Living Lightning (3.5e Class)
From D&D Wiki
Making a Living Lightning
A Living Lightning is a damage dealer, able to move swiftly across a battlefield, whether they attack from a distance with their spells, or slaughter their foes with conventional weapons, energy weapons or their fists.
Abilities: Dexterity for speed, Strength for power, and Intelligence for spell casting. (Constitution is also recommended so that you have health)
Starting Gold: 75g
Starting Age: Moderate
|Saving Throws||Special||Flurry of Blows
|Unarmed Damage||Electrical Damage||Spells per Day|
|1st||+1||+0||+2||+0||Bonus Feat, Hand of the Storm, Blood of the Manifested||-1/-1||1d8||1d4||1||—||—||—||—||—||—||—||—|
|2nd||+2||+0||+3||+0||The Storm's Reflex||0/0||1d8||1d4||2||1||—||—||—||—||—||—||—|
|3rd||+3||+1||+3||+1||Lightning Speed, Flurry of Blows, Unarmed Strike||+1/+1||1d8||1d4||3||2||—||—||—||—||—||—||—|
|4th||+4||+1||+4||+1||Bonus Feat, Manifested Arm||+2/+2||1d10||1d6||3||2||1||—||—||—||—||—||—|
|5th||+5||+1||+4||+1||Bonus Ability Point||+4/+4||1d10||1d6||3||2||2||—||—||—||—||—||—|
|6th||+6/+1||+2||+5||+2||Manifested Muscles, Lightning Speed||+5/+5/+0||1d10||1d6||4||3||2||1||—||—||—||—||—|
|7th||+7/+2||+2||+5||+2||The Storm's Reflexes||+6/+6/+1||1d10||1d6||4||3||3||2||—||—||—||—||—|
|8th||+8/+3||+2||+6||+2||Bonus Feat, Manifested Arm Rank 2||+7/+7/+2||1d12||1d8||4||4||3||2||1||—||—||—||—|
|9th||+9/+4||+3||+6||+3||Lightning Speed, Lightning Armor||+9/+9/+4||1d12||1d8||4||4||3||3||2||—||—||—||—|
|10th||+10/+5||+3||+7||+3||Bonus Ability Point, Lightning Sight||+10/+10/+5||1d12||1d8||5||4||4||3||2||1||—||—||—|
|11th||+11/+6/+1||+3||+7||+3||Familiar of the Storm||+11/+11/+11/+6/+1||1d12||1d8||5||4||4||3||3||2||—||—||—|
|12th||+12/+7/+2||+4||+8||+4||Bonus Feat, Lightning Speed||+12/+12/+12/+7/+2||3d8||1d10||5||5||4||4||3||2||1||—||—|
|15th||+15/+10/+5||+5||+9||+5||Bonus Ability Point, Lightning Speed, Being of Lightning||+15/+15/+15/+10/+5/||3d8||1d10||6||5||5||4||4||3||3||2||—|
|19th||+19/+14/+9/+4||+6||+11||+6||Familiar of the Storm Rank 2||+19/+19/+19/+14/+9/+4||3d10||1d12||6||6||6||5||5||4||4||4||4|
|20th||+20/+15/+10/+5||+6||+12||+6||Bonus Feat, Bonus Ability Point||+20/+20/+20/+15/+10/+5||3d12||3d8||6||6||6||6||5||5||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
A Living Lightning manipulates the battlefield around him, creating storms for her to let the manifest of lightning phase through, allowing her to move across a battlefield at lightning speeds.
Extra Bonus Feats as Fighter
Bonus AC as Monks
Weapon and Armor Proficiency: A Living Lightning can wear any armor not made of metal (Spells would have no effect with metal), a Living Lightning is able to use any one hand and two-handed weapons, and may even dual-weild if they see fit.
Spells: Living Lightning's gain all of the following spells:
Same spells as Sorcerer as well as the one's below.
At Will— Infuse Lightning : The Living Lightning infuses a weapon or person with the power of his manifest, causing its next attack to do additional electrical damage as referenced on Table: Living Lightning (+1 for every two levels). The weapon cannot be made of anything other than metal, if it is made of a non-metal substance it will combust and destroy the weapon. This spell counts as a free action.
