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View Full Version : [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]



ErrantX
2010-11-24, 12:55 AM
Raging Storm

http://lh5.ggpht.com/_x3MgHt2o5NU/S_kQatBZzYI/AAAAAAAAA0w/axFYNNlpxFg/s512/Aspect%20Air%20-%20Tepet%20Arada.JPG
Master Arada Tepet, a monk of the Immaculate Wind Temple

The discipline known as Raging Storm is a mystical technique that is said to have arisen in the windswept plains and the most foreboding of mountain peaks, learned by ascetics who learned to listen and feel the wind by moving with it in harmony. The style grew when these practitioners gathered to pool their knowledge and learned to harness the very power storms. The most potent wielders of this style are capable of generating blasts of electrical and sonic energy that rival some of the world's most potent wizards. Swift, powerful, and deadly, the masters of the Raging Storm discipline are serene and deceptively deadly eyes of the storm, wind and storm being their weapons.

Raging Storm teaches its practitioners to move with the wind, learning to move without hindrance and strike with both precision and force. Some find benefit in thrown weapons, some in dual weapons, and others in expressing the discipline through unarmed combat styles. The associated skill is Acrobatics and its discipline weapons are the quarterstaff, dagger, war fan, unarmed strike, javelin, and chakram.

Special Note: Raging Storm may be used with melee attacks or thrown weapons. Swordsages may trade Desert Wind for Raging Storm.

ErrantX
2010-11-24, 12:56 AM
Maneuver List

1st
Wind Wake: Strike – Melee attack gains +5ft reach.
Shocking Strike: Strike – Attack inflicts +1d6 points of electricity damage.
Wind Warrior’s Stride: Stance - +10ft to base speed.
Air Lift: Boost – Adds a +10 bonus to a Acrobatics check.
2nd
Thunder Hammer: Strike – Melee attack that inflicts +2d6 sonic damage, chance of deafening target for one round.
Errant Breeze: Counter – Make an opposed attack roll to deflect ranged attack with a heavy wind.
Move with the Wind: May make an accelerated Tumble or a standing Acrobatics check with a +15 bonus.
Lightning Charge: Strike – Make a charge attack against an opponent, without provoking attacks of opportunity and inflict +15 electrical damage.
3rd
Raging Gust: Strike – Attack that inflicts +4d6 points of damage and pushes foe back 5ft.
Wind Dancer’s Stance: Stance – +2 dodge to AC, add +5 to Balance, Acrobatics, and Tumble checks.
Electrical Discharge: Strike – Fire a 30-ft line of lightning, inflicting 6d6 points of electricity damage.
4th
Furious Gale: Strike – Powerful attack that bull rushes an opponent and knocks them prone with strong wind and inflicts 2d6 points of damage from debris.
Lighting Strike: Strike – Melee attack that is charged with lightning energy, inflicts an additional 6d6 points of electrical damage.
Running on the Breeze: Boost – Gain the ability to run over open air (as if flying) for the duration of your turn.
5th
Thunder Lance: Strike – Ranged attack that inflicts 8d6 points of sonic damage, chance of deafening target for 1d4 rounds.
Air Hike: Boost – Allows the character to make a second Acrobatics check at the peak of his Acrobatics, allowing for farther or higher Acrobaticss with a +10 bonus.
Defensive Gust: Counter – Make an opposed attack roll against an opponent to negate a melee attack and bull rush opponent away with wind.
6th
Tornadic Rush: Strike – Charge attack that inflicts an additional 8d6 points of damage and knocks the opponent back and prone.
Lightning Smite: Strike – Melee attack that surrounds the character's weapon in a torrent of electricity, inflicting an additional 10d6 points of electrical damage.
Stormwarrior’s Stance: Stance – All melee and ranged attacks gain +2d6 electricity damage and electricity resistance equal to initiator level.
7th
Booming Thunder Hammer: Strike – Melee attack that inflicts 10d6 points of sonic damage, chance to deafen target for 1d4 minutes.
Storm Torrent: Strike – The character unleashes a deadly cone of electrical energy, inflicting 12d6 points of electrical damage.
Static Burn: Boost – All attacks this round gain an additional +4d6 points of electrical damage.
8th
Hurricane Force: Strike – Area attack that inflicts Acrobatics check in damages all targets surrounding the initiator away from him and knocking them prone.
Flowing Storm Wave: Strike – Melee attack causes massive gusting cone of wind, inflicting an additional 12d6 points of electrical damage.
Windrider's Wing: Stance – Gain fly speed equal to twice your land speed (good maneuverability) and +6 bonus to AC against missile weapons.
9th
Rage of the Thunder God: Strike – Line attack inflicts 120 points of electrical and sonic damage, chance to stun target for 1d4 rounds.

