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    Default [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Lightning Fox Discipline

    Speed and cunning are the keys to victory, especially when outnumbered or fighting against an enemy with superior strength. The Lightning Fox discipline involve moving as quickly as possible, running into and out of the fray. It strikes in a blink of any eye, and then vanishes from the enemyís reach before they have a chance to counter attack.

    The key Skill for Lightning Fox is Tumble. The associated weapons for Lightning Fox are the quarterstaff, guisarme, rapier, katana, unarmed strike, and all spears.

    For any Lightning Fox maneuver or stance which allows or requires movement, only the purposeful land based movement and jumping during combat counts toward this determination. Movement that results from the Vanguard being mounted, carried, bull rushed, attacked, riding a vessel, flight, swimming, interdimensional travel (such as Dimension Door or Teleport), or similar circumstances do not count towards the number of maneuvers the Vanguard may ready. For example, if the initiator was Bull Rushed by an enemy and failed, thus being pushed back, that movement would not count towards the bonuses accrued by the Momentum stance. If the initiator attempted a Bull Rush attack against an enemy, succeeded, and choose to move along with his enemy, that movement would count.

    But within that restriction, it is assumed that the Balance, Jump, and/or Tumble skills can be used normally during movement that occurs as part of any Lightning Fox maneuver or stance, usually to avoid attacks of opportunity.

    Level 1:
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    Better Quick Than Dead
    Lightning Fox (Counter)
    Level: Vanguard 1
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You may only activate this maneuver whenever you are rendered Frightened, Panicked, Nauseated, Staggered, or Dying (but not dead). You move up to your speed in a straight line directly away from combat. (You may choose what direction you move, but it must be away from all enemies, and to the best of your knowledge must take you out of harms way).

    If you succeed in moving at least 50 feet away from all enemies, then all current Fear and Nausea effects on you end, and if you are Dying you become Stabilized.


    Momentum
    Lightning Fox (Stance)
    Level: Vanguard 1
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You leverage the force of your ever increasing momentum against your foes. When you initiate this stance, you gain a +1 circumstance bonus to all damage rolls for physical attacks (including melee, thrown weapons, and ranged attacks, but not area of effect abilities, touch attacks, or rays). You gain the same bonus to all Bull Rush, Disarm, Overrun, Sunder, Trip, breaking item checks, Escape Artist Skill checks, and on any opposed check made to physically push or move an opponent or resist such an attempt.

    During combat, at the start of each of your turns you gain an additional +1 to these bonuses for every 30 feet that you have moved since the start of your last turn. (For a Vanguard, he essentially gains +1 for every maneuver that he readies). These bonuses carry over and stack from turn to turn, but the total bonus cannot exceed the user's Dexterity modifier (or a minimum of +1), and you cannot build Momentum bonuses outside of combat.

    At the end of each combat and whenever the user is rendered Prone, Pinned, Immobile, Helpless, or Dead, this stance ends, and the bonuses granted are reduced to zero until the next time the stance is initiated.


    Watch Out!
    Lightning Fox (Boost)
    Level: Vanguard 1
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You gain a +4 bonus to your next Tumble check taken before the end of this round. If this check is taken to avoid an attack of opportunity and if you are on higher elevation then the enemy that threatens you (for example, if you are on a wall or Jumping in a space from above), this bonus is doubled to +8.


    Static Strike
    Lightning Fox (Strike)
    Level: Vanguard 1
    Initiation Action: 1 Standard
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. This Bull Rush and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures. If this Bull Rush succeeds, then your target also takes Electrical damage equal to the total distance that you moved this round divided by five. For example, if you had moved a total of 20 feet, attacked your target with this maneuver, hit, and then successfully Bull Rushed it 10 feet, then your target would take an additional 6 points of Electrical damage.

    This is a supernatural ability.


    Level 2:
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    Eat My Dust!
    Lightning Fox (Stance)
    Level: Vanguard 2
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Saving Throw: Reflex partially negates

    Whenever you move out of a space covered in at least one inch of dust, ash, lose earth, sand, snow, or similar terrain, that space becomes filled with a cloud of concealment until the start of your next turn. Attacks made into or through a clouded space have a 20% miss chance. Creatures with the Hide Skill may also use this cloud as an effective distraction (as if they had made a successful Bluff check) if all enemies have their line of sight to the hider obscured by the cloud. Any creature who moves into the cloud before it dissipates or caught in the cloud when it is created (if you move through the creature's space) must make a Reflex Save (DC 12 + your Dexterity modifier) or be Blinded until the start of your next turn. You are immune to the blinding effect of your own cloud, but not the concealment.


