This discipline is designed to be used with RadicalTaoist's
Sublime Way Ranger variant. It's meant to be used in place of the Falling Star discipline. There is a fair amount of overlap, but it focues more on nature-oriented supernatural effects; particularly storm-related. So, I'm looking for your thoughts, advice, and critiques. I'm fine with renaming some of these maneuvers too; I've never been all that good with names and flavor text.
Raging StormManeuver and Stance List 1st LEVELChanneled Shock:Point Blank Marksmanship:True Shot: Weather the Elements:2nd LEVELGuiding Wind:North Wind Shot:Static Charge:Whirlwind: 3rd LEVELLightning Strike:Numbing Cold: Static Field:4th LEVELDance of the Winding Breeze:Lightning Blade:Thunder Clap:Winter Wind: 5th LEVELMaelstrom:True Shot, Greater:Zephyr Armor:6th LEVELRefreshing Breeze: Thunder Clap, Greater:7th LEVELDancing Storm:Exit Wound: Stormstrike: 8th LEVELDriving Wind: Thunderhead:9th LEVELApocalypse Storm: APOCALYPSE STORMRaging Storm (Strike) [Air][Cold][Electricity]
Level: Sublime Ranger 9
Prerequisite: Four Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex partial
All the fury of the heavens rains down in a tremendous thunderstorm.This maneuver deals 50 cold and 50 electric damage to all creatures in the area and knocks them prone. A successful Reflex save (DC 19 + your Wisdom modifier) halves the damage and prevents the creature from falling prone. Creatures larger than you gain a +4 bonus to the saving throw in regards to falling prone but not for reducing the damage, and creatures smaller than you take a -4 penalty on the save in regards to falling prone but not for reducing the damage. You are not harmed by your own Apocalypse Storm nor are you knocked prone.
This maneuver is a supernatural ability.
CHANNELED SHOCKRaging Storm (Boost) [Electricity]
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You channel electricity, striking your foes.For the rest of your turn, your attacks deal an extra 1d6 points of electric damage +1 point per initiator level. If used on a volley attack, the damage only applies to the first attack.
This maneuver is a supernatural ability.
DANCE OF THE WINDING BREEZERaging Storm (Strike)
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
As the wind winds through the forest, you effortlessly slip between the trees, pursuing your target.As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 damage. In addition, you may move up to your full movement speed before the attack and after the attack (allowing you to move up to double your speed in one round).
DANCING STORMRaging Storm (Strike) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures
A combination of grace and the channeled fury of a storm, you dance across the battlefield, striking you foes down with hurled lightning.As part of this maneuver, make a full-attack with a ranged weapon. You may move up to your base movement speed during this attack and you must move at least five feet between each attack. You may choose to attack the same creature or multiple creatures. Each attack deals an extra 3d6 electric damage.
This maneuver is a supernatural ability.
DRIVING WINDRaging Storm (Strike)
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You nock an arrow, holding the strength close to its breaking point. You then let it go with dazzling speed, knocking your foe back.As part of this maneuver, you make a ranged attack. If you succeed, this attack deals an additional 12d6 points of damage. Furthermore, you may initiate a bull rush attempt against that target, except you use your Dexterity modifier instead of your Strength modifier. If the target fails its check, it must make another check equal to the bull rush or be knocked prone at the end of the bull rush. You do not move with the target as part of this bull rush. If the target succeeds on its check, the target does not move, but it still takes the extra damage.
ELECTRIC BLADERaging Storm (Boost) [Electricity]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your attacks channel the strength of lightning.For the rest of your turn, your attacks deal an extra 2d6 points of electric damage +1 point per initiator level. If used on a volley attack, the damage only applies to the first attack.
This maneuver is a supernatural ability.
EXIT WOUNDRaging Storm (Strike)
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: See text
Area: Line; see text
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
You make a single, powerful shot that passes through anything it hits.GUIDING WINDRaging Storm (Boost)
Level: Sublime Ranger 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your shot sails to your target on a guiding wind, granting you accuracy.You double the base range increment of your weapon for one round.
