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    Bugbear in the Playground
     
    dspeyer's Avatar

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    Mar 2008

    Default Refactoring ToB archery

    This is an outgrowth of the Age of Warriors thread.

    A while back, I_got_this_name and Fax Celestis posted the True Arrow and Falling Star disciplines. Both extend the Tome of Battle to cover archery. They don't have noticeably different themes, and would look silly side by side in a compilation.

    To avoid this, I jumbled the schools together and sorted them back out by theme. When I was done, I had three schools and some holes. I patched up the holes and present them to you here. I hope the original authors don't mind.

    Falcon's Eye
    Everyone has a weak spot. The key is to find it and put something pointy there, preferably from a safe distance.
    Key Skill: Search
    Weapons: Bows, Crossbows, Rays
    Classes: Swordsage, Warblade, Spirit Archer, Thousand-Arrow Archer, Pragmatist
    Spoiler
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    level 1
    Hawk's Eyes Stance - increase range, accuracy, and damage.
    Hobbling Shot Strike - Slow an enemy's movement
    Marksman's Shot Strike - Reduce range penalties and inflict bonus damage
    Stance of Accuracy Stance - Recieve bonus to ranged damage for repeated attacks

    level 2
    Disarming Shot Strike - Disarm at a distance
    Blindside Boost - cause opponent to become flat-footed

    level 3
    Skirmisher's Stance Stance - Gain +1 to hit, +1d6 damage when moving
    Unerring Shot Strike - Ranged attack ignores cover, concealment, weather
    Sure Shot Strike - one arrow gains +20 to hit and deals extra damage
    Take Aim Strike - resolve one arrow as touch attack

    level 4
    Silver Sparrow Shot Strike - Make a Search check to inflict double damage
    Assasin's Preperation Other - Spend 18 seconds lining up a shot for a bonus to attack and damage.
    Sniper's Stance - Suffer only a -5 penalty to hide checks after shooting.

    level 5
    Blindstrike Strike - blind opponent with successful attack
    Horizon Seeker Strike - Attack ignores range and deals +4d6 damage
    Mithral-eyed Accuracy Boost - Attacks ignore concealment and magical barriers

    level 6
    Starlight Hail Boost - Make ranged attacks as touch attacks, critically hit more
    Sublime Marksmanship Stance - Ignore all concealment and less than total cover

    level 7
    Eagle's Eye Boost - Aim at a target with a Search check to make attacks as touch attacks, do 2d6+IL bonus damage
    Perfect Sniper Strike - Search check to ignore range penalties and magical barriers, inflict +15d6 to flat-footed enemy

    level 8
    Diamond-edged Cascade Boost - Arrows fire through targets, inflict 2d6+IL bonus damage
    Golden Sparrow Shot Strike - Search check to inflict quadruple damage
    Supreme Focus Stance - Initiate an extra boost per round

    level 9
    Doom Arrow Strike - Search check to inflict 100 extra damage

    Details:
    Spoiler
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    Assasin's Preperation
    Falcon's Eye (Other)
    Level: 4
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 3 full-round actions
    Range: 60 ft
    Target: One creature

    You spend 18 seconds carefully studying a target, searching for the most vulnerable point. At the end of this time, make a search check. Add the result of this check to your next ranged attack roll against the target, and twice the result to the damage roll for that attack.

    Blindside
    Falcon's Eye (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One creature
    Duration: Instantaneous

    As part of this maneuver, you make a single attack against one opponent. If you strike that opponent, they become flat-footed until their next turn.

    Blindstrike
    Falcon's Eye (Strike) [None]
    Level: 5
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    As part of this maneuver, you make a singe ranged attack against one opponent. If you strike that opponent, they take an additional 5d6 points of damage and must make a Fortitude save (DC = 5 + Search ranks + Wisdom modifier) or be rendered permanently blind.


    Diamond-edged Cascade
    Falcon's Eye (Boost)
    Level: 8
    Prerequisite: Three Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    A bodyguard leaps in front of your target to shield him from the arrows you have loosed on him, and takes the hits, but he takes them in vain: they pierce through his body and continue on past him into his charge.

    During the duration of this boost, all ranged attacks you make inflict 2d6 bonus damage, plus one point of additional bonus damage per initiator level. Additionally, whenever one hits a creature, it continues onward to hit the next creature in the same line, using the same attack roll as the original target, but inflicting damage according to a new roll (including all bonuses). Each previous target grants a stacking +4 cover bonus to AC to the creature being hit. Objects stop these projectiles.

    Disarming Shot
    Falcon's Eye (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Ranged Attack
    Target: One Creature

    You send an arrow into an enemy's weapon, knocking it clear from his hand

    When you initiate this maneuver, make a ranged touch attack roll with your weapon against the target. If this hits, use the same result in a disarm attempt; ranged weapons are always considered one-handed, even if used with two hands.

    Doom Arrow
    Falcon's Eye (Strike)
    Level: 9
    Prerequisite: Four Falcon's Eye maneuvers
    Initiation Action: 1 full-round action
    Range: 1 range increment
    Target: 1 creature

    You let your entire will flow into a single shot; focus your entire existence into a single arrow. Nothing exists in the universe except you, your arrow, and your target, and time itself waits for you to aim.

    Make a search check against your target's armor class, then make a single ranged attack. If the search check succeeds and the ranged attack hits, it inflicts an extra 100 points of damage. If the check failed, your attack is at a -2 penalty.

    Eagle's Eye
    Falcon's Eye (Boost)
    Level: 7
    Prerequisite: Three Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Ranged attack
    Target: One creature
    Duration: End of turn

    With a glance, you discern several telling weaknesses in your enemy's defenses

    When you initiate this boost, make a Search check with a DC equal to the armor class of the creature targeted by it. On a success, all attacks you make against it are made as touch attacks and deal 2d6 bonus damage, plus an amount of additional bonus damage equal to your initiator level.

    Golden Sparrow Shot
    Falcon's Eye (Strike)
    Level: 8
    Prerequisite: Three Falcon's Eye maneuvers
    Initiation Action: 1 standard action
    Range: Ranged attack
    Target: One creature

    Drawing on amazing reserves of focus and training, you sight a perfect shot in mere seconds, letting fly a perfect, fatal arrow.

    As part of this maneuver, make a Search check with a DC equal to the target's AC. If you succeed, make an attack roll; if it hits, you deal quadruple normal ranged damage. If the attack is a critical hit, stack the multipliers as normal. You cannot take the shot on a failed search check.

    Hawk's Eyes
    Falcon's Eye (Stance)
    Level: 1
    Prerequisite: None
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You gain superior range and accuracy for as long as you remain in this stance. The amount of increase is determined by your ranks in Search.

    {table=head]Search Ranks | Effect
    4-8 | +1 to ranged attack rolls; maximum range x1.5
    9-13 | +2 to ranged attack rolls; maximum range x2
    14-18 | +3 to ranged attack rolls; +1d4 to ranged damage; maximum range x2.5
    19+ | +5 to ranged attack rolls; +2d4 to ranged damage; maximum range x3[/table]


    Hobbling Shot
    Falcon's Eye (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Ranged Attack
    Target: One Creature

    You unleash a carefully-aimed shot into your target's legs, slowing him.

    When you initate this strike, make a ranged attack. If it hits, your target must make a Fortitude save (DC 11+your Dexterity modifier) or have his land speed halved until he recieves healing exceeding the damage caused by the shot from one source, or a Heal skill check (DC 15) as a full-round action. He may attempt this skill check on himself.

    Horizon Seeker
    Falcon's Eye (Strike)
    Level: 5
    Prerequisite: Two Falcon's Eye maneuvers
    Initiation Action: 1 full-round action
    Range: Ranged attack
    Target: One creature

    Closing one eye, you focus on your target, sighting down an arrow. You raise your bow, letting your instincts guide it to exactly the right height, and let your arrow fly.

    As part of this maneuver, make a single ranged attack. Range penalties do not affect this attack roll. If you hit, you deal 4d6 bonus damage.

    Marksman's Shot
    Falcon's Eye (Strike)
    Level: 1
    Initiation Action: 1 Full-round Action
    Range: Ranged Attack
    Target: One Creature

    You sight down your arrow at a target, letting the rest of the world fall away. The next few seconds seem an eternity, but you loose only when you know you have the perfect shot.

