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Sky Lord

Sky Lords are elementalists that manipulate the elemental energy of air and electricity, they can produce devastating attacks with this energy or manifest it into other uses such as divination like effects.

Alignment: Any

Hit Dice: d8

Class Skills

The Sky Lords class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).

Skill Ranks per Level: 2+ Int modifier.


Table: Sky Lord
Level   Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialElemental EssencesSpells KnownMaximum Spell Level
1st+0+0+2+2Azure bolt 1d6, air & electricity resistance, elemental essences, spells941
2nd+1+0+3+3Evasion1841
3rd+2+1+3+3Azure bolt 2d62741
4th+3+1+4+4Feather falling3652
5th+3+1+4+4Azure bolt 3d64552
6th+4+2+5+5Storm vision5463
7th+5+2+5+5Azure bolt 4d66363
8th+6/+1+2+6+6Azure aura (lesser)7274
9th+6/+1+3+6+6Azure bolt 5d68174
10th+7/+2+3+7+7Cloud walking9085
11th+8/+3+3+7+7Azure bolt 6d69985
12th+9/+4+4+8+8Blindsense 30 ft.10896
13th+9/+4+4+8+8Azure bolt 7d611796
14th+10/+5+4+9+9Flight126107
15th+11/+6/+1+5+9+9Azure bolt 8d6135107
16th+12/+7/+2+5+10+10Air & electricity subtypes144118
17th+12/+7/+2+5+10+10Azure bolt 9d6153118
18th+13/+8/+3+6+11+11Azure aura162129
19th+14/+9/+4+6+11+11Azure bolt 10d6171129
20th+15/+10/+5+6+12+12Sky lord180139

Class Features

All of the following are class features of the sky lord.

Weapon and Armor Proficiency: Sky lords are proficient with all simple weapons plus 2 additional weapon of their choice. Sky lords are also proficient with light and medium armor. They are not proficient with shields.

Azure Bolt [elemental bolt] (Su): Sky lords are capable of producing a bolt that deals either air or electricity damage. The azure bolt deals up to the amount of damage listed on Table: Sky lord. The azure bolt has a range of up to 10 feet per sky lord class level and requires a Ranged Attack roll to strike the target. Only a single azure bolt may be fired per round but the sky lord may divide the damage dice up into multiple azure bolts if they are able to make more than one attack per round—such as due to a high enough Base Attack Bonus, use of the haste spell, or some other means—. It is a standard action to fire a single azure bolt or a full attack action to fire multiple azure bolts. An azure bolt is usable at-will.

Air Bolt: When the sky lord uses their azure bolt to produce a bolt of air, the attack deals either bludgeoning, piercing, or slashing damage—chosen at the time the azure bolt is used—.

Electricity Bolt: This version of the azure bolt deals pure electricity damage to it's targets.

Air & Electricity Resistance (Ex): A sky lords possesses air & electricity resistance 10 +1 per sky lord level.

Elemental Essences: Elemental essences are a measure of how much elemental power a sky lord possesses, the number of elemental essences possessed by a sky lord determines how often they can use some of their abilities. The elemental essences possessed by a sky lord are composed of Air and Electricity essences. Elemental essences are restored after 8 hours of uninterrupted rest. Sky lords gain a number of bonus elemental essences depending on their sky lord level and their Constitution score (see Table: Bonus Elemental Essences by Sky Lord Level & Constitution Score).

Table: Bonus Elemental Essences by Sky Lord Level & Constitution Score
 Constitution Score
Level10-1112-1314-1516-1718-1920-2122-2324-2526-2728-2930-3132-33
1st01234567891011
2nd01234567891011
3rd0246810121416182022
4th0246810121416182022
5th03691215182124273033
6th03691215182124273033
7th048121620242832364044
8th048121620242832364044
9th0510152025303540455055
10th0510152025303540455055
11th0612182430364248546066
12th0612182430364248546066
13th0714212835424956637077
14th0714212835424956637077
15th0816243240485664728088
16th0816243240485664728088
17th0918273645546372819099
18th0920273645546372819099
19th0102230405060708090100110
20th0102430405060708090100110

Spells: The sky lord possesses an extremely limited number of spells known (see Table: Sky Lord) that they can cast by using their elemental essences. A sky lords spells follow all the rules of normal spellcasting. To cast a sky lord spell requires that the sky lord temporarily spend a number of elemental essences equal to the spell level—1 elemental essence for a level 1 spell, 5 elemental essences for a level 5 spells, and so on—. The save DC for a sky lord's spells is DC 10 + Spell Level + Constitution modifier. For a list of spells that a sky lord can learn see Sky Lord Spell List

Evasion: The sky lord gains evasion. If exposed to any effect that normally allows them to attempt a Reflex saving throw for half damage, the sky lord takes no damage with a successful saving throw. The evasion ability can only be used if the sky lord is wearing light armor or no armor.

