Thunder Bolt (3.5e Martial Discipline)/All Maneuvers
Thunder Bolt (Stance) | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
You reduce the penalties for shooting a crossbow one-handed by -2. Additionally, you may reload a crossbow even if you don’t have a free hand, though the time it takes is increased a single step (free action to move action to standard action to full-round action); if it would already take a full-round action, you cannot reload without having a hand free. This does not increase the reload time specified by any maneuver (such as Fell the Ettin) or the Instant Reload feat.
Thunder Bolt (Strike) | |
Level: | 2 |
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Prerequisite: | One Thunder Bolt Maneuver |
Initiation Action: | 1 standard action |
Range: | One range increment |
Target: | One creature |
Duration: | Instantaneous |
As a part of this maneuver, you make a single ranged attack. If you hit, you deal extra damage equal to your ranks in the Concentration skill.
Thunder Bolt (Boost) | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | One round |
You don’t provoke attacks of opportunity for firing a ranged weapon in melee, or for reloading a ranged weapon.
Thunder Bolt (Stance) | |
Level: | 3 |
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Prerequisite: | One Thunder Bolt maneuver |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
While in this stance, whenever you drop an opponent with a ranged attack, you may make an additional attack at the same bonus against an opponent in a straight, 5-foot wide line behind the opponent you dropped. Range penalties are calculated from your location, rather than the opponent’s location. This attack is made with the same piece of ammunition as the original attack; you don’t lose another bolt or need to reload.
This stance can never allow you to attack the same creature twice with the same bolt (such as with the Penetrating Shot feat).
Thunder Bolt (Strike) | |
Level: | 7 |
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Initiation Action: | 1 full-round action |
Range: | First range increment |
Targets: | One or more creatures |
Duration: | Instantaneous |
As a part of this maneuver, take a double move action. You provoke no attacks of opportunity for any movement taken from this maneuver. You also make a full attack, with each attack coming at any point of the double move; you need not use all attacks from the same location. Any opponent whose space you move through before attacking them is considered flat-footed for these attacks, and your attacks deal +2d10 damage to them.
Note that while this maneuver does allow you to avoid attacks of opportunity, it doesn’t give you any special manner of moving through your opponent’s spaces. They must either be two sizes larger or smaller than you, or you must make Tumble checks, as normal.
Thunder Bolt (Stance) | |
Level: | 6 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
Whenever you make a ranged attack within the first range increment of your weapon, you may instead make two attacks against the same creature, each at a -4. If you use this ability with a martial maneuver, only the first attack has the effects of the martial maneuver; the second is just a standard ranged attack. You reload as a free action in between the two attacks.
Thunder Bolt (Boost) | |
Level: | 3 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | One Round |
You gain a bonus to attacks against armored opponents equal to the opponent’s armor check penalty.
Thunder Bolt (Strike) | |
Level: | 1 |
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Initiation Action: | 1 standard action |
Range: | 30 ft. |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
You make a single ranged attack as a part of this maneuver. If it hits, the target must immediately make a Fortitude save (DC 11 + your Wisdom modifier) or be knocked prone.
Thunder Bolt (Counter) | |
Level: | 5 |
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Initiation Action: | 1 immediate action |
Range: | 20 ft. |
Target: | One creature |
Duration: | Instantaneous |
You make a single ranged attack against an opponent who performs an action that would provoke an attack of opportunity if you threatened them in melee. You must expend an attack of opportunity to use this maneuver.
Thunder Bolt (Strike) | |
Level: | 8 |
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Initiation Action: | 1 full-round action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
As a part of this maneuver, you make a Concentration check, with a DC equal to the target’s AC. If you succeed, you may make a single ranged attack. If you hit, the attack deals +12d8 damage, and the target must make a Fortitude save (DC 18 + your Wisdom modifier) or be stunned until the beginning of your next turn.
If you fail the Concentration check, you lose the action spent on this attack.
Thunder Bolt (Boost) | |
Level: | 1 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
You move up to your base land speed as a standard move action, and reload your crossbow as a part of the same action, even if would normally take longer.