1st— Call of the Storm : The Living Lightning holds her manifested hand into the air, calling stormy clouds in a 40ftx40ft area. If the Living Lightning uses any spell while under this cloud, his manifest will target an enemy under the cloud and deal the same amount of electrical damage dealt to the Living Lightning's original target. At 10th level, the size of the storm is doubled. The storm cloud dispels after combat ends and cannot move around the battlefield.
1st— Lightning Shield : The Living Lightning summons orbs of pure manifest, circling around her and protecting her. If the Living Lightning suffers a physical attack, one of the orbs will dispel and shock her attacker, dealing 1d4 (+1 for every 2 levels). The Living Lightning summons two orbs (+1 orb for every 2 levels), each orb can give +1 AC each, but the extra AC from the orb will be removed when the orb is destroyed or used. Orbs dispel at the end of combat.
2nd— Flash : If there are clouds or a 'Call of the Storm' cloud has been placed, a Living Lightning may fuse herself with the cloud for one turn. On her next turn, she disjoints from the cloud and may land anywhere within the area of the cloud. A Living Weapon can attempt a reflex check if she attempts to land on an enemy, if she is successful she may deal 1d10 damage and knock her target down, however if she fails, she will take 1d10 damage and can be grappled if the target is the same size or bigger than her with no check needed.
2nd— Metal Manipulation : If the Living Lightning is within touch distance of her target, she may touch their armor and electrocute them, dealing Electrical damage on Table: Living Lightning, and paralyzing them for 1d3 turns. If the target isn't wearing any metal armor, Metal Manipulation will have no paralyzing effect.
3rd— Lightning Fast : The Living Lightning builds up his manifest for one turn, during this turn he is allowed to move. On his next turn, his speed is doubled (ex. 20x2, +5 for every five levels) and he gains a +2 (+1 for every five levels) on any attack he makes during this turn. After he has attacked, he may move anywhere else he deems fit.
3rd— Shed Manifest : The Living Lightning sheds her manifest, either temporarily gaining 1d10 (+3 for every level) health that decays overtime, losing 3 health every turn or imbuing an ally with it and granting them the temporary hit points. Once this has been done, the Living Lightning's attacks do not deal the additional electrical damage on Table: Living Lightning nor can she cast any spells or activate any abilities that either affect or are based on her manifest. The manifest recovers at the end of combat and all temporary hit points are lost.
4th— Extend Manifest : The Living Lightning extends her manifest, stretching it up to 20ft in a straight line, dealing 1d8(+1 for every four levels) of electrical damage, and can attempt to grapple her target, if she succeeds a strength check she pulls the target back to her and grapples. If she fails, her target can attempt a counter-grapple and can hold her manifest in a its extended manifest phase until the Living Lightning can successfully un-grapple herself.
4th— Shape Manifest : The Living Lightning shapes her manifested arms into a weapons of her choosing. Her manifested weapons will deal the same amount of damage as the weapons of her choosing and may be used in conjunction with Flurry of Blows. The manifested weapon will deal an additional 1d6(+1 for every two levels) of electrical damage on hit. The manifested weapon dispels at the end of combat, but can be prepared outside of combat if the Living Lightning sees fit. Manifested weapons can still be effected by the 'Infuse Lightning' spell.
5th— Electrical Shock : The Living Lightning uses the power of her manifest to deal 1d12 (+1 for every five levels) points of electrical damage to a target of her choosing within 40ft of her, and binds her target in place for 3d2 turns. While the target is binded, they may not turn or move, but may still attack targets in-front of them.