ErrantX
2010-11-24, 12:58 AM
Maneuvers

1st
Wind Wake
Raging Storm (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

The mystic calls the wind to his weapon, wrapping and surrounding its surface before swinging it at his foe, releasing the wind along the blade to deliver the attack for him. The character’s melee attack gains an extra 5-ft of reach.

Shocking Strike
Raging Storm (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

The mystic’s knowledge of the storm allows him to move his weapon in a quick pattern to build a static charge which may be delivered through an attack. The character makes an attack against an opponent, and if successful, the strike inflicts an additional 1d6 points of electrical damage.

Wind Warrior’s Stride
Raging Storm (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through shifting the air around him to hasten his movements and move from his way, the mystic may move with the wind’s swiftness. While in this stance, the character gains a +10ft bonus to his base speed.

Air Lift
Raging Storm (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

As the mystic leaps he causes an updraft of wind to carry him higher and farther than he normally would. When utilizing this maneuver, the character gains a +10 circumstance bonus to a Acrobatics check.

2nd
Thunder Hammer
Raging Storm (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort partial

By shifting the pressure in the air surrounding his weapon through the use of his ki, the Raging Storm mystic causes this wind to collide with a cacophonic sound upon the weapon’s impact with a target. The character makes an attack against an opponent, if successful the strike inflicts +2d6 sonic damage and deafens the target for one round on a failed Fortitude save (DC 12 + relevant initiator stat).

Errant Breeze
Raging Storm (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

With a short leap into the air, the mystic thrusts a wave of wind to deflect an incoming missile attack. The character makes an opposed Acrobatics check against the attacker’s attack roll; if successful then the character deflects the shot.

Move with the Wind
Raging Storm (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

The mystic uses the Raging Storm within and around him to aid his movements, pooling it around his feet to hasten his movements or hurl him into the air. If used to Tumble, the character may move as an accelerated Tumble check without increasing the DC, or if Acrobaticsing then the character does not need any movement room; in either case the character gains a +15 circumstance modifier to the check.

Lightning Charge
Raging Storm (Strike)
Level: 2
Initiation Action: 1 standard action
Range: One melee charge
Target: One creature
Duration: Instant

The mystic takes a deep breath and focuses his mind to the wind and water, and calls forth the power of the storm to surround his body and weapon as he springs into motion to make a deadly charge. The character makes a charge attack at a target, the electrical energies of the storm about him warding off attacks of opportunity, and if the attack is successful the charge inflicts an additional 15 points of electrical damage.

3rd
Raging Gust
Raging Storm (Strike)
Level: 3
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: One melee or ranged attack
Target: One creature
Duration: Instant

With a quick flourish and the ignition of the ki within his soul, the mystic sets the winds to his weapon and strikes forcefully, unleashing the rage of the winds against his foe. Driving wind-force and hard, sharp bits of hail and ice fill this wind to devastating effect. The character makes a melee or ranged attack against a foe, if successful this strike inflicts an additional 4d6 points of damage and pushes the foe in a straight line back away from the mystic 5ft for every 20 points of damage this attack inflicts (minimum 5ft).

Wind Dancer's Stance
Raging Storm (Stance)
Level: 3
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Twisting the wind about him to aid his movements and enhance his natural grace, the Raging Storm mystic is capable of great feats of acrobatics to help move about a fight and defend him. While in this stance, the character gains a +2 dodge bonus to his AC and a +5 bonus to Balance, Acrobatics, and Tumble checks.

Electrical Discharge
Raging Storm (Strike)
Level: 3
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 30ft
Area: 30ft line
Duration: Instant
Saving Throw: Reflex half

By separating the spiritual energies within the body to create dissonance within one’s own ki, the mystic learns to use the force of these energies colliding back together to discharge a potent blast of lightning. As a standard action, the character may generate a 30ft line of electricity inflicting 6d6 points of damage. A successful Reflex save (DC 13 + relevant initiator attribute) halves this damage.

