Tempest Fury School
Introduction
The Tempest Fury School aims to overwhelm its opponents with an unstoppable barrage of attacks driven by the power of the storms.
Classes: Swordsage, warblade
Weapons: Polearms (halberd, trident, ranseur), hammer (war, light), whip, unarmed strike (gauntlet, Improved Unarmed Strike)
Associated skill: Tumble
Restriction: No strikes can be performed with any weapon other than those associated with this school
Maneuver-granting item: Bracers
Legacy weapon: Mjölnir, part of the Armaments of the Thunder God
History
Thunder and lightning are two of the oldest natural phenomena known to every culture, and every culture explains them as the work of some god. Those who are inclined to emulate these deities, whether as an expression of faith or in pursuit of martial might, seek out the Tempest Fury school and emphasize different aspects of it to suit their individual beliefs. For some, it is the awesome might of raw lightning; for others, the ability to rain down blows as swift as the wind.
As with other aspects of the Tempest Fury school’s history, theologians believe that the favored weapons of the school, the Armaments of the Thunder God, are only one facet of the true divine instrument of the storm. Its true form is unknown, as deities of thunder and lightning vary greatly from one culture to another, though perhaps the purest would be the force of lightning itself.
Maneuvers and Stances
Level 1
The Calm Before
Tempest Fury (Stance)
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your nerves twitch impatiently as they anticipate the next fight.
You gain a +2 competence bonus to Reflex saves and initiative. While in this stance, you also gain the benefits of the Deflect Arrows feat if you are wielding a Tempest Fury weapon.
Greased Lightning
Tempest Fury (Boost)
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: You
Duration: 1 round
Your muscles pulse with newfound vigor.
This maneuver grants you an inherent bonus to your base movement speed of 10 feet and the ability to ignore difficult terrain for the rest of your turn. As with any effect that increases your speed, this maneuver affects your jumping distance.
Static Shock
Tempest Fury (Boost) [Electricity]
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: See text
Target: One creature or object
Duration: 10 minutes or until discharged; see text
Your weapon glows and sparks with a static charge, violence contained within your grip.
You charge a Tempest Fury weapon you hold with electrical energy which glows like a torch. The charge remains so long as you hold it, for 10 minutes, or until it is discharged onto a target. On the next successful attack roll you make with the charged weapon, the charge explodes, knocking the target back 5 or 10 feet (your choice) if it fails an opposed Strength check against you. This counts as a bull rush for the purposes of bonuses, feats, and abilities that affect bull rushes. Unlike with a normal bull rush maneuver, however, you do not follow your target.
This maneuver is a supernatural ability.
Power Surge
Tempest Fury (Strike) [Electricity]
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instantaneous
The energy within you begs to be directed at the enemy.
Make a melee attack against one opponent or object with a Tempest Fury weapon. Your attack roll gains a +2 to hit against targets wearing metal armor or who are made of metal. In addition, you deal an extra 1d4 points of electricity damage plus 1 point per initiator level against your target. You deal an additional 1d4 points of electricity damage if the opponent wears medium or heavy metal armor, is made of metal, or has the water subtype.
This maneuver is a supernatural ability.
Level 2
Personal Magnetism
Tempest Fury (Counter)
Level: Swordsage 2, warblade 2
Initiation Action: 1 immediate action
Area: 10 ft. radius spread centered on you
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Reflex; see text
The air hums as you draw nearby metal items toward you.
When this maneuver is initiated, all unsecured metal objects weighing less than 1 pound per initiator level in a 10 foot radius spread are drawn towards you in a straight line. Metal ammunition shot within the area of effect now attacks you, regardless of its original target, with a +2 bonus on the attack roll. An enemy in the area of effect armed with a weapon that is entirely metal must make a Reflex save with a DC equal to 12 + your Dexterity modifier or be forced to attack you with a +2 bonus on the attack roll, as the weapon is pulled toward you. (If the weapon is only partially metal, he gets a +2 bonus to this save.) Your equipment, including any projectiles you fire, is not affected by this maneuver.
This maneuver is a supernatural ability.
Sound and Fury
Tempest Fury (Strike) [Sonic]
Level: Swordsage 2, warblade 2
Initiation Action: 1 standard action, 1 full round action, or 2 or more rounds; see text
Range: Melee attack
Area: 5 ft. radius spread or greater; see text
Target: One solid object, or one creature; see text
Duration: Instantaneous
Saving Throw: Fortitude half (object); see text
Your blow rings out with all the force of a lightning strike.
Make a melee attack against either a creature or an object with a Tempest Fury weapon; upon a successful blow, you deal additional sonic damage and trigger an explosion of sound that breaks brittle, non-magical objects around you.
This maneuver deals an additional 1d6 points of sonic damage plus 1 point of damage per initiator level to the creature, attended object, or magical object you strike, with a Fortitude save for half damage. If you target an unattended, non-magical, solid object weighing up to 10 pounds per initiator level, the object is destroyed, regardless of material composition.
