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[Discipline] Desert Wind

For the Scrolls of Reshar campaign setting by Golden-Esque

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[Discipline] Desert Wind

Postby Golden-Esque » Fri Nov 12, 2010 2:46 pm

Desert Wind Discipline


Of all the styles of martial arts across the land, few are as graceful or as terrifying as the Desert Wind discipline. The Desert Wind discipline combines the fire that burns within all life with the scorching heat of the desert to ignite foes in a helter-skelter of searing heat and flames. The Desert Wind discipline gains its name from Saysna, the great desert that the shazak call their home. These noble lizardfolk worship and idolize the sun, and from their praise a great number of Firebenders were born unto the clan. To this day, the shazak retain one of the highest populations to Firebender ration of any race, but according to shazakian folk lore, a mighty Firebender referred to as Yahamid Sandscales. Yahamid believed that the sparks of flame resided within all living creatures, and he set out to teach the masses of his people how to utilize the sun’s flame. Although the talents of the Firebender cannot be taught, Yahamid was able to teach his students how to utilize the eternal flame within their hearts, giving birth to what would eventually become the Desert Wind discipline.

Becoming an adept of the Desert Wind requires something special from one’s self. The adepts of the flame are those who are particularly enthralled by fire; its flickering finesse and its blazing majesty. It isn’t a talent or skill that comes easily to anyone; one must be able to tap their inner flame in order to call forth the fire before them. Of all races, the shazak and the vulsune most regularly become adepts of the Desert Wind, but the vulsune’s regularity is still so infrequent that it is barely worth noting. The Desert Wind discipline is the martial art of the shazak, those who walk in the sun and brand its flames.
The key skill of the Desert Wind discipline is Survival, as the discipline is centered around the flame of life and the will to live. This fire must burn in the hearts of all Desert Wind adepts before they can call fire to their blades. Desert Wind adepts favor the sturdy, iconic weapons of the desert over all others, and the weapons associated with the Desert Wind discipline are: falchion, glaive, pickaxe, scimitar, and tessen war fan.

Becoming a Desert Wind Adept


The techniques of the Desert Wind are not commonly taught to students simply because of their profession. Rather, its techniques are given to those who actively search for knowledge with a burning desire. Like moths to a flame, those who are destined to utilize the Desert Wind discipline find teachers to instruct them upon its use. As such, all maneuvers associated with the Desert Wind discipline are simply listed as being Adept maneuvers. The techniques aren’t impossible to master, however, and occasionally a driven individual will seek to become an adept of the Desert Wind discipline. For any class to gain access to the Desert Wind discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Desert Wind discipline’s Associated Weapons (see above).
  • Skills: The martial adept must have a minimum of 2 ranks in the Survival skill, the Desert Wind discipline’s class skill.
  • Ability Score: The martial adept must have a Wisdom score of 12 or greater.
  • Feats: The martial adept must have any one of the following feats: Combat Expertise, Combat Reflexes, Dodge, or Weapon Focus (axe, flexible, polearm, or sword).
  • Special: Using the Desert Wind discipline is impossible without some knowledge of the properties of fire. This requires the user to be able to use an ability that either possesses the [Fire] descriptor or deals fire damage. This can be a spell or spell-like ability, a power or psi-like ability, an extraordinary ability, or a supernatural ability.

    In addition, shazak martial adepts do not need to meet these prerequisites; they can substitute a class discipline for the Desert Wind regardless of their weapon proficiencies, skills, ability bonuses, or feats.

Special Rule – Combustion Assault


The martial arts associated with the Desert Wind utilize real fire; unlike that employed by mages, the energy used doesn’t vanish after an instant. All maneuvers belonging to the Desert Wind discipline are supernatural abilities. Since they utilize real fire, a Desert Wind adept has a chance to ignite their foes when they strike with Desert Wind maneuvers. Whenever a Desert Wind adept deals fire damage to a creature with a Desert Wind maneuver, the damaged creature must make a Reflex save (ignite check equals 1d20 + ½ of your initiator level + your Wisdom modifier). If their saving throw fails, the creature has caught on fire and takes 1d6 points of fire damage at the start of each of their rounds. This damage does not stack with similar damage for catching on fire, and striking a creature multiple times with Desert Wind maneuvers does not cause the ignition damage to stack. The creature can take normal means to put out the flames, such as attempting a new Reflex save (make a new ignition check),taking a round to extinguish the flames, or by simply being doused by water.

