Tempest Incarnate
Creature 19 (rare) — human, humanoid
WeaverCrasherLANDAERIALhumanoidelectricitycold
When a sorcerer's blood calls to storm and sky, they can become a frightening force to behold. When that power matures, they become living conduits of the tempest. A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways. A great many primalists belong t
Source: pathfinder-npc-core
Perception +29
Languages common, sussuran, thalassic
Skills acrobatics +35, intimidation +37, nature +34, stealth +35, survival +31
Str
+2
Dex
+5
Con
+3
Int
+1
Wis
+4
Cha
+6
Items +2 Greater Striking Handwraps of Mighty Blows, Explorer's Clothing
AC 40
Fort +30
Ref +34
Will +31
HP 360
Resistances cold 15, electricity 20
Speed 25 feet, fly 60 feet (swiftness)
Offense
Melee Fist (agile, finesse, magical, nonlethal, unarmed) +32, Damage 3d4+8 bludgeoning plus 3d12 electricity plus Push
Abilities
Wind Rider — A tempest incarnate ignores penalties and difficult terrain from strong winds. When flying, they don't need to Fly each round to avoid falling.
Earthbound Vulnerability — A tempest incarnate who is hit by or fails a saving throw against an effect that prevents them from flying (such as Earthbind or Felling Strike) takes 20 mental damage in addition to the usual effects.
Hurricane Cloak (air, aura, primal) — 10 feet. A creature that enters the area must succeed at a DC 38 Athletics check (if on the ground) or Acrobatics check to Maneuver In Flight (if flying) or end its movement. A creature that critically fails is also knocked back 5 feet and falls Prone. Creatures making ranged projectile and thrown attacks that pass through the area must succeed on a DC 5 Flat or the attack fails. Massive projectiles, such as thrown boulders, are not affected. A tempest incarnate can activate or deactivate this ability with a single action that has the concentrate trait.
Intimidating Storm (emotion, fear, mental) — A creature that fails a saving throw against a Cataclysm or Wrathful Storm spell cast by the tempest incarnate becomes Frightened 2 (or Frightened 3 on a critical failure). A creature can only be frightened once by each casting of wrathful storm .
Swiftness — The tempest incarnate's movement doesn't trigger reactions.
Push 10 Feet —
Primal Spontaneous Spells DC 44, attack +37
10th Cataclysm
9th Detonate Magic (Items That Grant Flight Only), Wrathful Storm
8th Arctic Rift
7th Unfettered Pack
6th Chain Lightning, Field of Life, Truesight
5th Control Water
4th Fly, Hydraulic Torrent, Unfettered Movement
3rd Haste, Wall of Wind
2nd Environmental Endurance, Mist, Water Breathing
1st Air Bubble, Gust of Wind
Cantrips (10th) Caustic Blast, Electric Arc, Frostbite, Know the Way, Sigil
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline distracts foes so this caster keeps free reign to cast and reposition through the air unmolested.
SnareLAND / AERIALA controller keeps enemies grouped within the storm's aura for repeated Frightened checks.
SniperAERIALA ranged attacker exploits enemies destabilized or pushed out of formation by this creature's aura and Strikes.
PUNISHES
✖ clumping✖ low Will✖ Reactive Strike reliance
Frightened effects have a cap, so pairing with another fear-based controller yields diminishing returns on the same targets.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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