At your option, you can unleash a shockwave of sound that damages brittle objects around the point at which you struck.
When used as an area attack, this maneuver automatically destroys unattended, non-magical objects of crystal, glass, ceramic, porcelain, and similar materials. All such objects within a 5 foot radius of the point of origin are smashed into pieces by the force of the blast. Objects weighing more than 1 pound per initiator level are not affected, but all other objects of the appropriate composition are shattered. Attended objects are immune to this effect.
If you initiate this strike as a full round action, the sonic damage you deal increases by 1d6 points of damage plus 1 point of damage per initiator level, and the radius of the shockwave effect increases by 10 feet. For every additional round you focus before unleashing this strike, the sonic damage increases by 1d6 points of damage plus 1 point of damage per initiator level, and the affected radius increases by 10 feet, to a maximum number of rounds equal to your initiator level.
The DC of the saving throw for these effects is equal to 12 + your Dexterity modifier.
This maneuver is a supernatural ability.
Static Charge
Tempest Fury (Strike) [Electricity]
Level: Swordsage 2, warblade 2
Initiation Action: 1 full round action
Area: 10 ft. radius burst centered on you.
Duration: Instantaneous
Saving Throw: Reflex for half
Sparks fly from you as you rush forwards, cumulating in a devastating explosion.
Make a charge attack as part of this maneuver. Movement this round generates an electrical charge which is released when you stop moving. This burst deals 1d6+1 points of electricity damage for every 10 feet of ground that you covered and affects a 10 foot radius burst. A successful Reflex save (DC = 12 + your Dexterity modifier) halves the damage. You are not damaged by this maneuver.
This maneuver is a supernatural ability.
Level 3
Eye of the Storm
Tempest Fury (Counter) [Air]
Level: Swordsage 3, warblade 3
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text
Tempest storm winds buffet your body, protecting you from ranged attacks.
An invisible current of air springs up around you. Non-magical arrows and bolts are deflected upward and miss, while any other non-magical ranged weapon passing through the wall has a 30% miss chance. (Giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through to you (although it is no barrier to incorporeal creatures). This maneuver lasts just long enough to affect all of the effects produced during one creature’s turn.
In addition, you may attempt to deflect incoming extraordinary ranged attacks with a Tempest Fury weapon. This includes attacks not affected by the effect described above, such as magical ammunition, siege weapon ammunition, or ranged touch attack spells that generate a physical projectile (such as Acid Arrow). Make one attack of opportunity per incoming ranged attack made against you on another creature’s turn. If the ranged attacks are spell effects, spell-like abilities, psi-like abilities, or supernatural abilities, compare your attack rolls to the caster levels of the effects plus the caster’s casting ability modifier (use Charisma for supernatural, spell-like, and psi-like abilities, unless otherwise noted). You receive a -1 penalty per effective level of the magical effects on your opposed attack rolls. If the ranged attacks are made using siege weaponry or similar, you receive a -4 penalty on your opposed attack rolls for each size category difference between your weapon and the projectile. In either case, if you succeed in the opposed rolls, you successfully deflect the ranged attacks. You may only attempt to deflect each attack once, and each attempt consumes one available attack of opportunity from you.
This maneuver is a supernatural ability.
Lightning Bolts
Tempest Fury [Electricity]
Level: Swordsage 3, warblade 3
Initiation Action: 1 swift action
Range: 0 ft.
Effect: One bolt plus one bolt per three initiator levels
Duration: One minute; see text
Saving Throw: Fortitude partial; see text
Your skin tingles as you draw an electric charge across your body, concentrating it in your hands.
When you initiate this maneuver, you gather static electricity into solid but weightless bolts, each of which you can then hurl at foes within 30 feet as a move action, with no range increment. These bolts explode upon impact and deal electricity damage equal to 1d6 plus your Dexterity modifier (if positive) plus 1 per initiator level, and deal double damage on a successful critical hit. Enemies who are struck must make a Fortitude save or be dazzled. The saving throw DC is equal to 13 + your Dexterity modifier. The bolts you create last until thrown, or for 1 minute before they dissolve into nothing. They also dissolve if they are taken from you or if dropped or sundered. Bolts are considered light throwing weapons, and as such are two size categories smaller than you, but otherwise they use your touch AC for the purposes of targeting them and have 0 hardness and 3 hp apiece.
Throwing the lightning bolts provokes attacks of opportunity as normal for making ranged attacks.
This maneuver is a supernatural ability.
Ride the Lightning
Tempest Fury [Electricity, Teleportation]
Level: Swordsage 3, warblade 3
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Range: Personal and 20 ft.; see text
Targets: You and one or more creatures or objects; see text
Duration: Instantaneous
Saving Throw: Reflex negates (object); see text
You flash before their eyes; now it's time for them to die.