Feather Falling (Su): The sky lord is under a constant feather fall effect. This ability can be suppressed and activated at-will as a free action by the sky lord. At the sky lords option they may share their feather falling ability with creatures within a 5 ft radius per sky lord level, this effects up to 1 creature per sky lord level within range.

Storm Vision (Ex): The sky lord can see perfectly in stormy and fog-like conditions and does not suffer any penalties to Perception checks due to stormy weather or fog.

Cloud Walking (Su): A sky lord can tread on clouds and fog as though on solid ground. This ability requires Feather Falling (Su).

Azure Aura, Lesser (Su): The sky lord is surrounded by an aura of violent wind or electricity—choose at the beginning of each round—. All creatures within 5 feet of the sky lord take 1d6 points of electricity damage—if the electricity aura is chosen—or 1d6 points of bludgeoning, piercing, or slashing damage—if the wind aura is chosen—at the beginning of the sky lords turn.

Blindsense 30 feet (Ex): The sky lord is able to detect subtle vibrations within the air and electrical currents within 30 feet.

Flight (Ex): The sky lord can fly at a speed equal to twice their base land speed with perfect manoeuvrability.

Air & Electricity Subtypes (Ex): The sky lord gains the air and electricity subtypes. This grants them immunity to air and electricity. The electricity subtype also makes the sky lord vulnerable to earth based effects, they take +50% again as much damage from abilities with the earth type regardless of if a successful save is made or not. The immunity to air makes the sky lord unaffected by strong winds and similar environmental effects caused by wind.

Azure Aura (Su): The sky lords azure aura now deals 2d6 points of damage of the appropriate type out to 10 feet.

Sky Lord: The elemental energy flowing through the sky lords body has transformed them into an elemental being, the sky lord gains the following benefits:

  • — Darkvision 60 feet
  • — No longer needs to breathe, eat, or sleep
  • — Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • — Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • — Type changes to Outsider (elemental, native)
  • — The sky lord no longer ages or risks dieing of old age. They cannot be magically aged and they do not suffer any penalties for their age, however, any penalties related to age that have already taken effect remain. Age bonuses still accrue normally.

Sky Lord Spell List

Spells used by a sky lord are a one-time magical effect. A sky lord does not need to prepare spells ahead of time, they can spontaneously cast any spell that they know by paying the appropriate amount of elemental essences. The save DC for a sky lord's spells is 10 + Spell Level + Constitution modifier.

0-Level Sky Lord Spells

1st-Level Sky Lord Spells

2nd-Level Sky Lord Spells

3rd-Level Sky Lord Spells

  • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  • Displacement: Attacks miss subject 50% of the time.
  • Fly: Subject flies at speed of 60 ft.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Nondetection: Hides subject from divination, scrying.
  • Shape Elemental Bolt, Spread: You can shape your elemental bolt into a spread.
  • Wind Wall: Deflects arrows, smaller creatures, and gases. In addition to the normal uses of this spell, the sky lord can also shape the wind wall into a 1 foot/level radius sphere centered on the sky lords location at the time this ability is activated.

4th-Level Sky Lord Spells

5th-Level Sky Lord Spells

  • Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
  • Contact Other Plane: Lets you ask question of extraplanar entity.
  • Control Winds: Changes wind direction and speed.
  • Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
  • Plane Shift: As many as 8 subjects travel to another plane.
  • Prying Eyes: 1d4 + 1/level floating eyes scout for you.
  • Scrying: Spies on subject from a distance.
  • Teleport: Instantly transports you as far as 100 miles per level.
  • True Seeing: Lets you see all things as they really are.

6th-Level Sky Lord Spells

7th-Level Sky Lord Spells

8th-Level Sky Lord Spells

  • Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
  • Mind Blank: Subject is protected from mental/emotional magic and scrying.
  • Whirlwind: Cyclone deals damage and can pick up creatures.

9th-Level Sky Lord Spells