Author Topic: Raging Storm Martial Discipline  (Read 6774 times)

Offline RobbyPants

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Raging Storm Martial Discipline
« on: June 07, 2012, 03:53:18 PM »
(I can't believe I forgot to port this!)

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 Storm

Howling winds, fridged cold, and dazzling bolts of lightning all combine into the Raging Storm. This discipline is both the physical and supernatural manifestation of nature’s rage as well as a focus on archery and hunting. Students of the Raging Storm learn both how to harness the power of nature through themselves as well as control its raw fury externally.
   Survival is the key skill for Raging Storm. The bow (any), javelin, throwing axe, great scimitar, and warhammer are all weapons for Raging Storm.

Maneuver and Stance List               

1st LEVEL
Channeled Shock: Boost – Deal 1d6 electric damage +1 /initiator level.
Point Blank Marksmanship: Stance – your ranged attacks threaten and do not provoke attacks of opportunity.
True Shot: Strike – deal +1d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Weather the Elements: Stance – gain benefits of Endure Elements spell as well as cold and fire resistance based on ranks in Survival.

2nd LEVEL
Guiding Wind: Boost – double ranged increments for weapon.
North Wind Shot: Strike – make two ranged attacks.
Static Charge: Counter – counter foe’s attack with electric touch that deals 4d6 damage.
Whirlwind: Strike – entangle target creature in a whirlwind.

3rd LEVEL
Lightning Strike: Strike – deal 5d6 electric damage in a 40-ft. vertical line.
Numbing Cold: Strike – melee touch deals 2d6 cold damage and gives a -4 penalty to Strength.
Static Field: Stance – attackers take 5 electric damage.

4th LEVEL
Dance of the Winding Breeze: Strike – deal +3d6 damage. Move up to your base speed before and after the attack.
Electric Blade: Boost – Deal 2d6 electric damage +1 /initiator level.
Thunder Clap: Strike – deal +3d6 sonic damage to target an all creatures within 10 feet.
Winter Wind: Strike – entangle target creature in a cold whirlwind and deal 5d6 cold damage.

5th LEVEL
Maelstrom: Strike – create a small whirlwind of windstorm strength that knocks foes down and hinders ranged attacks.
True Shot, Greater: Strike – deal +5d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Zephyr Armor: Stance – gain DR 2/-. Ranged attacks against you suffer a -4 penalty.

6th LEVEL
Refreshing Breeze: Boost – gain fast healing 5 as long as your current hit points are below half your maximum.
Thunder Clap, Greater: Strike – deal +6d6 sonic damage to target an all creatures within 10 feet.

7th LEVEL
Dancing Storm: Strike – make a full attack with a ranged weapon while moving. Each attack deals +3d6 electric damage.
Exit Wound: Strike – your ranged attack affects everyone in a straight line.
Stormstrike: Boost – Deal 3d6 electric damage +1 /initiator level.

8th LEVEL
Driving Wind: Strike – deal +12d6 damage and push target back with a bull rush.
Thunderhead: Stance – gain 20% concealment. Strike an adjacent opponent with lightning for 8d6 damage each round.

9th LEVEL
Apocalypse Storm: Strike – burst deals 50 cold and 50 electric damage and knocks creatures prone.



APOCALYPSE STORM
Raging 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 SHOCK
Raging 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 (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


DANCE OF THE WINDING BREEZE
Raging 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 STORM
Raging 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 WIND
Raging 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 BLADE
Raging 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 (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


EXIT WOUND
Raging 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.

You make a single ranged attack that affects everything in a line. The length of the line is your weapon’s range increment or 30 feet, whichever is greater.
   You do not roll an attack roll when initiating this strike. Instead, all targets in the line automatically take normal damage for your ranged attack (including bonus damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 10d6 damage. Each creature in the attack’s area can make a Reflex save (DC 17 + your Dexterity modifier), taking half damage on a successful save.
   Any fixed, solid object (such as a wall, tree, or closed door) struck also takes damage. If it takes enough damage to destroy it, the projectile continues. If not, the projectile stops and the line ends at the object.


GUIDING WIND
Raging 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 STRIKE
Raging 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.


MAELSTROM
Raging 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 SHOT
Raging 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 COLD
Raging 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 MARKSMANSHIP
Raging 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.

