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Zaydos
2015-03-01, 09:40 PM
For generations the raw power of the thunderstorm has stirred the spirits of warriors, and among the practitioners of the Sublime Way there have been those who sought to emulate it. This style of swordplay emphasizes speed and agility, making it similar to Desert Wind which it initially grew out of, but channels the power of surging lightning over fire. Where Desert Wind focuses on the slashing, cutting motions of the raging flame, Flashing Lightning emphasizes instead striking, stabbing weapons, the spear, the rapier, and the like.


Acquiring this Discipline: Wyldwood Knights naturally gain access to this discipline. Swordsages, and other classes which gain access to Desert Wind, may exchange access to Desert Wind for access to Flashing Lightning.

Key Skill: Tumble.
Discipline Weapons: Shortspear, Spear, Longspear, Rapier, Trident, Elven Lightblade, Elven Thinblade, Elven Courtblade.

Blade Arc*: 1st, Strike, attack deals Electricity damage and is made at a 60-ft range.
Lightning Dodge: 1st, Counter. Replace AC with Reflex save.
Storm’s Blessing: 1st, Stance, Ranks in Tumble give Electricity Resistance/Immunity.
Sparking Blade*: 1st, Boost, add 1d6+Initiator level Electricity damage for 1 round.
Thunder Hammer*: 1st, Strike, deafens target (no save) for 1 round on a hit.
Lightning Quick Rush: 2nd, Strike, Charge does not provoke AoOs, may pass through difficult/slowing terrain, and include any number of turns.
Nerve Disrupting Pulse*: 2nd, Strike. Deal +2d6 electricity damage and target is entangled if they fail a Fort save if they took electricity damage.
Thunder Rhythm: 2nd, Strike, as Flashing Sun.
Thunder Stomp: 2nd, Strike. Blast of thunder deals 2d6+IL damage to all creatures adjacent to you and pushes them 5-ft from you; Fort halves and negates the push.
Fleet as Lightning: 3rd, Stance. Gain bonus to speed and AC against AoOs.
Lightning Strikes Twice: 3rd, Strike. Make 2 melee attacks as a standard action.
Release Spark*: 3rd, Strike. Ranged touch deals 6d6 electric damage + 1d6/2 IL beyond 5th.
Storm Dance*: 3rd, Boost. Gain fly speed with good maneuverability equal to twice your land speed until end of turn, then descend as if under Feather Fall effect.
Blade Arc Storm*: 4th, Strike. Full-round action. Make full-attack but it deals electricity damage and is made at a 60-ft range.
Dancing Lightning: 4th, Counter. Gain a +4 dodge bonus to AC and a +2 untyped bonus to Reflex saves until your next turn.
Shocking Blade*: 4th, Boost. Swift. As Searing Blade but Electricity.
Quick Thunder Stomp*: 5th, Boost. Swift. As Thunder Stomp, but a swift action.
Thunder and Lightning*: 5th, Stance. Attacks deal +1d6 Electric and +1d6 Sonic damage.
Thunderclap Rush*: 5th, Strike, Full Round. Make a charge attack, deal +6d6 Sonic damage and target must make a Fort save or be pushed back 5-ft/2 IL you possess.
Lightning Rush Strike*: 6th, Strike, Full Round. Transform into a bolt of lightning and charge.
Stunning Bolt*: 6th, Strike. Standard. On a hit deal +4d6 electricity damage and if target takes Electricity damage they must Fort save or be stunned for 1 round.
Cast Lightning*: 7th, Strike, Standard. Infinite range, ranged touch deals 1d6 + 1d6/initiator level electricity damage.
Storm Blade*: 7th, Boost Swift. Inferno Blade but electricity.
Lightning Reactions: 8th, Stance. 1/round replace AC or Reflex with Tumble check.
Rising Thunder*: 8th, Strike. Make a full attack, each attack gains a bonus to hit equal to the number of successful attacks you’ve made this round and deals additional sonic damage equal to twice that number.
Thunder God’s Rage*: 9th, Strike. Make a full attack, with each attack (hit or miss) you may call down a bolt of lightning.


Feats:

Flashing Lightning Evasion:
You are particular adept at dodging explosions and certain attacks while within a Flashing Lightning stance.
Prerequisites: Tumble 5 ranks, a Flashing Lightning maneuver of at least 3rd level, a Flashing Lightning Stance (this may also be the previous maneuver).
Benefit: While in a Flashing Lightning stance whenever you make a Reflex save you may roll twice and take the better result. This does not apply if you replace the Reflex save with another sort of roll.