Your body and creatures and objects you carry up to a heavy load transform into a burst of light and sound, allowing you to teleport as a bolt of lightning to one creature or object you have both line of sight and line of effect to within 20 feet. If the target fails a Reflex save, it takes 3d6 points of electricity damage plus 1 point of damage per initiator level; you choose whether this damage is lethal or nonlethal. If the target succeeds at its saving throw, you cannot leap to it, it takes no damage, and you may choose another target within 20 feet of your starting location and attempt to leap to it, instead. Once a prospective target fails its save, you may then choose an additional target within 20 feet of that location to teleport to in an identical manner and continue leaping from target to target until you either run out of new targets to leap to, or you choose to end the effect, in which case you can teleport up to 20 feet away from your last successful target. You can successfully leap to a number of targets up to your Dexterity modifier. Each target can only be targeted once each time you initiate this maneuver, whether it succeeds or fails its save. The saving throw DC is equal to 13 + your Dexterity modifier.
Alternatively, you can teleport as a bolt of lightning up to 20 feet away from your initial location without choosing an additional target.
Movement made via this maneuver does not provoke attacks of opportunity, nor can the movement itself be used to attack foes.
This maneuver is a supernatural ability.
Storm Shield
Tempest Fury (Stance) [Electricity]
Level: Swordsage 3, warblade 3
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Electricity wreaths your body, daring your enemies to strike.
While in this stance, you gain a +2 deflection bonus to AC against metal weapons that stacks with other deflection bonuses to AC, and deal 2d6 points of electricity damage plus 1 point of damage per initiator level to those who hit you with metal melee weapons or natural attacks (including unarmed strikes). You also gain resistance to electricity 5.
This maneuver is a supernatural ability.
Level 4
Bolt from the Blue
Tempest Fury (Strike)
Level: Swordsage 4, warblade 4
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 full round action
Range: See text
Area: 10 ft. radius burst
Duration: Instantaneous
Saving Throw: Ref half and Ref partial; see text
You disappear from the battlefield in an instant, only to come crashing down on your enemies from above in an explosion of light and sound.
Make a Jump check as part of a charge when you initiate this maneuver, except you charge toward an empty space instead of a creature. When you land in the space you aimed for, you release a powerful shockwave centered on the space you land in which deals damage equal to your Jump check result, half of which is electricity damage and half of which is sonic damage. All creatures other than you which are caught in the area of effect must make a Reflex save for half damage with a DC equal to 7 + your Base Attack Bonus + your Strength or Dexterity modifier, whichever is higher. Failure results in being knocked prone. Creatures with more than two legs or who have the stability ability (such as dwarves) receive a +4 bonus to their saving throws for the purposes of being knocked prone; this means that the creature in question may take full damage damage on a failed save but may not be knocked prone if the save result is four or less away from the saving throw DC.
Bolt from the Blue does not function unless you land on a solid surface or object large enough to support you.
This maneuver is a supernatural ability.
Counter Inversion
Tempest Fury (Counter)
Level: Swordsage 4, warblade 4
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Stance
In a split second, you adjust your posture to deal with a new threat.
You may change your stance as an immediate action at any time, even if it is not your turn. The change takes place a split second prior to the circumstances which provoked it, allowing you to receive the benefit of your new stance as needed.
Steal the Thunder
Tempest Fury (Counter)
Level: Swordsage 4, warblade 4
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You catch the enemy off guard and throw him off balance with one well placed blow.
You can use a Tempest Fury weapon to make an attack of opportunity against an enemy who attacks you in melee and is within your threatened area. This maneuver does not allow you to exceed your usual number of attacks of opportunity for the round.
Level 5
Chains of Lightning
Tempest Fury (Strike) [Electricity]
Level: Swordsage 5, warblade 5
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Range: Touch
Target: One corporeal creature
Duration: 2 rounds
Saving Throw: Reflex partial
Electricity snakes around your victim, binding him as tightly as a rope.
Upon a successful touch attack using a Tempest Fury weapon, solid ropes of electricity snake around the target and render them immobilized (helpless) on a failed Reflex save. If the saving throw fails, the victim is entangled, instead. The DC for this effect is 15 + your Dexterity modifier.
An immobilized creature can attempt escape as a full-round action, either by bursting free (Strength DC 20) or wriggling out (Escape Artist DC 25). An entangled creature can use a standard action to disentangle itself with a DC 15 Strength check or a DC 20 Escape Artist check.
This maneuver is a supernatural ability.
Thunder Hammer
Tempest Fury (Strike)
Level: Swordsage 5, warblade 5
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Reflex negates
The electric discharge of your weapon knocks your foes away.
