Khoravar Stormcrow
Khoravar class — see Classes for the full list.
Two of the ancient Dragon Houses were formed around khoravar bloodlines. The House of Lyrandar, said to possess the Mark of Storm, held high sway in the lands of Valeria. Today, the heirs of that house still train stormcrows, arcanists with mastery of wave and wind.
Khoravar Stormcrow Level Progression / Spell Progression
| XP | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Airy Arcanist | 1 | 1d4+1 | 1 | - | - | - | - | - | |
| 3,000 | Soaked Seer | 2 | 2d4 | 2 | - | - | - | - | - | |
| 6,000 | Torrential Theurgist | 3 | 3d4 | 2 | 1 | - | - | - | - | |
| 12,000 | Mistwreathed Magician | 4 | 4d4 | 2 | 2 | - | - | - | - | |
| 24,000 | Tempestuous Thaumaturge | 5 | 5d4 | 2 | 2 | 1 | - | - | - | |
| 48,000 | Elemental Enchanter | 6 | 6d4 | 2 | 2 | 2 | - | - | - | |
| 95,000 | Storm Sorcerer | 7 | 7d4 | 3 | 2 | 2 | 1 | - | - | |
| 190.000 | Monsoon Mage | 8 | 8d4 | 3 | 3 | 2 | 2 | - | - | |
| 390,000 | Stormcrow | 9 | 9d4 | 3 | 3 | 3 | 2 | 1 | - | |
| 590,000 | Stormcrow, 10th Level | 10 | 9d4 + 1* | 3 | 3 | 3 | 3 | 2 | - | |
| 790,000 | Stormcrow, 11th Level | 11 | 9d4 + 2* | 4 | 3 | 3 | 3 | 2 | 1 | |
| 990,000 | Stormcrow, 12th Level | 12 | 9d4 + 3* | 4 | 4 | 3 | 3 | 3 | 2 |
Stormcrow Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-3 | 13+ | 13+ | 15+ | 11+ | 12+ | +0 |
| 4-6 | 12+ | 12+ | 14+ | 10+ | 11+ | +1 |
| 7-9 | 11+ | 11+ | 13+ | 9+ | 10+ | +2 |
| 10-12 | 10+ | 10+ | 12+ | 8+ | 9+ | +3 |
Combat Characteristics
While they are naturally gifted arcanists, stormcrows are barely trained in combat ability.
Combat Proficiencies: Stormcrows have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.
Combat Progression: Stormcrows advance in attack throws and saving throws by only two points every six levels. They cannot cleave, regardless of their level.
Starting Class Powers
Collegiate Wizardry: The stormcrow has received arcane instruction as an apprentice to another stormcrow, pupil at a Lyrandar academy, or member of some other arcane organization. He can begin play as a member of a House Lyrandar or one of its affiliates (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of House Lyrandar, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency).
Inherited Arcane Magic: The stormcrow’s elven inheritance grants them the ability to learn and casts arcane spells. The caster level and number and level of spells the character can cast per day is listed on the Spell Progression table above. The stormcrow can have a number of spells in his repertoire equal to those shown on the table, modified by his CHA bonus. Unlike studious spellcasters such as mages, the character’s repertoire is chosen soon as they increase in level. They do not need a spellbook, and they cannot change out their repertoire through study. The specific mechanism for determining which spells a harmonizer adds to their repertoire is left to the Judge’s discretion; one recommended method is to randomly determine the base spells and allow the player to choose any bonus spells from high CHA.
Weather Gauge: The stormcrow can accurately predict the weather within 1 mile per level over the period of the next 24 hours. The spell provides no ability to control the weather, merely foreknowledge of what is coming.
Additional Class Powers
Storm’s Calling (3rd): The stormcrow gains his choice of the Seafaring, Survival, or Swimming proficiency.