Lightning Parry
You charge your weapon with electricity in response to rays potentially reflecting them back on the source.
Prerequisites: Dexterity 17+, Flashing Lightning Maneuver
Benefit: When wielding a Flashing Lightning weapon if a ranged touch attack misses you, and you are aware of the attack and able to apply your Dexterity bonus against it, you may redirect the attack on the source making a ranged touch attack roll of your own to hit them with it.
Special: This feat is a supernatural ability.

Thunderstorm Symphony:
As a student of the Flashing Lightning discipline you learn the wondrous power of the thunderstorm and its dashing striking energies. In battle you call upon it to strike your foes, run past them with the speed of thunder, and to overcome any resistance they may offer.
Prerequisites: Flashing Lightning Evasion or Lightning Parry, BAB +6, 2 Flashing Lightning Maneuvers.
Benefit: Thunderstorm Symphony gives you three tactical options.
Explosive Arcing To use this ability you must deal electricity damage to a foe. On your next turn you may make a DC 20 Spellcraft check as a free action. If you succeed until end of turn each time you strike the target with a melee attack a bolt of electricity arcs from them to strike another target of your choice within 10-ft + 5-ft/5 ILs you possess. This lightning is resolved as a ranged touch attack at your highest attack bonus and deals 1d6 + 1/2 IL damage. You may not target the creature the electricity is coming from, but you may target unattended objects or the ground.
Burn Insulation: To use this option you must have the electricity damage that would be dealt by a Flashing Lightning discipline maneuver be reduced or prevented by an opponent's electricity resistance or immunity. On the next round if you hit the opponent with a melee attack or Flashing Lightning strike they lose all resistance and/or immunity to electricity they possess for 1 round; this effect applies before the damage from the attack.
Lightning Dash: To use this option you must move no more than 5-ft on your turn and enter a Flashing Lightning stance. On your next turn you gain a +20-ft enhancement bonus to your speed, and any creature which strikes you with an attack of opportunity during your movement takes 2d6 plus initiator level as electricity sparks across your body running back to them. During this movement you radiate light as a torch due to the visibly arcing electricity covering your body.

Zaydos
2015-03-01, 09:43 PM
Flashing Lightning Maneuvers

Sorted by level and alphabetically.

1st Level Maneuvers

Blade Arc
Flashing Lightning (Strike)
Level: 1st
Initiation Action: Standard.
Range: 60-ft.
Target: 1 creature.
You harness the power of the storm, filling your weapon with electrical energy. Stabbing forward with your weapon you release a bolt of lightning from its tip shooting out towards your foe.
When you use this maneuver you may make a single melee attack with a range of 60-ft. This attack takes the form of an arcing bolt of electricity. If you hit your attack deals electricity damage (ignoring DR but prevented by electricity resistance/immunity as normal) instead of whatever damage it would normally deal; energy damage, or other bonus damage which is not the same type as the normal damage for your weapon (such as force damage on a psychokinetic weapon) is not changed by this effect.

This maneuver is a supernatural ability.

Lightning Dodge
Flashing Lightning (Counter)
Level: 1st
Initiation Action: Immediate.
Range: Personal.
Target: You.
Duration: One attack.
With split-second reflexes you dodge out of the way of an attack.
If an attack would hit your AC you may activate this counter to make a Reflex save with a DC equal to the attack roll. If you succeed on this save the attack misses and you may move up to 5-ft in any one direction; this movement does not provoke attacks of opportunity.

Storm’s Blessing
Flashing Lightning (Stance)
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You are one with the lightning of the storm moving as it does and it does not harm you.
This functions as the Flame’s Blessing stance from the Desert Wind discipline except all references to Fire are replaced with Electricity.

Sparking Blade
Flashing Lightning (Boost)
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
Lightning sheaths and arcs around your weapon as it strikes out towards your target.
This maneuver functions as the Burning Blade maneuver from the Desert Sun discipline except that it adds Electricity damage instead of Fire damage.

Thunder Hammer
Flashing Lightning (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Fort partial.
You charge your weapon with the roar of thunder, unleashing it upon your strike to temporarily deafen your target.
As part of this maneuver make a single attack. On a successful hit you release a roar of thunder which deafens the target for 1d4+1 rounds, a successful Fortitude save (DC 11 + Wis) reduces the duration of this effect to 1 round.

