During the prime of his life, Reshar was famed for travelling to all corners of the world, travelling the trails of legend and myth in search for the greatest warriors to have ever lived, and uncovering what made them great. During this time of his life he saw some of the greatest sights of his time. He had walked in the great mountain halls of the Stone Dragon defenders, and had stood in the dark alleyways where the precursers to the Shadow Hand discipline had reigned supreme, uncaught by the militia for decades. During this time of Reshar's life, his search for great warriors even took him to the sea, where he looked for two places he had heard about, only in legend. One place, known as the islands beyond the dawn, was rumored to have warriors that not even the mightiest of beasts could so much as touch. The other, a nameless place said to be lost in turbulent seas, was said to have warriors who attacked from the very sky itself. It did not take Reshar long to find the islands beyond the dawn, and to learn from those who would one day be called the fathers of the Setting Sun discipline, but, he would search for another three years before he ever even found the nameless place he had heard of, since rumors of it seemed to be so rare. Though, as he attempted to approach that nameless isle for the first time, he found reef after jagged reef barring his path, while a turbulent storm raged overheard, and he saw that the isle had not a single safe harbor along it's entire coastline. Reshar was driven back by the mere tidal forces that surged through that place, as his shipmates insisted that they had to turn back, lest their vessel be moored on the reefs. Of course, Reshar was not one to give up easily, and found another ship, another crew, to try again, but met with failure once more, as that storm continued to rage above that island, perfectly stationary. Reshar would try and try again for the next year and a half, before finally coming to the conclusion that no living man could even reach this island, much less live on it. Though, he did admit that, should a man actually find a way to live in that place, he would indeed be an incredible warrior. So, he left that place, and went on to found the nine disciplines of the sublime way and build the temple of the nine swords with his apprentices. After a few years, he named masters of each discipline, and left them with his knowledge as he went out and lived the last few years of his life. The temple flourished under the lead of the nine masters, who soon set rules for themselves, deciding that each of them should name a heir to their title, for when they died. During this time, in the school of Diamond Mind, it was widely known that the master of the discipline highly favored a student of his named Quinlan set Tuvalos, who showed some of the most uncanny skill in the discipline that anyone had ever shown. Though, Quinlan was interested in other matters, as he had read many of the musings of Reshar himself, and had become quite interested in the nameless place that Reshar had been turned away from. This fascination of his grew, until, the day that the master asked Quinlan to become his heir, he turned the honor down, saying that he instead wished to go follow in the steps of Reshar. Which is exactly what the student did, leaving the temple with many whispered rumors at his back. He went straight to the location that Reshar had noted as the location of the nameless place, taking only a dingy to get out there, convinced that the smaller boat would be more manuveurable in the reefs, and able to be harbored in less hospitable places. This turned out to be true, as he soon found himself on the rock crags of the side of the sheer coastline, climbing in the pouring rain. Though, Quinlan soon found that there was more on that island than even he had ever dreamed of, as he soon found people, many people, on this isle. He saw them fight, and that they seemed to be everywhere at once, with almost no effort. Over the coming years, he would do the work that Reshar himself had once done, learning their fighting style, and refining it with his own knowledge. Of course, the end result was twisted by his highly specialized training in the Diamond Mind discipline, and hinged on the clarity and focus of the mind of the user, but, this only synergized with their fighting style, as one merely became an eye of total control with a storm of attacks. He cristened this new fighting style with the name of Storm Soul, after he had perfected it. Soon he returned to the mainland, and to the temple, spreading word of his new discipline, and of everything he had found. Sadly, the masters of the temple of nine swords turned Quinlan away when he sought to add his discipline to the sublime way, as the new Diamond Mind discipline master, fearful of Quinlan taking his title, insisted that the discipline was too wild, too uncontrollable, to be considered a true discipline of the sublime way. At this, Quinlan, having learned to never turn against a brother, chose to accept the ruling, and left the temple, instead spreading the word to others, teaching