You make a melee attack with a Tempest Fury weapon as part of this maneuver. If the attack connects with a corporeal opponent, it must succeed on a Reflex save (DC = damage dealt) or be knocked flying 100 feet in a direction of your choice and fall prone. You can only knock the opponent in a straight line, and the opponent can’t move closer to you than the space it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 10d6 points of damage and the opponent stops in the space adjacent to the obstacle.
Thunderbolt Throw
Tempest Fury (Strike) [Electricity, Sonic]
Level: Swordsage 5, warblade 5
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Area: 60 ft. line
Duration: Instantaneous and 1 round; see text
Saving Throw: Reflex half and Reflex partial; see text
You toss your enemy about as if he were caught in a thunderstorm.
You charge one Tempest Fury weapon with electricity and hurl it in a 60 foot line. Each creature in that line takes damage equal to the base damage of the weapon plus your Strength or Dexterity modifier, whichever is greater, plus 4d6 points of damage plus 1 point of damage per initiator level, half of which is electricity damage, with the remainder being sonic damage. A successful Reflex save results in half damage. Furthermore, every creature that takes damage from this maneuver and fails its save is dazzled for 1 round. The saving throw DC is equal to 15 + your Dexterity modifier. The weapon returns to your hand at the end of your turn.
If you use a whip or an unarmed strike for this maneuver, you simply deal whip or unarmed strike plus energy damage as noted above, but you, your whip, and your unarmed strike remain in place, without moving.
This maneuver is a supernatural ability.
Level 6
Fall from Heaven
Tempest Fury (Counter) [Electricity]
Level: Swordsage 6, warblade 6
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You descend from above like an angel cast out of heaven.
You may only initiate this maneuver when you are in the air. You gain immunity to falling damage for the remainder of the round, and you land on your feet after falling. All attacks you make until your next turn deal an additional 6d6 electricity damage plus 1 point of damage per initiator level.
This maneuver is a supernatural ability.
Flight of the Thunderbird
Tempest Fury (Stance) [Electricity, Sonic]
Level: Swordsage 6, warblade 6
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Area: Electrical emanation; see text
Duration: Stance
Saving Throw: Reflex half and Fortitude partial (object); see text
The hair on your head stands on end as your body is lifted up in a sphere of crackling electric energy.
You gain a flight speed of 60 feet with Perfect maneuverability and are able to change directions and hover with equal efficiency. You are held aloft in a cloud of writhing electrical currents that spark and burst all around you in brilliant flashes. This allows you to wear light armor and carry creatures and objects up to your light load without issue, though wearing heavier armor and carrying heavier loads reduces your speed as it does when moving on the ground and reduces your maneuverability to Average.
While this stance is active, any creature or unattended object adjacent to you takes 4d8 points of damage plus 1 points of damage per initiator level (half electricity, half sonic, with a Reflex save for half damage), and must make a Fortitude save or be deafened for 1 round. The saving throw DC is equal to 18 + your Dexterity modifier. You and your equipment are immune to these effects, as is any non-hostile creature in physical contact with you.
Due to the display caused by the storm around you, you take a -40 penalty to Hide and Move Silently checks while under the effects of this stance unless you are subject to an effect that reduces light or sound, such as Darkness or Silence. Invisibility effects merely halve the penalty to Hide checks, as the light is not eliminated, only suppressed.
If you are rendered unconscious or otherwise exit this stance without landing first, you immediately fall unless you have some other means to keep you aloft.
This maneuver is a supernatural ability.
Sow the Wind
Tempest Fury (Boost)
Level: Swordsage 6, warblade 6
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
They have sown the wind, and they shall reap the whirlwind
Initiate this maneuver as part of an overrun, bull rush, or charge attack. You may make attacks of opportunity against the foes you pass. You may make these attacks at any point during your movement, so long as they are within your threatened spaces. These attacks count against the number of attacks of opportunity you may make for the round. This maneuver does not prevent attacks of opportunity made against you due to your movement or other actions.
Level 7
Heart Stopping Strike
Tempest Fury (Strike) [Electricity]
Level: Swordsage 7, warblade 7
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Target: One living creature with discernible anatomy
Duration: 1 round
Saving Throw: Fortitude partial; see text
You charge your weapon with an electrical energy and discharge it into one of your opponent's pressure points with deadly precision.
Make a touch attack against one target using a Tempest Fury weapon; any subject of this maneuver that is not immune to electricity must succeed on a Fortitude save or be paralyzed for one round. Success renders the target sickened instead. The saving throw DC is equal to 17 + your Dexterity modifier.
Sonic Boom
Tempest Fury (Boost) [Electricity, Sonic]
Level: Swordsage 7, warblade 7
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Fortitude partial; see text
The shockwave of your attack is as deadly as the attack itself.
As a swift action, you imbue yourself with static electricity that you release explosively as you move.