    Impulse
    Lightning Fox (Boost)
    Level: Vanguard 2
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    By initiating this maneuver, you may make a single turn of up to 90 degrees as part of a Charge, Run, Overrun, or any Lighting Fox maneuver or other ability which requires that you move in a straight line (assuming that you still have a Swift Action available to do so).


    Trampling Overrun
    Lightning Fox (Strike)
    Level: Vanguard 2
    Initiation Action: 1 Full Round Action
    Range: Special, see below
    Target: Special, see below

    As part of this maneuver you move up to your speed in a straight line. You attempt to Overrun every creature that occupies a space that you move through. Your movement and the Overrun attempts do not provoke attacks of opportunity from creatures in the spaces that you move through, though they may provoke attacks of opportunity from creatures who are not directly in your path. Each creature knocked Prone by your Overrun attempts also takes damage as if you had successfully hit them with an unarmed strike. If you are knocked Prone by any creature in your path, then your movement and the maneuver ends.


    Level 3:
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    Closeline
    Lightning Fox (Strike)
    Level: Vanguard 3
    Initiation Action: 1 Swift Action
    Range: Melee Attack
    Target: One Creature
    Saving Throw: Fort partially negates

    You may only activate this strike when you move past a creature in a straight line as part of a Run action. Make a single melee attack against one creature. If that attack hits and deals damage, then you may make a Trip attack against the same target as a free action (and a follow up attack if you successfully knock them Prone and have the Improved Trip feat). This Trip attack does not provoke an attack of opportunity. If your initial attack roll is a natural 20, followed by a successful roll to confirm the critical hit, then you may forgo the Trip attack and force your target to make a Fortitude Save (DC 12 + your Dexterity bonus) or be decapitated, as if they were successfully hit by a Vorpal weapon.


    Lend Speed
    Lightning Fox (Strike)
    Level: Vanguard 3
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Move Action
    Range: Special
    Target: One Ally

    When you initiate this maneuver, you may move up to one-half your land speed in a straight line. If during any part of this movement you are adjacent to an ally, you may pick that ally up, carry him along with you during your movement, and place him in any unoccupied space that is adjacent to your the space at the end of your movement. You may not use this maneuver on an unwilling creature, on a creature which is Grappled or otherwise prevented from being lifted, or on an any creature that you cannot carry as a light load. This movement provokes attacks of opportunity as normal, and you and your ally may not attempt to use the Tumble or Balance Skills during this movement.


    Inertia Strike
    Lightning Fox (Strike)
    Level: Vanguard 3
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you initiate this maneuver, make a Bull Rush attack against every creature (friend or foe) that you are adjacent to. Each creature that you successfully Bull Rush is pushed back 5 feet, plus an additional 5 feet for each 5 points by which your check result is greater than the defenderís check result. You do not follow move with the defenders as you would in a normal Bull Rush - you push them away from you.

    Your Bull Rush attempts do not provoke attacks of opportunity from your targets, and your targets' movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.


    Level 4:
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    Blurred Movement
    Lightning Fox (Stance)
    Level: Vanguard 4
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active, at the start of each of the initiator's turns, you gain 10% concealment for every 30 feet that you have moved since the start of your last turn, up to a maximum of 50%. (For a Vanguard, this is essentially 10% concealment for every maneuver that he readies). Thus if you had moved a total of 0-25 feet then targeted attacks made against you would have a 0% miss chance, 30-55 feet would have a 10% miss chance, 60-85 feet would have a 20% miss chance, 90-115 feet would have a 30% miss chance, 120-145 feet would have a 40% miss chance, and 150 feet or more would have a 50% miss chance. This miss chance lasts until the start of your next turn, when it is readjusted according to your movement since the start of your last turn. The miss chance from this stance does not stack with the miss chance from any other source Ė you only apply the highest miss chance.


    Dramatic Entrance
    Lightning Fox (Strike)
    Level: Vanguard 4
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: Special
    Saving Throw: Special

    As part of this maneuver you move up to your speed in a straight line, and then make an attack against a single closed door, hatch, gate, portcullis, portal, or similarly closed passageway within your reach. If you successfully break through it, then as a free action you move into the space previously occupied by the passageway, and all creatures (except for you) within 10 feet of your newly occupied space take 8d6 points of damage from the force of your impact and flying debris, with a Reflex Save (DC 15 + your Dexterity modifier) for half damage. If this maneuver is used during the first round of combat, then creatures damaged by it must also make a Fortitude Save (DC 14 + your Dexterity modifier) or be Stunned for 1 round.