them the intense form of battle the discipline taught, and, eventually, returning to the isle itself, where he lived the rest of his life. Today, many dojo's to the Storm Soul discipline still stand, and many are still taught in the exotic form of battle. The Storm Soul discipline teaches it's students to fight like the unstoppable, uncontrollable forces of nature, ripping through the ranks of the enemy like a hurricane, streaking into distant enemies like a bolt of lightning, and sweeping foes aside like a flood. The discipline focuses on utilizing a characters speed, reach, and ability to focus on multiple enemies at once. The skill associated with the Storm Soul discipline is Concentration. The favoured weapons for the disciplne are the battleaxe, handaxe, kukri, longsword, scimitar, and short sword. The key ability is Wisdom. One way to learn maneuvers from the discipline is to have received prior training in it. A Crusader or Swordsage may start with access to Storm Soul, in exchange for access to another discipline. A Swordsage or Crusader may, during character creation, select one of the disciplines they have access to, and replace it with Storm Soul. That discipline's associated skill is no longer a class skill for the character, and they gain Concentration as a class skill instead, if they did not already have it as a class skill. Another way to learn maneuvers from the discipline is to find a master of Storm Soul, one capable of initiating level 5 or higher maneuvers from the discipline. Such a master may train a Swordsage or Crusader in the discipline. Training such a character costs 1,000 XP (from the trainee) and takes a months worth of time. After this month, the character gains the ability to learn maneuvers from the Storm Soul discipline, and may further swap out any maneuvers he does know at the time for maneuvers from the Storm Soul discipline of the same level. He also gains Concentration as a class skill, if they did not already have it as a class skill. How one finds such a master is left to the DM to decide. Level 1 Maneuvers Foehn: Boost — +30 ft. bonus to speed. Roaring Wind: Stance — Considered occupying multiple spaces for the purposes of flanking. Thunderbolt: Strike — Attack gets your Wisdom mod on attack roll and deals +1 electric damage/initiator level. Level 2 Maneuvers Arc of Lightning: Strike — Single attack has a +10 ft. reach, deals only electric damage. Flowing Rain: Counter — Use Concentration check to dodge an attack. Gale Burst: Strike — Attack with two weapons, +1d6 sonic bonus damage on both attacks with Concentration check. Level 3 Maneuvers Dancing Wind: Boost — Attacks are made with +5 ft. reach during the rest of your turn. Squall Step: Stance — +20 ft. bonus to speed, +2 to hit with movement. Thundercrack: Strike — Attack gets your Wisdom mod on attack roll and deals +2 electric damage/initiator level. Level 4 Maneuvers Crack of Lightning: Strike — Single attack has a +10 ft. reach, deafens foe, deals only electric damage. Pouring Rain: Counter — Use Concentration check to dodge an attack and move up to 10 feet. Tempest Burst: Strike — Attack with two weapons, +3d6 sonic bonus damage on both attacks with Concentration check. Voice of Thunder: Stance — Considered occupying a space even after you leave it, for the purposes of flanking. Level 5 Manuevers Thunderblast: Strike — Attack gets your Wisdom mod on attack roll and deals +3 electric damage/initiator level. Touch of the Rain: Stance — Gain blindsight 20 ft. with movement. Zephyr Breath: Boost — +30 ft. bonus to speed, do not provoke attacks of opportunity for entering/leaving threatened squares. Level 6 Maneuvers Cyclone Burst: Strike — Attack with two weapons, +5d6 sonic bonus damage on each attack with Concentration check. Flooding Rain: Counter — Use Concentration check to dodge an attack and move up to 20 feet. Streak of Lightning: Strike — Single attack has a +10 ft. reach, blinds foe, deals only electric damage. Whisper of the Wind: Stance — Link yourself mentally with several allies. Level 7 Maneuvers Gaze of the Storm: Stance — Melee attacks deal +2d6 sonic damage. Tempest Eye: Boost — Use swift action to complete standard action. Thunderstrike: Strike — Attack gets your Wisdom mod on attack roll and deals +4 electric damage/initiator level. Level 8 Manuevers Bolt of Lightning: Strike — Single attack has a +10 ft. reach, paralyzes foe, deals only electric damage. Drenching Rain: Counter — Use Concentration check to dodge an attack and move up to 40 feet. Step of the Four Winds: Stance — +5 ft. reach and ability to teleport 60 ft. Typhoon Burst: Strike — Attack with two weapons, +7d6 sonic bonus damage on each attack with Concentration check. Level 9 Manuevers Thunder: Strike — Attack gets your Wisdom mod on attack roll and deals +5 electric damage/initiator level. |
Rithaniel | 01-09-2010 04:31 AM |
Re: Storm Soul [3.5e Martial Discipline] -- PEACH 1st Level Maneuvers Spoiler Foehn Storm Soul (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn
The air is whipped into swirling torrents in your wake as you forge ahead with the speed of a hurricane.