    When you initiate this maneuver, make a single ranged attack. This attack is made with all range penalties reduced by 2, and inflicts an additional 1d6 damage, should it hit.

    Mithral-Eyed Accuracy
    Falcon's Eye (Boost)
    Level: 5
    Prerequisite: Two Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your eyes gleam, then narrowly focus on your target and ignore anything that stands in your way.

    A Falcon's Eye adept is unimpeded by magical defenses against his arrows, nor by concealment. As long as you target the right square, all ranged attacks you make in a round where you initiate this boost are not subject to concealment or magical protections that provide a miss chance or prevent them from hitting entirely, such as Wind Wall.


    Perfect Sniper
    True Arrow (Strike)
    Level: 7
    Prerequisite: Three True Arrow maneuvers
    Initiation Action: 1 full-round action
    Range: Ranged attack
    Target: One creature

    You sight on a target that looks to be barely an inch high, focusing your view into seeing that target's weakpoints, then carefully adjust for every concern, from the mundane range and wind to the more unpredictable magical defenses before letting fly.

    As part of this maneuver, make a Spot check against a DC equal to your opponent's armor class. Unlike with other Spot checks in this discipline, a range penalty applies: -2 per range increment. If you succeed, you may make a single ranged attack against the same target, also as part of this maneuver; ignore all magical barriers and the range penalty to hit. If this attack hits, and the target is flat-footed, it inflicts 15d6 bonus damage.


    Silver Sparrow Shot
    Falcon's Eye (Strike)
    Level: 4
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 standard action
    Range: Ranged Attack
    Target: One Creature

    You close one eye and sight carefully at your target, instantly noting the weakest point in your foe's armor, adjusting for the wind, timing for your target's dodging.

    The Silver Sparrow Shot is a common Falcon's Eye technique, favored for the speed with which it can be brought to bear compared to other, less advanced techniques. As part of this maneuver, make a Spot check with a DC equal to your target's AC. You then make a single ranged attack, also as part of the maneuver; if you failed the Spot check, this is at a -2 penalty, but, if you succeeded and your attack hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.

    k hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.


    Skirmisher's Stance
    Falcon's Eye (Stance)
    Level: 3
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You aim your shots carefully, loosing your arrows from positions to do the most damage

    As long as you have moved at least 10 feet before making an attack, you inflict 1d6 extra damage and gain +1 to hit. This is precision-based damage, so it does not apply against targets further than 30 feet from you, or that are immune to critical hits.


    Sniper's Stance
    Falcon's Eye (Stance)
    Level: 4
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You suffer only a -5 penalty to hide checks after shooting (normally this is -20).

    Stance of Accuracy
    Falcon's Eye (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You adopt a focused stance, allowing you to concentrate on a single target

    While in this stance, you gain a +1 bonus to ranged damage against a target for each attack you have made against it previously. This bonus resets to zero if you go a round without attacking that target, leave this stance, or move more than five feet in a single round, or if the target gains total concealment or cover. This bonus does not apply or accumulate against targets with concealment, although you retain it.

    Starlight Hail
    Falcon's Eye (Boost)
    Level: 6
    Prerequisite: Two Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    The arrows from your bow need merely touch an enemy to kill, such is your accuracy and skill at placing them through weakpoints.

    During a round in which you initiate this boost, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.


    Sublime Marksmanship
    Falcon's Eye (Stance)
    Level: 6
    Prerequisite: Two Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The outside world fades from your view, as do all barriers between you and your target. Your instincts lead you into perfect shots with every loosed projectile.

    While in this stance, you ignore all concealment and all cover less than total when making ranged attacks. You must still target the correct square.

    Supreme Focus
    Falcon's Eye (Stance)
    Level: 8
    Prerequisite: Three Falcon's Eye maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stane

    You achieve a state of near-oneness with your bow, letting you pour your focus into it in ways impossible before.

    While in this stance, you may initiate one Falcon's Eye boost per round without using a swift action.


    Sure Shot
    Falcon's Eye (Strike)
    Level: 3
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One creature
    Duration: Instantaneous

    With a moment of focus, you pinpoint with deadly accuracy the best location to hit your opponent. As part of this maneuver, you make a single ranged attack. This attack is made at your highest attack bonus, and you receive a +20 to hit with this attack. If this attack hits, you deal an additional 4d6 points of damage.

    Take Aim
    Falcon's Eye (Strike)
    Level: 3
    Prerequisite: One Falcon's Eye maneuver
    Initiation Action: 1 full-round action
    Range: Weapon range
    Target: One creature
    Duration: Instantaneous

    With a moment of focus, you find a chink in your opponent's armor that is large enough for you to get a series of arrows through. As part of this maneuver, you make a full-attack with a ranged weapon. These attacks are resolved as touch attacks and deal an additional 2d6 points of damage per arrow.

    Unerring Shot
    Falcon's Eye (Strike)
    Level: 3
    Initiation Action: One Standard Action
    Range: Ranged Attack
    Target: One Creature

    You fire one arrow in a perfect shot at your target

    When you initiate this maneuver, make a ranged attack. This attack ignores less-than total cover, concealment (you must still target the correct square), inclement weather (such as wind or rain), and even magical effects similar to those (such as a Gust of Wind or Wind Wall). If it hits, it inflicts an extra 2d6 damage.




    Iron Rain
    You say "surrounded and outnumbered". I say "target-rich environment".
    Key Skill: Spot
    Weapons: Bows, Throwing Knives, Javelins
    Classes: Crusader, Swordsage, Warblade, Eaglewing Striker, Spirit Archer, Thousand-Arrow Archer, Pragmatist
    Spoiler
    Show

    level 1
    Archer's Evasion Boost - Avoid attacks of opportunity for movement
    Soft Targetting Stance - Negate DR by Spot

    level 2
    Multiple Shot Boost - gain extra attack at BAB; take -2 penalty to BAB
    Opportunist's Shot Counter - Take a ranged attack of opportunity
    Dummy Shot Counter - make feint against opponent to gain temporary AC

    level 3
    Flanking Shot strike - Cause target to be flanked
    Ride the Storm Stance - Avoid most negative effects of wind
    Caltrop Arrows Counter - Impede an enemy's advance by putting arrowheads in front of his feat

    level 4
    Trick Shot Counter - make immediate disarm attempt against attacker
    Alarming Alacrity Boost - Make an additional attack

    level 5
    Strafe Stance - gain the ability to deal more damage when you move
    Quicker than the Eye Strike - Attack ignores enemy's dexterity
    Defense of the Iron Rain Stance - Provoke no attacks of opportunity for ranged attacks

    level 6
    Hit the crowd Strike - target a block of creatures as if they were one

    level 7
    Hail of Arrows Strike - make full attack; gain three extra attacks

    level 8
    Storm of Arrows Strike - shoot a number of arrows equal to your dexterity modifier at your full attack bonus

    level 9
    Cyclone of Arrows Strike - shoot every enemy within one range increment


    Details:
    Spoiler
    Show


    Alarming Alacrity
    Iron Rain (Boost)
    Level: 4
    Prerequisite: One Iron Rain maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    In a quick, practiced motion, you loose arrows with a speed far beyond a conventional archer.

    In a round in which you initiate this boost, you may make an additional attack as part of a full attack.

    Archer's Evasion
    Iron Rain (Boost)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    You time your movements and nimbly dodge out of harm's way.

    You may only initiate this boost when threatened in melee by an enemy. Once you initiate it, you are not subject to attacks of opportunity caused by movement for the remainder of your turn. You may initiate this boost in the middle of a move.


    Caltrop Arrows
    Iron Rain (Counter)
    Level: 3
    Prerequisite: One Iron Rain maneuver
    Initiation Action: 1 immediate action
    Range: See below
    Target: One Creature

    As an enemy advances on you, you throw a handful of arrowheads at his feet.

    You may initiate this maneuver whenever an enemy approaches you and gets closer than twice your natural reach (10' for a medium or small character). You may drop caltrops in the area that the enemy approaches through as an immediate action. These caltrops attack at your attack bonus, and do an amount of damage equal to your initiator level; they become normal caltrops, however, after this one attack. If you do not have caltrops, you may use five arrows or bolts to the same effect.