5th— Meditate : Outside of combat, a Living Lightning may meditate and channel the manifests thoughts into her own, attempting to learn a spell. If the Living Lightning for any reason stops her meditation, she will be unable to learn a new spell and must start her meditation over. A Living Lightning must meditate for an hour per spell level to successfully learn a new spell. (A Living Lightning may only learn spells involving electricity, or contact your DM if you have an idea for a potential spell, if approved, you may Meditate to learn this spell)
6th— Totem of the Manifested : The Living Lightning uses her manifested powers to call forth a towering totem of pure manifest within 50ft of herself. Any targets within 25ft of the totem must roll a reflex check, if they fail the check, the manifest stretches from the totem and grapples them, binding them in place. The binded targets may not move or turn, but can still attack targets in-front of them, or attempt to un-grapple themselves from the manifest. Any target standing within 25ft of the totem must take a reflex check each turn that it stands in the radius. For every turn a target is binded, it will take electrical damage as on Table: Living Lightning. The totem has the same AC as its Living Lightning and has 20 HP.
6th— Curse of the Manifest : If a target or targets is currently binded, grappled, or paralyzed by the Living Lightning and her manifest, they will all take 3d6 (+2 for every five levels) of electrical damage each.
7th— Manifested Knowledge : The Living Lightning shares the power of her manifested with her Familiar of the Storm, allowing it to cast a spell, on its turn, that she knows (At the cost of the spell per day for that spell).
7th— Typhoon : If the weather is cloudy or a 'Call of the Storm' has been placed, a Living Lightning may harness the power of the storm and create typhoon, causing anyone or anything (except for the Living Lightning herself) to be blinded while within the storm. A creature must make a fortitude check each turn in order to successfully navigate through the Typhoon. While in the storm, targets must also make a strength check to keep a hold on their weapons each turn. If the target fails its strength check, its weapons will be swept into the typhoon and tossed outside of the storm.
8th— Falling Skies : The Living Lightning harnesses the power of the weather (or her Call of the Storm), and calls down bolts of lightning, dealing 5d6 (+10 if stormy and already lightning, or under her Call of the Storm), of electrical damage to every target in the storm.
8th— Execution : The Living Lightning may attempt to execute her target by sending a lethal current through their body. The Living Lightning must make a successful grapple attempt. Her target may attempt a reflex save with a DC of 18 + casters Str modifier to get away. if she passes, she discharges all her energy and the target suffers instant death as if they had suffered massive damage. Her target can attempt a fortitude save with a DC of 18 + caster Int modifier to resist the instant death. if the grapple is unsuccessful or the target passes its reflex save, The Living Lightning is knocked to the ground taking 1d10 damage. If her target passes the fortitude save, her target is left alive on 1d10 hp and The Living Lightning is left drained and must recover for 1d4 rounds. If her target is killed, The Living Lightning must left drained and must recover for 1d4 rounds.
9th— Storm of the Manifested : The Living Lightning must sacrifice two turns to make a concentration check, if the Living Lightning is successful both turns, on the second turn, the Living Lightning channels her manifest into a storm of pure manifest. The storm will appear over her selected target, and tendrils of manifest will grab onto her target. Her target must perform a grapple check, if they fail the check, they will be sucked into the cloud and suffer 20d10 (+50 per lvl 9 spell per day sacrificed) of electrical damage, the target must roll a check to un-grapple themselves each turn they are in the cloud. For every turn the target is in the cloud, they will suffer 5d10 points of electrical damage. If the target is un-grappled, or was never grappled to begin with, the Storm of the Manifested will dispel.
Special Class Features
Hand of the Storm (Ps) : The Living Lightning's hands are covered in the manifestation of lightning, any attacks using her fist will deal additional electrical damage as shown on Table: Living Lightning, and has a 50% chance to paralyze her target for one turn +1 per Level up to a maximum of +10. At any point the Living Lightning may choose to switch off this power and deal non electrical damage, however, all damage dealt is reduced by a third.
Blood of the Manifested (Su) : The Living Lightning's skin will slowly cover with the manifestation, but it has already effected her blood. If the Living Lightning is hit by any electrical damage, it will do no damage she has the option to either heal her or add that damage to her next electrical attack. The Living Lightning becomes immune to poisons and gases and no longer needs to sleep or eat, however, cannot enter water, if she does, she takes damage equal to depth and time spent as described below;
Knee deep - 1d4 per 5ft/round
Waist deep - 1d6 per 5ft/round
Neck deep - 2d4 per 5ft/round
The Storm's Reflexes (Ps): Your manifest has spread to your elbow, quickening you reflexes (You gain a +3 on reflex rolls, at 7th level you gain another +3 to reflex). The Living Lightning also gains the feat Improved Initiative and again at 7th level.