You move as the wind, moving with unnatural grace as you bound across the battlefield. Until the end of your turn, you gain a +30-foot enhancement bonus to your land speed.
Roaring Wind Storm Soul (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Duration: Stance
With a whirling of charged air and torrents of wind, you seem to be everywhere, not letting your foe's rest for even a moment.
At the end of your turn every round, you select a number of squares within your threatened area equal to your Wisdom modifier. You are considered occupying these squares for the purposes of flanking, even if they are currently occupied by other creatures or objects. You cannot flank with yourself using this stance.
Thunderbolt Storm Soul (Strike) Level: 1 Initiation Action: 1 standard action Range: Melee Attack Target: One creature
The smell of ozone fills the air, and with the force of a cannon, you unleash an ultra-charged bolt of pure electrical energy through your blade.
As part of initiating this strike, you make a single melee attack. This attack deals an extra +1 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier. 2nd Level Maneuvers Spoiler Arc of Lightning Storm Soul (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee Attack Target: One creature
White light fills the air, and static electricity ripples out away from you. Then, in a flash of blinding energy, a snaking line of lightning smashes into your foe.
As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.
Flowing Rain Storm Soul (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal Target: You
With the uncatchability of mist, you slip away out of impending doom.
If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Concentration check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver.
Gale Burst Storm Soul (Strike) Level: 2 Initiation Action: 1 standard action Range: Melee Attack Target: One creature
With the inplacable flow of a flood crashing down on a small village, you drive two weapons home with inexorable force.
You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +1d6 sonic damage (+2d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage. 3rd Level Maneuvers Spoiler Dancing Wind Storm Soul (Boost) Level: 3 Prerequisite: One Storm Soul maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn
With an overwhelming burst of force you surge forward, the air itself roaring alongside you as you cut your foes down from a distance.
You stretch and dance across the battlefield, striking foes who would otherwise be beyond your reach. Until the end of your turn, your reach is increased by 5 feet. This increase stacks with all other maneuvers and ways of increasing reach.
Squall Step Storm Soul (Stance) Level: 3 Prerequisite: One Storm Soul maneuver Initiation Action: 1 swift action Range: Personal Duration: Stance
You erupt forward like an unstoppable storm, charged air spilling away from you as you sweep aside your enemies like twigs.
While you are in this stance, you gain a +20-foot instinct bonus to your speed. Additionally, if you move at least 10 feet during your turn, you gain a +2 bonus to hit until the beginning of your next turn.
Thundercrack Storm Soul (Strike) Level: 3 Prerequisite: One Storm Soul maneuver Initiation Action: 1 standard action Range: Melee Attack Target: One creature
With the absolute force of a thunderclap, you unleash a white-hot bolt of overpowering, pure electrical force through your weapon, while bolts of excess energy arc from your form, to the ground.
As part of initiating this strike, you make a single melee attack. This attack deals an extra +2 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier. 4th Level Maneuvers Spoiler Crack of Lightning Storm Soul (Strike) Level: 4 Prerequisite: One Storm Soul maneuver Initiation Action: 1 standard action Range: Melee Attack Target: One creature
The air feels thick as it is saturated with static energy, and a whispered crackle of undeniable power fills the air. Then, in a burst of irrevocably powerful thunder, a serpentine bolt of lightning rips into your foe.
As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly deafened until the beginning of your next round by the crushing wave of thunder as it echoes away from you.
This maneuver is a supernatural ability.