    Cyclone of Arrows
    Iron Rain (Strike)
    Level: 9
    Prerequisite: Four Iron Rain maneuvers
    Initiation Action: 1 full action
    Range: 1 Range increment
    Target: Many opponents

    You fire an arrow at every opponent within 1 range increment. All attacks are at your full bonus. Swarms are instantly destroyed, even if they are normally immune to weapon damage.

    Defense of the Swift Arrow
    Iron Rain (Stance)
    Level: 5
    Prerequisite: Two Iron Rain maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Dodging your enemies attacks, you aim with a bow that exists only in your mind. You feel an arrow fit to the string of your real bow, and bring it to bear in a pause as your assailant recovers, matching the imagined one perfectly for a single shot, too fast to interrupt.

    While in this stance, you are not subject to attacks of opportunity provoked for making a ranged attack while threatened.


    Dummy Shot
    Iron Rain (Counter)
    Level: 2
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: Attacking creature
    Duration: Instantaneous

    As an immediate action, you may feint against a creature attacking you. Roll your Bluff against his opposed Sense Motive. For each two points you beat his check by, you gain a +1 dodge bonus to your armor class against that attack.


    Flanking Shot
    Iron Rain (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One opponent
    Duration: Instantaneous

    Make a single normal ranged attack. If the attack hits, the target counts as flanked for the next round as if you were standing in the square next to him which is closest to yourself.

    Hail of Arrows
    Iron Rain (Strike)
    Level: 7
    Prerequisite: Three Iron Rain maneuvers
    Initiation Action: 1 full-round action
    Range: Weapon range
    Target: One or more opponents
    Duration: Instantaneous

    You make a ranged full-attack as part of this maneuver. After your attack, you also make an additional three attacks: the first at your highest attack bonus, the second a five lower than the first, and the third at ten lower than the first. All attacks you make during this round, including the extra attacks granted by this maneuver, are made with a -2 penalty.


    Hit the Crowd
    Iron Rain (Strike)
    Level: 6
    Prerequisite: Two Iron Rain maneuvers
    Initiation Action: See text
    Range: Weapon range
    Target: a contiguous block of opponents
    Duration: Instantaneous

    Make a standard or full attack against a contiguous block of adjacent targets. Targets within 5 feet of eachother are considered adjacent. Gain +5 to the attack roll for each target in the group, but roll randomly to determine which target each arrow attacks

    Multiple Shot
    Iron Rain (Strike)
    Level: 2
    Initiation Action: 1 full-round action
    Range: Personal
    Target: You
    Duration: Instantaneous

    When you use this strike, you focus with supernatural ability and fire off an extra shot during this round. As part of this maneuver, you take a full attack action and make your normal ranged attacks. However, you also make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty.


    Opportunist's Shot
    Iron Rain (Counter)
    Level: 2
    Initiation Action: 1 immediate action
    Range: 30 feet
    Target: One creature

    You see a single momentary opening, and use it to loose an arrow.

    When a creature within 30' provokes an attack of opportunity and you are armed with a ranged weapon, you may initiate this counter. Make a ranged attack against that target; this functions exactly like a normal attack of opportunity except that it is an immediate action. You suffer attacks of opportunity as normal for using a ranged weapon; any hit negates this maneuver. You cannot use this maneuver and make a melee attack of opportunity for the same opportunity.

    Quicker than the Eye
    Iron Rain (Strike)
    Level: 5
    Prerequisite: Two Iron Rain maneuvers
    Initiation Action: 1 standard action
    Range: 1 range increment
    Target: One creature

    You aim and loose an arrow quickly, timing your shot for when the enemy is turned, to hit before your enemy can react.

    As part of this maneuver, make a single ranged attack. Your enemy's dexterity, dodge, and shield bonuses do not apply to this attack.


    Ride the Storm
    Iron Rain (Stance)
    Level: 3
    Prerequisite: One Iron Rain maneuver

    You feel the movements of air and automatically adjust your shots accordingly. You are not effected by wind except as follows. Shooting into the wind decreases your range increment by 5 ft per 10 mph. Shooting with the wind increases your range by the same amount. Shooting through a wind wall counts as travelling 50 ft of distance.

    Soft Targetting
    Iron Rain (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You are constantly aware of everyone's weak points, and naturally target them. Ignore one point of damage reduction for every 4 ranks you have in Spot.

    Strafe
    Iron Rain (Stance)
    Level: 5
    Prerequisite: Two Iron Rain maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, your land speed and ranged damage increase according to your ranks in Spot.

    {table=head] Spot Ranks | Effect
    12-14 | Land speed +10'; Skirmish (+1d6/+1 AC)
    15-17 | Land speed +15'; Skirmish (+2d6/+1 AC)
    18-20 | Land speed +20'; Skirmish (+2d6/+2 AC)
    21+ | Land speed +30'; Skirmish (+3d6/+2 AC)[/table]


    Storm of Arrows
    Iron Rain (Strike)
    Level: 8
    Prerequisite: Four Iron Rain maneuvers
    Initiation Action: 1 standard action
    Range: weapon range
    Target: One or more creatures

    Shoot a number of arrows equal to your dexterity modifier. Every shot is made at your full attack bonus.


    Trick Shot
    Iron Rain (Counter)
    Level: 4
    Prerequisite: One Iron Rain maneuver
    Initiation Action: 1 immediate action
    Range: Weapon range
    Target: Attacking creature
    Duration: Instantaneous

    You may activate this maneuver immediately before being attacked. You make an immediate disarm attempt against your attacker that does not provoke attacks of opportunity. You do not provoke an reciprocal disarm if your attempt fails. If your attempt succeeds, your opponent may choose to continue their attack unarmed.[/QUOTE]



    Phoenix Feather
    There is a beuaty in an arrows flight. Embrace it with your heart, and pour your spirit into everything you do with one.
    Key Skill: Spot
    Weapons: Bows, Slings
    Classes: Swordsage, Eaglewing Striker, Spirit Archer, Thousand-Arrow Archer, Artmage
    All Phoenix Feather maneuvers are supernatural.
    Spoiler
    Show

    level 1
    Flaming Arrow Boost - arrows light on fire.
    Phantom Arrow Strike - arrows can strike ghosts and other incorporeal creatures.
    Lightning Bolt Boost - arrows spark with electricity.
    Soul Archery Stance - all attacks are magic and aligned

    level 2
    Thunder Bolt Boost - arrows do sonic damage
    Phasing Arrow Strike - one shot is touch attack and ignores dr

    level 3
    Ignited Shot Strike - Set fire to an enemy
    Reciprocating Shot Counter - deal damage to opponent equal to damage received
    Phantom Hail Stance - do not need bow or arrows; all arrow gain ghost touch property

    level 4
    Farsighted Focus - See from a different perspective
    Line of the Impaled Strike - Attack several enemies in a line
    Exploding Arrow Strike - one arrow gains flaming burst and keen properties and deals extra damage
    Pilot Arrow Strike - one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
    Lightning Fury Boost - move suddenly and gain electricity damage

    level 5
    Vengence Stance - all arrows fired gain the bane property
    Bursting Shot Strike - arrow becomes area effect
    Veiled Arrows Boost - arrows turn invisible

    level 6
    Elemental Arrow Strike - one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and deals extra damage
    Endless Lightning Stance - all arrows gain shocking burst and keen properties
    Earth-rending Shot Strike - Attack all enemies in line, do +6d6 damage

    level 7
    Mindcrush Strike - render opponent blind, deaf, silenced, and shaken
    Terror Arrow Strike - Stun an enemy with a shot

    level 8
    Skyfire Strike - attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
    Hidden Archery Stance - see from a different angle and shoot around corners but leave your body vulnerable

    level 9
    Obliterate Strike - deal extra damage; add bane and slaying properties to one arrow

    Details:
    Spoiler
    Show


    Bursting Shot
    Phoenix Feather (Strike)
    Level: 5
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: weapon range
    Area: 20 foot radius sphere

    When your arrow reaches a chosen point in its arc, it explodes into a multitude of shards. Roll a single attack and resolve it against every target within 20 feet of the point you specify. Deal damage normally to any hit. This counts as an area-effect attack for use against swarms. You cannot deal precision damage or critical hits with this attack.

