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Innis Cabal
2007-04-30, 04:34 PM
This ia a project to create a ranged version of the discplies found in the Tome of Battle. I present to you the Arrow Mind and the Hussars.

The Arrow Mind
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+0|+0|+2|+2|Zen of Archery, Discipline Focus(weapon focus)|6/4|1
2nd|+1|+0|+3|+3|Become the Void|7/4|2
3rd|+2|+1|+3|+3|-|8/5|2
4th|+3|+1|+4|+4|Fleet of Foot|9/5|2
5th|+3|+1|+4|+4|Double Draw|10/6|3
6th|+4|+2|+5|+5|-|11/6|3
7th|+5|+2|+5|+5|Eyes of the Owl|12/7|3
8th|+6/+1|+2|+5|+6|Discipline Focus(Insightful Strike)|13/7|3
9th|+6/+1|+3|+6|+6|Mind of Wind|14/7|4
10th|+7/+2|+3|+7|+7|-|15/8|4
11th|+8/+3|+3|+7|+7|-|16/8|4
12th|+9/+4|+4|+8|+8|Mettle|17/8|4
13th|+10/+5|+4|+8|+8|Mind of Wind+2|18/9|5|4
14th|+10/+5|+4|+9|+9|Fleet of Foot(40)|19/9|5|4
15th|+11/+6/+1|+5|+9|+9|Disciple Focus(Defensive Stance)|20/10|5|4
16th|+12/+7/+2|+5|+10|+10|-|21/10|5|4
17th|+13/+8/+3|+5|+10|+10|Mind of Wind+3|22/10|5
18th|+13/+8/+3|+6|+11|+11|-|23/11|5
19th|+14/+9/+4|+6|+11|+11|Break the Sky|24/11|5
20th|+15/+10/+5|+6|+12|+12|Mind of Wind+4|25/12|6[/table]

Abilities: Wisdom is the key ability for the Arrow Mind, affecting his abilities and increasing his senses. Dexterity and constitution will affect his battle performance, while intelligence grants him more skill points
Alignment: Any
Hit Die: d6

Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (History), Knowledge (Local), Listen, Martial Lore, Move Silently, Profession, Spot, Search, Tumble
Skill Points at 1st level: (6+ Int modifier) X 4
Skill Points at Each Additional Level: 6 + Int Modifier


Weapon and Armor Proficiency: An arrow mind is proficient with the composite long and short bow, charkram, throwing dagger, throwing axe, light hammer, short spear, javelin, light crossbow and hand crossbow. An Arrow Mind is proficient with light armor.

Maneuvers and Stances: An Arrow Mind gains and readies maneuvers as a Swordsage. An Arrow Mind gains maneuvers and stances as a Swordsage. Arrow Minds have access to the Fleet Foot, Soaring Dragon, and Sapphire Storm disciples

Zen of Archery: At level 1, an Arrow Mind gains Zen archery, even if she does not meet the prerequisites.

Discipline Focus(Ex): As an Arrow Mind, your power comes from focus and determination. At first level, and again at level 8 and 15, may choose a discipline she knows and has a maneuver or stance from, and gain a unique ability. This ability is identical to the Swordsage’s ability.

Become the Storm(Su): At 2nd level your mind is as clear and piercing as the path of an arrow, giving you insight into war and defense. You gain an AC bonus equal to your wisdom modifier so long as you are not encumbered and wearing armor heavier then light.

Fleet of Foot(Ex): At 4th level the Arrow Mind has learned that speed and agility are more advantageous on the battle field. So long as she is wearing light armor and is unencumbered, she may move up to 20 feet more in a single round. This ability improves at 14th level, gaining an additional 40 feet of movement per turn.

Double Draw(Ex): The Arrow Mind has learned to string two arrows, or throw two daggers at the same time. At 5th level the Arrow Mind can, as a full round action, attack twice with her highest base attack bonus.

