Zaydos
2015-03-17, 03:06 PM
Eldritch Rain
The eldritch rain was first seen on the fields of battle in Hades, invented by a diabolic servant for use against the tanar'ri in the eternal war. It spread from there to other warlocks who practiced the sublime way. The discipline has changed since its conception, its reliance on fiendish power drawn through pacts being reduced by generations, until Crusaders and Swordsages discovered how to use their divine connection and focused Ki in its place, focusing their spiritual power into a deadly beam to fire at foes from afar. Even so warlock-initiators remain among the most common followers of the discipline, using it to rain destruction on their foes from afar.
New Maneuver Type: Blast
Blast marks a new type of martial maneuver found in the Eldritch Rain discipline. These eldritch maneuvers are, as a general rule, strikes which function as ranged touch attacks made within a fixed range. Maneuvers with this Blast tag have special rules, however, if the user is capable of using an eldritch blast or elemental blast (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-%28Base-Class-Contest-XIX-winner-PEACH%29). If the user has such abilities they may add the damage from their eldritch blast (or elemental blast) to the damage of the Blast maneuver and may also apply an Eldritch Essence (or Elemental Essence) they possess to it. If they do so it becomes a spell-like ability with a spell level of the maneuver's level or that of any Eldritch Essence applied (whichever is higher), but you may not apply Empower/Maximize/Quicken Spell-like Ability (Eldritch Blast) to them, but due to the sublime essences within it the spell-like ability does not allow Spell Resistance. In gestalt games add 1/2 the damage from an eldritch blast instead.
Associated Skill: Concentration.
Discipline Weapons: Rays, eldritch blast (any form), any weapon when using Hideous Blow through it.
Learning Eldritch Rain: A crusader, swordsage or argent blade (www.giantitp.com/forums/showthread.php?253721-The-Argent-Blade-(3-5-Base-Class-ToB)) may exchange access to any martial discipline to gain access to Eldritch Rain; unless they have traded away Concentration through trading disciplines this does not change their class skills if they have they lose the lost discipline's associated skill and gain Concentration instead. A Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) may trade access to Diamond Mind or White Raven to gain access to Eldritch Rain.
Maneuver List
Enervating Ray: 1st, Strike, Blast. Ray inflicts strength penalty.
Ghostly Shove: 1st, Strike, Blast. Ray knocks target back.
Light Blast: 1st, Strike, Blast. Ray deals 1d6+IL damage.
Supporting Fire: 1st, Stance. Gain precise shot, flank with ranged attacks.
Take Aim: 1st, Boost. Gain +5 insight bonus to next ranged attack.
Deflecting Aura: 2nd, Counter. Add Charisma to AC, ray automatically misses you.
Marking Bolt: 2nd, Strike, Blast. Ray deals 1d6+IL damage, marks target for later attacks.
Spread Shot: 2nd, Strike, Blast. Shoot 3 rays dealing 1d6+IL damage towards a cluster of foes.
Heavy Blast: 3rd, Strike, Blast. Ray deals 4d6 + 1d6/2 IL above 5th damage.
Long Ray Stance: 3rd, Stance. Double range of rays.
Seeking Beam: 3rd, Strike, Blast. Long ranged beam seeks target.
Blinding Bolt: 4th, Strike, Blast. Bolt of light deals fire damage and blinds target.
Ricochet Bolt: 4th, Strike, Blast. Ray bounces from target to target until it misses or runs out of targets.
Concentrated Blast: 5th, Strike, Blast. Ray deals 1d6 damage/IL.
Energy Duplicate: 5th, Boost. Create an energy clone of yourself.
Warding Aura: 5th, Stance. Shine like a candle and inflict miss chance to ranged attacks.
Solid Blast: 6th, Strike, Blast. Continuous stream of energy within a 120-ft line deals damage and knocks back.
Sudden Blast: 6th, Strike, Blast. Heavy Blast as a swift action.
Necrotizing Blast: 7th, Strike, Blast. Ray deals negative energy damage, if it kills a target they temporarily rise as a zombie under your command. Penetrating Ray: 7th, Strike, Blast. Ray hits targets in 90-ft line, passes through walls.
Reflect Pain: 7th, Counter, Blast. Reduce damage from attack and retaliate in kind.
Blasting Stance: 8th, Stance. Taking damage refreshes a Blast if you have none.
