The weathermen (women) gather to pay their last respects to what ever his name is, the last Enchanter of the now disbarred Weatherman (woman) Guild.
Chet decides to set out and rescue his old pal Vince and gathers the finest weathermen (women) to take on that mission. Unfortunately anyone with any sort of skill and competence finds something else to do. Chet is left with the ghost of what’s his name, some drunks, a few Craig’s, and some unknown weather adventures.
Insanity ensues as we find that Vince is now the Pirate Weather King. Or something like that.
SPECAIL TEAM POWER!!!
Wrath of the Weathermen (daily)
Close burst 10
Attack: +14 vs. Fortitude
Hit: 2d6 + 5 cold/thunder damage (even: cold, odd: thunder, based on the unmodified attack roll) and the target is slowed until the end of its next turn.
Miss: Half damage
Special: Every Weatherman in the burst can contribute to the attack. If a weatherman contributes, she is dazed until the end of her next turn.
One additional Weatherman: The primary attack roll gets a , the primary attack deals an additional 2d6 (thunder/cold) damage to the target, based on the unmodified attack roll (even: thunder, odd: cold).
Two additional Weathermen: the terrain within the zone is difficult terrain for all enemies until the end of the encounter.
Three additional Weathermen: Each target is subject to an additional attack:
Attack: +14 vs. Reflex
Hit: 2d6 + 5 fire/lightning damage (even: fire, odd: lightning, based on the unmodified attack roll) and the target grants blinded until the end of its next turn.
Miss: Half damage
Four additional Weatherman: The secondary attack roll gets a , the secondary attack deals an additional 2d6 (lightning/fire) damage to the target, based on the unmodified attack roll (even: lightning, odd: fire).
Five additional Weatherman: INFINITE WEATHER ON INFINITE WORLDS!!!!