    Over Here! No, Over Here!
    Lightning Fox (Counter)
    Level: Vanguard 4
    Prerequisite: 2 Lightning Fox Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You may only activate this maneuver in response to an attack which targets you. As an Immediate Action you may move up to your land speed in a straight line. If this movement moves you outside of the reach or range of an attack targeted directly against you, then it fails and is wasted. If this movement moves you outside of the area of effect of an attack, then it has no effect on you but may still effect others within it's area of effect.

    After using this maneuver, the initiator becomes Fatigued for 1 minute, or Exhausted for 1 minute if they are already Fatigued.


    Level 5:
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    Afterimage
    Lightning Fox (Boost)
    Level: Vanguard 5
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Will Negates

    You may only initiate this maneuver after moving at least 30 feet in a straight line. You move so quickly that you leave behind and afterimage of yourself in any one space that you previously occupied during this movement. Anyone viewing this must make a Will Save (DC 15 + your Dexterity Modifier), or they believe that the afterimage is actually you for as long as it persists. You do not become Invisible. Those who fail the Save are simply distracted as to where you actually are for a brief moment. If you take any offensive action against an enemy who failed their Save, they realize where you really are. The afterimage persists until the end of the round or until anyone successfully attacks it. It has an AC of 10 and automatically fails all Saving Throws. This maneuver is thus typically used after the initiator has finished all of his offensive actions for the round, and wants to misdirect enemies away from his real position.

    This is a supernatural ability.


    Ball Lightning
    Lightning Fox (Strike)
    Prerequisite: 1 Lightning Fox Maneuver
    Level: Vanguard 5
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, you may make a single attack at your full base attack bonus against each opponent within your reach. For any attack that hits and deals damage, make a Bull Rush attack against the same target as a free action. Each creature that you successfully Bull Rush is pushed back 5 feet, plus an additional 5 feet for each 5 points by which your check result is greater than the defenderís check result. You do not follow move with the defenders - you push them away from you. If any Bull Rush succeeds, then that target also takes Electrical damage equal to the total distance that you moved this round divided by five. Your Bull Rush attempts do not provoke attacks of opportunity from your targets, and your targets' movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.

    This is a supernatural ability.


    Not Quick Enough Draw
    Lightning Fox (Strike)
    Level: Vanguard 5
    Initiation Action: 1 Swift Action
    Range: Melee Attack
    Target: Special
    Saving Throw: Will Negates

    You may only activate this strike when you move past one or more creatures in a straight line as part of a Run action. You may make a single Disarm attempt against any or all creatures that are within your reach at any point during your movement. These attempts do not provoke attacks of opportunity. Any enemy that your successfully Disarm must attempt a Will Save (DC 15 + your Dexterity bonus). If they fail this Save, they are so befuddled by being disarmed that they cannot draw or pick up any other weapon or item for the remainder of this round.


    Level 6:
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    Cyclone
    Lightning Fox (Strike)
    Level: Vanguard 6
    Initiation Action: Swift Action
    Range: Special, see below
    Target: Special, see below
    Saving Throw: Fort negates

    You may only initiate this maneuver after you move four times in a circle (or a generally circular space, if you're using a grid or hex map) completely around a target or group of targets during one round, without moving directly through any occupied spaces (such as Tumbling through an another creatures space, making an Overrun through an occupied space, or displacing another creature and moving into it's space with a Bull Rush attempt). If you do this, this maneuver creates a cyclone of wind within the interior of circle that you moved. This cyclone reaches 100 feet up into the sky (though it does not pass through solid surfaces, like a ceiling). All creatures within the cyclone must make a Fortitude Save (DC of 16 + your Dexterity modifier). Targets receive +4 to this Save for every size category above Medium, and -4 to this Save for every size category below Medium. (The same as their Grapple modifier due to their size. A Fine target would get a -16 to this check, a Medium target would get 0, and a Colossal target would get +16). Targets who fail this Save are thrown strait up to the top of the cyclone, and then immediately fall back down to the ground. If they do not hit a ceiling or other object they take falling damage for 100 feet (10d6). If they do hit a ceiling or other object they take falling damage for the distance up, and then falling distance again for the distance down. For example, in a room with a ceiling 20 feet above, they would take 2d6 damage when they hit the ceiling and 2d6 when they hit the floor. Any creatures who take damage from this maneuver are also knocked Prone and are randomly scattered one space, as if they were a thrown splash weapon. Movement caused by this maneuver provokes attacks of opportunity, though never more then one from any particular creature. Finally, all non-magical and non-psionic fires within the cyclone are extinguished, and all weather based and gaseous effects (such as Solid Fog, Stinking Cloud, etc) within the area are dispelled.