Pouring Rain Storm Soul (Counter) Level: 4 Prerequisite: One Storm Soul maneuver Initiation Action: 1 immediate action Range: Personal Target: You
You slip from the clutches of an enemy like a drop of rain from the sky, streaking to places that he cannot reach.
If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 10 feet in a straight line in any direction, as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. You must be aware of the inital attack to which you will apply the effect of this maneuver.
Tempest Burst Storm Soul (Strike) Level: 4 Prerequisite: One Storm Soul maneuver Initiation Action: 1 standard action Range: Melee Attack Target: One creature
Like the terrible force of a hurricane ripping into a the world, you deliver an overwhelming pair of attacks home with irrevocable power behind them.
You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +3d6 sonic damage (+6d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.
Voice of Thunder Storm Soul (Stance) Level: 4 Prerequisite: One Storm Soul maneuver Initiation Action: 1 swift action Range: Personal Duration: Stance
You roar forward, with an explosive clap of thunder at your back, the air erupting alongside you, making it seem as though you cannot be escaped.
If you move during a round (not necessarily during your turn), then, until the beginning of the next round, you are considered still occupying all squares you have moved through, for the purpose of flanking. In this manner, you may even flank with yourself. 5th Level Maneuvers Spoiler Thunderblast Storm Soul (Strike) Level: 5 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
You focus yourself and exact total control of the wild forces within you for an instant, just to channel them and unleash a blistering bolt of violent, stark, voltaic power through your blade, while the air around you swirls as it's drenched with extra energy.
As part of initiating this strike, you make a single melee attack. This attack deals an extra +3 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.
Touch of the Rain Storm Soul (Stance) Level: 5 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Duration: Stance
You close off your mind from the rest of the world, turning it inward, while you surge forward, ripping through the air as you move, and feeling every fleck of water in the air, every slight motion of your foes, from the deep calm of the center of your mind.
While in this stance, if you move at least 10 feet during your turn, then you gain blindsight out to 20 feet until the beginning of your next turn.
Zephyr Breath Storm Soul (Boost) Level: 5 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn
Your body explodes forward, as the air roars behind you, tearing upon itself, swirling in unruly torrents, and you streak ahead, unable to be touched by your foes.
You tear forward like a hurricane, barely touching the ground as you bound through the battlefield. Until the end of your turn, you gain a +30-foot competence bonus to your land speed, and provoke no attacks of opportunity for your moving. 6th Level Maneuvers Spoiler Cyclone Burst Storm Soul (Strike) Level: 6 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
Like the blinding force of a tornado ripping into a fragile city, you drive two weapons screaming home with overwhelming power.
You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +5d6 sonic damage (+10d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.
Flooding Rain Storm Soul (Counter) Level: 6 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 immediate action Range: Personal Target: You
Trying to catch you is like trying to catch a flood, as you pour away from the grip of your foes, slipping beyond their faltering reach.
If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 20 feet in a straight line in any direction, as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. When moving with this manuever, you can move through occupied spaces as if they were unoccupied. You must be aware of the inital attack to which you will apply the effect of this maneuver.
Streak of Lightning Storm Soul (Strike) Level: 6 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
Little shards of metal on the ground slowly begin to float as you soak existance with oceans of static electricity, and a hiss of power beyond question flits through the world. Then, with an explosion of deafening thunder, a blistering, hellish bolt of pure voltaic power peirces through your foe.
As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly blinded until the beginning of your next round by the searing bolt of lightning as it rips through the air.
This maneuver is a supernatural ability.
Whisper of the Wind Storm Soul (Stance) Level: 6 Prerequisite: Two Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Duration: Stance
The air twists out away from you in dizzying patterns as you move, and reaches out to brush against your friends, telling them of where you are, guiding their actions as you all roar forward, into the thick of battle.
