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Storm Knight

“Yes, a storm is coming. It comes at my bidding.”

Tales are told of the storm knights: rare individuals schooled in both the art of the blade and arcane arts that command the thunderstorms. Like heroes of legend, they ride the wind on mystical chariots pulled by supernatural steeds, smiting with electrified trident, spear, and javelin, calling down lightning and thunder upon the heads of their enemies, and binding howling air elementals to their will.

Hit Die: d8


To qualify to become a storm knight, a character must fulfill all of the following criteria:

Class Skills

The class skills for this class (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Profession (Wis), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier

Table: The Storm Knight
Class Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st +1 +1 +0 +1 Electric Weapon +1 level of existing class
2nd +2 +1 +0 +1 Storm Rage 1/day, Bonus Combat Feat
3rd +3 +2 +1 +2 Bonus spell +1 level of existing class
4th +3 +2 +1 +2 Command Air Elementals
5th +4 +3 +1 +3 Bonus spell +1 level of existing class
6th +5 +3 +2 +3 Storm Chariot
7th +6 +4 +2 +4 Bonus spell +1 level of existing class
8th +6 +4 +2 +4 Storm Rage 2/day
9th +7 +5 +3 +5 Bonus spell +1 level of existing class
10th +8 +5 +3 +5 Storm Power

Class Features

All of the following are class features of the storm knight prestige class.

Weapon and Armor Proficiency

Storm knights gain no new weapon or armor proficiencies. Like a wizard or a sorcerer, a storm knight may not cast spells while wearing armor unless he has some special ability that allows him to do so.

Electric Weapon (Ex)

At 1st level, the storm knight can channel any electric touch spell into a trident, spear, shortspear, longspear or javelin, and strike with the weapon as a touch attack, causing half weapon damage in addition to discharging the spell.

Storm Rage (Ex)

At 2nd level, the storm knight can rage as a barbarian does, and he may still cast Electricity or Air spells while storm raging. In addition, if a storm raging storm knight is affected by, within the area of effect of, or using a spell with the Electricity descriptor or Air descriptor/domain or a spell that generates fog or mist, he gains a +4 bonus to Intimidate checks as long as he is within the area.

Last, the storm rage allows the storm knight to suffer only half the normal visual penalties caused by clouds, fog or mist, magical or otherwise. This ability makes the storm knight a fearsome opponent in combat when he surrounds himself with obscuring mist or a fog cloud, since he may make short-ranged melee and ranged attacks or cast spells without visual penalties, while his enemies flounder about.

At 2nd level, he may use his storm rage ability once per day. At 8th level, he may use it twice per day.

Note that the storm knight’s special raging exceptions, such as the ability to cast spells, etc., only apply while under the effect of 84 his storm rage ability. He does not gain the benefits of these exceptions while affected by rage caused by other sources, such as levels of barbarian or rage-causing magic.

Bonus Combat Feat

At 2nd level, the storm knight receives a bonus Combat feat. Bonus Spell: At 3rd, 5th, 7th and 9th level, the storm knight learns a bonus spell of any level he can cast, chosen from the storm knight spell list.

Command Air Elementals (Su)

At 4th level, the storm knight gains the supernatural ability to command air elementals. This ability functions as a command undead spell, but works only on air elementals. The caster level is equal to the storm knight’s prestige class level. This ability is usable once per day per three storm knight levels.

Storm Chariot (Su)

At 6th level, once per day as a full action, the storm knight may summon a supernatural storm chariot that he (and only he) may ride in. The storm chariot stays for 1 hour and may only be used by the storm knight. The chariot can do nothing on its own – it must be ridden by the storm knight. The chariot appears as a ghostly metal device pulled by a heavy, black supernatural warhorse with wild manes, frosty breath and lightning playing about its hooves. Use the light chariot rules described in the Pathfinder Ultimate Combat book. The storm knight is considered proficient to drive the chariot and counts as having 10 ranks in the Handle Animal skill, unless he already has more ranks in a chariot driving skill. The chariot horse cannot be unhitched. The storm chariot may also fly (with a good maneuverability rating) with a maximum speed of 60 ft. and an acceleration of 20 ft. The chariot’s propulsion is still considered to be Muscle when flying, and the driver still uses the Handle Animal or Profession (driver) skill to control the chariot. If the horse is slain, the chariot vanishes.