Eye of the Owl(Su): At 7th level, the Arrow Minds eyes have become adept at picking objects out at night and in poorly lit conditions. Here after an Arrow Mind gains darkvision up to 200 feet. If you possessed darkvision before gaining this ability you choose the better version.

Mind of Wind(Su): At 9th level, the Arrow Mind pulls her bow tighter, tightens her muscles more, and with a single breath releases her weapon. At 9th level, and again at 13th, 17th, and 20th level, any ranged attack you successfully deal damage deals an additional one points of piercing damage.

Mettle(Ex): At 12th level, the tenacity and training, the Arrow mind learns to shake off potentially harmful mental and physical affects. If you succeed on a fortitude or will save that would produce a lesser effect with a successful save, you instead suffer no ill effects.

Break the Sky(Ex): At 19th level, range is no longer a function for the Arrow Mind. They have learned to use the wind and their own focus to propel their arrows or weapons further. So long as the Arrow Mind has sight to her opponent, she may attack them, even if the weapon would not allow it.



The Hussars
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Maneuvers Know/Readied|Stances
1st|+1|+2|+2|+0|Favored Enemy, Wild Empathy|5/5(2)|1
2nd|+2|+3|+3|+0|Evasion, Hunt Like the Animal 1/day|5/5(2)|2
3rd|+3|+3|+3|+1|Woodland Stride, Track|6/5(2)|2
4th|+4|+4|+4|+1|Returning Surge|6/5(2)|2
5th|+5|+4|+4|+1|-|7/5(2)|2
6th|+6/+1|+5|+5|+2|Hunt Like the Animal 2/day|7/5(2)|2
7th|+7/+2|+5|+5|+2|-|8/5(2)|2
8th|+8/+3|+6|+6|+2|Favored Enemy|8/5(2)|3
9th|+9/+4|+6|+6|+3|Camouflage, Hunt Like the Animal 3/day|9/5(2)|3
10th|+10/+5|+7|+7|+3|One with Nature|9/6(3)|3
11th|+11/+6|+7|+7|+3|Shadow on the Warpath|10/6(3)|3
12th|+12/+7|+8|+8|+4|Hunt Like the Animal 4/day|10/6(3)|3
13th|+13/+8|+8|+8|+4|-|11/6(3)|3
14th|+14/+9|+9|+9|+4|Improved Returning Surge|11/6(3)|4|
15th|+15/+10/+5|+9|+9|+5|-|12/6(3)|4
16th|+16/+11/+6/+1|+10|+10|+5|Favored Enemy, Hunt Like the Animal 5/day|12/6(3)|4
17th|+17/+12/+7/+2|+10|+10|+5|-|13/6(3)|4
18th|+18/+13/+8/+3|+11|+11|+6|Commune|13/6(3)|4
19th|+19/+14/+9/+4|+11|+11|+6|Cyclone Surge, Hunt Like the Animal 6/day|14/6(3)|4
20th|+20/+15/+10/+5|+12|+12|+6|Improved Shadow on the Warpath|14/7(4)|4[/table]

Abilities: Dexterity, Constitution and Wisdom are all important for the Hussars as they directly affect his abilities. Strength is the next important ability for the Hussars, allowing him to carry more and inflict more damage with his attacks.
Alignment: Any neutral
Hit Die: d8

Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Martial Lore, Move Silently, Search, Spot, Sense Motive, Swim, Tumble
Skill Points at 1st level: (6+ Int Modifier) X4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: A Hussars is proficient with all simple weapons, axe (throwing), light hammer, charkram, and bladed boomerang, trident, and composite long and short bow. A Hussars is proficient with light and medium armor and is not proficient with shields

Maneuvers and Stances: A Hussars gains maneuver and readies maneuvers as a Crusader. A Hussar gains maneuvers and stances as a Crusader. Hussars have access to Fleet Foot, Graceful Cyclone, and Soaring Dragon disciplines

Favored Enemy: At 1st level a Hussars may select a type of creature from among those given on Table 3-4:Ranger Favored Enemies. This ability is identical to a ranger Favored Enemy ability. A Hussars can choose another favored enemy at 8th, and again at 16th level.