4th
Furious Gale
Raging Storm (Strike)
Level: 4
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: One melee attack
Target: One creature
Duration: Instant

The mystic twists his weapon into an elaborate kata to swirl cyclone-force winds into being around it, readying it to discharge into the foe unlucky enough to be caught within its bitter bite. The character makes a melee attack against a target and if successful, the strike inflicts an additional 2d6 points of damage due to swirling bits of ice and debris within the winds generated by this strike and are knocked prone. Additionally, this strike allows the character bull rush the target (the character need not move as part of the bull rush attempt, as the wind is what is moving the target) without provoking attacks of opportunity with a +4 bonus. Instead of the character’s Strength score, the character uses his relevant initiator attribute.

Lightning Strike
Raging Storm (Strike)
Level: 4
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: One melee or ranged attack
Target: One creature
Duration: Instant

Calling upon the storm of ki within him, the mystic sets a spark of electrical current along his weapon which he delivers to his foe with catastrophic force and a blue corona of lightning. The character makes a melee or ranged attack against a target, if successful the attack inflicts an additional 6d6 points of electrical damage.

Running on the Breeze
Raging Storm (Boost)
Level: 4
Prerequisites: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

The mystic sets the wind to his feet and runs on the pressurized air, his ki energy keeping him aloft for a short moment. The character may run over open air or up into the air (as if flying (perfect)) for the duration of his turn, after which the ki energy expires. If the character is in the air at the end of his turn, he will fall unless he has other means to stay aloft and take falling damage as normal.

5th
Thunder Lance
Raging Storm (Strike)
Level: 5
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Close (25ft + 5ft per IL)
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

The mystic compresses the sound of pealing thunder into his palm with the force of his ki, and with a mighty shout hurls this lance of thunderous sound at his foe. The character makes a ranged touch attack against a target; if successful the attack inflicts 8d6 points of sonic damage and the target must make a Fortitude save (DC 15 + relevant initiator attribute) or be deafened for 1d4 rounds.

Air Hike
Raging Storm (Boost)
Level: 5
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

By compressing and pressurizing air beneath his feet at the apex of a Acrobatics, the mystic’s leap carries him over the tallest of trees. The character makes a Acrobatics check before using this boost, and then he may initiate this boost to make a second Acrobatics check with a +10 bonus and add the total of both Acrobatics checks together to determine the total effectiveness of the character’s Acrobatics.

Defensive Gust
Raging Storm (Counter)
Level: 5
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You, one creature
Duration: Instant

As the ocean moves in waves, so does the wind. By calling forth an impenetrable wall of wind to deflect an incoming attack, the Raging Storm mystic may cause a tidal effect to the cause the wall to crash like a wave against his foe and send him away. The character makes an opposed Acrobatics check against an opponent’s melee attack roll, if successful the character negates the attack and may make an immediate bull rush attempt against the foe (using his base attack bonus + his relevant initiator attribute +4) without provoking attacks of opportunity.

6th
Tornadic Rush
Raging Storm (Strike)
Level: 6
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

The mystic breaks into a running charge towards an opponent, swirling the wind around him into a tornado force wind that discharges when he collides with his intended victim to send them hurtling and skipping along the ground. The character makes a charge attack (which does not provoke attacks of opportunity due to the protecting shield of wind surrounding the character) against a target and if successful, the attack knocks the opponent prone and pushes him 10ft along the character’s charge path, and inflicts an additional 8d6 points of damage.

Lightning Smite
Raging Storm (Strike)
Level: 6
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

The separation and collision of ki violently surges within the character’s soul bursts forth in a brilliant corona of lightning along the mystic’s weapon, hungry to discharge itself into an enemy. The character makes a ranged or melee attack against an opponent and if successful, the strike inflicts an additional 10d6 points of electrical damage.

Stormwarrior’s Stance
Raging Storm (Stance)
Level: 6
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By creating an imbalance within his ki and keeping his energies in flux, the mystic creates a field of crackling lightning along his body, arching along his body and weapons. The character’s attacks inflict an additional 2d6 points of electricity damage and he gains electrical resistance equal to his initiator level.

7th
Booming Thunder Hammer
Raging Storm (Strike)
Level: 7
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant; 1d4 minutes
Saving Throw: Fortitude partial

With an artful kata, the mystic is capable of both separating and pressurizing the air around his weapon and when he strikes, the collapsing air causes a sonic boom directly on his foe. The character makes a melee attack against a target, and if successful, the attack inflicts an additional 10d6 points of damage and on a failed Fortitude save (DC 17 + relevant initiator attribute) or be deafened for 1d4 minutes.

