Thunderlord
THUNDERLORD - Paladin Archetype [THOR]
The asgardians have protected the realms for many ages. Many of the greatest heroes master the powers granted to them by their herald and patron deity, Thor. They emulate his powers and combat prowess hoping to achieve glory in battle.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 �— 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The thunderlord's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Base Attack Bonus: Good (= Class Level)
Base Fortitude Save: Good (2 + 1/2 Class Level)
Base Reflex Save: Poor (1/3 Class Level)
Base Will Save: Good (2 + 1/2 Class Level)
1st Level: Aura, Detect Alignment, Smite Nemesis 1/day
2nd Level: Storm Touch, Divine Grace
3rd Level: Aura of Courage, Divine Health, Windwalker
4th Level: Elemental Channeling (Air), Smite Outsider 2/day, Spells/day (-/0)
5th Level: Divine Bond, Spells/day (-/1)
6th Level: Stormvoice, Spells/day (-/1)
7th Level: Smite Nemesis 3/day, Spells/day (-/1/0)
8th Level: Aura of Resolve, Spells/day (-/1/1)
9th Level: Eyes of the Storm, Spells/day (-/2/1)
10th Level: Smite Nemesis 4/day, Spells/day (-/2/1/0)
11th Level: Aura of Justice, Spells/day (-/2/1/1)
12th Level: Windlord, Spells/day (-/2/2/1)
13th Level: Smite Nemesis 5/day, Spells/day (-/3/2/1/0)
14th Level: Aura of Faith, Spells/day (-/3/2/1/1)
15th Level: Stormlord, Spells/day (-/3/2/2/1)
16th Level: Smite Nemesis 6/day, Spells/day (-/3/3/2/1)
17th Level: Aura of Righteousness, Spells/day (-/4/3/2/1)
18th Level: Control Weather 1/day, Spells/day (-/4/3/2/2)
19th Level: Smite Nemesis 7/day, Spells/day (-/4/3/3/2)
20th Level: Holy Champion, Spells/day (-/4/4/3/3)
http://www.d20pfsrd.com/classes/core-classes/paladin
http://www.d20pfsrd.com/classe...chetypes/storm-druid
WEAPON AND ARMOR PROFICIENCY
Stormlords are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
AURA
The power of a stormlord's aura (see the detect evilspell) is equal to his stormlord level.
DETECT ALIGNMENT
At will, a thunderlord can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time. However, this only works on creatures and objects that the thunderlord can physically perceive. If glamered or hidden by an illusion or physical object in the way thicker than a sheet of parchment, the thunderlord does not detect the aura.
SMITE NEMESIS
A stormlord can smite those whom she possesses a long-standing rivalry or vendetta against. This functions as a paladin's smite except that rather than targeting evil creatures, it can target any sentient creature that has attacked, hit and damaged the stormlord or one of the stormlord's allies within the last hour. This cannot affect mindless creatures or creatures with 2 or less Intelligence. Also, rather than doubling damage against outsiders, undead and dragons, the damage doubles only if the target has been smote by the stormlord before (such as a reoccuring villain or rival).
SPELLS
The stormlord gains and casts spells as a paladin. However, their spell list does not include the normal paladin spells. Instead, it includes the following spells: bear's endurance, bull's strength, divine power, endure elements, jump, levitation, lightning bolt, fly, greater magic weapon, magic weapon, phantom mount, energy resistance, protection from energy, shield of faith and all druid and ranger spells of appropriate level that have the [Air], [Cold], [Electricity] or [Sonic] descriptor.
STORM TOUCH
As a standard action a thunderlord can make a melee touch attack against a target and deal 1d6 electricity damage upon a hit. This damage increases by 1d6 for every 2 thunderlord levels (2d6 at 4th level, 3d6 at 6th level and so on and so forth). The thunderlord can use this ability a number of times per day equal to 1/2 this thunderlord level + his Charisma modifier. The thunderlord may expend 2 uses of their storm touch in order to do one of the following:
-As a swift action, add their storm touch damage to the damage dealt by their next melee attack that hits. If they don't hit a target before the the end of their next turn, the effect is wasted.
-As a standard action, make a storm touch attack and convert half or all of its damage to sonic or cold.
-As a standard action make a storm touch attack as a ranged attack instead of a melee attack with a range of 25 feet + 5 feet per two thunderlord levels.
-As a standard action, make a normal storm touch attack. A hit target must make a Fortitude save DC10 + 1/2 stormlord level + Charisma modifier. If they fail, they are knocked prone. If they fail by 5 or more, they are also pushed back away from the stormlord 5 feet (1 square) per 5 points they fail the DC.
You can expend multiple uses of storm touch to combine these effects. For example, for 3 daily uses you could make a storm touch deal cold damage and be a ranged effect or for 4 storm touches you could make it knock down a target in addition to these effects.
ELEMENTAL CHANNELING (AIR)
A stormlord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her storm touch ability, using her stormlord level -3 as her effective cleric level.