    Earth-Rending Shot
    Phoenix Feather (Strike)
    Level: 6
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: 1 range increment
    Area: 5' wide line out to maximum range

    You loose a single shot, tumbling through the air in a deadly dance.

    As part of this maneuver, make a ranged attack against every enemy in the area of effect. You need only expend one piece of ammunition to initiate this maneuver. Each creature that is hit by this attack takes 6d6 damage, in addition to your normal damage.


    Elemental Arrow
    Phoenix Feather (Boost) [Fire, Cold, Electricity]
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 full-attack action
    Range: Weapon range
    Target: One or more opponents
    Duration: Instantaneous

    As part of this maneuver, you make a full-attack. Each arrow you fire this turn deals an additional 1d6 fire damage, 1d6 cold damage, and 1d6 electrical damage. In addition, all arrows you fire this round gain the flaming burst, freezing burst and shocking burs properties, and double their threat range as if by the Improved Critical feat.


    Endless Lightning
    Phoenix Feather (Stance) [Electricity]
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, all your arrows gain the shocking burst property. In addition, each of your arrows deals an additional 2d6 points of electrical damage.


    Exploding Arrows
    Phoenix Feather (Boost) [Fire]
    Level: Crusader 4, Swordsage 4
    Prerequisite: One Phoenix Feather Maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your arrows become wreathed in flame and explode on contact. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage per initiator level and gain the flaming burst and keen properties.



    Farsighted Focus
    Phoenix Feather [Scrying]
    Level: 4
    Initiation Action: 1 full-round action
    Range: 50' per initiator level
    Effect: Magical sensor
    Duration: 1 round (see below).

    You sight on a point in the distance, then leave your body behind to watch that point, improving your focus

    When you initiate this maneuver, you create a magical sensor at any point that you can see and have line of effect to within range. You may see as if you were at the sensor, but your other senses (such as hearing) continue to originate from your body. You may only see things that you wouldn't normally be able to see (from where you initiate the maneuver) within a 30' radius of the sensor, although you are aware of anything that you can see from both sides (you would not be able to read writing on the back of castle battlements more than 30' from the sensor if you can only see the front, but you can see the battlements). Your memories of this vision are sharp enough to allow you to make ranged attacks on your next turn against creatures that have concealment (even total concealment) from your position but were revealed from the sensor ignoring their concealment.

    While you project this sensor, you are unable to properly tend to your own body, and, as such, all attackers are effectively invisible when attacking you, unless using ranged attacks from within 30' of your sensor. You are, however, still as aware of these attacks (being able to see them from a distance, hear them, and so on). You also may not take attacks of opportunity, or do other actions that require a similar level of presence of mind. As an immediate action, you may dismiss this maneuver; however, you lose the benefit of being able to bypass concealment.

    Initiating this maneuver provokes an attack of opportunity.




    Flaming Arrow
    Phoenix Feather (Boost) [Fire]
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    A moment of focus is all it takes to cause your arrows to burst into flame. When you initiate this maneuver, fire trickles down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.


    Hidden Archery Technique
    Phoenix Feather (Stance) [Scrying]
    Level: 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You place the better part of your spirit outside your body, leaving just enough within to operate your weapon. This gives you unprecedented observation and control.

    This stance gains you two benefits, but has some drawbacks

    First, when you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes. You see equally well out of the sensor and your own eyes.

    Also, whenever you attack with a bow or sling, your ammunition follows whatever path you desire (instead of going straight or arcing by gravity). It cannot pass through solid objects, but can pass through holes barely large enough to fit it. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.

    The partial disconnect between your spirit and body limits your immediate perception and movement. You are flatfooted (no dex to ac, no attacks of opportunity). You suffer a -5 penalty on all dex-based skill checks, ability checks and saves. You cannot walk, swim, burrow, climb or fly with wings. You can still crawl. If you have spiderclimb or equivalent, you can crawl along walls and ceilings. If you can fly without wings, you can still do that, but your speed is cut in half and your maneuverability falls to poor. Most importantly, you cannot use boosts, strikes, or spells with somatic components of the 5 highest levels you normally could (for example, if you are a 15th level swordsage, you could nor use boosts or stikes from levels 4-8).

    Ignited Shot
    Phoenix Feather (Strike) [Fire]
    Level: 3
    Prerequisite: One Phoenix Feather maneuver
    Initiation Action: 1 full-round action
    Range: Ranged attack
    Target: One creature
    Duration: See below

    You fire and loose an arrow, sending it to burn through your enemy

    Make a ranged attack as part of this maneuver. If it hits, your burning arrow sets its target ablaze, inflicting 1d6 points of fire damage immediately and 1d6 additional fire damage per round on your turn (starting next turn). This lasts until your target either immerses himself in water or succeeds on a Reflex save (DC 13 + your Dexterity modifier); attempting such a save is a standard action.

    You must have a way of lighting a fire (flint and steel, a Tindertwig, or a smaller fire, for example) to use this maneuver. If the fire is lit with flint and steel or a tindertwig, igniting it is part of this maneuver (and it a small blaze may be left on the ground for future lightings). If you do not have any of those, you may also ignite the arrow if you know any supernatural maneuver (except this one), spell, psionic power, or similar effect with the [Fire] descriptor; you need only know it, not have it readied or prepared. In that case, this maneuver is a supernatual ability.


    Lightning Arrow
    Phoenix Feather (Boost) [Electricity]
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    A moment of focus is all it takes to cause your arrows to spark with electricity. When you initiate this maneuver, electricity cascades down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of electrical damage, +1 point per initiator level.


    Lightning Fury
    Phoenix Feather (Boost) [Electricity]
    Level: Crusader 4, Swordsage 4
    Prerequisite: One Phoenix Feather Maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of round

    When you initiate this maneuver, you may immediately move up to your speed. This does not count as your normal movement for the round, so you can immediately move again or perform a full-attack. If you do attack this round, all your attacks deal an additional 2d6 points of electrical damage.



    Line of the Impaled
    Phoenix Feather (Strike)
    Level: 4
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: Ranged attack
    Target: One or more creatures

    You loose a shot through one creature and let it continue through to the next.

    As part of this maneuver, make a ranged attack. If it hits, it inflicts an extra 3d6 points of damage, and the projectile continues in a line past the original target; you must make attacks against every target in that path, in order, until you miss; your attack bonus decreases by two for each target hit before. Every target hit takes normal weapon damage, plus the 3d6 from this maneuver.


    Mindcrush
    Phoenix Feather (Strike)
    Level: Crusader 7, Swordsage 7
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One opponent
    Duration: Instantaneous
    Saving Throw: Fort and Will partial

    As part of this maneuver, make a ranged attack against one opponent. This attack deals an additional 8d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = 5 + Spot ranks + Wis modifier) or be rendered permanently blind and deaf. He must also make a Will save (DC = 5 + Spot ranks + Wis modifier) or be rendered silenced and shaken for 1d4+4 rounds.




    Obliterate
    Phoenix Feather (Strike)
    Level: Crusader 9, Swordsage 9
    Prerequisite: Four Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One opponent
    Duration: Instantaneous

    When you initiate this maneuver, you immediately make an attack against one opponent. This attack deals an additional 10d6 points of damage. In addition, this arrow is considered to have the bane and slaying properties for a type of your choice.

    Phantom Arrow
    Phoenix Feather (Boost) [Force]
    Level: Crusader 1, Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    A moment of focus wreathes your arrows in cascading force energy. When you initiate this maneuver, your bow and arrows become surrounded with force energy. For the rest of your turn, your ranged attacks deal an extra 1d6 points of force damage and can strike incorporeal creatures.


    Phantom Hail
    Phoenix Feather (Stance) [Force]
    Level: Crusader 3, Swordsage 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, you manifest a bow and arrows of force. This bow is a longbow, and the arrows deal damage as normal. In addition, all your attacks while in this stance gain the ghost touch ability.

    Finally, all your arrows ignore wind of all sorts, including magical effects such as [/i]Wind Wall[/i].