List of Desert Wind Maneuvers


1st Level Maneuvers
  • Blistering Flourish – (Strike): Dazzle creatures around you.
  • Burning Blade – (Boost): Deal 1d6 fire +1/initiator level.
  • Flame's Blessing – (Stance): Gain fire resistance base on Survival ranks.
  • Scorching Squall – (Strike): Ranged touch deals 2d6 points of damage.
  • Wind Stride – (Boost): Gain a 10ft. bonus to speed.
  • Wreath of Winds – (Stance): Ranged attacks have a chance to be deflected based on Survival.

2nd Level Maneuvers
  • Burning Brand – (Boost): Gain +5ft. reach, deal fire damage.
  • Fire Riposte – (Counter): Counter foe's attack with fiery touch that deals 4d6 points of damage.
  • Flashing Sun – (Strike): Gain an extra attack.
  • Hatchling's Flame – (Strike): Cone of fire deals 2d6 points of fire damage.

3rd Level Maneuvers
  • Air Garrote – (Strike): Ranged attack deals 3d6 points of damage; may cause bleeding.
  • Death Mark – (Strike): Enemy takes extra fire damage and explodes in a fiery spread.
  • Fan the Flames – (Strike): Ranged touch attack deals 6d6 points of fire damage.
  • Holocaust Cloak – (Stance): Attackers take 5 points of fire damage.
  • Sand Twister – (Stance): Moving into an adjacent square pushes nearby creatures away.
  • Zephyr Dance – (Counter): +4 AC against single attack.

4th Level Maneuvers
  • Ignean Serpent – (Strike): Stream of fire twists around corners.
  • Searing Blade – (Boost): Attacks deal +2d6 fire damage +1/initiator level.
  • Searing Charge – (Strike): Fly while charging; deal +5d6 points of fire damage.
  • Sonic Fan – (Strike): Line touch attack pushes creatures away from you and deals 6d6 points of damage.

5th Level Maneuvers
  • Brightflame – (Stance): Fire damage you deal becomes brightflame which ignores resistance and immunity but is not combustible.
  • Dragon's Flame – (Strike): Cone deals 6d6 points of fire damage.
  • Fiery Assault – (Stance): Melee attacks deal +1d6 fire damage.
  • Leaping Flame – (Counter): Teleport adjacent to foe that attacks you.
  • Lingering Inferno – (Strike): Deal +2d6 points of fire damage, and target takes 2d6 points of fire damage per round for 3 rounds.

6th Level Maneuvers
  • Desert Tempest – (Strike): Attack foes as you move by them.
  • Faster Than the Eye – (Boost): Flat-foots creatures attacked; attacks deal +1 points of fire damage per initiator level.
  • Ring of Fire – (Strike): Surround foes with burning flame.

7th Level Maneuvers
  • Gyro Rave – (Strike): Deals 4d6 points of damage, plus additional damage if the target is burning.
  • Inferno Blade – (Boost): Melee attacks deal +3d6 fire damage +1/initiator level.
  • Salamander Charge – (Strike): Charge and create a trail of fire.

8th Level Maneuvers
  • Rising Ifrit – (Stance): Hover on column of super-heated air.
    Slash Rave – (Stance): Reduces the attack bonus penalty on multiple attacks to -3.
  • Superheat – (Boost): Your next Desert Wind maneuver automatically causes combustion assault.
  • Wind Warp – (Boost): Immediately teleport away after attacking a creature.
  • Wyrm's Flame – (Strike): Cone of fire deals 10d6 points of fire damage.

9th Level Maneuvers
  • Inferno Blast – (Strike): Burst of fire deals 100 points of damage.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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Re: [Discipline] Desert Wind

Postby Golden-Esque » Fri Nov 12, 2010 3:15 pm

Description of Desert Wind Maneuvers


Air Garrote
Desert Wind (Strike) [Air]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Range: 30ft
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

A razor-blast of searing wind rips open the subject’s neck, causing them to begin heavily bleeding.

