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    Bugbear in the Playground
     
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    Default Nightingale Feather: ToB mystic archery

    This is a result of the Refactoring ToB archery thread which is itself an outgrowth of the Age of Warriors thread. It is a remix of Fax's Falling Star and I_got_this_name's True Arrow with additions by DracoDei and myself. You do not need to know any of those threads to evaluate this discipline.

    Nightingale Feather
    I do not aim with my eye; I aim with my mind. I do not shoot with my hand; I shoot with my heart. I do not fire my bow; I fire my self.

    This is the archery school of mysticism and magic. If asked for an explanation, an adept will likely ask a riddle about archery and life. It would be tempting to write practitioners off as cranks, were it not for their power.

    Key Skill: Spot
    Weapons: Bows, Slings, Shurukin
    Classes: Swordsage, Eaglewing Striker, Spirit Archer, Thousand-Arrow Archer, Artmage, Enlightened Budoka
    All Nightingale Feather maneuvers are supernatural.

    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:
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    Bursting Shot
    Nightingale Feather (Strike)
    Level: 5
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Strike)
    Level: 6
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Boost) [Fire, Cold, Electricity]
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Stance) [Electricity]
    Level: Crusader 6, Swordsage 6
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Boost) [Fire]
    Level: Crusader 4, Swordsage 4
    Prerequisite: One Nightingale 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
    Nightingale 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
    Nightingale 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
    Nightingale Feather (Stance) [Scrying]
    Level: 8
    Prerequisite: Three Nightingale 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
    Nightingale Feather (Strike) [Fire]
    Level: 3
    Prerequisite: One Nightingale 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
    Nightingale 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
    Nightingale Feather (Boost) [Electricity]
    Level: Crusader 4, Swordsage 4
    Prerequisite: One Nightingale 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
    Nightingale Feather (Strike)
    Level: 4
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Strike)
    Level: Crusader 7, Swordsage 7
    Prerequisite: Three Nightingale 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 6d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = (Spot ranks / 2) + Wis modifier) or be rendered blind and deaf for 1d4+1 rounds. He must also make a Will save (same DC) or be rendered silenced and shaken for 1d4+1 rounds.


    Obliterate
    Nightingale Feather (Strike)
    Level: Crusader 9, Swordsage 9
    Prerequisite: Four Nightingale 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
    Nightingale 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
    Nightingale 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
    Nightingale Feather (Strike) [Force]
    Level: Crusader 4, Swordsage 4
    Prerequisite: Two Nightingale 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
    Nightingale 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
    Nightingale Feather (Strike) [Fire, Electricity]
    Level: Crusader 8, Swordsage 8
    Prerequisite: Three Nightingale 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
    Nightingale 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
    Nightingale Feather (Strike) [Phantasm, Mind-Affecting]
    Level: 7
    Prerequisite: Three Nightingale 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

    Nightingale 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
    Nightingale 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
    Nightingale Feather (Boost)
    Level: 5
    Prerequisite: Two Nightingale 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
    Nightingale Feather (Stance)
    Level: 5
    Prerequisite: Two Nightingale 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; 2010-05-13 at 11:35 PM.
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    Firbolg in the Playground
     
    DracoDei's Avatar

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    Default Re: Rising Phoenix: ToB mystic archery

    Rising Phoenix is the name of a Desert Wind stance... you used to have it as "Phoenix Feather", but you didn't like it. If I am remembering my "Intercontinental Union of Disgusting Characters" right, then the Nightingale is considered a "Magic User Bird", so maybe "Nightingale Feather" or "Singing Nightingale" or something?
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    Bugbear in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Curses.

    I actually picked up the name "Rising Phoenix" from one of your posts on AoW where you accidentally referred to Phoenix Feather that way. I thought "that sounds better, and clearly it flows naturally." I'd forgotten all about the desert wind stance.

    So we need yet another name...
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    Firbolg in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Well, I did suggest one or two...
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    Halfling in the Playground
     
    NecromancerGuy

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    Default Re: Rising Phoenix: ToB mystic archery

    Perhaps Soaring Phoenix would be an appropriate name?
    Also, how does one gain access to an archery discipline like this one, and Iron Rain for example. Spot and Search are both absent from the martial initiators skill list.
    Last edited by Ekeralos; 2010-03-18 at 08:48 PM.

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    Dwarf in the Playground
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    Default Re: Rising Phoenix: ToB mystic archery

    I like this as a premise, but this is not balanced against the material proffered in the Tome of Battle at all. Particularly with the higher levels maneuvers (Mindcrush, Terror Arrow, Obliterate) -- there is nothing in the Tome of Battle comparable to these maneuvers, as far as I know. Even some of the lower ones look questionable (Pilot Arrow is unbelievably good). I'm not necessarily saying this is broken, but it is far superior to anything presented in Tome of Battle.