    Pilot Arrow
    Phoenix Feather (Strike) [Force]
    Level: Crusader 4, Swordsage 4
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 full-round action
    Range: Weapon range
    Target: One opponent
    Duration: 3 rounds

    Your first arrow becomes charged with energy, drawing the rest of your arrows towards it. When you initiate this maneuver, you make a ranged full-attack on one enemy. Your first arrow receives a +10 to hit and deals an extra 4d6 points of damage. If the first arrow hits, the rest of your attacks this round and any attacks you make against that opponent for the next three rounds receive a +5 to hit and deal an additional 3d6 points of damage.


    Reciprocating Shot
    Phoenix Feather (Counter) [Force]
    Level: Crusader 3, Swordsage 3
    Prerequisite: None
    Initiation Action: 1 immediate action
    Range: Weapon range
    Target: Attacking creature
    Duration: Instantaneous
    Saving Throw: Fortitude half

    You may initiate this maneuver immediately after taking damage. When you initiate this maneuver, you immediately make a single attack at your highest attack bonus at the creature that struck you. If you hit, your attack deals an amount of damage equal to your maximum hit points minus your current hit points. If the targeted creature makes a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier), they instead take half that amount.


    Skyfire
    Phoenix Feather (Strike) [Fire, Electricity]
    Level: Crusader 8, Swordsage 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: Weapon range
    Target: One opponent
    Duration: Instantaneous
    Saving Throw: Reflex half; see text

    When initiating this maneuver, you make a ranged attack against one opponent. If this attack hits, your opponent takes an additional 3d6 fire damage and 3d6 electrical damage. In addition, all creatures within 30' of the struck creature (including the target) take 4d6 fire damage and 4d6 electrical damage from great gouts of fire and lightning bolts that fall from the sky. A successful Reflex save (DC = 5 + Spot ranks + Wisdom modifier) halves this damage.


    Soul Archery
    Phoenix Feather (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: Self
    Duration: Stance

    You embew every shot you make with a tiny bit of yourself. All attacks count as magic and as your alignment for purposes of overcoming damage reduction.


    Terror Arrow
    Phoenix Feather (Strike) [Phantasm, Mind-Affecting]
    Level: 7
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 standard action
    Range: 1 range increment
    Target: One creature
    Duration: 1d3 rounds
    Saving Throw: Will negates

    You focus your gaze on an enemy and draw your bow, empty. You turn it on your enemy, and loose a shot seen only in your mind to hit unerringly

    Phoenix Feather masters know that their true greatest weapon isn't their arrows or their bow, or their hands, but the mind behind it all. Certain among them have developed this technique to emphasize this point, letting an attack that is almost purely mental (although focused through a range weapon) strike their enemy. The enemy is then stunned by the mental onslaught, unable to ignore the attack as it is more than nothing, yet unable to simply shrug it off as another physical wound.

    When you initiate this maneuver, its target must make a Will save (DC 17 + your Wisdom modifier). If it fails this save, it is stunned for 1d3 rounds.



    Thunderbolt
    Phoenix Feather (Boost) [Sonic]
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.

    Veiled Arrows
    Phoenix Feather (Boost)
    Level: 5
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    All arrows you shoot this round are invisible from the time they leave your bow to the time they hit something. They do not reveal your location, and cannot be actively countered. See invisibility or True Seeing negates this.

    Vengeful Stance
    Phoenix Feather (Stance)
    Level: 5
    Prerequisite: Two Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While in this stance, all your arrows gain the bane property. Select a creature type when you enter the stance. Changing the creature type is equivalent to changing a stance (i.e. a swift action).

    Last edited by dspeyer; 2010-03-13 at 01:27 PM.
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    Default Re: Refactoring ToB archery

    Not sure I can go through this throughly at this time, but here are a few random notes.
    Soul Archery Stance - all attacks are magic and aligned
    This is very powerful, but I think it is appropriate. Archery is easier to get a full-attack with than melee, but due to the generally lower damage (no two-handed strength bonus, no power attack, etc) DR really shuts it down. This combined with the correct "golf bag" of alchemical arrows gets around that problem.


    Elemental Arrow Strike - one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
    Typo.




    A rough draft for you (those of you who follow my work may note similarities to the Artillery Mage PrC):
    Hidden Archery Technique
    Phoenix Feather (Stance) [Scrying]
    Level: 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your mind roams free, seeking targets while you remain secluded from your enemies.
    When you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. The sensor may not move through solid objects, and moving it requires your actions (so to move its speed would be a move action for you, 5' step is free, etc). You yourself may not move while in this stance, and denied your dexterity bonus and attacks of opportunity as if you were flat-footed. You may see through the sensor (including any magical, psionic, etc enhancements to your vision). Your ranged attacks may follow any path that does not pass through something that would prevent the shot if it were an ordinary line of sight shot and so long as every part of the path has line of effect to at least one of you and the sensor. Count the range (for range penalties, point-blank shot, etc) along the path taken. The targets cover and concealment count as per your from perspective or from the sensors, whichever is more beneficial to you.




    It the main thread I suggested a Strike and/or Stance that imitated my "Flickering" weapon enchantment. I seem to remember getting a negative response from you, but I can't find it in the thread, so maybe I am just confused. "Bursting Shot" is close, but lacks the AC -> Reflex save mechanic that makes "Flickering" an interesting option. In case I am mis-remembering, I have included a copy below.
    Spoiler
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    Upon command this weapon and the arm(s) that wield it split into multiple slightly translucent versions of themselves, literally existing in more than one place at a time. These versions move somewhat independently, sliding through each-other, merging, splitting, and weaving around each-other.

    When this effect is activated, all attack rolls with it are replaced with Reflex saves by the target. The DC is 10 + 1/2 the attack bonus for that particular attack (including any circumstance bonuses or penalties that may apply). On a failed save the strike deals damage normally on a successful save the attack is considered to have missed. Miss chances, damage reduction, Deflect Arrows, etc still apply if they would have against the original attack (E.G. without this enchantment), however the attack deals full damage and more against swarms, counting as an area of effect attack for that purpose. Improved Evasion is also effective against it, granting the target half damage even on a failed save. Iterative attacks may be made with the weapon at decreasing DCs as per the number of attacks that would normally be allowed. Ranged weapons with this enchantment active bestow the effect on their ammunition which splits into quasi-real copies of itself in mid-flight. Melee weapons and the arms that wield them also appear to have their existence split between multiple locations at once. The effects of this enchantment may be halted or resumed as a free action by the wielder with a word.
    May not be used in conjunction with Power Attack. Functions normally (reducing the DC in exchange for AC) with Expertise. Negates precision based damage (but NOT any to associated to-hit bonuses, such as from a ranger's favored enemy bonuses), renders Keen, Vorpal, and Improved Critical moot. Projectiles enchanted in this manner split as soon as they are fired/thrown. Ranged weapons with this enchantment display no visual effect themselves, but bestow the enchantment on their ammunition.
    Faint Illusion (and Transmutation?); Caster level 5th; Craft Magical Weapons and Armor, Shadow Conjuration, Mirror Image; Price +3 bonus.
    Last edited by DracoDei; 2010-03-01 at 02:33 PM.
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    Default Re: Refactoring ToB archery

    I like Hidden Archery. It might benefit from a clearer description: it took me a couple of readthroughs to realize the arrows curve (they do, right?).