If you make a charge attack against a viable target while wielding a Tempest Fury weapon on a round in which you initiate this boost, you deal 7d6 points of damage plus 1 point of damage per initiator level (half electricity, half sonic) to creatures and unattended objects in every space you pass through, as well as those in the spaces adjacent to those spaces. Each subject that takes damage must make a Fortitude save or be deafened for one round. The save DC for this maneuver is equal to 17 + your Dexterity modifier.
If there are obstacles between you and your target, you may make a Tumble check (DC 25) as a free action to pass through the spaces those obstacles inhabit with no reduction in speed, so long as the spaces are not completely blocked.
You may forgo a charge attack if you desire, instead moving up to your running speed in a straight line and dealing damage to everything you pass as described above.
Your movement provokes attacks of opportunity, as normal.
This maneuver is a supernatural ability.
Level 8
Reap the Whirlwind
Tempest Fury (Strike)
Level: Swordsage 8, warblade 8
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
For whatever one sows, that will he also reap.
When initiating this maneuver, you immediately provoke attacks of opportunity from every enemy that threatens you as if you were casting a spell; you gain a 20% miss chance against, and take half damage from, every attack of opportunity successfully made against you, and any ability an attacking foe has that adds effects to their attacks of opportunity fails to function if the attack lands. Their attacks provoke an attack of opportunity from you, which you must make with a Tempest Fury weapon. These attacks are made with a -2 penalty to the attack roll. They do not count against the number of attacks of opportunity you may make in a round, and you may make them in any order, but they are treated as attacks of opportunity for all other purposes.
Tempest Riposte
Tempest Fury (Stance)
Level: Swordsage 8, warblade 8
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your apparent vulnerability is a trap!
While you are in this stance, melee attacks that target you provoke attacks of opportunity from you if they are within your reach. You also receive the benefits of the Combat Reflexes feat if you do not already have it, but only when wielding a Tempest Fury weapon. If you already possess the Combat Reflexes feat, you may make two additional attacks of opportunity each round with a Tempest Fury weapon you wield.
Thunderball
Tempest Fury (Strike) [Sonic]
Level: Swordsage 8, warblade 8
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One corporeal creature or solid object
Area: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex negates and Fortitude partial; see text
This technique is strictly forbidden, but you long ago learned to never say never again.
As part of this maneuver, strike a creature or solid object with a Tempest Fury weapon. In addition to the regular effects of the melee attack on the target you strike, a concussive shockwave of the blow sweeps outward in a 20 foot radius spread. All those caught in the area, including yourself, must make a Reflex save against being blown away. (A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.)
Those that fail the Reflex save must make a Fortitude save against being dazed. You are not subject to this effect of the maneuver.
The DC for both saves is equal to 18 + your Dexterity modifier. You receive a +5 bonus on your saving throws against this maneuver’s effects. If you are currently in a Tempest Fury or Stone Dragon stance, this bonus increases to +8.
This maneuver is a supernatural ability. It is also considered a wind effect for the adjudication of abilities, though it is a [Sonic] effect, not an [Air] effect, so any ability or effect that protects specifically against [Air] effects does not protect against this maneuver.
Level 9
Lightning Strikes Twice
Tempest Fury (Counter) [Electricity, Sonic]
Level: Swordsage 9, warblade 9
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous, until the beginning of your next turn, and 1 round; see text
Saving Throw: Fortitude Partial; see text
You lash out at the enemy with all the fury of a lightning storm.
You can only initiate this maneuver as part of an attack of opportunity, standard action attack, or full-round attack action, but not as part of a strike or other maneuver. Immediately after your first successful attack made using a Tempest Fury weapon after initiating this maneuver, you may make an additional attack with that weapon against a target within reach at the same attack bonus at a -5 penalty. You continue making additional attacks with the same weapon at a cumulative -5 penalty until your attack roll misses, in which case the additional attacks from this counter end, and you continue with the remainder of your attack routine (if applicable).
In addition, all attacks made with a Tempest Fury weapon until the beginning of your next turn deal double damage, with the bonus damage being half-electricity and half-sonic. Each time you successfully land a blow with a Tempest Fury weapon for the remainder of the round, your target must make a Fortitude save or be rendered blinded and deafened for one round from the severity of the flashes of light and sound that accompany your weapon strikes.
If you use this maneuver during a special attack action that replaces your normal attack routine, such as that granted by the Whirlwind Attack feat, you receive the benefits of additional damage, as well as blinding and deafening your targets on a failed save, but you do not gain any extra attacks as noted above.
The additional damage granted by this maneuver is supernatural, as are the blinding and deafening effects, though you may make the additional attacks granted by this maneuver even in an antimagic field or dead magic zone.
Reanimation
Tempest Fury [Electricity]
Level: Swordsage 9, warblade 9
Prerequisites: One Tempest Fury maneuver
Initiation Action: 1 full round action
Range: Touch
Target: One intact corpse touched
Duration: 1 minute per initiator level
It's alive!