This is a supernatural maneuver.

2nd Level Maneuvers

Lightning Quick Rush
Flashing Lightning (Strike)
Level: 2nd
Initiation Action: Full round action.
Range: Melee attack.
Target: 1 creature.
You rush across the battlefield, streaking and flowing like a bolt of lightning curving across the battlefield.
The Flashing Lightning discipline teaches you to move across the battlefield with speed and mobility, weaving through foes to reach foes and strike them hard.
When you initiate this maneuver you make a charge except that you may make any number of turns as part of it, and may move through terrain which would normally slow you down. You ignore difficult terrain during this charge, and even magical impediments which would normally be passable but only with extreme reductions to speed (such as a web or solid fog effect) half your speed, and you gain a +4 Dodge bonus to AC against attacks of opportunity incurred during this charge.

Nerve Disrupting Strike
Flashing Lightning (Strike)
Level: 2nd
Prerequisites: 1 Flashing Lightning maneuver
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Fort partial.
You channel your spiritual strength into your weapon, releasing a pulse of electricity through their body when you strike them disrupting their control of their own body.
As part of this maneuver make a single melee attack. If you hit the target takes an additional 2d6 electricity damage and if they actually receive electricity damage from this effect (i.e. it is not prevented by resistance/immunity) the target must make a Fortitude save (DC 12 + Wis) or be entangled for 1 round.

This is a supernatural maneuver.

Thunder Rhythm
Flashing Lightning (Strike)
Level: 2nd
Prerequisites: 1 Flashing Lightning maneuver.
Initiation Action: Full-round action.
Range: Personal.
Target: You.
Your weapon moves in a blur-like flash as you rain quick blows upon your enemies.
This functions as the Flashing Sun strike from the Desert Wind discipline

Thunder Stomp
Flashing Lightning (Strike)
Level: 2nd
Initiation Action: Standard.
Range: 5-ft.
Target: All creatures adjacent to you.
Saving Throw: Fort half and partial.
You focus your Ki into your foot, channeling it into the ground as you stomp down, releasing a sonic boom and an accompanying shock wave which strikes at nearby foes threatening to force them back.
When you initiate this maneuver you stomp downwards releasing a sonic shock wave which deals 2d6 + your Initiator level damage to all creatures adjacent to you and push them 5-ft back (if there is an available empty square). A successful Fortitude save (DC 12 + Wis modifier) halves this damage and negates the pushing effect.

This is a supernatural maneuver.

3rd Level Maneuvers

Fleet as Lightning
Flashing Lightning (Stance)
Level: 3rd
Prerequisites: 1 Flashing Lightning maneuver.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You emulate the arcs of electricity and the jagged path of lightning, moving with its unpredictability and speed.
While in this stance you gain a +10-ft enhancement bonus to speed per 5 initiator levels you possess and a +4 dodge bonus to AC against attacks of opportunity which are the result of movement.

Lightning Strikes Twice
Flashing Lightning (Strike)
Level: 2nd
Prerequisites: 1 Flashing Lightning maneuver.
Initiation Action: Standard action.
Range: Melee attack.
Targets: 1 or 2 creatures.
You attack with blinding speed, striking twice in the time that most would make a single blow.
As part of this maneuver make a melee attack and then after resolving it make an additional melee attack. These attacks do not need to be against the same target and both are made at your highest attack bonus.

Release Spark
Flashing Lightning (Strike)
Level: 3rd
Initiation Action: Standard.
Range: 60-ft.
Target: 1 creature.
You spin electricity around your weapon, charging it with your own essence. Raising your weapon aloft you release the lightning in a darting bolt towards your foe
As part of initiating this maneuver make a ranged touch attack against one target within range. This attack deals 6d6 electricity damage +1d6 electricity damage per 2 initiator levels beyond 5th that you possess.

This is a supernatural maneuver.

Storm Dance
Flashing Lightning (Boost)
Level: 3rd
Prerequisites: 2 Flashing Lightning maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
You surround yourself in a corona of electrical energy which raises you off the ground and darting through the air.
When you initiate this boost you gain a fly speed with a maneuverability of twice your land speed and good maneuverability until end of turn. When this ability ends you fall as if under a Feather Fall effect for 1 round (50-ft).

This is a supernatural maneuver.