While in this stance, you do not provoke attacks of opportunity for making ranged attacks inside of another creature’s threatened squares. Also, while wielding a ranged or thrown weapon, you threaten an area of normal melee reach for a creature your size (5 feet for small and medium, 10 feet for large), and you may make attacks of opportunity with your ranged and thrown weapons.


REFRESHING BREEZE
Raging 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 you fall unconscious, die, or are destroyed.


STATIC CHARGE
Raging 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 FIELD
Raging 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.


STORMSTRIKE
Raging 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 (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


THUNDER CLAP
Raging 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. If your attack misses your target, everyone in the 10-foot area still takes sonic damage as normal, except the target is also entitled a saving throw for half damage in this case.
   This maneuver is a supernatural ability.


THUNDER CLAP, GREATER
Raging 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.


THUNDERHEAD
Raging 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

A thunderhead forms directly above you, pouring rain, obscuring your opponent’s view, and hurling lightning bolts at your foes.

While in this stance, you gain concealment, causing 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 SHOT
Raging 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, GREATER
Raging 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 ELEMENTS
Raging 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.


WHIRLWIND
Raging 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 that fail their saving throw are unable to run or charge on their next turn. 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 WIND
Raging 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 ARMOR
Raging 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.


Feats

CALM BEFORE THE STORM
Your discipline and focus make your fury all the more terrifying.
   Prerequisites: One Raging Storm stance.
   Benefit: While you are in a Raging Storm stance and attack with one of the discipline’s preferred weapons, you can add your Wisdom modifier as a bonus on damage made with that weapon. This damage only applies once in a volley (several missiles using the same attack roll).


STORM MASTER
The 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).
« Last Edit: September 25, 2012, 08:57:02 AM by RobbyPants »
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Offline Garryl

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Re: Raging Storm Martial Discipline
« Reply #1 on: June 07, 2012, 04:20:25 PM »
Electric Blade is called Lightning Blade in the summary list. Might want to change the name so it doesn't imply only affecting melee attacks (or worse, swords only).
Stormstrike's summary says 1d6+IL instead of 3d6+IL.
I think that Thunderhead, as written, grants two distinct and stacking 20% miss chances (one from concealment, one from it saying that enemies ALSO have a 20% miss chance against you).

Dancing Storm seems a bit strong for a 7th level maneuver. It'll normally be +12d6 or +15d6 damage, but it also comes with the rest of a full attack (instead of the usual of only a single attack), and still gives the full movement of the move action you'd have with a standard action strike, and with spring attack type movement amongst it all, too.

Refreshing Breeze should probably only end when you fall unconscious or die/are destroyed, not when your hit points fall below 0. Characters with Diehard will thank you, and also not be confused when their maneuver ends instantaneously without doing anything.

What happens (with respect to the AoE effect) if you miss with Thunderclap?

Whirlwind seems a bit weak. Entangling (1/2 movement, -4 Dex, and -2 attack rolls) doesn't seem that great when its single target only and for just a single round.

Offline RobbyPants

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Re: Raging Storm Martial Discipline
« Reply #2 on: July 13, 2012, 07:46:56 AM »
Thanks for the feedback! Sorry it took me so long to get back to you on this. Also, I'm a bit irked at how many simple edit mistakes made it past me the first time. :D

Electric Blade is called Lightning Blade in the summary list. Might want to change the name so it doesn't imply only affecting melee attacks (or worse, swords only).
Stormstrike's summary says 1d6+IL instead of 3d6+IL.
I think that Thunderhead, as written, grants two distinct and stacking 20% miss chances (one from concealment, one from it saying that enemies ALSO have a 20% miss chance against you).
All of these have been fixed. Thunderhead now clarifies that the concealment grants a 20% miss chance instead of calling it out separately.


Dancing Storm seems a bit strong for a 7th level maneuver. It'll normally be +12d6 or +15d6 damage, but it also comes with the rest of a full attack (instead of the usual of only a single attack), and still gives the full movement of the move action you'd have with a standard action strike, and with spring attack type movement amongst it all, too.
Is it that bad? Stormstrike (also 7th level) gives you +3d6 + IL on all attacks as a swift action, letting you full attack. By that point, each attack would be doing a minimum of 3d6+15 (average of 25.5) as opposed to an extra 3d6 (average 10.5). I figure the difference between the two is letting you move with Dancing Storm, but not with Stormstrike.