Storm Torrent
Raging Storm (Strike)
Level: 7
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 40ft
Area: 40ft cone
Duration: Instant
Saving Throw: Reflex half

Pooling a measure of his storm-laden ki into his hand, the mystic ignites this energy and releases the destructive dissonance within his soul into torrential strikes of lightning. As a standard action, the character unleashes a 40ft cone of lightning, inflicting 12d6 points of electrical damage to all who are within the area of effect. A successful Reflex save (DC 16 + relevant initiator attribute) halves this damage.

Static Burn
Raging Storm (Boost)
Level: 7
Prerequisites: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One turn

The mystic calls upon his storm-laden ki to cover his weapons with crackling lightning for a moment, filling the area with electric-blue light. As a swift action, the character may add an additional +4d6 points of electrical damage on all melee and ranged attacks for the round.

8th
Hurricane Force
Raging Storm (Strike)
Level: 8
Prerequisites: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 30ft
Area: 30ft radius burst
Duration: Instant
Saving Throw: Reflex half

The Raging Storm mystic leaps high into the air and as he lands, he compresses and pressurizes the air beneath him to explode outwards and fling his foes away with pummeling winds and a loud crack of thunder. As a standard action, the character Acrobaticss high into the air, making a Acrobatics check. When he lands, he inflicts the result of his Acrobatics check in damage to all within the 30ft radius burst and knocks all targets within prone. If the character initiates this maneuver from a great high, this strike also negates falling damage of up to 100ft, adding the falling damage he would have received as additional dice of damage to this strike. Victims within the range of this strike may make a Reflex save (DC 18 + relevant initiator attribute) to halve this damage and resist being knocked prone.

Flowing Storm Wave
Raging Storm (Strike)
Level: 8
Prerequisites: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Area: One creature, then 30ft cone
Duration: Instant
Saving Throw: Reflex half

His power over the storm having reached mastery, the mystic of the Raging Storm twists a small cyclone of cutting wind and electricity along his weapon and delivers it into an enemy with terrific force. The character makes a melee attack against a target, and if successful, this strike inflicts normal weapon damage to the target and to all within the cone that generates from this attack (which includes the target) are dealt 12d6 points of electrical damage. A successful Reflex save (DC 18 + relevant initiator attribute) made by those in the cone (excluding the target of the melee strike) halve this damage.

Windrider's Wing
Raging Storm (Stance)
Level: 8
Prerequisites: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A master of the Raging Storm learns to ride it's currents and become one with the wind, flying freely along the skies on a buffeting cradle of gale-force winds. While in this stance, the character gains a fly speed equal to twice his base land speed (good maneuverability) and a +6 bonus to his AC against missile weapons.

9th
Rage of the Thunder God
Raging Storm (Strike)
Level: 9
Prerequisites: Four Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60ft
Area: 60ft line
Duration: Instant
Saving Throw: Fortitude half

Calling upon the very thunder and lightning of the gods themselves, the Raging Storm mystic lifts his hand high and creates a 60-ft long burning lance of rending lightning. This lance of energy travels so fast that even the swiftest of creatures can do nothing but brace for its impact. Any creature caught within this line takes 120 points of damage (half electrical damage, half sonic damage) and must make a successful Fortitude save (DC 19 + relevant initiator attribute) or be stunned for 1d4 rounds.

ErrantX
2010-11-24, 01:10 AM
Hey everyone,

This discipline here, Raging Storm, is one of the four proposed elemental disciplines for the Libram of Battle project (http://www.sorcererstudios.com) found on my site. The Raging Storm's intent is to provide high mobility, good area attacks, and status ailments towards foes while providing decent damage. While I think most of the maneuvers themselves effect wise are balanced, I'm not sure if the damage is where it should be. Either way, what I'm aiming for here are honest critiques, citing examples of what is wrong, why, and suggestions for how to fix it. Additionally, if you find spelling or grammar mistakes, I'd love to know.

In a Tome of Battle game, this could be used as a replacement discipline for the Desert Wind discipline, a rather lackluster discipline to say the least. Understanding this and that I feel that it's weak, Raging Storm is supposed to be significantly stronger. Additionally, the intended class for this is a very mystical character class, so with that in mind: Just cuz a wizard can do it and a fighter can't, doesn't mean a Raging Storm mystic can't.