4th Level Maneuvers

Blade Arc Storm
Flashing Lightning (Strike)
Level: 4th
Prerequisites: 1 Flashing Lightning maneuver.
Initiation Action: 1 Full-Round Action.
Range: 60-ft.
Target: 1 or more creatures.
You harness the power of the storm, filling your weapon with electrical energy. Stabbing forward with your weapon you release a bolt of lightning from its tip shooting out towards your foe again and again.
This functions as Blade Arc (1st level maneuver) except that you may make a number of attacks as if taking a full-attack action (including attack bonuses and the like).

This is a supernatural maneuver.

Dancing Lightning
Flashing Lightning (Counter)
Level: 4th
Prerequisites: 1 Flashing Lightning maneuver.
Initiation Action: Immediate.
Range: Personal.
Target: You.
Duration: Until start of turn.
You focus your mind on evasion, channeling all your adrenaline towards it.
You may initiate this maneuver in response to an attack against you or needing to make a Reflex save. Until the start of your next turn you gain a +4 dodge bonus to AC and a +2 untyped bonus to Reflex saves.

Shocking Blade
Flashing Lightning (Boost)
Level: 4th
Prerequisites: 2 Flashing Lightning maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
Lightning surges through and around your weapon, a veritable electrical storm of energy.
This maneuver functions as the Searing Blade maneuver from the Desert Sun discipline except that it adds Electricity damage instead of Fire damage.

5th Level Maneuvers

Quick Thunder Stomp
Flashing Lightning (Strike)
Level: 5th
Initiation Action: Swift.
Range: 5-ft.
Target: All creatures adjacent to you.
Saving Throw: Fort half and partial.
With the slightest movement of your foot, you release a burst of Ki which flows out in a sonic boom knocking back foes.
This functions as Thunder Stomp (2nd level maneuver) except that it is activated as a swift action and the DC is 15 + Wis modifier.

Thunder and Lightning
Flashing Lightning (Stance)
Level: 5th
Prerequisites: 2 Flashing Lightning maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You channel the raw power of the storm through your weapon fueling it with the power of your life force. Lightning runs across the surface of your weapon, and with each strike thunder claps.
While in this stance your weapon attacks deal +1d6 electricity damage and +1d6 sonic damage.

This is a supernatural stance.

Thunderclap Rush
Flashing Lightning (Strike)
Level: 5th
Prerequisites: 2 Flashing Lightning maneuvers.
Initiation Action: Full round action.
Range: Melee attack.
Target: 1 creature.
Saving Throw: Fort partial.
You rush across the battlefield, striking a foe with the power of a thunderbolt. Your meteoric impact releases a burst of sonic force which knocks the foe flying.
As part of this maneuver make a charge attack. If you hit your target you deal +6d6 sonic damage and the target must make a Fortitude save DC 15 + Wis modifier) or be knocked 5-ft per 2 Initiator Levels you possess directly away from the direction you came from.

This is a supernatural maneuver.

6th Level Maneuvers

Lightning Rush Strike
Flashing Lightning (Strike)
Level: 6th
Prerequisites: 3 Flashing Lightning maneuvers.
Initiation Action: Full round action.
Range: Personal (see below).
Target: You (see below).
Saving Throw: Reflex halves (See below)
You become one with the storm, flowing across the battlefield as a bolt of lightning, passing through foes before reforming in an explosive strike.
When you use this invocation you transform into a bolt of lightning and gain a fly speed with perfect maneuverability equal to twice your land speed. You may then move up to twice your speed, ignoring difficult and damaging terrain including magically difficult/damaging terrain (such as Solid Fog, Web, or Wall of Fire). Your movement does not provoke attacks of opportunity, and you may move freely through occupied spaces. At the end of your movement you may make a single melee attack. Any creature which you move through the space of or target with the attack granted by this maneuver takes 4d6 electricity damage, a successful Reflex save (DC 16 + Wis modifier) halves this damage but if you hit the target with your final attack they do not receive a saving throw; no creature receives this damage multiple times from a single initiation of this maneuver regardless of how many times you pass through their square or if you passed through their square and attacked them.

This is a supernatural maneuver.

Stunning Bolt
Flashing Lightning (Strike)
Level: 6th
Prerequisites: 3 Flashing Lightning maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Saving Throw: Fortitude partial.
You channel your spiritual strength into your weapon filling it with a powerful electrical force, which you release when you strike them disrupting their control of their own body.
As part of this maneuver make a single melee attack. If you hit the target takes an additional 4d6 electricity damage and if they actually receive electricity damage from this effect (i.e. it is not prevented by resistance/immunity) the target must make a Fortitude save (DC 16 + Wis) or be stunned for 1 round.

