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Old 03-01-2010, 02:01 AM   Top  -  End  -  #1
dspeyer
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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


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


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
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Last edited by dspeyer : 03-13-2010 at 01:27 PM.
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Old 03-01-2010, 02:12 PM   Top  -  End  -  #2
DracoDei
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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.
Quote:
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.


Quote:
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.
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Last edited by DracoDei : 03-01-2010 at 02:33 PM.
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Old 03-01-2010, 10:07 PM   Top  -  End  -  #3
dspeyer
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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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Old 03-01-2010, 10:41 PM   Top  -  End  -  #4
DracoDei
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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...
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Last edited by DracoDei : 03-01-2010 at 10:55 PM.
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Old 03-01-2010, 10:51 PM   Top  -  End  -  #5
Apropos
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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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Old 03-01-2010, 10:53 PM   Top  -  End  -  #6
DracoDei
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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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Old 03-01-2010, 10:57 PM   Top  -  End  -  #7
Apropos
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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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Old 03-02-2010, 12:07 AM   Top  -  End  -  #8
dspeyer
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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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Old 03-02-2010, 12:15 AM   Top  -  End  -  #9
dspeyer
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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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Old 03-02-2010, 12:25 AM   Top  -  End  -  #10
DracoDei
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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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Old 03-03-2010, 01:28 AM   Top  -  End  -  #11
dspeyer
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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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Old 03-03-2010, 02:00 AM   Top  -  End  -  #12
DracoDei
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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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Old 03-03-2010, 12:20 PM   Top  -  End  -  #13
DracoDei
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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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Old 03-03-2010, 10:00 PM   Top  -  End  -  #14
elliott20
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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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Old 03-03-2010, 11:27 PM   Top  -  End  -  #15
dspeyer
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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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Old 03-03-2010, 11:45 PM   Top  -  End  -  #16
DracoDei
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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.
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Last edited by DracoDei : 03-03-2010 at 11:50 PM.
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Old 03-04-2010, 10:35 PM   Top  -  End  -  #17
dspeyer
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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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Old 03-05-2010, 12:19 AM   Top  -  End  -  #18
DracoDei
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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.
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Last edited by DracoDei : 03-05-2010 at 12:21 AM.
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Old 03-06-2010, 02:37 PM   Top  -  End  -  #19
dspeyer
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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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Old 03-06-2010, 02:45 PM   Top  -  End  -  #20
DracoDei
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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.
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Old 03-07-2010, 03:07 AM   Top  -  End  -  #21
dspeyer
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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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Old 03-07-2010, 03:49 AM   Top  -  End  -  #22
DracoDei
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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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Old 03-09-2010, 01:05 PM   Top  -  End  -  #23
DracoDei
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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
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Last edited by DracoDei : 03-09-2010 at 01:13 PM.
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Old 03-10-2010, 04:53 PM   Top  -  End  -  #24
dspeyer
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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:
 smallmediumlargehuge
arrow0.0750.150.30.6
crossbow bolt0.050.10.20.4
sling bullet (lead)0.250.512
sling pebble (stone)0.1250.250.51
Dart0.250.512
Javelin1248
Knife0.5124
Shurukin0.250.512
Thrown Rock1.2552080
Balista Bolt4080160320
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Old 03-10-2010, 05:48 PM   Top  -  End  -  #25
DracoDei
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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:
 smallmediumlargehuge
arrow0.0750.150.30.6
crossbow bolt0.050.10.20.4
sling bullet (lead)0.250.512
sling pebble (stone)0.1250.250.51
Dart0.250.512
Javelin1248
Knife0.5124
Shurukin0.250.512
Thrown Rock1.2552080
Balista Bolt4080160320
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).
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Old 03-11-2010, 12:43 AM   Top  -  End  -  #26
dspeyer
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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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Old 03-11-2010, 01:35 AM   Top  -  End  -  #27
DracoDei
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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...
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Last edited by DracoDei : 03-11-2010 at 02:15 AM.
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Old 03-11-2010, 02:56 AM   Top  -  End  -  #28
dspeyer
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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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Old 03-11-2010, 03:25 AM   Top  -  End  -  #29
DracoDei
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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.
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Last edited by DracoDei : 03-11-2010 at 03:30 AM.
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Old 03-11-2010, 11:28 AM   Top  -  End  -  #30
dspeyer
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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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