I pretty much pulled the three boosts straight from Desert Wind.


Refreshing Breeze should probably only end when you fall unconscious or die/are destroyed, not when your hit points fall below 0. Characters with Diehard will thank you, and also not be confused when their maneuver ends instantaneously without doing anything.
Good point. Fixed.


What happens (with respect to the AoE effect) if you miss with Thunderclap?
I clarified that. Now, a miss will still affect the area (and initial target) with the sonic damage, but the target is entitled a saving throw on a miss.


Whirlwind seems a bit weak. Entangling (1/2 movement, -4 Dex, and -2 attack rolls) doesn't seem that great when its single target only and for just a single round.
I added in a bit about the target being unable to run or charge on their next turn. Is it still too weak? Is it too much to pin them to their location, instead?
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Offline Garryl

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Re: Raging Storm Martial Discipline
« Reply #3 on: July 13, 2012, 12:52:50 PM »
Dancing Storm seems a bit strong for a 7th level maneuver. It'll normally be +12d6 or +15d6 damage, but it also comes with the rest of a full attack (instead of the usual of only a single attack), and still gives the full movement of the move action you'd have with a standard action strike, and with spring attack type movement amongst it all, too.
Is it that bad? Stormstrike (also 7th level) gives you +3d6 + IL on all attacks as a swift action, letting you full attack. By that point, each attack would be doing a minimum of 3d6+15 (average of 25.5) as opposed to an extra 3d6 (average 10.5). I figure the difference between the two is letting you move with Dancing Storm, but not with Stormstrike.

Compare it to any 7th-level standard action strike. How many of them add more than ~70 (20d6) damage over your normal single attack? That's assuming you get an average of 4 hits, that's +12d6 damage from bonus damage and ~14 base damage per attack, which takes a meager +1 Flaming Collision Longbow with no other bonuses. You'll probably be doing even more damage per attack by this level.

Offline RobbyPants

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Re: Raging Storm Martial Discipline
« Reply #4 on: July 13, 2012, 01:30:06 PM »
I guess I was comparing it directly to the equivalent Desert Wind boosts. Although, those only apply to melee attacks, which may or may not make a big difference.
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Offline Garryl

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Re: Raging Storm Martial Discipline
« Reply #5 on: July 13, 2012, 02:07:03 PM »
Boosts are different from strikes and should be treated as such. I think that boosts are actually more powerful than strikes at mid-high level, since you're trading off your swift action which gets used for both counters (defense) and boosts (offense/utility). Strikes are mostly just utility, since the offensive component eats away at your baseline full attacks which are raw offense anyways.

Offline RobbyPants

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Re: Raging Storm Martial Discipline
« Reply #6 on: July 13, 2012, 05:59:14 PM »
I see what you're getting at. What are you suggesting? Apply bonus damage once per target?
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Offline TC X0 Lt 0X

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Re: Raging Storm Martial Discipline
« Reply #7 on: September 22, 2012, 06:03:40 PM »
Sorry to bump this up but I had a question.
When you refer to a Volley, you mean a Ranged Full Attack, or an attack made with something like Manyshot or similar?
« Last Edit: September 22, 2012, 06:07:41 PM by TC X0 Lt 0X »
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Offline RobbyPants

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Re: Raging Storm Martial Discipline
« Reply #8 on: September 25, 2012, 08:54:55 AM »
Manyshot. Looking back on this, I'm not even sure where I got that terminology, or why I assumed it meant anything in the rules. I likely read it on a forum somewhere and assumed it was a defined term...

I should probably go back and redefine that as something like "several attacks from a single attack roll".
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Offline TC X0 Lt 0X

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Re: Raging Storm Martial Discipline
« Reply #9 on: September 26, 2012, 08:07:19 AM »
See I used that same terminology, until I realized it is mentioned nowhere.
Kinda strange really...
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Offline Garryl

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Re: Raging Storm Martial Discipline
« Reply #10 on: September 26, 2012, 08:17:53 AM »
"Volley" is a defined term with respect to spells, as per Complete Arcane. It was used as part of a spell nerf (or maybe just oversight) so you could only get Sneak Attack damage and other damage bonuses once per spell, regardless of the number of attacks (such as with Scorching Ray).