As part of this maneuver, make a ranged touch attack. If it hits, you deal 3d6 points of slashing damage. In addition, the struck creature must make a Fortitude save (DC 13 + your Wisdom modifier). On a failed save, the creature begins to bleed out, immediately taking 1d6 additional points of damage and an additional 1d6 points of damage at the start of each of their turns.

During its turn, a creature is allowed to make a new Fortitude save to end the bleeding effect. In addition, 15 points of magical healing or a DC 20 Heal check can also end this condition.

Blistering Flourish
Desert Wind (Strike)
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: 30 ft.
Target: 30 ft.-radius burst centered on you.
Duration: 1 minute
Saving Throw: Fortitude negates

You release a wave of heat and flame that overwhelms your enemy’s eyes.

After initiating this maneuver, all creatures within 30 feet of you must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed save, a creature is dazzled for 1 minute. You are immune to the effects of your own Blistering Flourish. This maneuver is a supernatural ability.

Brightflame
Desert Wind (Stance)
Level: Adept 5
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“Fire is energy. I just remove the fire.”

While you are in this stance, you alter your flames into lightning-hot brightflame. This affects all Desert Wind martial abilities with the [Fire] descriptor, changing any fire damage you deal as part of the maneuver into typleless damage instead. This means that the extra damage is not affected by fire resistance or immunity. As a side effect of this stance, however, the martial abilities no longer can catch their targets ablaze, meaning your maneuvers no longer benefit from the combustion assault special rule (see above).

Burning Blade
Desert Wind (Boost) [Fire]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“This blade of mine is burning red; its awesome glow urges me to defeat you!”

After initiating this maneuver, all melee attacks you make during your turn deal an extra 1d6 points of fire damage plus 1 additional point per initiation level. This ability is a supernatural ability.

Burning Brand
Desert Wind (Boost) [Fire]
Level: Adept 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“When a soldier has been baptized in fire by the battlefield, they all have one rank in my eyes.”

After initiating their maneuver, a single melee weapon you have equipped is engulfed in fire, transforming it into a burning brand. The brand has a reach equal to the weapon’s base reach +5 feet and all attacks made with a burning brand deal fire damage instead of its normal weapon damage type (bludgeoning, piercing, or slashing). Damage is calculated normally, including adding your Strength modifier and any other bonuses you receive to your damage rolls and you otherwise attack normally. This maneuver is a supernatural ability.

Death Mark
Desert Wind (Strike) [Fire]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature; variable spread (see text)
Duration: Instantaneous
Saving Throw: Reflex half; see text

Harness their hatred of you, their unbridled loathing of everything you stand for. Harness this, and use it to destroy them and everything they love.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage and fire erupts from your enemy's body in a spread. The radius of the spread is determined by the size of the target creature, as indicated on Table: Death Mark Spread below. All creatures in the spread (excluding you) All creatures in the spread’s area must make a Reflex save (DC 13 + your Wisdom modifier). On a failed save, a creature takes 6d6 points of fire damage. A successful save halves this damage. This radius is centered on the struck creature's position. This maneuver is a supernatural ability.

Table: Death Mark Spread
Creature SizeSpread (Feet)
Small or smaller5 feet
Medium10 feet
Large20 feet
Huge30 feet
Gargantuan40 feet
Colossal50 feet


Desert Tempest
Desert Wind (Strike) [Air]
Level: Adept 6
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

“What made you think I was talking about a sandstorm?”

As part of this maneuver, move up to your base land speed. Each time you exit a square adjacent to an enemy, you can first make a single melee attack against that foe. You cannot attack a single enemy more than once with this maneuver. This movement provokes attacks of opportunity normally.

Dragon's Flame
Desert Wind (Strike) [Fire]
Level: Adept 5
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 standard action
Range: Personal
Area: 30ft Cone
Duration: Instantaneous
Saving Throw: Reflex half

Few flames are as awesome as a dragon’s gout.

As part of this maneuver, you unleash a flaming breath attack in a 30 foot cone. All creatures in this area must make a Reflex save (DC 15 + your Wisdom modifier). On a failed save, a creature takes 6d6 points of fire damage. This damage is halved on a successful save. This maneuver is a supernatural ability.

Fiery Assault
Desert Wind (Stance) [Fire]
Level: Adept 6
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

From what I’ve tasted of desire, I hold with those who favor fire.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage. This stance is a supernatural ability.