    As for flickering, it seems like a lot of complexity to replace an attack with a reflex save. Also, it negates armor, but doesn't have a good reason to do so. Am I missing something?
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    I like Hidden Archery. It might benefit from a clearer description: it took me a couple of readthroughs to realize the arrows curve (they do, right?).
    Depends on how you mean "curve". They curve very sharply... if they curved more gently we would have to give them manuevarabilty rating type limits on how much they could change direction in a single square. The description was off the cuff, and "clear and concise" is one of my weakpoints. Feel free to re-write it or make more specific suggestions as to how I could re-write it.
    Quote Originally Posted by dspeyer View Post
    As for flickering, it seems like a lot of complexity to replace an attack with a reflex save.
    Not if you calculate out the DCs in advance. And I just made that easier for the case of the stance and/or maneuver (as opposed to a magic item) below... or is this not what you were saying?
    Quote Originally Posted by dspeyer View Post
    Also, it negates armor, but doesn't have a good reason to do so. Am I missing something?
    (I hope I am understanding you...)
    Because avoiding a huge number of low-damage projectiles is modeled in D&D as a reflex save I think... also, they are quasi-real, so, to "kill a cat-girl", they quantum-tunnel past the armor. If armor helped it would completely ruin the point (or, at least, seriously complicate things). In the discipline's case we could do away with the complex business about how you calculate the save DC, and just make it a reflex negates 10 + 1/2 IL + Dex. Mod. (assuming it is a stance) for each of your shots (and no attack roll, thus no criticals). The DC calculation was so you could have a sword that anyone could pick up and use and have skill with the sword still result in an increased chance of the target taking damage. It does make interative attacks more likely to hit this way, but I think that is a reasonable trade-off since in most cases the first attack is going to be LESS likely to hit I should think, and you can't crit. The decision whether to limit it to a single range increment could be an interesting one...
    Last edited by DracoDei; 2010-03-01 at 10:55 PM.
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    Default Re: Refactoring ToB archery

    I don't have anything immediately to comment on regarding mechanics, but Iron Rain could be easily confused with The Demented One's Black Rain (which is also sort of a ranged discipline).

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    Default Re: Refactoring ToB archery

    Black Rain IS a ranged discipline... it might have a FEW maneuvers for pistol-whipping and stuff, but...
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    Default Re: Refactoring ToB archery

    Okay, but it doesn't use bows or any other medieval European weapons, that's pretty much all I was thinking about.

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    Default Re: Refactoring ToB archery

    Hmmm, what if we split Hidden Archery....

    Swooping shot
    Phoenix Feather (Strike)
    Level: 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 standard action or 1 full-round action
    Range: weapon range

    Make a single attack or full attack. Instead of going straight (or arcing by gravity) they follow whatever path you desire. They cannot pass through solid objects, but they can pass through holes barely large enough to fit them. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.

    Distant Awareness
    Phoenix Feather (Stance) [scrying]
    Level: 7
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 swift action

    When you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes.

    You see equally well out of the sensor and your own eyes. This is very useful for overcoming concealment, but it is also very disorienting. While in this stance, you are flat footed and your own movement speed is halved.
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    Default Re: Refactoring ToB archery

    As for Iron Rain vs. Black Rain, I don't think it'll be a problem. "Iron" and "Black" sound nothing alike, and "rain" is a common enough word. We put up with "Crusader" and "Divine Crusader" easily enough. And "Iron Rain" just sounds cool. Plus there's OGLE-TR-56b, which is awesome.

    I'm not really happy "Phoenix Feather". It would be a good name if it didn't make me think of Harry Potter. I'm tempted to call it "Falling Star", but that would be confusing.

    As for quasi-real things tunneling: shadow conjuration is overpowered enough as it is.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    As for quasi-real things tunneling: shadow conjuration is overpowered enough as it is.
    I wasn't suggesting giving that ability to Shadow Conjuration stuff... just the Sublime stuff and the weapon enchantment(which I made up a long while back and didn't get hardly any comment on, just that "yeah, sounds like about a +3, maybe a +4")... the fact that the weapon enchantment happens to require Shadow Conjuration as one of its component spells is utterly beside the point. Shadow Conjuration stuff is both in a single location and no-where at all... these things are fully real (and maybe then some) if you add up all the possible places they might be, they just are in multiple places simultaniously, and not quite in any of them. If you don't like the fluff and feel like not including that in your disciplines then that is fine (although I think it is a good idea), but refering to the spell itself doesn't add up.
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    Default Re: Refactoring ToB archery

    I hadn't even noticed that shadow conjuration was the required spell to craft the weapon. I was responding to the general idea that quasi-real material could pass through real material. Shadow-figments are quasi-real, and they don't/shouldn't have that power.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    I hadn't even noticed that shadow conjuration was the required spell to craft the weapon. I was responding to the general idea that quasi-real material could pass through real material. Shadow-figments are quasi-real, and they don't/shouldn't have that power.
    I completely agree, but they are also quasi-real in a different way than the split arrows are.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    Hmmm, what if we split Hidden Archery....

    Swooping shot
    Phoenix Feather (Strike)
    Level: 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 standard action or 1 full-round action
    Range: weapon range

    Make a single attack or full attack. Instead of going straight (or arcing by gravity) they follow whatever path you desire. They cannot pass through solid objects, but they can pass through holes barely large enough to fit them. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.

    Distant Awareness
    Phoenix Feather (Stance) [scrying]
    Level: 7
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 swift action

    When you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes.

    You see equally well out of the sensor and your own eyes. This is very useful for overcoming concealment, but it is also very disorienting. While in this stance, you are flat footed and your own movement speed is halved.
    Splitting these up like this really ruins half the point, also the Stance here doesn't make you nearly as vulnerable as the one I proposed, which was also something I was also trying to go for.
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    Default Re: Refactoring ToB archery

    I'm actually considering of replacing the existing two archery base disciplines with these. Lean but modular disciplines like these, in my opinion, can bring a lot more value to the book than the large ones we have. Plus, it really forces you to think about what you want to do with archery.

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    Default Re: Refactoring ToB archery

    Quote Originally Posted by DracoDei View Post
    Splitting these up like this really ruins half the point,
    How so? They seemed pretty separate to me. Also, making the turning-corners thing into a strike means it can't be combined with things like mindcrush or obliderate, which would be overpowered.

    Quote Originally Posted by DracoDei View Post
    also the Stance here doesn't make you nearly as vulnerable as the one I proposed, which was also something I was also trying to go for.
    True.

    But you can still see (lines of sight can be drawn off of you) and you can still move (enough to draw arrows and shoot) so why shouldn't you be able to at least crawl?
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    How so? They seemed pretty separate to me. Also, making the turning-corners thing into a strike means it can't be combined with things like mindcrush or obliderate, which would be overpowered.
    Actually, limiting the corner turning to ONLY arrows and sling bullets (and crossbow bolts?) would be a wise idea. I don't know WHAT I was thinking... (see also my comment about limiting boosts and strikes).

    But to answer your question:
    One sees the course, the other causes the arrows to fly it. To use the modern analogs: GPS and course programming on the cruise missiles... spotter and artillery-man...

    Only being able to actually use the combination every other round just stinks, because the placement for it is totally different than what you want for every other strike you use.


    If you wanted to take it so far as to say "You may not use counters while in this stance, and may only use boosts and strikes below X level." that would still keep the feel I have in my mind... a continuous stream of arrows that the foes have to beat their way past meat-shields, (assuming you aren't using invisible arrows (which we need to come up with a price for), or taking the arrows by an indirect route somehow) to get at you to stop. MAYBE a special ability that lets you expend higher level strikes to perform ones of sufficiently low level (even if you don't know the strike in question), so you aren't hosed if you traded in all your low level strikes. A similar thing for boosts... or maybe even let boosts be expended to perform low-level strikes or vise-versa...

    Quote Originally Posted by dspeyer View Post
    True.

    But you can still see (lines of sight can be drawn off of you) and you can still move (enough to draw arrows and shoot) so why shouldn't you be able to at least crawl?
    A slow move speed is probably fine... not being in a world of hurt if someone gets to your hiding place before you can "snap out of it"... on in (old?) artillery terms "limber"... does not fit with my concept.
    Last edited by DracoDei; 2010-03-03 at 11:50 PM.
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    Default Re: Refactoring ToB archery

    You certainly have a point about repeated use. And the physical vulnerability can be increased...

    Hidden Archery Technique
    Phoenix Feather (Stance) [Scrying]
    Level: 8
    Prerequisite: Three Phoenix Feather maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You place the better part of your spirit outside your body, leaving just enough within to operate your weapon. This gives you unprecedented observation and control.

    This stance gains you two benefits, but has some drawbacks

    First, when you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes. You see equally well out of the sensor and your own eyes.

    Also, whenever you attack with a bow or sling, your ammunition follows whatever path you desire (instead of going straight or arcing by gravity). It cannot pass through solid objects, but can pass through holes barely large enough to fit it. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.