Lightning Speed (Ps) : You can feel your manifest empowering your body and muscles. The Living Lightning's movement speed is doubled +5ft per every 3 levels.
Flurry of Blows (EX) When unarmored, the Living Lightning may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: Living Lightning. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. The Living Lightning must use a full attack action to strike with a flurry of blows.
When using flurry of blows, the Living Lightning may attack with unarmed strikes or with weapons. She may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, the Living Lightning applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands.
When the Living Lightning reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike (EX) At 3rd level, the Living Lightning gains Improved Unarmed Strike as a bonus feat. the Living Lightning's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the Living Lightning may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for the Living Lightning striking unarmed. The Living Lightning may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually the Living Lightning’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
The Living Lightning’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The Living Lightning also deals more damage with her unarmed strikes than a normal person would, as shown on Table: Living Lightning. The unarmed damage on Table: Living Lightning is for Medium Living Lightning's. A Small Living Lightning deals less damage than the amount given there with her unarmed attacks, while a Large Living Lightning deals more damage; see Table: Living Lightning Unarmed Damage by Size.
Manifested Arm (Ps): The manifestation has spread to your arm, increasing your Dexterity by 2.
Manifested Muscles (Ps): The manifestation has spread to your chest, and even has begun taking over your other shoulder. Your Strength is raised by 3.
Manifested Arm Rank 2 (Ps): Your other arm has become manifested, increasing your Dexterity by 2.
Lightning Armor (Ps): As your Manifest grows, it covers your skin and armor becomes uncomfortable and stifling. The Living Lightning becomes unable to wear armor of any kind (like that of a monk), she losses all armor proficiency but adds her Intelligence modifier to her AC class and gains a +2 natural AC modifier that also applies to touch armor class.
Lightning Sight (Ps): Your vision has increased as the manifestation begins to cover your eyes, giving you enhanced vision to 60ft in-front of you. If you were already able to see 60ft in-front of you because of something like Dark Vision, you gain 90ft instead of 60ft.
Familiar of the Storm (Su): The Living Weapon sheds her manifest into a physical form, turning it into a familiar of her choosing. A Familiar of the Storm will always deal an additional 1d4 electrical damage on its damage rolls. A Familiar of the Storm is permanent and can only be dispelled if killed. This is considered a daily spell, and hence can only be used once a day.
Lightning Legs (Ps): The manifestation has spread over both your legs, down to your feet, increasing your dexterity by 2.
Being of Lightning (Ps): The manifestation has completely taken over your mind, body and soul and even your skin feels stifling. You are now a true Being of Lightning and you feel your skin peel away from your body as you become a being of pure energy. The Living Lightning may no longer choose to deal non electrical damage when in combat, although she can still cause non lethal damage at will. When using the spell Shed Manifest, the rule stating that you may no longer cast spells or activate abilities relating to your manifest no longer apply. While under clouds (whether natural or as a result of the 'Call of the Storm' spell), the Living Lightning may use the Ethereal Jaunt spell at will but with a duration of rounds equal to her Intelligence modifier. The Living Lightning benefits from the effects of the freedom of movement spell at all times (cannot be dispelled, dampened, etc) and can pass through objects that are either entirely or partially made of metal (wooden doors will have metallic bindings, key holes, etc unless otherwise stated) as if they weren't there (you cannot end your movement inside an object, if you do, you are immediately shunted to the nearest open square and take 1d6 damage per 5ft travelled). The Living Lightning becomes immune to Hold Person. All enemies within 5ft take 1d2 points of electrical damage per round. The Living Lightning cannot be harmed by physical attacks as they pass straight through her new form, anyone attacking you in such a way is hit for 1d6 points of electrical damage. The Living Lightning's electrical intensity grows and all electrical damage dice rolls are upgraded by one (d4 becomes d6, d6 becomes d8, etc). In addition your Intelligence and Strength both increase by 3.