The power of electricity allows you to temporarily reanimate a dead creature at full health. The slain creature can have no more Hit Dice than the initiator's character level, must be intact, and must have been dead for no more than 1 hour.
The reanimated creature’s type becomes Construct, and it retains any templates and subtypes it had. It loses its Constitution score and is no longer considered a living creature, though its hit point total, saves, attack bonus, and other statistics do not change. Its hit points are restored to full, and the creature retains all class features, as well as any extraordinary, supernatural, and spell-like abilities it possessed in life (though any spells cast or daily uses expended before the creature’s death count against its normal limits). It also counts as its previous race for the purposes of prerequisites. The reanimated creature possesses the same mental faculties it had before death.
The creature is technically dead for the duration of the maneuver for the purposes of resurrecting it, though the spirit is still in residence, meaning the duration of this maneuver does not count for the time limit on effects such as the Revivify spell. As the body is still animate, it cannot be used to create an undead creature until the duration lapses.
When the duration expires, the creature dies and cannot be reanimated by this maneuver again.
This maneuver is a supernatural ability.
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School Feat: Lightning Lash
You have learned special techniques which allow you to use whips and polearms far more effectively.
Prerequisites: Proficiency with whips or one or more Tempest Fury polearms; one Tempest Fury stance
Benefits: While in a Tempest Fury stance, you receive the following benefits:
You threaten the area within reach while wielding a whip and may make attacks of opportunity in your threatened area. Whip attacks can deal lethal or nonlethal damage, at your option, and you may deal full damage to any target you successfully strike with a whip, regardless of its natural armor or what manufactured armor it may wear.
If you are wielding a Tempest Fury polearm, you may spend a free action during your turn once per round to alter your grip on the haft to wield it as a reach weapon or a non-reach weapon, at your option. As a reach weapon, it does not threaten spaces adjacent to you. When you exit the Tempest Fury stance, your reach returns to normal. Changing from one Tempest Fury stance to another does not change your grip unless you choose for it to do so.
Furthermore, any Tempest Fury weapon you wield deals an additional point of electricity damage plus 1 point of damage per three initiator levels on a successful attack. This effect is a supernatural ability.
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Armaments of the Thunder God
The Armaments of the Thunder God were crafted as aids to the Æsir god of storms and battle by the finest dwarven smiths in all the planes. Mjölnir the Meatgrinder is by far the most powerful when bonded to its wielder, while Járngreipr and Megingjörð show their true strength when all three items are brought together as one. They vastly increase one’s physical and martial prowess, granting the might and fury of the storm to their bonded master.
Initiators who focus on the Tempest Fury school and who are willing to bond with Mjölnir as a legacy weapon gain the most from the Armaments of the Thunder God, especially those using powerful strikes to destroy Evil outsiders and the undead.
Járngreipr the Godly Gauntlets
Járngreipr is a pair of iron gauntlets originally used to wield the mighty Mjölnir. They are covered in silver filigree and are engraved with glowing silver runes which spark and crackle with holy power. They were created by the dwarves of Svartálfheimr to assist the user in properly wielding the divine hammer, Mjölnir.
After donning these gauntlets, the wearer may deal critical hit and sneak attack damage to the undead. In addition, while wielding a Tempest Fury weapon, these gauntlets channel the divine power of storms into it, granting it the thundering magical weapon quality, except the DC for deafening is equal to 10 plus 1/2 the wielder’s hit dice, or 14, whichever is higher. Both gauntlets must be worn in order to be effective.
Any Evil creature attempting to wear the Járngreipr gauntlets gains one negative level. This negative level remains as long as the gauntlets are worn and disappears when the gauntlets are no longer worn. Any creature with the [Evil] subtype likewise gains a negative level. These negative levels stack for any Evil creature with the [Evil] subtype. These negative levels never result in actual level loss, but they cannot be overcome in any way (including Restoration spells) while the gauntlets are worn.
Any undead creature who attempts to don the Járngreipr gauntlets is immediately destroyed, and the wearer cannot become undead by any means (temporarily or otherwise) while they are worn. The gauntlets cannot be forced onto an unwilling undead creature.
Armaments of the Thunder God Collection Benefits:[/i]
1.) When wielding Mjölnir, you may use Járngreipr to create a shield composed of electricity as a swift action. This effect is similar to the Fire Shield spell with a caster level equal to your Hit Dice, except it has the [electricity] descriptor, deals 1d6 electricity damage plus 1 point of damage per level, and you take half damage from electricity-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. You may utilize this effect for 1 round per caster level per day, but you need not use all of the rounds in one go; you may instead split the duration up as you desire, in 1 round increments. Dismissing the effect is a free action that you may take just prior to your turn each round. If you wear Megingjörð while wielding Mjölnir, this effect can be activated as an immediate action. This is a spell-like ability.