Okay, let me know what you all think please and thank you for reading!
-X

Lix Lorn
2010-11-24, 06:35 AM
Well, I think Static Burn ought to be a boost, and you've got an error in Air Lift.
I have no idea how to judge the balance, but it certainly looks fun.

ErrantX
2010-11-24, 09:32 AM
Well, I think Static Burn ought to be a boost, and you've got an error in Air Lift.
I have no idea how to judge the balance, but it certainly looks fun.

Thanks for the catches, fixed them. Raging Storm definitely has the potential for being a very fun discipline for all the jumps and gusts of wind it can use. Thanks for the comment! :smallsmile:

-X

Lix Lorn
2010-11-24, 12:13 PM
I've requested to be able to use this for a game that I wanted. :) Assuming it goes on and that I remember, I'll tell you how it goes.

ErrantX
2010-11-25, 07:51 PM
I've requested to be able to use this for a game that I wanted. :) Assuming it goes on and that I remember, I'll tell you how it goes.

I'd love to hear some play test results from it. I've not gotten a chance to play test this one yet. I've got an NPC in my game that's going to be using a combo of Black Heron and Raging Storm, we'll see what happens.

-X

bartman
2010-11-27, 04:57 PM
this certainly looks like an interesting discipline. definitely something to bookmark for a rainy day. the flavour just screams multiclass druid/swordsage.

ErrantX
2010-11-27, 05:34 PM
this certainly looks like an interesting discipline. definitely something to bookmark for a rainy day. the flavour just screams multiclass druid/swordsage.

And a prestige class that I've been thinking about writing for a while. Clerics get RKV, arcane gets JPM, druids need love! Thank you for the comment!

-X

Lix Lorn
2010-11-27, 05:36 PM
...
I was going to say something sarcastic about druids 'really needing more power', and then I got the image of a bear that shoots lightning.

ErrantX
2010-11-27, 05:59 PM
Correction: Dire polar bear riding a huge dire grizzly with an army of bears riding dire bears who all roar and when they do they spit bears who spit bees and lightning and sting with thunder. And more bees.

-X

Lix Lorn
2010-11-27, 06:23 PM
...
(dies from awesome)

Cieyrin
2010-11-28, 03:12 PM
This is certainly neat but I have some thoughts and comments.

Air Lift seems on the weak side, in comparison to Sudden Leap. When you can get both, Sudden Leap will get you at least 10 feet of free movement, while Air Lift just allows you to potentially travel farther on your turn, still using a move action to do so. It's useful but far more situational that Sudden Leap. If Air Lift provided something extra like Move with the Wind does, it would be a harder decision on which I'd rather learn.
I'm not sure why Furious Gale or Booming Thunder Hammer are melee only, as you just need to hit your target, not do a specific combat maneuver to do so.
I like the Devil May Cry reference of Air Hike. Also kudos on enabling double jumping in general. :3
I'm not sure if it is intended, but both Lightning Charge and Tornadic Rush allow for standard action charges, which are normally full round actions. They both step up their awesome if left that way, something to consider. There's also an inconsistency on the Range between the two, as Lightning Charge says One Melee Charge, while Tornadic Rush says Melee Attack.
Static Burn is actually somewhat weaker than Inferno Blade, as the straight 4d6 averages 14 extra electric damage, vs. Inferno Blade's 3d6+initiator level, which can be acquired at the earliest at 13th, meaning 3d6+13, averages about 24 extra fire damage. The fact that fire resistance is more prevalent than electric resistance might balance them against each other but, from a purely mathematical stand point, Inferno Blade is superior here.
Hurricane Force just looks fun, especially with some serious Jump optimization, which incidentally finally gives some utility to Air Lift, provided you still have it 14 levels later. Though, I'm curious whether the Range means that the initiator also moves to the epicenter of the strike.
Rage of the Thunder God certainly puts Inferno Blast to shame, though it might be one of the strongest 9th level maneuvers I've seen, perhaps too strong. Maybe if the damage was scaled back a little I'd be more comfortable with no save on that damage.

Otherwise, definitely neat. Not sure hat I'd pair it with, maneuver-wise, as I can only think of the concept of Fire and Lightning and, as disappointing as Desert Wind is and how this is replacing it, more or less, that seems kinda moot. Them's my 2 coppers. Take as you will.