With pale green or violet skin, and dark green or blue-black hair, the figure
before you resembles a Storm Giant, except that it is of a slighter, if still
muscular, build, and is only three feet tall! Its small-sized greatsword crackles
with electricity, and it also has a metal composite bow sized for its frame
slung over its back. It is dressed in fairly simple clothing, complementing
a shining breastplate of bronze hue. Any suggestion that the stormkin, also
sometimes called 'children of the storm,' or 'cloudlings,' is some sort of pixie
/ storm giant hybrid will be met with outrage and protest, if not violence!
Small Monstrous Humanoid
HD 2d8+4 (13 hp), Init +2, Spd 20 ft., swim 20 ft., fly 5 ft. (poor), AC 20
(+1 size, +4 natural, +5 breastplate), touch 11, flat-footed 19, Base Atk +2,
Grapple -2, Atk Slam +2 small greatsword (1d10 S), +4 small composite longbow
(1d6 P), SQ Low-light vision, electricity resistance 10, hold breath, spell-like
abilities, charge weapon, walker on the wind, SV Fort +5, Ref +4, Will +4, Str
10, Dex 14, Con 15, Int 11, Wis 12, Cha 10, Concentration 2 (+3), Craft (any
one) 4 (+4) *or* Perform (sing) 4 (+4), Sense Motive 1 (+2), Spot 2 (+3), Swim
1 (+9), Iron Will, often Chaotic Good
Spell-like abilities At will - dancing lights, 3/day - minor image, 1/day -
gust of wind, obscuring mist. Save DCs are Charisma-based. Caster level as a
3rd level Sorcerer.
Charge Weapon (Su): A Stormkin can charge any metal weapon in hand with electrical
energy that will cause it to inflict +1d4 electrical damage on its next successful
strike. This requires a move equivalent action that does not provoke an attack
of opportunity and can be done as often as once per round. Any charged weapon
that leaves the stormkin's grasp loses its charge harmlessly at the end of the
round, if it has not already been discharged by impact (as in the case of a
metal throwing axe, javelin or arrow that has been charged with electricity).
The stormkin can charge multiple weapons, but they must all remain in hand to
remain charged, they cannot be sheathed or slung in a quiver.
Walker on the Wind (Su): A Stormkin is treated as up to three size classes
smaller (Tiny, Diminutive or Fine) or three size classes larger (Medium, Large
or Huge) for the effects of extreme winds, and can change this as an immediate
action at any time (to stand firm in the face of a hostile Gust of Wind, or
be carried aloft and out of danger, at his discretion). A stormkin takes no
damage from falls of any height, even if unconscious.
A Stormkin has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. It can always choose to take 10 on a Swim check, even
if distracted or endangered. It can use the run action while swimming, provided
it swims in a straight line. *Stormkin ignore all weight penalties for gear
carried when swimming.