This is a supernatural maneuver.

7th Level Maneuvers

Cast Lightning
Flashing Lightning (Strike)
Level: 7th.
Prerequisites: 2 Flashing Lightning maneuvers.
Initiation Action: Standard.
Range: Line of effect.
Target: 1 creature.
You channel electricity through your body, firing a powerful buolt of energy towards your enemy, stretching the distance at the speed of light.
As part of initiating this maneuver make a ranged touch attack against one target. This attack deals 1d6 electricity damage +1d6 electricity damage per initiator level that you possess.

This is a supernatural maneuver.

Storm Blade
Flashing Lightning (Boost)
Level: 7th
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
You harness the unrestrained power of the storm, channeling it through your weapon to fill your blows with its power.
This maneuver functions as the Inferno Blade maneuver from the Desert Sun discipline except that it adds Electricity damage instead of Fire damage.

8th Level Maneuvers

Lightning Reactions
Flashing Lightning (Stance)
Level: 8th
Prerequisites: 3 Flashing Lightning maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You move with the fluidity of the storm, weaving and dodging from attacks with the speed of a lightning bolt.
While in this stance once per round when you would have to make a saving throw or are the target of an attack roll you may make a Tumble check and use it in place of your Reflex save or AC (if your AC is lower). You may use this ability as a free action even if it is not your turn, and must activate this ability before making your save or learning whether the attack would have hit. You must be aware of an attack or ability and must not be flat-footed against it to use this ability.

Rising Thunder
Flashing Lightning (Strike)
Level: 8th
Prerequisites: 3 Flashing Lightning maneuvers.
Initiation Action: Full-round action.
Range: Personal.
Target: You.
You flow from one attack to another, striking with the rising crescendo of a thunder storm, each hit releasing a roar of thunder.
When you use this maneuver you may make a full-attack action, but each attack you make gains a bonus to the attack roll equal to the number of successful attacks you have made since the start of your turn and deal additional sonic damage equal to twice that amount.

This is a supernatural maneuver.

9th Level Maneuvers

Thunder God's Wrath
Flashing Lightning (Strike)
Level: 9th
Prerequisites: 4 Flashing Lightning maneuvers.
Initiation Action: Full-round action.
Range: Personal.
Target: You.
Area: 5-ft diameter, 30-ft tall cylinder (see below).
Duration: 1 round (see below)
Saving Throw: Reflex halves (see below).
You channel the full power of a storm, raining blows upon your foes each attack calling down a bolt of thunderous lightning to strike your enemies.
When you use this maneuver you may make a full-attack action. With each attack you make you may call down a 5-ft diameter 30-ft tall cylinder (1 square by 6 vertical squares) bolt of lightning anywhere within 100-ft of you. These lightning bolts each deal 5d6 electricity damage (5d10 if you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) and ignore electricity resistance and deal 50% damage even against creatures immune to electricity. A successful Reflex save (DC 19 + Wis) halves this electricity damage, and a single creature may be damaged by multiple bolts generated by one use of this invocation. Each creature that receives electricity damage from this maneuver (either a lightning bolt or an attack made as part of it) is surrounded by a corona of electricity which negates any concealment they may possess for 1 round.

This is a supernatural maneuver.

Adam1949
2015-03-01, 09:50 PM
Is it wrong of me to be getting a Metal Gear Rising feeling from some of these maneuvers?

I'm overall liking them, but if I had one 'issue' it's that they all sound same-y in name. Granted, so did the Desert Wind maneuvers, so it's not without precedence, but still.

Zaydos
2015-03-01, 09:57 PM
Is it wrong of me to be getting a Metal Gear Rising feeling from some of these maneuvers?

Never played it so I can't really say.


I'm overall liking them, but if I had one 'issue' it's that they all sound same-y in name. Granted, so did the Desert Wind maneuvers, so it's not without precedence, but still.

Names are hard.

Andion Isurand
2015-03-10, 12:31 AM
This reminds me of a discipline I was helping with that kinda lost momentum. (Storm Seeker (http://www.giantitp.com/forums/showthread.php?387969-Lets-brew-a-discipline!-(Storm-Seeker)))

I'm not sure about the others who were involved with that thread, but I wouldn't mind offering its contents to this discipline.