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Old 11-24-2010, 12:55 AM   Top  -  End  -  #1
ErrantX
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Default [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Raging Storm

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 Jump 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.
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Last edited by ErrantX : 11-24-2010 at 12:56 AM.
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Old 11-24-2010, 12:56 AM   Top  -  End  -  #2
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

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 Jump 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 Jump 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, Jump, 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 Jump check at the peak of his jump, allowing for farther or higher jumps 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 Jump 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.
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Old 11-24-2010, 12:58 AM   Top  -  End  -  #3
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Maneuvers

1st
Spoiler


2nd
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3rd
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4th
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5th
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6th
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7th
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8th
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9th
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Last edited by ErrantX : 11-24-2010 at 09:30 AM.
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Old 11-24-2010, 01:10 AM   Top  -  End  -  #4
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Hey everyone,

This discipline here, Raging Storm, is one of the four proposed elemental disciplines for the Libram of Battle project 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
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Old 11-24-2010, 06:35 AM   Top  -  End  -  #5
Lix Lorn
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

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.
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Old 11-24-2010, 09:32 AM   Top  -  End  -  #6
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Quote:
Originally Posted by Lix Lorn View Post
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!

-X
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Old 11-24-2010, 12:13 PM   Top  -  End  -  #7
Lix Lorn
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

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.
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Old 11-25-2010, 07:51 PM   Top  -  End  -  #8
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Quote:
Originally Posted by Lix Lorn View Post
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
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Old 11-27-2010, 04:57 PM   Top  -  End  -  #9
bartman
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

this certainly looks like an interesting discipline. definitely something to bookmark for a rainy day. the flavour just screams multiclass druid/swordsage.
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Last edited by bartman : 11-27-2010 at 04:58 PM.
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Old 11-27-2010, 05:34 PM   Top  -  End  -  #10
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

Quote:
Originally Posted by bartman View Post
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
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Old 11-27-2010, 05:36 PM   Top  -  End  -  #11
Lix Lorn
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

...
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.
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Old 11-27-2010, 05:59 PM   Top  -  End  -  #12
ErrantX
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

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
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Old 11-27-2010, 06:23 PM   Top  -  End  -  #13
Lix Lorn
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

...
(dies from awesome)
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Old 11-28-2010, 03:12 PM   Top  -  End  -  #14
Cieyrin
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Default Re: [3.5] Raging Storm, a lightning elemental discipline [LoB, ToB, Discipline]

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.
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