When you enter this stance, you may select up to nine allies who are within 50 feet of you. While you are in this stance, you, and everyone who you selected when you entered into this stance, are in constant communication, as the air itself allows you all to feel each others movements, and hear each others thoughts. If one of you is able to see something, then all of you are able to see it, rendering you all immune to blindness as long as one of you is not blinded, and is able to see the feild of battle. No one linked by this stance can be flanked or caught flatfooted unless everyone linked by this stance is flanked, or caught flatfooted, respectively. If a character who is linked by this stance is deafened or finds themselves more than 50 feet away from you, then they are severed from the connection, and no longer gain any benefits from it. 7th Level Maneuvers Spoiler Gaze of the Storm Storm Soul (Stance) Level: 7 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Duration: Stance
The air grows heavy with energy, and the ground itself trembles as you set your feet apart. The air begins to swirl in a slow cyclone, with you at it's core, before a grin flashes across your face, and you move, a devastating eruption of thunder surging forward with you.
While you are in this stance, you deal an extra 2d6 points of sonic damage with all melee attacks.
Tempest Eye Storm Soul (Boost) Level: 7 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn
You instantly turn your mind upon itself, dragging yourself deep into the heart of your thoughts in a heartbeat, into the deepest calm. Then, as the time seem to be frozen in place, you move, faster than what would be considered possible.
This maneuver requires a swift action to initiate. You can take a free standard action after you initiate this maneuver. You can use any of the options usually available for a standard action, and then use the rest of your actions as normal. For example, you could use this maneuver to initiate another maneuver, then move, and initiate a second maneuver. Or, for another example, you could make a charge attack, then a second attack.
Thunderstrike Storm Soul (Strike) Level: 7 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
You draw in the absolute power of the air around you, condensing it beyond reproach within your soul, just to viciosuly unleash it in a singularly powerful bolt of cruel, unmitigated electrical energy deep into your blade, while the world around you churns, magnetic forces drenching it to the core.
As part of initiating this strike, you make a single melee attack. This attack deals an extra +4 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier. 8th Level Maneuvers Spoiler Bolt of Lightning Storm Soul (Strike) Level: 8 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
The air seems calm for a moment, as the dust at your feet slowly rises from the magnitude of the electrical forces you are flooding the world with, and a faint scream of irreproachable power can be heard. Then, with an eruption of supreme, world-crushing thunder, an overwhelming bolt of purest electricity tears apart your foe.
As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly paralyzed until the beginning of your next round by the irrevocable discharge of blinding energy as it explodes through existance.
This maneuver is a supernatural ability.
Drenching Rain Storm Soul (Counter) Level: 8 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 immediate action Range: Personal Target: You
Trying to catch you is like trying to catch a tidal wave, as you surge past your foes, pouring far outside their feeble grip.
If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 40 feet in any direction (not necessarily in a straight line) , as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. When moving with this manuever, you can move through occupied spaces as if they were unoccupied. You must be aware of the inital attack to which you will apply the effect of this maneuver.
Step of the Four Winds Storm Soul (Stance) Level: 8 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 swift action Range: Personal Duration: Stance
You close your eyes as your enemies rush as you, and a faint rumble of thunder can be heard as you stand there, unassuming, still, in the perfect calm that comes before the storm. Then, just as they are upon you, a crack of lightning splits the air, and you vanish, appearing behind them and tearing apart their bodies like a hurricane.
While you are in this stance, you have the ability to, once a round, teleport up to 60 feet in any direction, as a free action that does not provoke an attack of oppurtunity. On top of this, your reach is increased by 5 feet while you are in this stance, even when it's not your turn. This increase stacks with all other maneuvers and ways of increasing reach.
Typhoon Burst Storm Soul (Strike) Level: 8 Prerequisite: Three Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
Like a typhoon sweeping through the world, annihilating all that should be unfortunate enough to be in it's path, you impale your two weapons deep into your foe, with searing, unparalled power.
You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +7d6 sonic damage (+14d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage. 9th Level Maneuvers Spoiler Thunder Storm Soul (Strike) Level: 9 Prerequisite: Four Storm Soul maneuvers Initiation Action: 1 standard action Range: Melee Attack Target: One creature
You tear at the world, forcing the uncontrollable, supreme energy of the universe around you to compact itself deep within your soul, just so you can rip existance open, with a single, godlike, irreproachably intense bolt of plasma through the core of your blade, while a thick wave of magnetic energy explodes away from you, making the universe seethe and churn as it is overwhelmed by power.
As part of initiating this strike, you make a single melee attack. This attack deals an extra +5 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier. |
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