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    Firbolg in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Archery tends to be weaker than melee in most respects, so it can be argued that it needs a bit of Oomph above and beyond what melee gets... I don't know for sure.
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    Bugbear in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Can't speak for the entire discipline, but to my mind Pilot Arrow's not that badly unbalanced; a first level Duskblade gets True Strike which gives a +20 to one attack. And although it does give a good deal of extra damage on subsequent shots, Desert Wind allows +3d6 damage on some of its 3rd level ranged maneuvers, and IIRC the bonus damage from its ranged maneuvers scales roughly like this: +1d6 per level of maneuver. Crusader or Swordsage won't pick this up until 7th level at the earliest, at which point Crusader's BAB is +7/+2 and Swordsage's is at +5.

    Possibly the "+5 to all subsequent ranged attacks against that target for 3 rounds +3d6 damage" is a bit overpowered, though; I'd drop the bonus or the duration, personally, mostly because that bonus damage is like multiple applications of a 3rd-level strike Desert Wind maneuver, which is a very powerful ability to give to a 7th level melee'er...

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    Ogre in the Playground
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    Default Re: Rising Phoenix: ToB mystic archery

    let's also not forget that most of these are electrical or fire damage, and a lot of stuff out there has resistance against that. (It's the reason why Desert Wind is considered one of the weakest disciplines, IIRC)

    Phantom Hail Stance, btw, is awesome. I don't know why I like it so much.

    One more thing, was this inspired by Kyudo stuff by any chance?

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    Bugbear in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Quote Originally Posted by Jota View Post
    I like this as a premise, but this is not balanced against the material proffered in the Tome of Battle at all. Particularly with the higher levels maneuvers (Mindcrush, Terror Arrow, Obliterate) -- there is nothing in the Tome of Battle comparable to these maneuvers, as far as I know. Even some of the lower ones look questionable (Pilot Arrow is unbelievably good). I'm not necessarily saying this is broken, but it is far superior to anything presented in Tome of Battle.
    Terror Arrow isn't that much stronger than Disrupting Blow (diam). It's 1d3 rounds instead of 1, but that's reasonable for 2 levels higher. And Obliderate is downright weaker than Feral Death Blow (lower save). Mindcrush, perhaps, should be nerfed a bit (at least the save DCs).
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    Dwarf in the Playground
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    Default Re: Rising Phoenix: ToB mystic archery

    Quote Originally Posted by dspeyer View Post
    Terror Arrow isn't that much stronger than Disrupting Blow (diam). It's 1d3 rounds instead of 1, but that's reasonable for 2 levels higher. And Obliderate is downright weaker than Feral Death Blow (lower save). Mindcrush, perhaps, should be nerfed a bit (at least the save DCs).
    There is a significant discrepancy between stunned and unable to act, so yeah, you're quite wrong on that point.

    Feral Death Blow I had forgotten, I will admit, but it requires three confirmations to kill (Jump check vs. AC, attack roll vs. AC, saving throw vs. your DC), as opposed to just two. Granted if you've gotten to that point you've probably maxed Jump and it's a relative non-issue, but supposing you hadn't the third check is a rather significant hurdle from a statistical perspective. Furthermore, Obliterate offers +3 to hit (Feral Deathblow has no modifications) and can effect constructs and undead (and when do either of those successfully make Fortitude saves?). It is also a standard action as opposed to a full-round action, so no, definitely not weaker.

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    Default Re: Rising Phoenix: ToB mystic archery

    Stunned is no actions, drop anything held, and maybe a penalty to AC.
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    Bugbear in the Playground
     
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    Default Re: Rising Phoenix: ToB mystic archery

    Really seems like no actions is the main part of stunned.

    Meanwhile:

    Mindcrush
    Rising Phoenix (Strike)
    Level: Crusader 7, Swordsage 7
    Prerequisite: Three Rising Phoenix 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 6d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = (Spot ranks / 2) + Wis modifier) or be rendered blind and deaf for 1d4+1 rounds. He must also make a Will save (same DC) or be rendered silenced and shaken for 1d4+1 rounds.
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    Barbarian in the Playground
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    Default Re: Rising Phoenix: ToB mystic archery

    One thing I noticed in all three of your archery disciplines is that you use a LOT of stances. Is there a particular reason for this, as you're pretty much telling all archers save Swordsages "Yo, if you want this, you need to take Martial Study, dawg!"

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