Mastery of Storms (5th): The stormcrow becomes a master of a particular element (either air or water). Spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The stormcrow’s mage missiles are elemental and deal an additional damage type based on his element — electric or cold for air and water respectively. The stormcrow can automatically identify and rank a place of power related to his element upon entering it. If the stormcrow also has the Elementalism proficiency specialized in the same element, the spell effects of spells using this element are calculated as if he were one caster level higher than his actual caster level.
Minor Magical Research (5th): The stormcrow can brew potions. Rules for magic research can be found in Campaigns.
Personal Study (7th): The stormcrow gains any Khoravar Stormcrow class proficiency of his choice.
Elemental Repertoire (7th): The stormcrow gains an expanded repertoire, increasing the number of slots in his repertoire of each level that he can cast by one. He may choose the spells, but they must be elemental air or water spells.
Major Magical Research (9th): The stormcrow can create more powerful magic items such as weapons, rings, and staffs.
Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the stormcrow can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the stormcrow already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the stormcrow on an adventure, the apprentices must be paid wages as henchmen.) If the stormcrow builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for stormcrows’ sanctums are detailed in Campaigns.
Supreme Mastery (9th): The stormcrow is now a master of both air and water, gaining the bonuses of his Mastery of Storms ability apply to both elements.
Cycle of the Heavens (11th): Attending vigilantly to the cycles of the heavens, the stormcrow learns to control the rains, ward off unseasonal frosts, and temper harsh winds. By expending an ancillary activity each day, the stormcrow can control the weather in the region around his stronghold for the next 24 hours. If the stormcrow is the ruler of a domain, his region of control encompasses the entire domain’s territory, up to a maximum of 16 6-mile hexes. If the stormcrow is not a domain ruler, his region of control encompasses the 3-mile radius around his sanctum or stronghold (one 6-mile hex). Within his region of control, the stormcrow can set the temperature, precipitation, and wind to any desired value within its natural limits, as the spell summon weather. If the stormcrow controls the weather in his region for at least 20 days in any given month, he can adjust the land value of the hexes in his region by 1gp for the following month.
Supreme Magical Research (11th): The stormcrow can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the stormcrow can create necromantic servants and become undead.
Racial Traits
Concordance: The khoravar are natural communicators and negotiators, able to easily defuse conflict. Through glib talk, disarming words, or placating body language, the character can delay or possibly prevent armed conflict. The character must concentrate as his standard action but may move at half speed or take other move actions while using this ability. The ability fails to work on a subject if any khoravar has already attacked that subject or its allies during this encounter. Otherwise, any characters attempting to attack the khoravar are subject to the ability and must save versus Spells; on a failed save the subject must attack another character (or no one at all). This ability does not work on mindless creatures or fantastic creatures of animal intelligence but works on all sapient creatures and ordinary animals.
Cultural Affinity: As children of multiple cultures, the Khoravar have a natural gift for overcoming cultural barriers to negotiation. The character ignores up to two points of penalty to reaction rolls from differing language, species, or alignment with a counterpart.
Gift-Giving: Khoravar know that a timely gift can win over hearts and minds. The character receives a +1 bonus to reaction rolls if he offers a gift worth one day’s pay for the target; a +2 bonus for a gift worth one week’s pay; and a +3 bonus for a gift worth one month’s pay. Unlike a bribe, a gift cannot simply be coin; it must bear some relation to the recipient’s aesthetic or professional interests. Because of his high and subtle art, a khoravar using his gift-giving power is never charged with the crime of bribery, even if he rolls an unmodified 2 on 2d6. (Except as noted above, this class power is equivalent to Bribery proficiency.
Languages: Khoravar society is mindful of its role as mediators between disparate factions and races. All khoravar begin play knowing Common, Valerian, Lhazaaran, Caernathi, and one other language of the character’s choice.
Longeval: Due to their elven ancestry, the khoravar have a lifespan three times that of humans. They are immune to the diseases caused by undead and gain a +1 bonus to their HD rolls at 1st level.
Class Proficiencies
Proficiency Progression: At 1st level, stormcrows gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 6th and 12th level. They select an additional general proficiency at 5th and 9th level.