Thunder Bolt (Stance) | |
Level: | 8 |
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Prerequisite: | Two Thunder Bolt maneuvers |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
You ignore all miss chances, supernatural or otherwise, against any target whose square you can pinpoint (you still must have line of effect, however). All range penalties are halved, and you may fire twice as many range increments as usual (20 for a standard ranged weapon, 10 for a thrown one). For every ranged attack you make, you roll 2d20 and take the higher result.
Thunder Bolt (Boost) [Electricity, Sonic] | |
Level: | 9 |
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Prerequisite: | Four Thunder Bolt maneuvers |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | One crossbow |
Duration: | End of turn |
Saving Throw: | Fortitude partial |
Until the end of your turn, all crossbow bolts you fire are treated as magical rays, which do 1d6 electricity and sonic damage per two initiator levels upon scoring a hit. All of the damage is treated as both electricity and sonic, so a creature needs to be able to resist both forms of energy to reduce the damage taken from this attack. Any creature damaged by your attack must succeed on a Fortitude save (DC 19 + your Wisdom modifier) or be deafened for 4 rounds; any creature that succeeds on its saving throw cannot be deafened by this usage of this maneuver, even if you hit them again in the same round.
This maneuver is a supernatural ability.
Thunder Bolt (Counter) | |
Level: | 2 |
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Initiation Action: | Immediate |
Range: | 10 ft. |
Target: | One opponent who provokes an attack of opportunity |
You make a single ranged attack against an opponent who performs an action that would provoke an attack of opportunity if you threatened them in melee. You must expend an attack of opportunity to use this maneuver.
Thunder Bolt (Strike) | |
Level: | 4 |
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Initiation Action: | 1 full-round action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
As a part of this maneuver, you make a Concentration check with a DC equal to the target’s AC. If you succeed, you may make a single ranged attack. If you hit, the attack deals +4d8 damage, and the target must make a Fortitude save (DC 14 + your Wisdom modifier) or be stunned until the beginning of your next turn.
If you fail the Concentration check, you lose the action spent on this attack.
Thunder Bolt (Boost) | |
Level: | 6 |
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Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 Round |
Your ranged attacks are resolved as touch attacks.
Black Rain, Mystical Rain, Thunder Bolt, Sovereign Storm (Boost) [X-Discipline] | |
Level: | 9 |
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Prerequisite: | Five Black Rain, Mystical Rain, Thunder Bolt, or Sovereign Storm maneuvers |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | 1 round |
You gain the benefits of the Combat Reflexes, Improved Combat Reflexes, Punishment Combat Reflexes, and Super Snipe feats for 1 round. This means that you can use ranged attacks to make attacks of opportunity; see Super Snipe for details. In addition, the number of attacks of opportunity you can make during this round is increased by 1 per 4 initiator levels.
Thunder Bolt (Strike) | |
Level: | 2 |
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Initiation Action: | 1 standard action |
Range: | One range increment |
Target: | One creature or object |
Duration: | Instantaneous |
As a part of this maneuver, you make a single ranged attack. If you hit, you deal standard damage for a ranged attack, ignoring any DR other than DR/epic, or hardness the target has.
Thunder Bolt (Strike) | |
Level: | 5 |
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Initiation Action: | 1 standard action |
Range: | One range increment |
Target: | One creature or object |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
As a part of this maneuver, you make a single ranged attack. If you hit, you deal standard damage for a ranged attack, ignoring any DR other than DR/epic, or hardness the target has. Additionally, if the target is a living creature, it must make a Fortitude save (DC 15 + your Wisdom modifier) or take 4 Constitution damage. If the target is a construct, undead, object, or otherwise lacks a Constitution score, it takes an extra 1d6 points of damage per initiator level.
Thunder Bolt (Strike) | |
Level: | 9 |
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Prerequisite: | Three Thunder Bolt maneuvers |
Initiation Action: | 1 standard action |
Range: | One range increment |
Target: | One creature or object up to 50 ft cube |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial (object) |
As a part of this maneuver, you automatically hit a single opponent with a ranged attack that ignores all DR and hardness. The target of your attack must make a Fortitude save (DC 19 + your Wisdom modifier) or take 20d6 damage in addition to the normal damage from the attack.