Wild Empathy: A Hussars spends much of his time in nature, and has learned to speak to the animals and pass by them unharmed. This ability is identical to the rangers Wild Empathy ability.

Evasion: At 2nd level, a Hussars gains evasion as a rouge. Unlike the rogue this ability functions in medium armor.

Hunt like an Animal: A Hussar learns to hunt like the animal’s he spends to much of his life with and begins to better understand guerrilla warfare, becoming a dreaded foe against the armies of his foes. At 2nd level the Hussars channels his primal energy into a ferocious battle cry and becomes more feral. In this state, the Hussars gains a +2 to his dexterity and wisdom, a +4 to his spot, search, hide, move silently, and intimidate checks. His base movement speed also improves by 20 feet while wearing light or medium armor. This ability lasts a minute plus his constitution modifier. After the affect ends he is fatigued.

Woodland Stride: To better aid his allies and friends, the Hussars learns to move through underbrush and other similar terrain and leave no trace. This ability is identical to the druids Woodland Stride

Track: At 3rd level, a Hussars gains the track feat for free, even if he does not meet the prerequisites.

Returning Surge: At 4th level the Hussars uses his boundless and primal fury to strike out with a single thrown weapon, making it arc through the air, returning to his hand. A Hussars may apply power attack to his thrown weapons and may take a full round action to make one of his weapons return to his hand so long as he remains in the square from which he threw the weapon, this full round action provokes an attack of opportunity. This ability improves at 14th, allowing the Hussars to focus his returning ability to two thrown weapons

Camouflage(Ex): At 9th a Hussars can use any natural terrain with his hide check even if it does not grant concealment.

One with Nature(Ex): At 10th through weeks in the wild, the Hussars has learned to live off the land, eating foods that many find inedible. The Hussars gains immunity to nonmagical diseases and poisons as well as being able to eat dead flesh and other organic materials other races could not digest.

Shadow on the Warpath(Sp): As you stalk your prey, you learn that the fear they have for you spurs you on and the stories you hear on cold nights around their fires only fuels your divine gift. At 11th level, you can become incorporeal once per day. While in this form you appear as a vengeful and terrifying animal/human hybrid that fills your enemy’s with dread. All enemies that see you must make a will save whose DC equals 10 + charisma modifier + your class level. Any opponent that fails this save run screaming in terror. Any opponent that succeeds this save can not be affected by your terror form for 24 hours. At 20th level, any who fail their will save against fear must make a second fortitude save or die. This ability is a fear and death affect.

Commune(Sp): Once a week, at level 18 on, a Hussars can cast commune as a favored soul equal to his level.

Cyclone Surge(Su): At 19th level, the Hussars has finally mastered his ability to launch attacks with more power and strength. He may throw up to his constitution modifier in thrown weapons in a single round using his lowest base attack bonus in a cone that extends to the edge of the weapons range. He may apply power attack on these attacks, and may throw up to three weapons in such a way that they arc through the air and return to the position you stood in when you threw them. This ability takes a full round action that provokes an attack of opportunity.

jindra34
2007-04-30, 04:51 PM
Why is everything blank?

Innis Cabal
2007-04-30, 05:56 PM
actual descriptions for abilities comming shortly

EvilElitest
2007-04-30, 06:05 PM
So are these like the anime martial diciplines or thet magic using ones?
AKA, are do they use special moves like Kenshin or use real "Magic" like flaming sword, like Aragorn in the LOTRs game
from,
EE

Innis Cabal
2007-04-30, 06:09 PM
well im not the only one on this project...There will be six disciplines, go figure, and mine are Soaring Dragon (focus's on jumping and attacking and energy strikes like lightning and fire, but more on jumping around the field then anything else), Daylight Soul (which will be about spiritual power and honor sort of like devoted spirit), and the third is Sapphire Storm (Which will be more about multiple attacks rather then a focused strike and about continous attacks). So it wil be niether and both at the same time....gray area's are fun

Innis Cabal
2007-05-01, 08:06 PM
Daylight Soul: Key skill: Concentration. Focuses on spiritual powers, the light within ones soul, and fair fights. Weapons are longbow, spear, short spear, and javelin.