Fire Riposte
Desert Wind (Counter) [Fire]
Level: Adept 2
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“Do you prefer your skin well-done or crispy?”

You can only initiate this maneuver when a creature successfully strikes you with a melee weapon or a natural weapon. You can immediately make a melee touch attack against the attacking creature. If you hit, your target takes 4d6 points of fire damage. This maneuver is a supernatural ability.

Flame's Blessing
Desert Wind (Stance) [Fire]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“Remember son, just stop, drop, and roll.”

While you are in this stance, you gain fire resistance based on your ranks in Survival, as shown on Table: Flame’s Blessing Benefits. If you have 19 or more ranks in Survival, you gain immunity to fire while you are in this stance. This stance is a supernatural ability.

Table: Flame’s Blessing Benefits
Survival RanksFire Resistance
4-85
9-1310
13-1820
19+Immunity


Fan the Flames
Desert Wind (Boost) [Fire]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instantaneous

“What? Did you think I meant ‘Make them angry?’”

As part of this maneuver, make a ranged touch attack. If it hits, your target takes 6d6 points of fire damage. This maneuver is a supernatural ability.

Faster Than the Eye
Desert Wind (Boost)
Level: Adept 6
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Like a mirage on the far-off horizon, a Desert Wind adept can attack in but an instant.

After initiating this maneuver, the first creature you attack during the round is treated as being flat-footed against all attacks you make. In addition, they lose their shield bonus to Armor Class. If you deal damage with at least one attack during the turn, the creature takes additional fire damage equal to your initiator level. This maneuver is a supernatural ability.

Flashing Sun
Desert Wind (Strike) [Fire]
Level: Adept 2
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

This maneuver is named for the glistening blades of the Desert Wind adepts that perform the technique; flashing like flares in the blazing sun.

As part of this maneuver, make a full attack action. You make your normal attacks, plus one additional attack at your highest attack bonus. All attacks made during this round, including this extra attack, take a -2 penalty to their attack roll.

Gyro Rave
Desert Wind (Strike) [Air]
Level: Adept 7
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 standard action
Range: 30ft.
Target: One creature
Duration: Instantaneous

Like two great crescent moons, the Desert Wind adept slams compacted air into their foes, putting out flames but wounding sensitive areas.

As part of this maneuver, make a ranged touch attack. If it hits, the target creature takes 4d6 points of damage. In addition, if the target was suffering from your combustion, the combustion is put out, no longer dealing damage. However, if this maneuver ends a combustion assault, the target takes an additional 4d6 points of damage. This maneuver is a supernatural ability.

Hatchling's Flame
Desert Wind (Strike) [Fire]
Level: Adept 2
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 30ft
Target: Cone
Duration: Instantaneous
Saving Throw: Reflex half

Few embers are as pure or as deadly as the breath of a newly born dragon hatchling.

As part of this maneuver, you unleash a flaming breath attack in a 30 foot cone. All creatures in this area must make a Reflex save (DC 12 + your Wisdom modifier). On a failed save, a creature takes 2d6 points of fire damage. This damage is halved on a successful save. This maneuver is a supernatural ability.

Holocaust Cloak
Desert Wind (Stance) [Fire]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A sheathe of flames wraps around the Desert Wind adept, searing those brave and foolish enough to attack them.

While you are in this stance, you deal 5 points of fire damage to the attacking creature whenever you are hit with a melee attack. This stance does not deal damage to creatures attacking you with a reach weapon. This stance is a supernatural ability.

Ignean Serpent
Desert Wind (Strike) [Fire]
Level: Adept 4
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 standard action
Range: 60ft
Target: Special
Duration: Instantaneous
Saving Throw: Reflex half

It looks like a snake, moves like a snake, thinks like a snake, and burns like an inferno.

After initiating this maneuver, you create a line of fire that twists across an area burning your foes. This line is 60 feet long, but unlike a standard line attack, the ignean serpent can bend and twist to hit your foes. An ignean serpent starts in a square adjacent to you and moves up to 60 feet each round. It can move out of your line of sight, but you gain no knowledge of the area it moves into.

If the ignean serpent moves into a creature’s space, that creature must make a Reflex save (DC 14 + your Wisdom modifier). On a failed save, the creature takes 6d6 points of fire damage. A successful save halves this damage. A creature can only be damaged by the ignean serpent once each round; after making its save and taking damage the first time the serpent touches them, subsequent moves from the serpent made during that turn have no effect on the creature.

An ignean serpents moves along the ground. It cannot fly or burrow and moving into water instantly ends the effect (other liquids, such as oil or magma, might have different effects, as determined by the Game Master). An ignean serpent takes all the standard movement penalties, such as difficult terrain. This maneuver is a supernatural ability.

Inferno Blade
Desert Wind (Boost) [Fire]
Level: Adept 7
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“All ye who battle here leave all hope behind.”

\After initiating this maneuver, all melee attacks you make deal an extra 3d6 points of fire damage plus 1 point per initiator level. This maneuver is a supernatural ability.

Inferno Blast
Desert Wind (Strike) [Fire]
Level: Adept 9
Prerequisite: Four Desert Wind maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: 60ft emanation
Duration: Instantaneous
Saving Throw: Reflex half

The worst hells are the ones we make for ourselves.

As part of initiating this maneuver, make a martial check (DC 19 + your Wisdom modifier) against the Reflex Saves of all creatures (except you) in this maneuver's target area. On a successful check, you focus your internal ki into a blinding hot burst of fire that deals 100 points of fire damage to all creatures in the area. On a successful save, this damage is halved. You are not affected by your own inferno blast in any way. This maneuver is a supernatural ability.

Leaping Flame
Desert Wind (Counter) [Teleport]
Level: Adept 5
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

A flash fire is one that abruptly appears from nowhere. Desert Wind adepts use this concept, but instead it is they who do the appearing from nowhere.

You can only initiate this maneuver after a creature has declared an attack against you and the attacks have been resolved. You instantly appear in a square adjacent to the creature that attacked you. You cannot move into a space that is occupied by a creature or object. You can move up to 100 feet in this manner. If you cannot move adjacent to the target, this maneuver fails to function, but is still exhausted. This maneuver is a supernatural ability.

Lingering Inferno
Desert Wind (Strike) [Fire]
Level: Adept 5
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds; see text

Desert Wind adepts specialize in creating fire; it is only natural that they be good at keeping it around as well.

As part of this maneuver, you make a single melee attack. If it hits, the attack deals normal weapon damage plus an additional 2d6 points of fire damage. In addition, if your strike hits, the struck creature immediately fails its Reflex save to avoid the normal combustion assault ability of the Desert Wind discipline. The flames last for 3 rounds with the struck creature immediately failing its Reflex save to put the flames out on each of these rounds. After 3 rounds have expired, the creature gains a Reflex save as normal to put out the flames, but they continue normally on a failed save. This maneuver is a supernatural ability.

Ring of Fire
Desert Wind (Strike) [Fire]
Level: Adept 6
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 full-round action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Reflex half

“I fell into a burning ring of fire. Down, down, down as the flames went higher. And it burns, burns, burns, the ring of fire; the ring of fire.”

As part of this maneuver, you can move up to two times your land speed along the ground and all of your movement must be along continuous, solid ground. You leave a trail of flames in your wake. These flames have no effect unless they form a closed area. In this case, a raging inferno erupts within that area. If an inferno erupts, make creatures inside the inferno must make a Reflex save (DC 16 + your Wisdom modifier). On a failed save, a creature takes 12d6 points of fire damage. This damage is halved on a successful save. The inferno erupts the first time you form a closed area and you cannot create multiple areas in one move. This maneuver is a supernatural ability.

Rising Ifrit
Desert Wind (Stance) [Fire]
Level: Adept 8
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“Talk about living on a high.”

While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed, with perfect maneuverability, but you must remain within 10 feet of the ground when you fly. If you hover in place and make a full attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to or within the column, including creatures adjacent to your square. You are not harmed by this effect.

You can move across shallow pits or other such variations in terrain without losing altitude, so long as your movement wouldn't take you more than 10 feet above the ground (such as if the floor drops out from under you or you move over the edge of a tall cliff), the rising ifrit stance immediately ends and you fall to the ground. This stance is a supernatural ability.

Salamander Charge
Desert Wind (Strike) [Fire]
Level: Adept 7
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 full-round action
Range: See text
Target: One 5ft square per 5ft of movement.
Duration: See text

The Desert Wind adept invokes the powers of wind and fire simultaneously, darting across the field sowing destruction where they please.

As part of this maneuver, make a charge attack. This maneuver follows all of the normal rules for a charge, except that the movement made as part of this charge does not need to be in a straight line and you ignore the penalties associated with charging through difficult terrain and you can even charge through other creatures, though doing so provokes an attack of opportunity from the creature. You can change directions as often as you wish during your movement and you can use Acrobatics to move through your opponent’s squares during the charge.

As you charge, every square you move through ignites into flames, causing creatures that stand in or move through this square to take 6d6 points of fire damage at the start of its turn. Creatures that are adjacent to the flame streak at the start of their turn take 3d6 points of damage. The flames last for 5 rounds, though it is automatically dispelled if you initiate salamander charge again. The wall does not block line of sight or line of effect, and it is treated as a Wall of Fire spell for the purpose of what can ignore it and put it out. This maneuver is a supernatural ability.

Sand Twister
Desert Wind (Stance) [Air]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fortitude or Reflex negates

“It’s a twister, blimey, he’s a twister!”

While you are in this stance, whenever you move into a square adjacent to another creature, that creature must make either a Fortitude save or a Reflex save (DC 13 + your Wisdom modifier). The creature can choose which type of save it makes, but on a failed save the creature is pushed back 5 feet directly away from you. This movement provoke attacks of opportunity normally, but you cannot make attacks of opportunity against the creature unless your attacks have a reach of 10 feet or greater.

This maneuver’s effect takes place before attacks of opportunity can be declared and subsequently before any other effects that activate by creatures moving through spaces can resolve. You can only push back a creature using this maneuver once per round of combat. This stance is a supernatural ability.

Scorching Squall
Desert Wind (Strike) [Air]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instantaneous

The winds of the desert slice through the weak like knives through warm meat.

As part of this maneuver, make a ranged touch attack. If it hits, the target creature takes 2d6 points of slashing damage. This maneuver is a supernatural ability.

Searing Blade
Desert Wind (Boost) [Fire]
Level: Adept 4
Prerequisites: Two Desert Wind maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: End of turn

What medicine does not heal, the sword will. And what the sword does not heal, fire will.

After you initiate this maneuver, all melee attacks you make during the turn deal an additional 2d6 points of fire damage plus 1 additional point per initiator level. This maneuver is a supernatural ability.

Searing Charge
Desert Wind (Strike) [Fire]
Level: Adept 4
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

Lightning the ground ablaze with every step, the Desert Wind adept charges at their foe in a literal blaze of glory.

As part of this maneuver, make a charge attack. During the charge, you gain the ability to fly at your base land speed with perfect maneuverability. Resolve the charge attack normally, and on a successful hit you deal normal weapon damage plus an additional 5d6 points of fire damage to the creature. This maneuver is a supernatural ability.

Slash Rave
Desert Wind (Stance) [Air]
Level: Adept 8
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As they fight, the Desert Wind adept attacks as if the wind itself fights with them.

While in this stance, you gain the ability to make additional attacks at a -4 penalty instead of a -5 penalty. For example, a character with a +20 attack bonus can make additional attacks as so: +20/+15/+10/+5. While in this stance, the penalty becomes as follows: +20/+16/+12/+8/+4. This stance is a supernatural ability.

Sonic Fan
Desert Wind (Strike) [Air]
Level: Adept 4
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 60ft
Area: Line
Duration: Instantaneous

“This blows. For you.”

As part of this maneuver, make a single ranged touch attack against all creatures in a 60ft line. This line must start at a square adjacent to the square you are standing in and continue in a single direction in a straight line. Every creature in the line gains a stacking +2 circumstance bonus to Armor Class for each creature between it and you in the line. For example, if three creatures are in the line, the second creature would gain a +2 bonus and the third would gain a +4 bonus.

A creature struck by this maneuver takes 6d6 points of damage. In addition, that creature must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed save, the creature is pushed back 5x1d10 feet, landing prone in an empty square. If it hits another creature before its distance is traveled, both creatures fall prone in adjacent squares in the line and take 3d6 points of damage. If the creature hits a solid object, such as a building or wall, it falls prone at the base of the structure and takes 6d6 additional points of damage. Prone creatures do not impede this movement, and movement from this maneuver does not provoke attacks of opportunity. This maneuver is a supernatural ability.

Superheat
Desert Wind (Boost) [Fire]
Level: Adept 8
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

“It’s all about how quickly you can get the flesh to catch ablaze. Once you get that down, they’re golden brown!”

After initiating this maneuver, whenever you deal fire damage to a creature with a Desert Wind maneuver (but not stance), that creature immediately fails its Reflex save to avoid your combustion assault special rule. Subsequent saving throws are taken normally, but this first one automatically fails. This maneuver is a supernatural ability.

Wind Stride
Desert Wind (Boost) [Fire]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“May the wind always be at your back.”

After you initiate this maneuver, you gain a +10 foot enhancement bonus to your land speed until the end of the turn. This maneuver is a supernatural ability.

Wind Warp
Desert Wind (Boost) [Air, Teleportation]
Level: Adept 8
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

The winds swirl around the Desert Wind adept and carry them to a new location.

After initiating this maneuver, you immediately move up to 30 feet. You cannot move into a space that would place you in a square threatened by an enemy, and you must be able to see your ending location. Teleporting this way does not provoke attacks of opportunity. This maneuver is a supernatural ability.

Wreath of Winds
Desert Wind (Stance) [Air]
Level: Adept 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A trained Desert Wind adept can sense how the effects of the slightest breeze will affect ranged weapons; even their own breath.

While you are in this stance, whenever you are targeted by a ranged weapon attack you have a 5% chance per rank in Survival you possess to completely avoid the attack. This stance is a supernatural ability.

Wyrm's Flame
Desert Wind (Strike) [Fire]
Level: Adept 8
Prerequisites: Three Desert Wind maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: Cone
Duration: Instantaneous
Saving Throw: Reflex half

The eldest wyrms spit bursts of flame hotter than the hells itself.

As part of this maneuver, you unleash a flaming breath attack in a 30 foot cone. All creatures in this area must make a Reflex save (DC 18 + your Wisdom modifier). On a failed save, a creature takes 10d6 points of fire damage. This damage is halved on a successful save. This maneuver is a supernatural ability.

Zephyr Dance
Desert Wind (Counter) [Air]
Level: Adept 3
Prerequisites: One Desert Wind maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text

The push and pull of the wind guides a Desert Wind adept and the gales defend those that ride it.

You can only initiate this maneuver when you are targeted by an attack. You gain a +4 dodge bonus to Armor Class against that attack. You can choose to use this maneuver after the attacking creature resolves their attack but before they determine damage. This maneuver is a supernatural ability.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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Re: [Discipline] Desert Wind

Postby Golden-Esque » Sat Nov 13, 2010 2:59 pm

Oh, Desert Wind. What a twisted relationship we have! I played a campaign where I was able to acquire the Desert Wind discipline on a Ranger, and man was it fun. Nothing says "respect nature" like burning everything down in your wake! Anyway, as I'm sure any follower of Martial Abilities knows, the Desert Wind discipline is one of the nine, the disciplines from the original Tome of Battle. And what a cool disicpline it is! Where the other ones (with the exception of Shadow Hand) try to stay at least partially realistic, Desert Wind says "screw you, I have magic!" and proceeds to burn your face off.

Despite all the burnage of face, Desert Wind has one major flaw that, in my opinion, causes many people to shy away from it. EVERYTHING has Fire Resistance or immunity at high levels! It's probably the most common energy resistance. Coupled with the fact that few maneuvers ever really gave Desert Wind the "wind treatment," I felt it was a fairly weak place. That's why there are two major changes to my version of the discipline. First, most of the "new additions" to this discipline are [Air] maneuvers. This means that someone who wants to go straight Desert Wind can have attacks that aren't completely useless! Yay! However, the Air maneuvers seldom outshine the fire ones (with the possibly exception of Strike Rave; that one is BANGIN'!) because of the second change; the Desert Wind special rule. Combustion Assault is fun, and I never liked how the discipline never made it clear or not whether you could set things on fire. We all know the evocation school rule "It's only a flash of power from the Plane of Fire!" Well, this isn't. You're playing with real fire, and your enemies can get REALLY burned now. As always, you can check out the Desert Wind discipline's PDF here.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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