1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Flashing Lightning (Electricity themed Martial Discipline)

    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.

    Spoiler: Maneuvers by Level
    Show
    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.
    Last edited by Zaydos; 2015-03-19 at 01:00 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)