Surging Blast: 8th, Strike, Blast. Ray deals 2d6 damage/IL.
Prism Blast: 9th, Strike, Blast. Ray deals 2d6 damage/IL and dazes, then splits into 6 smaller rays which each deal 1d6 damage/2 IL and various effects.
Eldritch Rain Feats
Enfeebling Rain:
Your blasts whittle away at a creature's strength leaving it weaker and weaker.
Prerequisites: One Eldritch Rain maneuver.
Benefit: You maneuvers deal 1 Strength damage in addition to their normal effects.
[b]Drops of Dark Rain:
The Eldritch Rain discipline draws upon the dark powers of warlocks and their seemingly inexhaustible supply of power. By mastering the dark rain you are able to draw upon the release of power when a creature falls in combat, turn your pain into power, and conserve some of the power of your blasts to fire it out against them once more.
Prerequisites: Enfeebling Rain, BAB +6, and 2 Eldritch Rain Maneuvers.
Benefit: The Drops of Dark Rain feat grants you three tactical options.
Downpour of Dark Rain: To use this option you must have hit a target with a [Blast] maneuver. On the next round you may, as a standard action, release a ray against the target with the same range as the [Blast] maneuver you used against them in the last round. This ray functions as a ranged touch attack dealing 1d6 damage per 2 Initiator Levels you possess and is considered to be a [Blast] maneuver for interaction with Eldritch Blast and the Enfeebling Rain feat (but not for the purposes of this feat).
Retribution of Dark Lightning: To use this option you must receive damage from a melee attack. On your next turn any [Blast] maneuvers you initiate do not provoke attacks of opportunity from that target either for making a ranged attack or if you are using it as a spell-like ability. In addition if you hit that target with a [Blast] maneuver you deal +1 damage per 3 Initiator Levels and may make a special Charisma check opposed by their Strength check. You add 1/2 your Initiator Level to this check and they add all modifiers they would normally add to resist a Bull Rush. If you succeed you push them 5-ft away from you +5-ft per 3 points by which you won the check.
Eldritch Deluge: To use this option you must down an enemy with a [Blast] maneuver. You may immediately use that same [Blast] maneuver (even if it is already expended) as a Swift action.
The eldritch rain was first seen on the fields of battle in Hades, invented by a diabolic servant for use against the tanar'ri in the eternal war. It spread from there to other warlocks who practiced the sublime way. The discipline has changed since its conception, its reliance on fiendish power drawn through pacts being reduced by generations, until Crusaders and Swordsages discovered how to use their divine connection and focused Ki in its place, focusing their spiritual power into a deadly beam to fire at foes from afar. Even so warlock-initiators remain among the most common followers of the discipline, using it to rain destruction on their foes from afar.
New Maneuver Type: Blast
Blast marks a new type of martial maneuver found in the Eldritch Rain discipline. These eldritch maneuvers are, as a general rule, strikes which function as ranged touch attacks made within a fixed range. Maneuvers with this Blast tag have special rules, however, if the user is capable of using an eldritch blast or elemental blast (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-%28Base-Class-Contest-XIX-winner-PEACH%29). If the user has such abilities they may add the damage from their eldritch blast (or elemental blast) to the damage of the Blast maneuver and may also apply an Eldritch Essence (or Elemental Essence) they possess to it. If they do so it becomes a spell-like ability with a spell level of the maneuver's level or that of any Eldritch Essence applied (whichever is higher), but you may not apply Empower/Maximize/Quicken Spell-like Ability (Eldritch Blast) to them, but due to the sublime essences within it the spell-like ability does not allow Spell Resistance. In gestalt games add 1/2 the damage from an eldritch blast instead.
Associated Skill: Concentration.
Discipline Weapons: Rays, eldritch blast (any form), any weapon when using Hideous Blow through it.
Learning Eldritch Rain: A crusader, swordsage or argent blade (www.giantitp.com/forums/showthread.php?253721-The-Argent-Blade-(3-5-Base-Class-ToB)) may exchange access to any martial discipline to gain access to Eldritch Rain; unless they have traded away Concentration through trading disciplines this does not change their class skills if they have they lose the lost discipline's associated skill and gain Concentration instead. A Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) may trade access to Diamond Mind or White Raven to gain access to Eldritch Rain.