LIGHTNING STRIKERaging Storm (Strike) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Area: 40 ft. vertical line
Duration: Instantaneous
Saving Throw: Reflex half
You focus the fury of nature into a bolt of lightning from the sky.This maneuver creates a 40 foot vertical line of lightning and deals 5d6 electric damage to all in the area. A successful Reflex save (DC 13 + your Wisdom modifier) halves the damage.
This maneuver is a supernatural ability.
MAELSTROMRaging Storm (Strike) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cylinder 10 ft radius, 40 ft high
Duration: 1 round
Saving Throw: Fort partial
You create a small whirlwind, knocking your opponents to the ground.This maneuver creates small windstorm in a 40 foot tall cylinder with a 10 foot radius. The winds in the area are of windstorm strength (51-74 mph). Small and smaller creatures are blown away, medium creatures are knocked down, and, large and huge creatures are checked. A successful Fortitude save (DC 15 + your Wisdom modifier) negates these effects. In addition, ranged weapon attacks are impossible. See the page 95 of the DMG for additional information on windstorm force winds.
This maneuver is a supernatural ability.
NORTH WIND SHOTRaging Storm (Strike)
Level: Sublime Ranger 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: Two creatures
Duration: Instantaneous
A quick draw and swift reflexes allow you to fell two foes in the time it would normally take to kill one.As part of this maneuver, make a two ranged attacks, each against a different foe. Each target must be within fifteen feet of the other. Resolve each attack separately.
NUMBING COLDRaging Storm (Strike) [Cold]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous; 3 rounds
Saving Throw: Fortitude partial
As you touch your opponent, a numbing wave of cold comes over his body, sapping his strength.As part of this maneuver, you perform a melee touch attack. If successful, you deal 2d6 cold damage to your target. The target also suffers a -4 penalty to its Strength score, although a successful Fortitude save (DC 13 + your Wisdom modifier) reduces this penalty to -2. The penalty lasts for 3 rounds. Creatures immune to ability damage suffer no Strength penalty.
This maneuver is a supernatural ability.
POINT BLANK MARKSMANSHIPRaging Storm (Stance)
Level: Sublime Ranger 1
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Through a combination of focus and heightened reflexes, you control the area around you, firing attacks faster than your opponents can react.REFRESHING BREEZERaging Storm (Boost)
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: see text
When times are tough, you look inward and find the strength you need to continue the fight.If your current hit point total is below half your maximum hit points, you may initiate this maneuver to gain fast healing 5. This maneuver ends when your current hit point total is greater than or equal to half your maximum hit points or if your current hit points fall below zero.
STATIC CHARGERaging Storm (Counter) [Electricity]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Holding a static charge, you release it the moment your opponent strikes.When a creature successfully strikes you with a melee weapon or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of electric damage.
This maneuver is a supernatural ability.
STATIC FIELDRaging Storm (Stance) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You build a palpable electric charge around you.An adjacent opponent that hits you with a melee attacks while you are in this stance takes 5 points of electric damage. Your Static Field does not harm a creature using a reach weapon to attack you.
This stance is a supernatural ability.
STORMSTRIKERaging Storm (Boost) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The fury of the storm is channeled through your attacks.For the rest of your turn, your attacks deal an extra 3d6 points of electric damage +1 point per initiator level. If used on a volley attack, the damage only applies to the first attack.
This maneuver is a supernatural ability.
THUNDER CLAPRaging Storm (Strike) [Sonic]
Level: Sublime Ranger 4
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half
You release your shot so quickly that it is accompanied by a clap of thunder.As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 sonic damage to the target. Each creature within 10 feet also takes 3d6 damage, but may attempt a Reflex save (DC 14 + your Dexterity modifier) for half damage. The creature hit by your ranged attack does not get a saving throw for half damage.
This maneuver is a supernatural ability.