    The partial disconnect between your spirit and body limits your immediate perception and movement. You are flatfooted (no dex to ac, no attacks of opportunity). You suffer a -5 penalty on all dex-based skill checks, ability checks and saves. You cannot walk, swim, burrow, climb or fly with wings. You can still crawl. If you have spiderclimb or equivalent, you can crawl along walls and ceilings. If you can fly without wings, you can still do that, but your speed is cut in half and your maneuverability falls to poor. Most importantly, you cannot use boosts, strikes, or spells with somatic components of the 5 highest levels you normally could (for example, if you are a 15th level swordsage, you could nor use boosts or stikes from levels 4-8).
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    Default Re: Refactoring ToB archery

    Looks good to go to me on all but two points.

    Quote Originally Posted by dspeyer View Post
    It cannot pass through solid objects, but can pass through holes barely large enough to fit it.
    Consider throwing in "although this may require a separate to-hit roll at the GMs discretion", otherwise it negates arrow-slits automatically, which isn't what I had in mind (but is fine if you prefer it).


    I am uncertain if 5 levels is too much, but that is extremely easy to tweak later.
    Last edited by DracoDei; 2010-03-05 at 12:21 AM.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by DracoDei View Post
    Consider throwing in "although this may require a separate to-hit roll at the GMs discretion", otherwise it negates arrow-slits automatically, which isn't what I had in mind (but is fine if you prefer it).
    A valid point. The AC of an arrow slit is 9, though. The mechanic would have to be something else.
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    Default Re: Refactoring ToB archery

    Nah, if that is what the AC works out to, that is what the AC works out to. That just means that "at GM discression" going to happen even more rarely than I thought it would: they can either leave it in in situations more extreme than arrow slits and to give natural 1's a chance to happen, or ditch it completely (It is an 8th level stance... it is allowed to be all cool like that). That might be a justification for leaving out the edit entirely, but I don't think so.
    Last edited by DracoDei; 2010-03-06 at 02:49 PM.
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    Default Re: Refactoring ToB archery

    I've inserted hidden archery into the original post.

    Iron Rain is looking pretty sparse in the higher levels. Do you have any ideas we could add to that?
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    Default Re: Refactoring ToB archery

    So far?
    Just the Flicker Arrow concept. And remember the tunneling thing was only half the possiblities... the other is simply that attacks with bunches and bunches of projectiles are modeled as reflex saves (I think).
    On checking (but only two data points):
    http://www.d20srd.org/srd/spells/bladeBarrier.htm says yes.

    http://www.d20srd.org/srd/psionic/po...ofCrystals.htm Says no save(but low damage).

    I can keep thinking...
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    Default Re: Refactoring ToB archery

    Here is an odd idea for a high level Stance or Strike for Iron Rain, it is a bit supernatural, but my thoughts for that discipline seem to run that way...
    You fire your full-attack's worth of arrows (including any bonus attacks) but make no attack rolls, these arrows orbit you at a distance of 5 feet, incidently making (really wimpy?) attacks to anyone who enters that area. This area can either be a ring (for walkers) or a hollow sphere (for fliers). To keep them orbiting on subsequent turns requires a move action, or they fall to the ground at the end of your turn. Perhaps you can add to it, perhaps not. In any case the cloud moves with you, and you can add the arrows in it to your future full attacks, with attack values determined by balance that I am not going to figure out here... this could be anything from Time Stands Still, but requiring preparation and limiting your ability to move (since you have to keep the squares around you empty and it eats your Move action each round), to an additional attack at your highest BAB for several rounds if we also say that full-attacking with a ranged weapon can keep the orbiting going.



    Another idea would be to take the above (either as a seperate stance or instead of the above), and allow you to take a full-round action to create your own mobile (or immoble) Blade Barrier-like effect centered on yourself to discourage stuff from meleeing with you. Again, it would have a spherical option for when you are flying.



    On a slightly less supernatural (but still super-human...) note you could have a stance that allows no other actions while you are in it, except to switch to anyother stance or end the stance (or maybe 5' steps too), but allows you to turn yourself into a CIWS(Close In Weapon System), making opposed to-hit rolls against any hostile non-seige projectile, including magical ones (maybe only at higher IL or Spot ranks?), such as the beads from Fireball's (which it prematurely detonates at the point of interception) and Melf's Acid Arrows.
    EDIT: This is intended to be allowed versus any ENEMY projectile that comes within 30' feet of you at any point in its path, and I also recommend using the normal full-attack for calculating your BAB against each projectile, making it possible to over-whelm you with massed fire. Also, you should prehaps have to declare the intercept BEFORE the opponent rolls to hit, so you don't know if it is going to hit or not... then again, you are a master of archery... you should be able to tell that sort of thing ahead of time, right?
    Suggested Name: Intercepting Arrow Kata
    Last edited by DracoDei; 2010-03-09 at 01:13 PM.
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    Default Re: Refactoring ToB archery

    Not really seeing blade barrier as a martial power. I try to picture Arjuna, Odysseus or Robin Hood doing it and it just doesn't gell.

    The intercepting arrow thing sounds good, though. My first instinct was to make it a counter, but I can see that doesn't work. The mechanics do need a little refining (regarding actions and what can be intercepted).

    Intercepting Arrow Kata
    Iron Rain (Stance)
    Level: 6
    Prerequisites: 3

    When you are in this stance, and a ranged attack comes within 30 ft of you, you may attempt to shoot down the attack in flight. Before the attacker rolls, declare that you are attempting this. Make opposed attack rolls. If yours is higher by 5 or more, you strike the projectile and it tumbles harmlessly to the ground. If you fail, the attacker then rolls his actual attack normally.

    The attacks you use here come out of your full attack on your following turn, complete with iterative penalties. For example, if you have BAB 12 and an enemy shoots at you twice, you may intercept the first attack with your full bonus and the second at a -5 penalty. Then on your turn you can complete the full attack with a single arrow at -10 (you may also take a five-foot step). If you only fired one arrow as an interceptor, you may choose to take a move action on your turn instead of completing the full attack. If you fired no interceptors the previous round, you may act normally. You may not initiate maneuvers which require a standard action or longer after firing interceptions.

    You may intercept any projectile less than 10 times the weight of your own ammunition. Attempts to intercept heavier projectiles fail. You may also intercept ranged magical attacks, but then your roll must exceed the attacker's by 10. If you intercept a ray, it is reflected in a random direction (roll d8 for theta and 2d4 for phi). If you intercept a bead (e.g. from a fireball spell) the bead bursts at the point of interception. In either case, you choose where along the path to intercept (within 30 ft of yourself).

    Weight of projectiles in pounds for creatures of various sizes:
    {table]|small|medium|large|huge
    arrow|0.075|0.15|0.3|0.6
    crossbow bolt|0.05|0.1|0.2|0.4
    sling bullet (lead)|0.25|0.5|1|2
    sling pebble (stone)|0.125|0.25|0.5|1
    Dart|0.25|0.5|1|2
    Javelin|1|2|4|8
    Knife|0.5|1|2|4
    Shurukin|0.25|0.5|1|2
    Thrown Rock|1.25|5|20|80
    Balista Bolt|40|80|160|320[/table]
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by dspeyer View Post
    Not really seeing blade barrier as a martial power. I try to picture Arjuna, Odysseus or Robin Hood doing it and it just doesn't gell.
    I really need to study up on Arjuna one of these days... this is the second time someone has mentioned him to me in relation to AoW. And no, it doesn't really fit Odysseus or Robin Hood. This would be more like the "battery" that some flying archer would use to store up more for a Macross Missile Massacre when he finally lets loose... more something out of Devil May Cry than anything you mentioned. And if it doesn't fit then it doesn't fit and we can leave it out.


    Quote Originally Posted by dspeyer View Post
    The intercepting arrow thing sounds good, though. My first instinct was to make it a counter, but I can see that doesn't work. The mechanics do need a little refining (regarding actions and what can be intercepted).

    Intercepting Arrow Kata
    Iron Rain (Stance)
    Level: 6
    Prerequisites: 3

    When you are in this stance, and a ranged attack comes within 30 ft of you, you may attempt to shoot down the attack in flight. Before the attacker rolls, declare that you are attempting this. Make opposed attack rolls. If yours is higher by 5 or more, you strike the projectile and it tumbles harmlessly to the ground. If you fail, the attacker then rolls his actual attack normally.