Maneuver List
Enervating Ray: 1st, Strike, Blast. Ray inflicts strength penalty.
Ghostly Shove: 1st, Strike, Blast. Ray knocks target back.
Light Blast: 1st, Strike, Blast. Ray deals 1d6+IL damage.
Supporting Fire: 1st, Stance. Gain precise shot, flank with ranged attacks.
Take Aim: 1st, Boost. Gain +5 insight bonus to next ranged attack.
Deflecting Aura: 2nd, Counter. Add Charisma to AC, ray automatically misses you.
Marking Bolt: 2nd, Strike, Blast. Ray deals 1d6+IL damage, marks target for later attacks.
Spread Shot: 2nd, Strike, Blast. Shoot 3 rays dealing 1d6+IL damage towards a cluster of foes.
Heavy Blast: 3rd, Strike, Blast. Ray deals 4d6 + 1d6/2 IL above 5th damage.
Long Ray Stance: 3rd, Stance. Double range of rays.
Seeking Beam: 3rd, Strike, Blast. Long ranged beam seeks target.
Blinding Bolt: 4th, Strike, Blast. Bolt of light deals fire damage and blinds target.
Ricochet Bolt: 4th, Strike, Blast. Ray bounces from target to target until it misses or runs out of targets.
Concentrated Blast: 5th, Strike, Blast. Ray deals 1d6 damage/IL.
Energy Duplicate: 5th, Boost. Create an energy clone of yourself.
Warding Aura: 5th, Stance. Shine like a candle and inflict miss chance to ranged attacks.
Solid Blast: 6th, Strike, Blast. Continuous stream of energy within a 120-ft line deals damage and knocks back.
Sudden Blast: 6th, Strike, Blast. Heavy Blast as a swift action.
Necrotizing Blast: 7th, Strike, Blast. Ray deals negative energy damage, if it kills a target they temporarily rise as a zombie under your command. Penetrating Ray: 7th, Strike, Blast. Ray hits targets in 90-ft line, passes through walls.
Reflect Pain: 7th, Counter, Blast. Reduce damage from attack and retaliate in kind.
Blasting Stance: 8th, Stance. Taking damage refreshes a Blast if you have none.
Surging Blast: 8th, Strike, Blast. Ray deals 2d6 damage/IL.
Prism Blast: 9th, Strike, Blast. Ray deals 2d6 damage/IL and dazes, then splits into 6 smaller rays which each deal 1d6 damage/2 IL and various effects.
Eldritch Rain Feats
Enfeebling Rain:
Your blasts whittle away at a creature's strength leaving it weaker and weaker.
Prerequisites: One Eldritch Rain maneuver.
Benefit: You maneuvers deal 1 Strength damage in addition to their normal effects.
[b]Drops of Dark Rain:
The Eldritch Rain discipline draws upon the dark powers of warlocks and their seemingly inexhaustible supply of power. By mastering the dark rain you are able to draw upon the release of power when a creature falls in combat, turn your pain into power, and conserve some of the power of your blasts to fire it out against them once more.
Prerequisites: Enfeebling Rain, BAB +6, and 2 Eldritch Rain Maneuvers.
Benefit: The Drops of Dark Rain feat grants you three tactical options.
Downpour of Dark Rain: To use this option you must have hit a target with a [Blast] maneuver. On the next round you may, as a standard action, release a ray against the target with the same range as the [Blast] maneuver you used against them in the last round. This ray functions as a ranged touch attack dealing 1d6 damage per 2 Initiator Levels you possess and is considered to be a [Blast] maneuver for interaction with Eldritch Blast and the Enfeebling Rain feat (but not for the purposes of this feat).
Retribution of Dark Lightning: To use this option you must receive damage from a melee attack. On your next turn any [Blast] maneuvers you initiate do not provoke attacks of opportunity from that target either for making a ranged attack or if you are using it as a spell-like ability. In addition if you hit that target with a [Blast] maneuver you deal +1 damage per 3 Initiator Levels and may make a special Charisma check opposed by their Strength check. You add 1/2 your Initiator Level to this check and they add all modifiers they would normally add to resist a Bull Rush. If you succeed you push them 5-ft away from you +5-ft per 3 points by which you won the check.
Eldritch Deluge: To use this option you must down an enemy with a [Blast] maneuver. You may immediately use that same [Blast] maneuver (even if it is already expended) as a Swift action.