2.) When worn in combination with Megingjörð, Járngreipr grants a +4 sacred bonus to Strength checks and Strength-based skill checks.
Megingjörð, the Divine Belt of Power
Megingjörð is a magnificently crafted but extremely heavy belt made from the leather of an unknown but exotic creature, studded with adamantine bolts and engraved with ancient runes of the finest wrought silver, which glow with a holy radiance. It was created by the same dwarven smiths that crafted Járngreipr and Mjölnir in order to aid their wielder in battle.
When worn alone, Megingjörð acts as a regular belt of giant’s strength, granting a +4 enhancement bonus to its wearer.
Any Evil creature attempting to wear Megingjörð gains one negative level. This negative level remains as long as the belt is worn and disappears when the belt is no longer worn. Any creature with the [Evil] subtype likewise gains a negative level. These negative levels stack for any Evil creature with the [Evil] subtype. These negative levels never result in actual level loss, but they cannot be overcome in any way (including Restoration spells) while the belt is worn.
Any outsider with the [Evil] subtype who attempts to don Megingjörð is immediately destroyed, and the wearer cannot become an outsider with the [Evil] subtype by any means (temporarily or otherwise) while it is worn. The belt cannot be forced onto an unwilling outsider with the [Evil] subtype.
Armaments of the Thunder God Collection Benefits:[/i]
1.) When wielding Mjölnir, the Strength bonus granted by Megingjörð increases by +4.
2.) When worn in combination with Járngreipr, the wearer gains a Protection From Evil effect against the attacks and effects produced by any Evil outsider or any creature with the [Evil] subtype.
Mjölnir, the Meatgrinder
Mjölnir is a mighty, matte-grey adamantine warhammer, whose handle is wrapped in a leather thong which ends in a looped leather lanyard. Though it appears to be an inert piece of metal when left alone, touching it sends a thrill of electricity through the body, causing sparks to dance along the hammer’s head and handle. It was crafted by the dwarven smiths of Svartálfheimr as the personal weapon of a god, and its power increases to match that of its bonded wielder. It has a curious flaw, in that its haft is far shorter than normal for a warhammer, and thus it cannot be wielded in two hands. When paired with the Járngreipr gauntlets and the belt Megingjörð, the power of the trio of artifacts grows immensely.
Armaments of the Thunder God Collection Benefits:[/i]
1.) When wearing Járngreipr, Mjolnir’s effective enhancement bonus increases by +1, and the gauntlets allow it to be wielded 2-handed.
2.) When wearing Megingjörð, Mjölnir gains the aptitude special weapon quality.
Non-legacy statistics: +1 adamantine warhammer; Cost: 5,012 gp; Weight: 5 lbs
Omen: The air smells faintly of ozone, and the wielder's skin tingles when he grips Mjölnir's leather-wrapped handle.
History
Mjölnir is a legendary warhammer said to have been forged in the heart of a dying star. Its most famous wielder was a mighty god of thunder who recently vanished along with his weapon and other favored belongings. (DC 15) Nobody knows whether he was killed, imprisoned, or banished, but a massive search is currently underway to find him and his weapon by his clergy and their allies.
Mjölnir is capable of being thrown and returning to the wielder's hand in an instant. (DC 20: Beck and Call)
If the wielder bonds with Mjölnir, the hammer empowers maneuvers from the Tempest Fury school and makes them more difficult to resist. (DC 20: Divine Conduit)
No matter how badly Mjölnir is scarred in battle, it restores itself each morning, so long as it is not destroyed. (DC 20: Make Whole)
The bonded wielder of Mjölnir can travel as a bolt of lightning, flashing from one point to another in an instant. (DC 25: Ride the Lightning)
It is said that if twirled and thrown, it will pull the wielder with it, enabling him to fly. (DC 25: Wild Blue Yonder)
The bonded wielder of Mjölnir can detect sorcery through concentration and can see the darkness in the hearts of allies and enemies alike. (DC 25: Detect the Dark Arts)
The strongest of warriors who bond with Mjölnir can hurl chained lightning like the god of thunder and battle. (DC 30: Divine Chain Lightning)
As the favored weapon of a storm god, it can summon the elements of the storm (lightning, wind, and rain) 1/day. (DC 30: Divine Tempest)
A focused strike with Mjölnir can send enemies flying with a solid wave of sound. (DC 30: Thunderball)
The holy hammer has a powerful connection with the divine. If bonded to the most powerful of wielders, Mjölnir can be used in a ritual to revive the dead. (DC 35: Resurrection)
Wielder requirements
Mjölnir is best suited to a warblade, as it is a simple weapon designed to grind enemies into dust, though any other martial class can qualify without much difficulty. However, the wielder must be pure of heart to so much as lift the hammer, restricting it to Good-aligned characters.