THUNDER CLAP, GREATERRaging Storm (Strike) [Sonic]
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half
You release your shot so quickly that it is accompanied by a clap of thunder.This maneuver functions exactly like Thunder Clap, except the target and each creature within 10 feet take 6d6 sonic damage.
This maneuver is a supernatural ability.
THUNDERHEADRaging Storm (Stance) [Electricity]
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal; 5-ft.
Target: You; one creature
Duration: Stance
While in this stance, you gain concealment, and all attacks against you have a 20% miss chance. Each round, on your turn, you may strike any adjacent creature with a lightning bolt for 8d6 points of electric damage as a free action. A successful Reflex save (DC 18 + your Wisdom modifier) halves the damage. You may only use the lightning bolt once per round.
This stance is a supernatural ability.
TRUE SHOTRaging Storm (Strike)
Level: Sublime Ranger 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Focusing on your target, your shot strikes true.As part of this maneuver, make a ranged attack. If it hits, it deals normal damage, as well as an additional 1d4 damage.
Before rolling the attack roll, you may choose to subtract a number from your damage and add that number as a bonus to your attack roll. You cannot subtract more than your base attack bonus or 5, whichever is lower.
TRUE SHOT, GREATERRaging Storm (Strike)
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
With greater focus, you can strike your target at almost any distance.This maneuver functions exactly like True Shot, except that you deal +5d4 damage on a successful attack. The number you may subtract from your damage cannot exceed your base attack bonus, but may now be greater than 5.
WEATHER THE ELEMENTSRaging Storm (Stance)
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Through a strong connection with nature, you can endure the harshest environments.While in this stance, you resist hot and cold temperatures as if affected by an Endure Elements spell. In addition, you gain cold and fire resistance equal to your ranks in Survival.
This stance is a supernatural ability.
WHIRLWINDRaging Storm (Strike) [Air]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex negates
You engulf a creature in a small, confounding whirlwind.This maneuver entangles the target creature for one round unless it succeeds on a Reflex save (DC 12 + your Wisdom modifier). Creatures larger than you gain a +4 bonus to this save and creatures smaller than you take a -4 penalty to the save.
This maneuver is a supernatural ability.
WINTER WINDRaging Storm (Strike) [Air][Cold]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
You freeze and baffle your opponent in a whirlwind.This maneuver functions exactly like Whirlwind except that the target creature also takes 5d6 cold damage. A successful Reflex save halves this damage. The DC is 14 + your Wisdom modifier.
This maneuver is a supernatural ability.
ZEPHYR ARMORRaging Storm (Stance) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Swift currents of wind twist tight around your body causing attacks to alter their path, while leaving your own movements unhindered.While in this stance, all range attacks against you suffer a -4 penalty on their attack roll. You also gain damage reduction 2/- against melee and ranged attacks.
This stance is a supernatural ability.
FeatsCALM BEFORE THE STORMYour discipline and focus make your fury all the more terrifying.
Prerequisites: One Raging Storm stance.
Benefit:STORM MASTERThe fury of the storm is synergized between your martial and magical training.
Prerequisites: Caster level 1st, one Raging Storm stance.
Benefit: While you are in a Raging Storm stance, you gain a +1 bonus to your caster level for all spells with the [Air], [Cold], or [Electricity] descriptors.
EYE OF THE HURRICANE [TACTICAL] Prerequisites: Base Attack Bonus +6, Calm Before the Storm, Two Raging Storm maneuvers.
Benefit: This feat grants you three options for combat:
Piercing Perception: If you succeed on a DC 20 Survival check, you can ignore any percent-based miss chances due to concealment. If the target is invisible, you still need to pinpoint their square.
Take Aim: If you make a ranged attack against a target and miss, you gain a +2 competence bonus on your attack roll if you attack the same creature with your next attack. This second attack must also be made with a ranged weapon.
Thunder and Lightning: If you successfully hit an opponent with a Raging Storm maneuvers with the [electricity] descriptor, the maneuver deals an extra 1d3 sonic damage as well. This applies to maneuvers and stances (such as Thunderhead and Static Field).