Soaring Dragon: Key skill: Jump. Focus's on the art of firing while jumping through the air and channeling Ki energy into elemental strikes. Weapons are longbow, short bow, throwing axe, and light hammer.

Sapphire Storm: Key skill: Intimidate. Focus’s less on the precise hits of its fellow disciplines, and more on rapid and continuous fire. Weapons are light and heavy reapeating crossbow, long bow, throwing dagger and shuriken

what does everyone think so far?

Gwyn chan 'r Gwyll
2007-05-01, 08:08 PM
Exactly why is it called Hussars? Aren't Hussars prussian cavalry from late 18th century to early 19th century?

Innis Cabal
2007-05-01, 08:14 PM
they are, just picked a name at random...

Crystall_Myr
2007-05-01, 09:13 PM
And now, you meet the other person working on this. This is the farseeker class from another thread on this forum (made by me), slightly adapted for this variation.

And Innis: I'm thinking we should take the ability to use thrown weapons off of the Arrow mind, and just let them use ranged weapons, to stick with a more Throw/Projectile/Both theme.

[hr]
[hr]

The sublime way doesn't always just apply to melee weapons, there are those choice few that master the art of ranged combat, yet still follow the ways of nine.

Hit Dice: d8
Starting Gold: 4d4x10 (100 gp).
Starting Age: As Fighter.
Class Skills (6 + Int modifier, x4 at first level): Balance, Bluff, Climb, Concentration, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Dungeoneering, Geography, History, Local, Nature), Listen, Martial Lore*, Move Silently, Profession, Ride, Search, Sense Motive, Slieght of Hand, Spot, Survival, Swim, Tumble, and Use Rope.

Farseekers
{table=head]Level|Base Attack Bonus|
Fort Save
|
Ref Save
|
Will Save
|Special|
Known
|
Readied
|
Stances

1st|+1|
+0
|
+2
|
+0
|Hunter's method|
3
|
3
|
1

2nd|+2|
+0
|
+3
|
+0
|Hunter's grace|
4
|
3
|
1

3rd|+3|
+1
|
+3
|
+1
||
5
|
4
|
1

4th|+4|
+1
|
+4
|
+1
|Swiftness +10|
6
|
4
|
2

5th|+5|
+1
|
+4
|
+1
||
6
|
4
|
2

6th|+6/+1|
+2
|
+5
|
+2
|Soaring Shot|
7
|
5
|
2

7th|+7/+2|
+2
|
+5
|
+2
||
8
|
5
|
2

8th|+8/+3|
+2
|
+6
|
+2
|Swiftness +20|
9
|
5
|
2

9th|+9/+4|
+3
|
+6
|
+3
||
9
|
6
|
2

10th|+10/+5|
+3
|
+7
|
+3
|Star Step|
10
|
6
|
3

11th|+11/+6/+1|
+3
|
+7
|
+3
||
11
|
6
|
3

12th|+12/+7/+2|
+4
|
+8
|
+4
|Swiftness +30|
12
|
7
|
3

13th|+13/+8/+3|
+4
|
+8
|
+4
| Endless stream|
12
|
7
|
3

14th|+14/+9/+4|
+4
|
+9
|
+4
||
13
|
7
|
3

15th|+15/+10/+5|
+5
|
+9
|
+5
||
14
|
8
|
3

16th|+16/+11/+6/+1|
+5
|
+10
|
+5
|Swiftness +40|
15
|
8
|
4

17th|+17/+12/+7/+2|
+5
|
+10
|
+5
||
15
|
8
|
4

18th|+18/+13/+8/+3|
+6
|
+11
|
+6
|Never-Ending Shot|
16
|
9
|
4

19th|+19/+14/+9/+4|
+6
|
+11
|
+6
||
17
|
9
|
4

20th|+20/+15/+10/+5|
+6
|
+12
|
+6
|Rain of Death, swiftness +50|
18
|
9
|
4
[/table]

