast herself, she triples her fly speed and gains perfect maneuverability.
Using this ability is a move action. Each use lasts for a number of rounds equal to 3 + the storm lord's Cha modifier.

Air Elemental Wild Shape (Su): At 14th level, a storm lord gains the ability to assume the form of a Small, Medium, or Large air elemental once per day. This works like the spell elemental body III except the duration is one hour per level and the storm lord may change back as a free action. In addition, the storm lord gains the air elemental's bonus feats while transformed. Changing form is a standard action and doesn't provoke an attack of opportunity. Upon changing to air elemental form, the storm lord regains hit points (but nothing else) as if he had rested for the night. If slain in air elemental form, he reverts to his normal shape (but remains dead). The storm lord gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge air elemental (as elemental body IV).

STORM LORD SPELL LIST
The storm lord spell list appears below. All spells not marked are from the PFSRD, other spells are from the Spell Compendium and marked with the page number.

0 Level: breeze, detect magic, electric jolt (SC 78), launch bolt (SC 130), launch item (SC 130), mage hand, message, open/close, prestidigitation, read magic.

1st Level: alter winds, anticipate peril, aspect of the falcon, arrow mind (SC 15), comprehend languages, deadeye's arrow, endure elements, expeditious retreat, swift expeditious retreat (SC 85), faerie fire, feather fall, swift fly (SC 96), hawkeye (SC 110), identify, obscuring mist, lesser orb of electricity (SC 151), remove scent (SC 173), sniper’s shot (SC 194), unseen servant, updraft (SC 228).

2nd Level: belker claws (SC 26), binding winds (SC 27), cloud wings (SC 49), detect thoughts, eagle eye, eldritch conduit, electric loop (SC 78), euphoric cloud, fog cloud, gusting sphere, gust of wind, hunter’s mercy (SC 117), invisibility, swift invisibility (SC 125) master air (SC 139), scent (SC 180), see invisibility, silence, staggering fall, stolen breath (SC 207), whispering wind, wind wall, wings of air (SC 240).

3rd Level: air breathing (SC 8), air geyser, arcane sight , blindsight (SC 32), bottle of smoke (SC 37), call lightning , call the storm (new), capricious zephyr (SC 43), cloak of winds, dispel magic, downdraft (SC 72), fly, gaseous form, hostile levitation. hurricane blast, invisibility sphere, lightning bolt, phantom steed, primal form (air only) (SC 161), scintillating sphere (SC 181), sheet lightning, storm step, lesser telepathic bond (SC 219), tongues, weather eye (SC 238).

4th Level: air walk, arc of lightning (SC 15), arrow storm (SC 16), ball lightning, cloud shape, defenestrating sphere (SC 62), echolocation, eye of the hurricane (SC 86), freedom of movement, greater invisibility, modify memory, orb of electricity (SC 151), ray deflection (SC 166), river of wind, shocking image, summon elementite swarm (air only) (SC 214), greater wings of air (SC 240), zone of silence.

5th Level: call lightning storm, control winds, cyclonic blast (SC 57), fickle winds, mass fly (SC 96), moonbow (SC 144), overland flight, telepathic bond, sending, suffocation, telekinesis, wind tunnel (SC 239).

6th Level: battlemind link, chain lightning, cloud walkers (SC 49), greater dispel magic, eagle aerie, greater eldritch conduit, miasma (SC 141), path of the winds, probe thoughts (SC 162), summon greater elemental (air only) (SC 214), true seeing, wind walk.

7th Level: greater arcane sight, brain spider (SC 38), elemental body (air only) (SC 78), mass invisibility, jolting portent, repulsion, reverse gravity, scouring winds, spell turning, storm tower (SC 210), stun ray (SC 211).

8th Level: ghostform (SC 103), superior invisibility (SC 125), lightning ring (SC 132), moment of prescience, stormbolts, stormrage (SC 210), whirlwind.

9th Level: elemental swarm (air elementals only), foresight, ride the lightning, summon elemental monolith (air only) (SC 214), time stop, greater whirlwind (SC 239) winds of vengeance.



New Spells

Call the Storm
Conjuration (Creation) [Air]
Level: storm lord 3
Components: S, see below
Casting Time: 1 immediate action
Range: 30 ft.
Target: Creatures within a 30-ft. radius burst
Duration: 1 round
Saving Throw: Fort negates or Fort negates (harmless)
Spell Resistance: Yes

With merely a forceful gesture, you conjure spirits of air to conceal your allies and buffet your foes.

Your studies of the ancient mysteries of air allow you to call upon the wind to protect all willing allies within 30 feet, granting them resist sonic 10 and a +4 bonus to saves against [sonic] and [language-dependent] effects until the beginning of your next turn. Enemies within the area of effect are [deafened] for one round (Fortitude negates). At 13th level, the resistance increases to 20 and the save bonus increases to +6.

A caster of at least 9th level may instead conjure a blast of wind: swirling gusts and clouds of grit grant all affected allies a miss chance of 20% against ranged attacks (including magical ranged touch attacks) until the beginning of your next turn, and disrupts cloud and fog effects as if it were a severe wind (although it does not produce any of the other effects of severe wind). At 17th level, the miss chance improves to 50%.

A caster of at least 13th level may instead conjure a gale: an intense blast of wind surrounds your to a distance of 30 feet. Powerful enough to bring down branches if not whole trees, the windstorm automatically extinguishes unprotected flames and has a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks into or out of the area are impossible, and even siege weapons have a -4 penalty on attack rolls. Perception checks are at a -8 penalty due to the howling of the wind. Small or smaller creatures are blown out of the area of effect and knocked prone, Medium creatures are knocked prone, while Large through Gargantuan creatures are checked and cannot move (Fortitude negates). Flying or airborne creatures are treated as one size smaller for this effect, but you and your affected allies pass your saves automatically. The gale lasts until the beginning of your next turn.

A caster of at least 17th level may instead conjure a mighty cyclone: cyclonic winds envelop the area, protecting your allies and bewildering your foes. All affected allies gain total concealment. Ranged attacks (even with siege weapons) into or out of the area are impossible, Listen checks fail automatically, and enemies within the area of effect are knocked prone and immobilized by ferocious crosswinds (Fortitde negates). Your allies are not impaired by the winds, but others must succeed at Concentration checks (DC = this effect’s save DC) to perform any activity requiring patience or focus (such as spellcasting). These effects last until the beginning of your next turn.

Special: To cast this spell, you must be airborne.

Feats and prestige classes for elemental casters.