    The attacks you use here come out of your full attack on your following turn, complete with iterative penalties. For example, if you have BAB 12 and an enemy shoots at you twice, you may intercept the first attack with your full bonus and the second at a -5 penalty. Then on your turn you can complete the full attack with a single arrow at -10 (you may also take a five-foot step). If you only fired one arrow as an interceptor, you may choose to take a move action on your turn instead of completing the full attack. If you fired no interceptors the previous round, you may act normally. You may not initiate maneuvers which require a standard action or longer after firing interceptions.

    You may intercept any projectile less than 10 times the weight of your own ammunition. Attempts to intercept heavier projectiles fail. You may also intercept ranged magical attacks, but then your roll must exceed the attacker's by 10. If you intercept a ray, it is reflected in a random direction (roll d8 for theta and 2d4 for phi). If you intercept a bead (e.g. from a fireball spell) the bead bursts at the point of interception. In either case, you choose where along the path to intercept (within 30 ft of yourself).

    Weight of projectiles in pounds for creatures of various sizes:
    {table]|small|medium|large|huge
    arrow|0.075|0.15|0.3|0.6
    crossbow bolt|0.05|0.1|0.2|0.4
    sling bullet (lead)|0.25|0.5|1|2
    sling pebble (stone)|0.125|0.25|0.5|1
    Dart|0.25|0.5|1|2
    Javelin|1|2|4|8
    Knife|0.5|1|2|4
    Shurukin|0.25|0.5|1|2
    Thrown Rock|1.25|5|20|80
    Balista Bolt|40|80|160|320[/table]
    Gee, and people say I make things more complicated for the sake of realism...
    Let me give you what I was thinking and then you can tell me if any or all of the following simplifications are good:
    1. No extra attacks and no lost actions. Takes a full round action to initiate the stance and maintain it each turn. Free action to drop it (to no stance at all) during your turn, or Swift to change stances.
    2. I was thinking that they use the same roll for the attack roll against the target as the opposed roll... same as for mounted combat, it replaces the target's AC if it is higher.
    3. Most people would just assume that a deflected ray misses anything important. MY assumption was was that the ray treats the arrow as its target, and since nobody cares what happens to the arrow in this case, it either explodes into hundreds of pieces, gets disintegrated, or whatever, or it doesn't and it isn't worth rolling for. If you keep the deflection angle thing you probably need to explain to the non-mathematical types what phi is, and even I (a perpetually unemployed mechanical engineering major) don't understand why you used 2d4 for it, rather than 1d8, since straight down is a perfectly good direction for it to go... actually I THINK you want 1d5 since otherwise it gets redundant with theta of +/-4. Or am I miss remembering how phi works? It has been a while.
    4. I like what you did with the projectile weights. Others might be annoyed by it, and just use "normal vs siege". projectiles.


    As for "What can be intercepted", if it EVER requires a to-hit roll (and Fireball does, if you want to shoot it through an arrow slit for example) then you can shoot it down, if it doesn't then you can't. I guess that leaves out Magic Missiles... which I would like to see this effective against... maybe make that a specific exception (along with whatever Greater/Improved/Super/True/Haxxor versions may exist in other source-books).
    Last edited by DracoDei; 2010-03-10 at 05:56 PM.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by DracoDei View Post
    Gee, and people say I make things more complicated for the sake of realism...
    Let me give you what I was thinking and then you can tell me if any or all of the following simplifications are good:
    It's a habit of mine too :-)

    Quote Originally Posted by DracoDei View Post
    No extra attacks and no lost actions. Takes a full round action to initiate the stance and maintain it each turn. Free action to drop it (to no stance at all) during your turn, or Swift to change stances.
    I think this wouldn't be much fun. Picture the gaming table: 3 players doing cool things with clever tactics and 1 sitting around, protecting them all from incoming arrows. And feeling especially resentful if arrows don't show up.

    This isn't a whole lot of bookkeeping, and it maintains the normal rate of fire.

    Quote Originally Posted by DracoDei View Post
    I was thinking that they use the same roll for the attack roll against the target as the opposed roll... same as for mounted combat, it replaces the target's AC if it is higher.
    There are things that don't use attack rolls, like fireball, and modifications to attack rolls based on target, like for size. If neither applies, the roll can be re-used, but this seemed simpler.

    Quote Originally Posted by DracoDei View Post
    Most people would just assume that a deflected ray misses anything important. MY assumption was was that the ray treats the arrow as its target, and since nobody cares what happens to the arrow in this case, it either explodes into hundreds of pieces, gets disintegrated, or whatever, or it doesn't and it isn't worth rolling for. If you keep the deflection angle thing you probably need to explain to the non-mathematical types what phi is, and even I (a perpetually unemployed mechanical engineering major) don't understand why you used 2d4 for it, rather than 1d8, since straight down is a perfectly good direction for it to go... actually I THINK you want 1d5 since otherwise it gets redundant with theta of +/-4. Or am I miss remembering how phi works? It has been a while.
    I picked 2d4 because it has an odd range without weird dice. 1d5 would be more straightforward, but who has a d5?

    On second thought, the whole thing is probably too complicated and should be dropped. I just liked the image of rays bouncing.

    Quote Originally Posted by DracoDei View Post
    I like what you did with the projectile weights. Others might be annoyed by it, and just use "normal vs siege". projectiles.
    I remembered giant rock throwing and figured I should be general.
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    Default Re: Refactoring ToB archery

    Your point about being able to do something even if nothing shoots at you or your buddies that turn is well taken...

    Actually, as I explained, SOMETIMES Fireball DOES require a to-hit roll... basically if you weren't going to roll in that particular case, but you might sometimes, now you do. My way is less rolling, but your's is conceptually simpler to keep track of the variations of. Whichever...

    The only weird exception to all of this that I can think of is line effects like Lightning Bolts but I think that not being able to counter those is fine.

    Also, I am glad to help, but I really would feel better about our output with a third pair of eyes looking everything over...
    Last edited by DracoDei; 2010-03-11 at 02:15 AM.
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    Default Re: Refactoring ToB archery

    Quote Originally Posted by DracoDei View Post
    Actually, as I explained, SOMETIMES Fireball DOES require a to-hit roll... basically if you weren't going to roll in that particular case, but you might sometimes, now you do. My way is less rolling, but your's is conceptually simpler to keep track of the variations of. Whichever...
    Hmm, that does simplify the can-you-block-this thing. New language:

    You may also block magical effects, so long as they are visible and require or sometimes require an attack roll. For example, eldritch blast always requires a roll, and fireball sometimes does, so they can be blocked, but chain lightening does not, and cannot be. For magical effects, you must exceed the attacker's roll by at least 10 to succeed. If you do, the spell effects the arrow instead of the intended target. Usually this just destroys the arrow, but some spells have other effects (for example, fireball detonates with normal strength centered on the arrow). You choose where along the spell's path the interception occurs (within 30 ft of you).



    Quote Originally Posted by DracoDei View Post
    Also, I am glad to help, but I really would feel better about our output with a third pair of eyes looking everything over...
    Soon I'll backping the AoW thread, and hopefully get some more eyes.
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    Default Re: Refactoring ToB archery

    Aren't most stances at odd numbered levels? (or 8th?)
    If so, make it 5th... it isn't THAT great. I mean when you take out half the opponent's Meteor Swarm that is really going to take the wind out of his sails, but you do have to beat it by 10 (not that it isn't much easier to pile on the to-hit bonuses for a bow than it is for a spell...).

    On second thought it is pretty boss against a lot of spells, and Iron Rain needs higher level stuff... put it at 7th, then reduce the to-hit penalties if it needs balancing.
    Last edited by DracoDei; 2010-03-11 at 03:30 AM.
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    Default Re: Refactoring ToB archery

    The original ToB has 5 stances at 6th level and 1 at 7th. Admittedly, 4 of those stances are alternate-alignment equivalents of eachother.

    I didn't think that hard about level, though. If you think 7th is a better fit, it can be 7th.
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