Class Features

Weapons and Armor Proficiency: You are proficient with all ranged weapons, the dagger, the quarterstaff, and light armor. You are not proficient with any type of shield.

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Fleet Foot, Unseen Void, and Daylight Soul.

Once you know a maneuver, you must ready it before you can use it. A maneuver usable by farseekers is considered an extraordinary ability unless otherwise noted in the description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one, unless part of the maneuver is an attack action that would do otherwise.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of Tome of Battle: The Book of Nine Swords, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and every even-numbered farseeker level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

Once per round, if you sucessfully hit with a ranged attack, you regain a single expended maneuver of your choice, so long as that maneuver wasn't expended during the round you made the attack.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to farseekers. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expeded, and you do not have to ready them., All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise staded in the stance desctription.

Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Hunter's Method (Ex): You have learned to fight with a projectile weapon of your choice with incredible skill. At first level, you choose a weapon with a range increment. You gain weapon focus for that weapon as a bonus feat, as well as the martial or exotic proficeancy feat for it, if required.

Hunter's Grace (Ex): At 2nd level, so long as you are not wearing medium or heavy armor, and not carrying a medium or heavy load, you gain a +1 dodge bonus to your armor class. This bonus increases by an additional +1 at 6th level, and every four levels afterward.

Swiftness (Ex): At 4th level, so long as you are not wearing medium or heavy armor, and not carrying a medium or heavy load, your base speed (for all forms of movement) is increased by 10. This boost increases by an additional 10 at 8th level, and every four levels after that.

Soaring Shot (Ex): At 6th level, you gain a -1 penalty for each full range increment you fire your shot by, rather then -2.

Star Step (Ex): At 10th level, you may spend a swift action to move up to your base land speed. This does not allow you to do anything else that normally requires a move action.

Endless Stream (Su) At 13th level, you gain the ability to summon amunition or cause your favored weapon to split into copies of itself in mid-air. As a free action, if your favored weapon uses a type of amunition, you are treated as having an infinite supply of it without having to carry any.
If your favored weapon is a thrown weapon, as a full attack action, you may thow the weapon and cause copies to split off from it in mid-air. For each attack past the first one that you can make per round, a single copy is created. Resolve all the attacks seperately.
In addition, if your favored weapon is a thrown weapon, it returns to your grasp at the end of each of your turns.
Anything created by this ability vanishes at the end of your turn, and ammunition made by this ability is nonmagical, though thrown weapon copies may not be.

Never-Ending Shot At 18th level, you do not suffer any penalties for shooting past a full range increment. This does not increase the maximum range of your weapon, and only allows you to shoot at your maximum range with no penalty.

Rain of Death (Ex): At 20th level, you learn to bring death upon the heads of your enemies. Once per day, as a swift action, you may use any maneuvers with an initiation time of a standard action as a substitute for an attack instead (such as trip, disarm, or grapple). This effect lasts one round.

[hr]
[hr]

In addition, here are the other three disciplines.

Fleet Foot: Key Skill: Balance. Focuses on quick movement, and the ability to keep youself at a distance and fight at the same time. Weapons are the longbow, sling, bolas, and shortspear.

Unseen Void: Key Skill: Hide. Focuses on being one with nothing, and striking from the shadows of emptyness. Weapons are the throwing dagger, hand crossbow, light crossbow, and shurikan.

