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Old 03-18-2010, 11:17 AM   Top  -  End  -  #1
dspeyer
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Join Date: Mar 2008
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:
Spoiler
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Last edited by dspeyer : 05-13-2010 at 11:35 PM.
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Old 03-18-2010, 02:54 PM   Top  -  End  -  #2
DracoDei
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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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Old 03-18-2010, 03:55 PM   Top  -  End  -  #3
dspeyer
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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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Old 03-18-2010, 03:56 PM   Top  -  End  -  #4
DracoDei
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Default Re: Rising Phoenix: ToB mystic archery

Well, I did suggest one or two...
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My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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Old 03-18-2010, 08:39 PM   Top  -  End  -  #5
Ekeralos
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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 : 03-18-2010 at 08:48 PM.
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Old 03-18-2010, 11:55 PM   Top  -  End  -  #6
Jota
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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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Old 03-19-2010, 12:23 AM   Top  -  End  -  #7
DracoDei
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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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Filk: 4000 Years(to live) . . . . For everything else see: Full list of Homebrew.
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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Old 03-19-2010, 12:33 AM   Top  -  End  -  #8
Saintheart
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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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Old 03-19-2010, 04:41 AM   Top  -  End  -  #9
elliott20
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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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Old 03-20-2010, 08:32 PM   Top  -  End  -  #10
dspeyer
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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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Old 03-20-2010, 10:14 PM   Top  -  End  -  #11
Jota
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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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Old 03-20-2010, 10:45 PM   Top  -  End  -  #12
DracoDei
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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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Best homebrew:
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Falling Anvil Discipline - Loony Slapstick as a Martial Art, Mepholk - Snuggly skunk-people. , Wing Dragon Masters of flight Comment HERE, Organ Undead Mega-Thread, including two new organs!
Filk: 4000 Years(to live) . . . . For everything else see: Full list of Homebrew.
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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Old 03-25-2010, 01:37 AM   Top  -  End  -  #13
dspeyer
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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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Old 03-25-2010, 07:07 AM   Top  -  End  -  #14
Golden-Esque
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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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