If the target is a construct, undead, object, or otherwise lacks a Constitution score, and it fails the Fortitude save, it is instead utterly destroyed, as though reduced to 0 hit points by a disintegrate spell. Even if it makes the save, it still takes 10d6 extra damage.
Thunder Bolt, Sovereign Storm (Strike) [Electricity, X-Discipline] | |
Level: | 3 |
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Prerequisite: | One Thunder Bolt or Sovereign Storm maneuver |
Initiation Action: | 1 standard action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
Make a single ranged attack. This attack does 3d6 additional electric damage, ignores armor bonuses from metal armor (including the natural armor of creatures with the Metal subtype), and has a +1 bonus to hit creatures wearing metal armor or with the Metal subtype.
Thunder Bolt (Counter) | |
Level: | 2 |
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Initiation Action: | 1 immediate action |
Range: | 30 ft. |
Target: | One Projectile |
Duration: | Instantaneous |
When you or an ally within range is targeted by a ranged attack, you may oppose the attack with an attack of your own. If your attack roll is higher than your or your ally’s AC, the enemy’s arrow must overcome your attack roll instead of its target’s AC. This maneuver cannot stop anything that Deflect Arrows couldn’t deflect.
Thunder Bolt (Counter) | |
Level: | 5 |
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Initiation Action: | 1 immediate action |
Range: | |
Target: | One projectile |
Duration: | Instantaneous |
When you or an ally within range is targeted by a massive ranged attack, you may oppose the attack with an attack of your own. If your attack roll is higher than your or your ally’s AC, the enemy’s projectile must overcome your attack roll instead of its target’s AC.
Alternatively, this maneuver may be used to automatically counter a ranged attack made by a small projectile (anything Deflect Arrows could defend against).
Thunder Bolt (Strike) | |
Level: | 3 |
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Initiation Action: | 1 standard action |
Range: | Ranged attack |
Target: | One Creature |
Duration: | Instantaneous |
Thunder Bolt (Strike) | |
Level: | 4 |
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Initiation Action: | 1 standard action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
As a part of this maneuver, you make a single ranged attack. This attack is made with complete disregard for any physical concealment (incorporeal miss chance or something similar still applies), cover, or any martial maneuver of 3rd level or lower that would prevent your attack from hitting. You also take no penalty for firing into melee.
Thunder Bolt (Strike) [Electricity, Sonic] | |
Level: | 6 |
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Prerequisite: | Two Thunder Bolt maneuvers |
Initiation Action: | 1 standard action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
Make a single ranged attack. This attack does 6d6 additional electric damage and 3d6 additional sonic damage, and is resolved as a touch attack. Furthermore, it has a +3 bonus to hit creatures wearing metal armor or with the Metal subtype.
Thunder Bolt (Stance) | |
Level: | 1 |
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Initiation Action: | Swift |
Range: | Personal |
Target: | Self |
The rogue though he was clever, closing distance to melee. That's when you broke his nose with the butt of your crossbow.
While in this stance you may use your ranged weapons as melee weapons of appropriate size. They deal the same damage and critical threat range and multiplier as they do as ranged weapons (though they usually deal bludgeoning damage instead), including any applicable enhancements and abilities. Hand crossbows and similar weapons are light weapons, light crossbows and similar weapons are one-handed weapons, and heavy crossbows and similar weapons are two-handed weapons.
Thunder Bolt (Counter) | |
Level: | 7 |
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Prerequisite: | One Thunder Bolt maneuver |
Initiation Action: | 1 immediate action |
Range: | Ranged attack |
Target: | One creature |
Duration: | Instantaneous |
You make a single ranged attack against an opponent who performs an action that would provoke an attack of opportunity if you threatened them in melee. You must expend an attack of opportunity to use this maneuver.
Thunder Bolt (Stance) | |
Level: | 4 |
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Prerequisite: | Two Thunder Bolt maneuvers |
Initiation Action: | 1 swift action |
Range: | Personal |
Target: | You |
Duration: | Stance |
Any physical damage from your ranged attacks cannot be healed by fast healing or regeneration (though regeneration still turns the damage to nonlethal). This stance has no effect if you’re attacking an opponent without a discernible anatomy.