Graceful Cyclone: Key Skill: Tumble. Focuses on using thrown weapons and "boomeraging" them, as well as ki-based wind abilities. Weapons are the bolas, chackram, boomerang, and throwing dagger.


Also, I will be changing the stats for shurikan, and making stats for chackrams in a while.

Innis Cabal
2007-05-01, 09:24 PM
was wondering when you would show up, what do you think about the other class's?

Crystall_Myr
2007-05-01, 09:58 PM
Critism
You forgot to add which disciplines each ones have (Arrow: Fleet, Soaring, Sapphire. Hussar: Fleet, Graceful, Soaring), and you should change the name of Become the Void, as Arrow Minds don't get the Unseen Void dicipline.

Hussars, for favored enemies, gain an additional +2 for any favored enemy they have every time they gain a new one, as per rangers.

Discipline focus is gained 5 times by swordsages (1st, 4th, 8th, 12th, 16th). Should this be the same for arrow minds?

I don't quite get what you mean by "Throwing weapons in a cone"

Praise
Very spiffy, I like the flavor behind them.

I really like Shadow of the Warpath, it's an interesting idea (though you might want to mention that it causes the specific Paniked state).

200 ft. darkvision? Daaaang.

I like the idea of a hunter class that uses the same system as a divine warrior class, it adds a whole new twist on things.

Innis Cabal
2007-05-01, 10:10 PM
now see if more people did that this forum could bang some good stuff out. Now to answer your a couple things.

I forgot what we talked about for the disciplines, and i regularly delete my messages since i get alot of them, care to remind me. I will fix the favored enemy. To the discpline focus, i didnt want them to be a carbon copy of the Swordsage so i cut back the foucs since there are not 9 disciples, only six. The cone means they throw a certian number of weapons in a cone, turning a simple thrown weapon into a massive storm of blades and steel

Crystall_Myr
2007-05-01, 11:02 PM
That's kinda... freaky. :smalleek: That is definately a supernatural ability, trust me.

It's alright that you delete the messages, but I actually told you in the above post which class gets which discipline, with abbreviations.

Arrow Mind gets Fleet Foot, Soaring Dragon, and Sapphire Storm.

Hussars get Fleet Foot, Graceful Cyclone, and Soaring Dragon.

Farseekers get Fleet Foot, Unseen Void, and Daylight Soul.

EDIT: Oh, and I am sending you a PM, to inform you that my game is about to be posted, and you should claim your slot before the games starts, as your options will be more limited as more slots are filled. I'll explain what I mean in the PM.

Innis Cabal
2007-05-02, 02:42 PM
alright, noted and fixed. Ill start work on the maneuvers sometime this weekend, probably friday

Crystall_Myr
2007-05-05, 04:00 PM
Back from the dead, and for various reasons, I think that Graceful Cyclone should be available to farseekers as well, as it fits their theme of, well, grace really well.

1st Level


Fleet Foot
Escape: Strike—Make a ranged attack, then move up to twice your base land speed.
Quick Movement: Stance—You gain a +5 ft. bonus to speed.
Skirmisher: Strike—So long as you moved up to 10 ft. before firing, you make an attack that deals 1d6 extra damage, and gain a +1 bonus to AC.

Unseen Void
Draining Blow: Strike—Attack causes drain of max HP instead of damage, but only deals half as much as normal.
Empty Arrow: Strike—Make ranged attack without weapon, deal 2d6 damage, opponent flat-footed.
Merge with the Void: Stance—Foes have 10% chance to miss with attacks.
Strike from Nonexsistance: Stance—Penalty for sniping is reduced to -10.

Graceful Cyclone
Returning Weapon: Stance—Your thrown weapons gain the returning property.
Graceful Form: Stance—Gain 1/2 of your charisma bonus as a dodge bonus to AC.
Twirling Weapon: Strike—Thrown weapon's range increment doubles.
Boomeranging Strike: Strike—Attack two opponents with thrown weapon before it returns to your grasp.