Stormcrow Proficiency List: Alchemy, Battle Magic, Command, Contemplation, Counterspelling, Elementalism, Expanded Repertoire, Experimenting, Familiar, Knowledge, Language, Leadership, Loremastery, Magical Engineering, Mastery of Conjuration & Summoning, Mastery of Enchantments & Illusions, Mystic Aura, Naturalism, Performance, Prestidigitation, Prophecy, Quiet Magic, Seafaring, Sensing Power, Soothsaying, Survival, Swimming, Transmogrification, Unflappable Casting, Wakefulness
Stormcrow Templates
| 3d6 | Template | Proficiencies | Starting Repertoire | Starting Equipment |
|---|---|---|---|---|
| 3 – 4 | Hedge Mage | Wakefulness Survival | Desiccate Ice floe | Gnarled oaken staff, pair of daggers, simple robe, faded leather belt, well-traveled high boots, backpack, waterskin, tinderbox, 6 torches, 2 week’s iron rations, 18gp (enc. 4 5/6 st) |
| 5 – 6 | Raincaller | Soothsaying Perform (dance) | Thunderclap Auditory illusion | Curved ceremonial dagger, grey robes, embossed leather belt, wool gloves, high boots, backpack, large sack, tinderbox, 4 tallow candles, quill and ink, 2 weeks’ iron rations, 32gp (enc. 3 4/6 st) |
| 7 – 8 | Hydrophobe | Unflappable Casting Endurance | Desiccate Choking grip | Wavy-bladed dagger, argent baton, black and orange robes, polished iron skullcap, embossed belt, high boots, long leather gloves, backpack, quill and ink, tinderbox, 5 wax candles, wineskin, 2 weeks’ iron rations, 27gp (enc. 3 5/6 st) |
| 9 – 10 | Alchemist | Magical Engineering Alchemy | Slickness Discern magic | Blue and green cassock with hood, embossed leather belt, high boots, leather gloves, pointy hat, dagger, staff, argent baton, backpack, waterskin, tinderbox, lantern, 2 pints common oil, 2 pints military oil, quill and ink, journal, mess kit, 1 week’s iron rations, 27gp (enc. 5 st) |
| 11 – 12 | Sophist | Loremastery Knowledge (history) | Mage missile Weave smoke | Blue mage’s cassock, leather belt, low boots, wool gloves, pointy hat, 2 rune-etched daggers, argent baton, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 3 pints common oil, quill and ink, journal, small tent, hand mirror, 44gp (enc. 5 stone) |
| 13 – 14 | Warmage | Battle Magic Military Strategy | Thunderclap Counterspell | Armiger’s tunic and pants, embossed leather belt, high boots, pointy hat, officer’s dagger, iron-shod staff, argent baton, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 3 pints common oil, earplugs, quill and ink, 6 iron spikes, small hammer, 76gp (enc. 5 stone) |
| 15 – 16 | Libertine | Mystic Aura Romance | Slickness Wall of Smoke | Fancy silk tunic and pants, silk belt, high boots, fancy wizard’s hat, smooth polished staff, argent baton, backpack, 1 week’s iron rations, wineskin, tinderbox, 12 torches, quill and ink, ornamental bracelet (20 gp value), 47gp (enc. 5 stone) |
| 17 – 18 | Firstborn | Contemplation Leadership | Mage missile Beguile humanoid | White mage’s cassock, embossed leather belt, high boots, leather gloves, extravagant hat, quarterstaff tipped with glass gemstone (45gp value), argent baton, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 2 pints common oil, quill and ink, medium riding horse, riding saddle and tack, saddlebag, 14 gp (enc. 3 2/6 stone with rations on horse) |
Notes: Most characters of this class have above average charisma, and the templates above reflect that. Each template assumes that the character has a CHA attribute of between 13 and 15, qualifying him for and one bonus spell. The bonus spell that each template begins with is noted last. For characters with CHA of less than 13, delete the second spell. For characters with CHA higher than 15, ask your Judge to determine what additional spell(s) your character knows.
Spells
Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.