Lightning Manipulation (Ps): Any person or creature affected by the Infuse Lightning spell can be controlled by the Living Lightning. the affected person or creature must make a will save or be controlled for a number of rounds equal to the Living Lightning's intelligence modifier
Familiar of the Storm Rank 2 (Su): You've harnessed the power of the Familiar of the Storm, and are now able to summon over sized Familiars of the Storm (your familiar becomes one size bigger than the creature summoned, Tiny becomes Small, Small becomes medium, etc) .
Epic Living Lightning
|21st||Spikes of Lightning|
|23rd||Horns of the Manifested|
|24th||Bonus Ability Point|
|25th||Wings of the Storm|
|26th||Bonus Ability Point|
|28th||A Learning Storm|
|29th||Bonus Ability Point|
|30th||A True Storm|
5 + Int modifier skill points per level.
Spikes of Lightning (Sp): Spikes of pure manifest have bursted from both your arms and shoulders, enemies within 5ft of you take 1d6 (+1 per epic level) of electrical damage each of your turns.
Manifested Weapon (Su): Your manifestation knows no bounds, your manifest may now consume weapons, coating them with its manifest. The weapon will have the same abilities as the spell 'Shape Manifest'. Only the Epic Living Weapon may wield the Manifested Weapon, if anyone else attempts to hold it they will be electrocuted for 1d6 damage and will not be able to wield the weapon.
Horns of the Manifested (Sp): A pair of manifested horns has grown out of your head, while under your Call of the Storm or stormy weather, lightning will strike your horns, giving you 1d10 HP each turn.
Wings of the Storm (Ps): A pair of manifested wings has sprouted from your back, you now have the ability to fly, increasing your movement speed by as well by an additional 30ft.
A Learning Storm (Su): Your familiar has learned from watching you how to cast spells on his own without the help of 'Manifested Knowledge', but he will still use your daily spells to cast his own.
A True Storm (Ps): Your manifested body has changed its form further, turning you into a true storm. Your AC is increased by 10.
Human Living Weapon Starting Package
Weapons: Shortspear (1d6, x2 on crit)
Feat: Power Attack
Bonus Feats: Cleave
Gear: Leather (Light armor, +2 AC)
Gold: 4d25 Gold
Playing a Living Weapon
Religion: Not all Living Weapons are religious, some even think of themselves as Gods for surviving a lightning strike. Those who are smart enough, however, thank Obad-Hai for allowing them life.
Other Classes: The Living Lightning is somewhat shunned from other classes if they are cocky enough. Most Living Lightning's are quiet, deep in thought with their manifest, but misunderstood to always be plotting evil deeds or schemes because of their devilish nature.
Combat: A Living Lightning is both a damage and support class, she can deal high amounts of damage in split seconds, and can bind and paralyze foes.
Living Lightnings in the World
|“||I was struck by lightning and lived. What makes you think that you can kill me?||”|
|—Botenmaru, Human Living Lightning|
Daily Life: Most Living Lightnings tend to be adventures, or seclude themselves off and hunt as a one man wolf pack, rarely visiting towns, doing so they cover up most of their body. Living Lightnings are considered to be tampered with demonic powers because of their outward appearance and their eternal life span from their manifestation.
Organizations: Rarely Living Lightnings will see each other, because of how rare they are. Living Lightnings tend to spar or 'test' one another's abilities to better themselves. Some even attempt to better the most legendary Living Lightning, Botenmaru, as the alpha. To this day, none have succeeded of besting Botenmaru, the Alpha of the "Eyes of the Storm". The Eyes of the Storm dedicate themselves to reaching the final stage of the True Storm, and to kill those who may oppose who and what they are.
NPC Reactions: NPCs tend to shun Living Lightnings because of their immortality and sometimes cocky nature. Those that do not shun them can find them nice to have a intellectual conversation with.
Living Lightning Lore
Characters with ranks in "Knowledge (nature)" can research Living Lightnings' to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Names of Living Lightnings.|
|10||Knowledge of the Eyes of the Storm.|
|15||Knowledge of Botenmaru.|
|20||Knowledge of the Eyes of the Storm's cause.|