Legacy rituals
Mjölnir wielder requirements
Base Attack Bonus +6
Weapon Proficiency (Warhammer)
Good alignment
Three rituals are required to unlock all of the abilities of Mjölnir.
The Bonding: You must climb to the top of the tallest structure you can find during a raging thunderstorm and heft Mjölnir above your head until the hammer is struck by lightning, wearing no more protection than normal clothing and with no magical protections. Any damage dealt to you from the ritual is nonlethal, as Mjölnir protects you from permanent harm while you bond. Cost: 2,500 gp. Feat Granted: Least Legacy (Mjölnir).
Felling the Colossus: You must challenge an opponent at least one size category larger than you to a one-on-one battle to the death, a challenge symbolic of the Æsirian battles against their frost giant enemies. You must destroy your opponent with no outside help, using only attacks made with Mjölnir or while unarmed, and the opponent must have a Challenge Rating and Hit Dice as least as high as your Effective Character Level. The opponent must be able to actually harm you and must pose a credible threat to your life. Cost: 15,000 gp. Feat granted: Lesser Legacy (Mjölnir).
Rebirth: You must perform a great act of self-sacrifice. You must die while protecting another against an opponent with Hit Dice and a Challenge Rating greater than yours, ideally learning some humility in the process. If you do so, and Mjölnir judges you worthy, it will bring you back using its Resurrection ability, even if you are not high enough level to unlock it. Cost: 35,000 gp. Feat granted: Greater Legacy (Mjölnir).
Legacy abilities
Beck and Call (Su): Mjölnir is a throwing weapon, has a range increment of 60 feet, and can be recalled to the wielder’s grip in an instant if he desires, fast enough to allow for iterative attacks or to cancel an attack already underway, even mid-flight.
Divine Conduit (Su): While held, Mjölnir adds its enhancement bonus to the save DC of any Tempest Fury maneuver performed with it.
Make Whole (Su): Every day at sunrise, Mjölnir automatically casts the Make Whole spell on itself as a 20th level cleric. So long as Mjölnir retains at least 1 hit point, this effect returns the weapon to pristine condition.
Ride the Lightning (Su): At 8th level, the wielder gains the ability to use the Ride the Lightning maneuver from the Tempest Fury school once per encounter while Mjölnir is held; if the wielder is already an initiator with access to the Tempest Fury school, he may add Ride the Lightning to his list of maneuvers known so long as he wields Mjölnir. If the wielder already knows the Ride the Lightning maneuver, he may use it one additional time per encounter, even if it is not readied.
Wild Blue Yonder (Su): At 9th level, while Mjölnir is held, the wielder may act as if under the effects of the Overland Flight spell for 1 round per initiator level 3/day, with a caster level equal to the wielder’s hit dice.
Detect the Dark Arts (Su): At 11th level, the wielder may use a supernatural effect identical to the Detect Evil and Detect Magic spells at will, with a caster level equal to the wielder’s Hit Dice. Each round the wielder concentrates, he receives the information granted by both spells simultaneously and can determine whether the auras he sees are from Evil, magic, or a combination of the two. The wielder need not have Mjölnir drawn for this effect, merely on his person. With Mjölnir in hand, however, the wielder is not subject to any negative effects of overwhelming Evil or magical auras.
Divine Chain Lightning (Sp): At 14th level, the wielder may thrust Mjölnir toward a foe while shouting the command word to produce a spell-like effect similar to the Chain Lightning spell, with a caster level equal to the wielder’s hit dice, but with no maximum number of damage dice. Unlike the spell, half the damage dealt is divine damage and is therefore not subject to being reduced by resistance to electricity-based attacks. This effect is usable 1/day per five character levels of the wielder.
Divine Tempest (Sp): At 15th level, the wielder may use Control Weather, as the spell, but with a full-round casting time. This effect is usable 1/day.
Thunderball (Su): At 18th level, the wielder gains the ability to use Mjölnir to perform the Thunderball maneuver from the Tempest Fury school once per encounter; if the wielder is already an initiator with access to the Tempest Fury school, he may add Thunderball to his list of maneuvers known so long as Mjölnir is in his possession, though he may only use it using Mjölnir. If the wielder already knows the Thunderball maneuver, he may use it one additional time per encounter while using Mjölnir, even if it is not readied.
Resurrection (Sp): At 19th level, Mjölnir may cast Resurrection as a 20th level cleric on the remains of a non-Evil creature the hammer touches in a holy ceremony that takes a full 10 minutes to perform. If the wielder dies in a way that can be reversed by this effect, Mjölnir automatically casts Resurrection on him and brings him back from the dead 10 minutes later; any attempt to remove Mjölnir from its wielder’s grasp during this time fails, as the hammer immediately returns to its wielder’s remains as per the Beck and Call ability. Resurrection may be used 1/week and does not require a material component to function.