Storm chariot warhorse: Large neutral outsiders; Init +6; Senses darkvision 60 ft.; Perception +12; AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size); hp 51 (6d10+18); Fort +8, Ref +7, Will +3; Speed 50 ft., fly 60 ft. (good); Melee trample +4 (1d6+2 plus 1d8 electricity); SA: spell resistance 20, damage reduction 3/-, tricks: attack anything, come, down, heel and stay; Space 10 ft.; Reach 5 ft.; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 12; Base Atk +6; CMB +11; CMD 23 (27 vs. trip); Feats: Alertness, Improved Initiative, Run;

Skills: Fly +13, Intimidate +10, Perception +8, Sense Motive +6, Stealth +7, Survival +10.

Storm Power (Su)

At 10th level, once per day, whenever the storm knight is within a naturally occurring or magically created thunderstorm, hailstorm, sleetstorm, blizzard or hurricane force winds, he may call upon the power of the storm to grant him the benefit of an aid spell, cast at the 10th level. In addition, from now on the storm knight casts the following spells as if his caster level were two levels higher: air walk, call lightning, call lightning storm, cause fear, chain lightning, control weather, control winds, dread cyclone*, elemental hands*, fear, fly, greater numbing wind*, gust of wind, ice storm, lesser numbing wind*, lightning bolt, lightning shield*, overland flight, scare, sleet storm, sonic boom*, storm of vengeance, summon monster (air creatures only), thunderclap*, wall of hurricane force*, water walk, whirlwind, wind wall.


At every other storm knight level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class (either sorcerer or wizard). He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had levels of both sorcerer and wizard before becoming a storm knight, he must decide to which class he adds the new level for purposes of determining spells per day. Note that even though a storm knight has armor proficiency due to his fighter levels, he still suffers a chance of spell failure when wearing armor.

When a storm knight gains new spells as a result of gaining a new caster level, he must choose at least one from the storm knight spell list. If he already knows all the spells of a given level on the list, he may choose any spell from the wizard/sorcerer list, but is barred from selecting Earth or Fire spells.

In addition to the spells listed below, a storm knight may learn any arcane wizard or sorcerer spell with the Air or Electricity descriptor.

Storm Knight Spell List
Level Spell(s)
0 (Cantrips) 1stcause fear, elemental hands*, endure elements, feather fall, mage armor, magic weapon, obscuring mist, shield, shocking grasp, summon monster I (eagle only), true strike
2nd blur, bull’s strength, eagle’s splendor, fog cloud, gust of wind, heroism, levitate, resist energy, scare, shatter, sound burst, summon monster II (air elementals only), whispering wind
3rd call lightning, dispel magic, displacement, fly, gaseous form, greater magic weapon, haste, lightning bolt, protection from energy, quench, rage, sleet storm, summon monster III (dire bat only), thunderclap*, water walk, wind wall
4th air walk, control water, dimension door, fear, freedom of movement, ice storm, lesser numbing wind*, lightning shield*, shout, solid fog, summon monster IV (air mephit only)
5th call lightning storm, control winds, eye of the storm*, greater heroism, overland flight, sonic boom*, summon monster IV (air elemental only), telekinesis, teleport
6th chain lightning, control weather, globe of invulnerability, greater dispel magic, repulsion, summon monster VI (invisible stalker only), transformation
7th greater teleport, spell turning, wall of hurricane winds*, summon monster Vii (air elemental only), whirlwind, wind walk
8th greater numbing wind*, shoutgreater , power word stun, storm of vengeance, telekinetic sphere*
9th dread cyclone*, elemental swarm (air only)
Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson