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 New Martial Discipline: Celestial Typhoon

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T O P I C    R E V I E W
Diffan Posted - 28 Apr 2020 : 03:25:18
So I've been working for a few days on a new Martial Discipline. These are maneuvers and stances found in the Tome of Battle: Book of Nine Swords. In that supplement, there are 9 distinct disciplines, each one different and unique to those who wish to learn them. Many are just things mundane people can master, a better use of their abilities when wielding a weapon or a stance to make them hit harder at the expense of their personal protection. Others, however, can mimic even magical effects. Yes, of the Nine different disciplines many of them are in fact Supernatural abilities. The Desert Wind with it's fire maneuvers, Devoted Spirit with a call to the divine, and the Shadow Hand with it's art in deception and negative energy are just some of the disciplines that call upon powers not of raw sinew and muscle.

Building upon those aspects, I created a new Discipline with regards to the nomads of the Celestial Typhoon. These people have developed the ability to harness sonic powers driven by strong air currents - taught by genies and elementals of Air - they learned and adapted the technique to harness them within their own ki. This discipline is added to Swordsages known disciplines and anyone who takes the Martial Study or Martial Stance feats.

Celestial Typhoon

Free of the trappings of materialistic things, monks who study the Celestial Typhoon discipline learn to harness their breathing and control to such a degree that they can alter the air currents around them, for their worries are few and their meditation is unparalleled. The concepts of their practices are ingrained with gaining enlightenment, looking towards the heavens and celestial gates for clairvoyance. Still, in times of war or when the threat of overreaching tyranny rears its head, the practitioners of the celestial typhoon will fight, literally, to their last breath in order to maintain their freedom.

Tumble is the key skill for the Celestial Typhoon discipline since tight maneuvering and movement around obstacles are ingrained in their delicate footwork. Weapons associated with the Celestial Typhoon include all spears, quarterstaff, the exotic-weapon three-sectioned staff, and unarmed strike.

1st Level
Airball: Stance-Shaping a ball of air, you ride it around with quick movement. Your speed increases by +5 ft. and you gain a +2 dodge bonus against Attacks of Opportunity.
Air Lasso: You form a lasso of air, dragging a creature or object up to 50-ft. away close to you.
Crushing Winds: Boost-Create a pocket of compound air around your weapon, dealing +1d4 sonic + 1/initiator level and possibly tripping your enemy.
Fierce Vortex: Strike-You craft a tornado and launch it at your foe, drawing them to the ground and knocking them prone.
Leaping Burst: Boost-You pulse the wind underneath you, projecting you up.


2nd Level
Cut Through the Air: Strike-Surrounding yourself with air, your charge attack deals +2d6 sonic damage, knocks enemies back.
Gale Blast: Strike-Cone deals 3d6 sonic damage, targets are slowed. 
Guiding Winds: Counter-Move ally 10 ft. away from enemy's attack.


3rd Level
Air Pelt: Strike-Tightly compressed bullet of air deals 3d8 sonic damage and target is knocked down.
Quick on your Feet: Stance-You can move 15-ft. and still take a full action. 
Shielding Winds: Counter-Opportunity attacks suffer a 50% miss chance against you.


4th Level
Air Funnel: Counter-Redirect Missed attack, counter with a touch attack, deal +4d6 force damage.
Breathless Draw: Strike-target takes 5d6 non-lethal damage, becomes exhausted. 
Sound Funnel: Boost-drawing in the air around you, you and each ally gains a +10 on Listen checks.


5th Level
Air Slice: Strike-Blade of air attacks creatures in 25-ft. line, deals +6d6 sonic damage. 
Leaf on the Wind: Boost-You can take 10 on any skill check that requires Dexterity. 
Wall Running: Stance-You can move your speed over vertical surfaces.  
Zephyrs Vortex: Strike-Create a vortex in a 20-ft. area, creatures pulled in and are prone.


6th Level
Bellowing Burst: Strike-Cone deals +6d6 force damage, deafens creatures.
Hurricane Drop: Strike-Fly up to 40-ft., drop down and each creature in 10-ft. area takes 35 sonic damage, pushed 20-ft. away, may fall prone.
Tornado Platform: Stance-You can fly up to your land speed (average maneuverability) and hover. Each round, make a Concentration check to maintain the ability.


7th Level
Mercurial Slam: Strike-Fly while charging, touch attack deals 4 Dexterity damage and target is dazed.
Quick as Lightning: Counter-Take no damage when making a Dexterity save for half. Move up to your speed as immediate action.
Whirling Cyclone: Strike-Your strike creates a force of wind, lifting the enemy 50-ft. off the ground.


8th Level
Gale Lash: Strike-Cone of thunder deals 10d6 sonic damage. 
Globe of Wind: Stance-you gain spell resistance 10 + your level against any targeting spell.


9th Level
Hurricane of a Million Winds: Strike-You summon a vortex, creates Whirlwind spell.

15   L A T E S T    R E P L I E S    (Newest First)
Diffan Posted - 05 May 2020 : 14:27:18
War Wind is a pretty cool name.
Delnyn Posted - 02 May 2020 : 21:36:34
quote:
Originally posted by Green Giant

quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn


I was thinking of (utterly butchered) Latin Ventus Belli as the feat name.



What does it mean?



Well, I know belli from casus belli- act of war. And ventus is similar to the English word vent.

So, I'm going to guess "War Wind" or "Warwind."


Green Giant is absolutely correct!
Minor edits for humor: I wanted to avoid unintentional irreverence such as Breaking Wind, or name the feat after the Decepticons Thundercraker and Skywarp or the Autobot Windcharger.
Green Giant Posted - 02 May 2020 : 15:12:44
quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn


I was thinking of (utterly butchered) Latin Ventus Belli as the feat name.



What does it mean?



Well, I know belli from casus belli- act of war. And ventus is similar to the English word vent.

So, I'm going to guess "War Wind" or "Warwind."
Diffan Posted - 02 May 2020 : 13:15:27
quote:
Originally posted by Delnyn


I was thinking of (utterly butchered) Latin Ventus Belli as the feat name.



What does it mean?
Delnyn Posted - 01 May 2020 : 23:50:42
quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn

quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn

Diffan,
Will you add a feat associated with the Celestial Typhoon discipline? Probably best not to name it after Aang.



If you mean the Tactical feats, I hadn't planned on any but I'm all ears if you have some ideas? And no, nothing named Aang.



Yes I meant a tactical feat. No fancy name made up for feat.

Prereqs: +6 BAB, two Celestial Typhoon maneuvers
Blown Opportunity: If opponent misses an attack of opportunity, you may take immediate 5 ft. step that does not count against your move speed
Can't Grab Wind: If opponent provokes AoO from grapple, may do nonlethal damage and push foe back 5 ft. Ref DC equal to non-lethal damage (Large+ size opponents get save bonus) or fall prone.
Wind Cracker: If you hit same opponent at least twice in same full melee attack, make one follow-up attack against same opponent at full BAB -5. Does weapon damage plus 1d6 force plus 1d6 sonic.



Those are pretty great! Ok, so something like Spherical Enlightenment?



I was thinking of (utterly butchered) Latin Ventus Belli as the feat name.
Diffan Posted - 30 Apr 2020 : 14:39:11
quote:
Originally posted by Delnyn

quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn

Diffan,
Will you add a feat associated with the Celestial Typhoon discipline? Probably best not to name it after Aang.



If you mean the Tactical feats, I hadn't planned on any but I'm all ears if you have some ideas? And no, nothing named Aang.



Yes I meant a tactical feat. No fancy name made up for feat.

Prereqs: +6 BAB, two Celestial Typhoon maneuvers
Blown Opportunity: If opponent misses an attack of opportunity, you may take immediate 5 ft. step that does not count against your move speed
Can't Grab Wind: If opponent provokes AoO from grapple, may do nonlethal damage and push foe back 5 ft. Ref DC equal to non-lethal damage (Large+ size opponents get save bonus) or fall prone.
Wind Cracker: If you hit same opponent at least twice in same full melee attack, make one follow-up attack against same opponent at full BAB -5. Does weapon damage plus 1d6 force plus 1d6 sonic.



Those are pretty great! Ok, so something like Spherical Enlightenment?
Delnyn Posted - 29 Apr 2020 : 00:53:44
quote:
Originally posted by Diffan

quote:
Originally posted by Delnyn

Diffan,
Will you add a feat associated with the Celestial Typhoon discipline? Probably best not to name it after Aang.



If you mean the Tactical feats, I hadn't planned on any but I'm all ears if you have some ideas? And no, nothing named Aang.



Yes I meant a tactical feat. No fancy name made up for feat.

Prereqs: +6 BAB, two Celestial Typhoon maneuvers
Blown Opportunity: If opponent misses an attack of opportunity, you may take immediate 5 ft. step that does not count against your move speed
Can't Grab Wind: If opponent provokes AoO from grapple, may do nonlethal damage and push foe back 5 ft. Ref DC equal to non-lethal damage (Large+ size opponents get save bonus) or fall prone.
Wind Cracker: If you hit same opponent at least twice in same full melee attack, make one follow-up attack against same opponent at full BAB -5. Does weapon damage plus 1d6 force plus 1d6 sonic.
Diffan Posted - 28 Apr 2020 : 20:07:28
(Continuing S through Z...)

SHIELDING WINDS
Celestial Typhoon (Counter)
Level: Swordsage 3
Prerequisites: One Celestial Typhoon maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Using air as a shield, you throw it in front of you to absorb the damage of an attack.

One of the stronger counters a novice of the Celestial Typhoon learns is the ability to direct air into the path of direct attacks, using it as type of shield to deflect the blow. When an enemy makes an attack against you, you gain a +4 shield bonus to your Armor Class. You can choose to use this maneuver after an opponent resolve his attack but before he determines damage.
This maneuver is a supernatural ability.

SOUND FUNNEL
Celestial Typhoon (Boost)
Level: Swordsage 4
Prerequisites: Two Celestial Typhoon maneuver
Initiation Action: 1 swift action
Range: 10 ft.-radius burst centered on you
Duration: 1 minute

As sound travels through the air, you pull those currents towards you into a funnel, allowing and close allies to hear even the faintest whispers from far away.

As you initiate this maneuver, you and each ally within 10 ft. of you get a +10 to Listen checks for the next minute to hear any sound from up to 300 ft. away.
This maneuver is a supernatural ability.

TORNADO PLATFORM
Celestial Typhoon (Stance)
Level: Swordsage 6
Prerequisites: Three Celestial Typhoon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A swirling vortex of air carries you aloft, rising above the ground in a tornado’s column.

A tornado suspends you into the air, giving you a platform to perform great maneuvers from. While you are in this stance, you can hover up to 15 feet above any solid or liquid surface. You gain a fly speed equal to your land speed, with average maneuverability but you must remain within 15 feet of the ground when you fly.

If you hover in place and make a full attack, the tornado pushes each creature adjacent to your square 5-ft. back (no save). This means while you are in this stance only creatures with natural reach or reach weapons can attack you. You can move across shallow pits or other such variations in terrain without losing altitude, so long as our movement wouldn’t take you more than 15 feet above a solid or liquid surface. If you are ever more than 15 feet above the ground (such as if the floor drops out from under you or you move over the ends of a tall cliff), the tornado platform stance immediately ends and you fall to the ground.

Each round, make a Concentration check (DC 15 + 1 for each round you maintain this stance after the first) to maintain the tornado. The moment you fail your Concentration check, you float to the ground harmlessly as the stance ends. You can re-enter this stance in 1d4 rounds.
This maneuver is a supernatural ability.

WALL RUNNING
Celestial Typhoon (Stance)
Level: Swordsage 5
Prerequisites: Two Celestial Typhoon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You speed along the ground and when you reach a wall, use the air current to lift you up, propelling you along the vertical surface.

Masters of the Celestial Typhoon use this stance to get around otherwise nearly impossible obstacles one could hope to jump over. While you are in this stance, you can move along vertical surfaces so long as you begin and end your movement along the horizontal plane. You can also use this movement while charging so long as you do not attempt to move more than 5-ft. high along the wall. You still incur all the penalties of charging (-2 to AC, provoke Attacks of Opportunity).
This maneuver is a supernatural ability.

WHIRLING CYCLONE
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 6
Prerequisites: Three Celestial Typhoon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

A column of air envelops your weapon and when your strike hits, a cyclone propels the target backwards.

You convert your ki into sonic energy, allowing it to flow down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 2d6 points of sonic damage + 1 point per initiator level. Additionally, any creature struck with this strike is also pushed back 20 ft.
This maneuver is a supernatural ability.

ZEPHYR’s VORTEX
Celestial Typhoon (Strike)
Level: Swordsage 5
Prerequisites: Two Celestial Typhoon maneuvers
Initiation Action: 1 standard round
Range: 50 ft.
Target: Each creature in a 20 ft-radius
Duration: Instantaneous; 1d6 rounds
Saving Throw: Fortitude negates

Using currents of air, you create a small vortex of winds a short distance away, pulling creatures into it and forcing them to the ground.

Conjuring wind, you bind an area within range to be the center of a vortex, drawing items and people to its center and keeping them there. When you initiate this maneuver, choose an area within range. Each creature in that area must succeed on Fortitude saves (DC 15 + your Wis modifier) or be pulled into the center of the vortex. Once there, they are knocked down. The vortex lasts for 1d6 rounds. Any creature pulled in must succeed on another Fortitude save to escape.
This is a supernatural ability.
Diffan Posted - 28 Apr 2020 : 19:52:09
Continue H through Q....

HURRICANE DROP
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 6
Prerequisites: Two Celestial Typhoon maneuvers
Initiation Action: 1 full round
Range: 40 ft.
Target: Each creature in a 20 ft-radius
Duration: Instantaneous
Saving Throw: Reflex half; see text

Using the currents of air to lift you up, you ascend with extreme velocity and then come down like a hurricane on your
enemies.


As part of this maneuver, you fly up to 40 ft. into the air (so long as there is room to do so). Pick an area on the ground within your normal movement. When you land, each creature in that area must succeed on Reflex saves (DC 16 + your Wis modifier) or take 35 points of sonic damage and be blown away up to 20 ft. and fall prone. Successful reflex saves reduce the damage by half and the creatures are only blown away 10 ft. and do not fall prone.
This maneuver is a supernatural ability.

HURRICANE OF A THOUSAND WINDS
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 9
Prerequisites: Three Celestial Typhoon maneuvers
Initiation Action: 1 standard round
Range: 400 ft.
Area: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 minute
Saving Throw: Reflex negates; see text

The grand masters of the Celestial Typhoon use this maneuver only in the direst of circumstances, summoning a whirlwind of air that is a destructive force to reckon with.

When you use this maneuver, you produce effects similar to the Whirlwind spell (see pg. 301 of the PHB). Creatures in the area of this maneuver must make a Reflex save (DC 18 + your Wis modifier) or be sucked into the Whirlwind.
This maneuver is a supernatural ability.

LEAF ON THE WIND
Celestial Typhoon (Boost) [Sonic]
Level: Swordsage 5
Prerequisites: Two Celestial Typhoon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special; see text

Using the currents of wind, you summon it around you to enhance your Dexterous abilities.

Adepts of the Celestial Typhoon rigorously hone their swift movements and acrobatic skill with the aid of the air around them. When you initiate this maneuver, you do so before you’re about to use a Skill check or make an ability check using Dexterity. This maneuver allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. If the check succeeds without your rolling, you may retain the use of this ability until you fail.
This maneuver is a supernatural ability.

LEAPING BURST
Celestial Typhoon (Boost)
Level: Swordsage 1
Prerequisites: One Celestial Typhoon maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous

With a burst of air directed beneath you, you use it to lift you further up than you normally could.

You can make a Jump check as normal, however you add +10 feet to the distance you jump – either length if you performed a long jump or height if you performed a high jump.
This maneuver is a supernatural ability.

MERCURIAL SLAM
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 7
Prerequisites: Three Celestial Typhoon maneuvers
Initiation Action: 1 full round
Range: Personal
Target: You
Duration: Instantaneous

Pulling a current of air towards you, you ride it like a wave that lifts you aloft and directly towards your foe.

As part of this maneuver, you must charge an opponent. You gain the ability to fly at your base land speed with perfect maneuverability while charging. Resolve your charge attack normally, however this attack is a considered a melee touch attack. On a successful hit, you deal an extra 4 points of Dexterity damage to the target and the target is dazed.
This maneuver is a supernatural ability.

QUICK AS LIGHTNING
Celestial Typhoon (Counter)
Level: Swordsage 7
Prerequisites: Three Celestial Typhoon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You throw air and ride the currents to speed you to safety.

Masters use this counter against spellcasters who often like to throw giant balls of fire or other egregious and flashy area spells. When you successfully make a Reflex save for half damage and effect, instead you take no damage and the effect does not work. Further, you can move up to your speed as part of this reaction.
This maneuver is a supernatural ability.
Diffan Posted - 28 Apr 2020 : 19:42:23
Continuing C through G...

CRUSHING WINDS
Celestial Typhoon (Boost) [Sonic]
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

With a whip of your hand, you create a force of wind around your weapon, dealing additional sonic damage and possibly knocking then down.

When you initiate this maneuver, a pocket of air trails from your melee weapon or unarmed strike. For the rest of your turn, your melee attacks deal an extra 1d4 points of sonic damage + 1 point per initiator level, plus you can make a trip attempt (you can use your Wis mod in place of Str) with a +4 bonus against the target.
This maneuver is a supernatural ability.

FIERCE VORTEX
Celestial Typhoon (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cyclone 10 ft. wide at base, 10 ft. tall
Duration: 1 round
Saving Throw: Fortitude negates

Using your weapon or open-hand, you swirl down a small vortex of wind on a spot where you foes are positioned.

When you use this strike, you generate a burst of high wind. Any creature caught in this maneuver’s area must make a Fortitude save (DC 11 + your Wis modifier) or be knocked down.
This maneuver is a supernatural ability.

GALE BLAST
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone
Duration: Instantaneous; 1 round
Saving Throw: Reflex negates; see text

Conserving your ki into a ball, you focus on a point in front of you and exert all your power into a blast of air.

As you start to master both the energy of your ki and the elements of air, you can create blasts of wind to hurt and slow your foes, even if it’s for just a short time. When you initiate this maneuver, air coalesces into a ball in front of you, which you use to push your enemies back. Creatures in the area can attempt a Reflex save (DC 12 + your Wis modifier) or take 2d6 points of sonic damage and are under the effects of a Slow spell for 1 round.
This maneuver is a supernatural ability.

GALE LASH
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 8
Prerequisites: Three Celestial Typhoon maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone
Duration:Instantaneous
Saving Throw: Reflex half

A greater form than the Gale Blast, you harness the power of air and create a much stronger cone of punishing wind.

Masters of the Celestial Typhoon are known to use this to amazing effect against multiple foes, blasting them away wwith the sonic force. When you execute this maneuver, you blast forth a cone of air that deals 10d6 points of sonic damage to all in its area. Creatures in the area can attempt a Reflex save (DC 18 + your Wis modifier) for half damage.
This maneuver is a supernatural ability.

GLOBE OF WIND
Celestial Typhoon (Stance)
Level: Swordsage 8
Prerequisites: Three Celestial Typhoon maneuvers
Initiation Action: 1 standard action
Range: Personal.
Target: You
Duration: Stance

The connection you make with the element of air is so strong that you’re able to whip winds around you with enough force to block even magical attacks directed at you.

Those who have become masters of the Celestial Typhoon know how powerful wind can be, use it as a cocoon of protection against the most destructive spells. While you are in this stance, you gain spell resistance equal to 11 + your Initiator level against any spells that target you. Spells that have an area you are in, however, are not subjected to this spell resistance.
This maneuver is a supernatural ability.

GUIDING WINDS
Celestial Typhoon (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: 15 ft
Target: One ally

Seeing an ally in danger, you quickly inhale a torrent of air and pull that ally away from harm.

Each creature generates or moves air around them, currents that are usually invisible to the unpracticed eye. Adepts of the Celestial Typhoon are trained to follow these currents and even anticipate how to manipulate them quickly. When you use this maneuver, select an ally within range that is the target of an attack and pull an ally up to 10 ft in a different direction than where the attack was placed. You can use this maneuver after an opponent declares an attack, but you must do so before you know whether that attack was a success for a failure.
This maneuver is a supernatural ability.
Diffan Posted - 28 Apr 2020 : 19:14:31
quote:
Originally posted by sleyvas

What about some ideas where you can basically levitate and "spin" some basic weapons (whirling daggers as an example, or whirling arrowheads that you can fire without a shaft), such that they act something like a retribute attack on anyone that attacks a person with a melee weapon. This whirling metal might extend out from the person a full ten feet. It could also be used for defenses like a wind animated shield or provide the dancing feature to a weapon.



Interesting concept. I'll look at current Tactical Feats in the ToB and see what they do, then try to do a conversion or tinker with them because I like the either Offence or Defense part of the concept.
sleyvas Posted - 28 Apr 2020 : 15:38:54
What about some ideas where you can basically levitate and "spin" some basic weapons (whirling daggers as an example, or whirling arrowheads that you can fire without a shaft), such that they act something like a retribute attack on anyone that attacks a person with a melee weapon. This whirling metal might extend out from the person a full ten feet. It could also be used for defenses like a wind animated shield or provide the dancing feature to a weapon.
Diffan Posted - 28 Apr 2020 : 15:01:06
quote:
Originally posted by Delnyn

Diffan,
Will you add a feat associated with the Celestial Typhoon discipline? Probably best not to name it after Aang.



If you mean the Tactical feats, I hadn't planned on any but I'm all ears if you have some ideas? And no, nothing named Aang.
Delnyn Posted - 28 Apr 2020 : 14:33:03
Diffan,
Will you add a feat associated with the Celestial Typhoon discipline? Probably best not to name it after Aang.
Diffan Posted - 28 Apr 2020 : 14:17:58
These Maneuvers are put into alphabetical order:

CELESTIAL TYPHOON
Celestial Typhoon maneuvers focus on evading attacks, pushing foes away, and dealing damage with force and sonic attacks. Practitioners of the Celestial Typhoon utilize simple weapons which are easy to find, or can be picked up without too much trouble. Most find a walking stick (quarterstaff) enough of a focus to direct their swirling air strikes while others simply prefer the fists. Some of the more militant disciples will grab a spear. Tumble if the key skill for the Celestial Typhoon, as you need the agility and maneuverability to roll with the wind and float like air. Celestial Typhoon maneuvers are usable only by a swordsage, unless you take the Martial Study feat (see page 31 of the Tome of Battle: Book of Nine Swords).

AIRBALL
Celestial Typhoon (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Shaping a ball of air, you can ride it around.

While you are in this stance, your speed increases by 5 ft. so long as you’re not wearing medium or heavy armor and carrying a light load. Additionally, you gain a +2 Dodge bonus to Armor Class against attacks of opportunity.
This maneuver is a supernatural ability.

AIR FUNNEL
Celestial Typhoon (Counter) [Sonic]
Level: Swordsage 4
Prerequisite: Two Celestial Typhoon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

With a quick twist, you control the air current and turn your opponent’s missed attack against them.

When an enemy makes a spell attack or weapon attack against you and misses, make a touch attack roll (melee if the missed attack was a melee weapon or melee touch or ranged if it was a projectile or ranged spell attack). If your attack was successful, you deal your weapon damage or unarmed strike damage plus additional 4d6 points of Sonic damage.
This maneuver is a supernatural ability

AIR LASSO
Celestial Typhoon
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 50-ft.
Target: One creature or object weighing no more than 250 lbs within range
Duration: Instantaneous
Saving Throw: None or Reflex negates (see text)

With a desperate act, you conjure a lasso of pure wind, pulling your friend to safety.

You conjure a lasso of force, giving you the ability to pull and object or person up to 50-ft. away from you closer to your location. If the target is an unattended object, you can pull it up to a square adjacent to you. If the target is a creature, you can pull the target 20-ft. closer. the target can attempt a Reflex save (DC 11 + your Wis modifier) to negate the effect.
This maneuver is a supernatural ability.

AIR PELT
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 3
Prerequisite: One Celestial Typhoon maneuver
Initiation Action: 1 standard action
Range: 25-ft. + 5 ft./2 levels
Target: One creature
Duration: Instantaneous

With a tightly compressed bullet of air, you knock a foe senseless.

Meditating on the wind currents around them, a Celestial Typhoon adept draws the air in and compresses it into a compact ball of sonic energy, he then points it a creature and sends it flying. If you make a successful ranged touch attack, your target takes 3d8 points of sonic damage and is knocked down.
This maneuver is a supernatural ability.

AIR SLICE
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 5
Prerequisite: Two Celestial Typhoon maneuver
Initiation Action: 1 standard action
Range: 25 ft.
Area: Line
Target: Each creature in area
Duration: Instantaneous
Saving Throw: Reflex half; see text

Assailing your enemies with wind, you draw down a current of air so fast and so thin that it actually cut into their flesh.

When you use this strike, you bring down a current of air that is exceedingly sharp that it deals 6d6 points of sonic damage to everything in the area. Creatures in the area can attempt Reflex saves (DC 15 + your Wis modifier) for half damage.
This maneuver is a supernatural ability.

BELLOWING BURST
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 6
Prerequisite: Two Celestial Typhoon maneuver
Initiation Action: 1 standard action
Range: 40 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half; see text

Lowering your pitch, you amplify your voice – creating a sudden sonic wave of destruction.

Drawing in air, you focus your ki in such a powerful way that your own voice becomes a weapon. This maneuver is similar to a harpy or the undead creatures called banshees. With this maneuver, you blast forth a cone of sound that deals 6d6 points of sonic damage to everything in the area, in addition each creature becomes deafened for 1d4 rounds. Creatures in the area can attempt Reflex saves (DC 16 + your Wis modifier) for half damage, and negate the deafened effect.
This maneuver is a supernatural ability.

BREATHLESS DRAW
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 4
Prerequisite: Two Celestial Typhoon maneuver
Initiation Action: 1 standard action
Range: 5 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates

You draw forth the air that’s in the lungs of your enemy, suffocating them slowly until they fall unconscious.

While the practice of this maneuver is outlawed in most monasteries who practice the Celestial Typhoon, one cannot ignore the effectiveness of stealing the breath of your enemy, rendering them helpless. One creature within range must make a Fortitude save (DC 14 + your Wis modifier) or take 5d6 non-lethal damage and become exhausted.
This maneuver is a supernatural ability.

CUT THROUGH THE AIR
Celestial Typhoon (Strike) [Sonic]
Level: Swordsage 2
Initiation Action: 1 full-round action
Range: Special
Area: One 5-ft square per 5 ft. of movement
Target: One creature
Duration: Instantaneous
You surround yourself with a bubble of air, knocking people aside as you charge though their defenses.

You initiate this maneuver as part of a charge attack (see Special Attacks, pg. 154 PHB). Unlike a normal charge, however, your charge does not need to be in a straight line and is not impeded by difficult terrain. You can change direction as much as you want during your movement. Each creature you pass is pushed back 5-ft. from your position, meaning you can charge through opponent’s squares. At the end of the charge, make a melee attack and deal an additional +2d6 sonic damage to the target.
This maneuver is a supernatural ability.


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