    If you are moving over a liquid (such as a lake, ocean, acid, lava, etc) then a similar cyclone effect is also created below you, except that it pulls creatures down towards the floor of the body of water if they fail their Saving Throw (and gravity does not pull them back up), knocked Prone, scattered, and take appropriate falling damage if they hit the floor of the body of water.


    Living Lightning
    Lightning Fox (Strike)
    Level: Vanguard 6
    Initiation Action: 1 Full Round Action
    Range: Special, see below
    Target: Special, see below
    Saving Throw: Reflex Half

    As part of this maneuver you move up to twice your speed in a straight line. You attempt to Overrun every creature that occupies a space that you move through. Your movement and the Overrun attempts do not provoke attacks of opportunity from creatures in the spaces that you move through, though they may provoke attacks of opportunity from creatures who are not directly in your path. Each creature whose space that you move through (regardless of whether or not they attempt to block your movement) takes 12d6 points of electrical damage, with a Reflex Save (DC 16 + your Dexterity modifier) for half damage. In addition, each creature knocked Prone by your Overrun attempts also takes damage as if you had successfully hit them with an unarmed strike.
    If you are knocked Prone by any creature in your path, then your movement and the maneuver ends, and the creature that knocked you Prone does not take electrical damage.

    This is a supernatural ability.


    Level 7:
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    Mercurial Movement
    Lightning Fox (Stance)
    Level: Vanguard 7
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Saving Throw: Reflex negates

    Whenever enemy attempts to Bull Rush, Grapple, Overrun, Swallow Whole, Trample, or Trip attack against you, you may make a 5 ft step as a free action. This movement does not provoke an attack of opportunity, and does not count as your normal 5 ft step for this round. If this moves you outside of your enemy's threatened area, then their attack fails, and they must make a Reflex Save (DC 17 + your Dexterity modifier), or fall Prone in the space that you moved out of.


    Relentless Attack
    Lightning Fox (Strike)
    Level: Vanguard 7
    Prerequisite: 3 Lightning Fox Maneuvers
    Initiation Action: 1 Full Round Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. If this Bull Rush succeeds, then you may make another melee attack against any creature within your reach at a -2 penalty to hit. If this attack hits and deals damage, then you may make a Bull Rush attack against the same target as a free action. If this Bull Rush succeeds, then you may make another melee attack against any creature within your reach at with an additional -2 penalty to hit (for a cumulative penalty of -4). You may repeat this again and again (with cumulative penalties to hit each time) up to a maximum number of times equal to your Dexterity bonus, or until you miss an attack, or fail a Bull Rush attempt.

    The Bull Rush attempts from this maneuver and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.

    After using this maneuver, the initiator becomes Fatigued for 1 minute, or Exhausted for 1 minute if they are already Fatigued.


    Level 8:
    Spoiler
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    Infinite Mass Strike
    Lightning Fox (Strike)
    Level: Vanguard 8
    Prerequisite: 3 Lightning Fox Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. This Bull Rush and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures. If this Bull Rush succeeds, then your target also takes damage equal to the total distance that you moved this round. For example, if you had moved a total of 80 feet, attacked your target with this maneuver, hit, and then successfully Bull Rushed it 20 feet, then your target would take an additional 100 points of damage.


    Vibrate Molecules
    Lightning Fox (Stance)
    Level: Vanguard 7
    Prerequisite: 2 Lightning Fox Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active you gain Tremorsense with a range of 60 feet, and you may become incorporeal (which grants numerous benefits) or return to your normal state at will as a free action during your turn. However, you must end each of your turns in your normal state. If you end your turn inside of solid matter, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

    Since you are still on the same plane of existence, purposeful land based movement while incorporeal counts normally towards the number of maneuvers a Vanguard may ready each round, and towards any determination of distance used for Lightning Fox maneuvers.

    This is a supernatural ability.


    Level 9:
    Spoiler
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    Faster Than Time
    Lightning Fox (Boost)
    Level: Vanguard 9
    Initiation Action: 1 Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    If you have already taken your turn this round, then by activating this maneuver you add +20 to your Initiative at the start of the next round (which will most likely change your position in the Initiative order for the rest of the encounter).

    If you have not yet taken your turn this round (either because it is not yet your turn in the initiative order, or because you have decided to delay your turn), then by activating this maneuver you may take your turn immediately, interrupting another creature's turn (and potentially disrupting their actions, such as casting or manifesting, similar to if you had readied an action to do so). This action counts as your turn for this round, and on the next round you return to your previous place in the Initiative order.

    As a reminder, you cannot use Immediate Actions while Flat Footed (such as during the first round of combat before you have acted), even if you have the Uncanny Dodge ability.
    Last edited by Person_Man; 2013-08-12 at 12:26 PM.