Fax Celestis
2006-09-01, 04:59 PM
The Falling Star Discipline focuses on quick strikes from afar. The longbow, composite longbow, shortbow, composite shortbow, greatbow, and composite greatbow are the preferred weapons of the Falling Star discipline (and indeed are most of the weapons usable with the discipline, considering most maneuvers require ranged attacks).Spot is the key skill for Falling Star, representing precise vision and supreme accuracy. Falling Star maneuvers are usable by the crusader and swordsage.
Maneuver and Stance List
One
Eagle's Eyes: Stance -- increase range, accuracy, and damage.
Flaming Arrow: Strike -- arrows light on fire.
Phantom Arrow: Strike -- arrows can strike ghosts and other incorporeal creatures.
Lightning Bolt: Strike -- arrows spark with electricity.
Two
Multiple Shot: Boost -- gain extra attack at BAB; take -2 penalty to BAB
Dummy Shot: Counter -- make feint against opponent to gain temporary AC
Blindside: Boost -- cause opponent to become flat-footed
Three
Sure Shot: Strike -- one arrow gains +20 to hit and deals extra damage
Take Aim: Strike -- resolve one arrow as touch attack
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
Four
Pilot Arrow: Strike -- one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
Trick Shot: Counter -- make immediate disarm attempt against attacker
Exploding Arrow: Strike -- one arrow gains flaming burst and keen properties and deals extra damage
Five
Strafe: Stance -- gain the ability to deal more damage when you move
Blindstrike: Strike -- blind opponent with successful attack
Six
Elemental Arrow: Strike -- one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
Endless Lightning: Stance -- all arrows gain shocking burst and keen properties
Seven
Hail of Arrows: Strike -- make full attack; gain three extra attacks
Mindcrush: Strike -- render opponent blind, deaf, silenced, and shaken
Eight
Skyfire: Strike -- attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
Nine
Obliterate: Strike -- deal extra damage; add bane and slaying properties to one arrow
Maneuvers and Stances
Blindside
Falling Star (Strike)
Level: Crusader 2, Swordsage 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
Falling Star (Strike) [None]
Level: Crusader 5, Swordsage 5
Prerequisite: One Falling Star 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 + Spot ranks + Wisdom modifier) or be rendered permanently blind.
Dummy Shot
Falling Star (Counter)
Level: Crusader 2, Swordsage 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.
Eagle's Eyes
Falling Star (Stance)
Level: Crusader 1, Swordsage 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 Spot.
{table=head]Spot 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]
Elemental Arrow
Falling Star (Boost) [Fire, Cold, Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Endless Lightning
Falling Star (Stance) [Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Exploding Arrows
Falling Star (Boost) [Fire]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.
This maneuver is a supernatural ability.
Flaming Arrow
Falling Star (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.
This maneuver is a supernatural ability.
Hail of Arrows
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star 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.
Lightning Arrow
Falling Star (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.
This maneuver is a supernatural ability.
Lightning Fury
Falling Star (Boost) [Electricity]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.
This maneuver is a supernatural ability.
Mindcrush
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star 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.
Multiple Shot
Falling Star (Strike)
Level: Crusader 2, Swordsage 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.
Obliterate
Falling Star (Strike)
Level: Crusader 9, Swordsage 9
Prerequisite: Four Falling Star 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
Falling Star (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.
This maneuver is a supernatural ability.
Phantom Hail
Falling Star (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].
This maneuver is a supernatural ability.
Pilot Arrow
Falling Star (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Reciprocating Shot
Falling Star (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.
This maneuver is a supernatural ability.
Skyfire
Falling Star (Strike) [Fire, Electricity]
Level: Crusader 8, Swordsage 8
Prerequisite: Three Falling Star 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.
This maneuver is a supernatural ability.
Strafe
Falling Star (Stance)
Level: Crusader 5, Swordsage 5
Prerequisite: Two Falling Star 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]
Sure Shot
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star 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
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star 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.
Trick Shot
Falling Star (Counter)
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.
Maneuver and Stance List
One
Eagle's Eyes: Stance -- increase range, accuracy, and damage.
Flaming Arrow: Strike -- arrows light on fire.
Phantom Arrow: Strike -- arrows can strike ghosts and other incorporeal creatures.
Lightning Bolt: Strike -- arrows spark with electricity.
Two
Multiple Shot: Boost -- gain extra attack at BAB; take -2 penalty to BAB
Dummy Shot: Counter -- make feint against opponent to gain temporary AC
Blindside: Boost -- cause opponent to become flat-footed
Three
Sure Shot: Strike -- one arrow gains +20 to hit and deals extra damage
Take Aim: Strike -- resolve one arrow as touch attack
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
Four
Pilot Arrow: Strike -- one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
Trick Shot: Counter -- make immediate disarm attempt against attacker
Exploding Arrow: Strike -- one arrow gains flaming burst and keen properties and deals extra damage
Five
Strafe: Stance -- gain the ability to deal more damage when you move
Blindstrike: Strike -- blind opponent with successful attack
Six
Elemental Arrow: Strike -- one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
Endless Lightning: Stance -- all arrows gain shocking burst and keen properties
Seven
Hail of Arrows: Strike -- make full attack; gain three extra attacks
Mindcrush: Strike -- render opponent blind, deaf, silenced, and shaken
Eight
Skyfire: Strike -- attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
Nine
Obliterate: Strike -- deal extra damage; add bane and slaying properties to one arrow
Maneuvers and Stances
Blindside
Falling Star (Strike)
Level: Crusader 2, Swordsage 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
Falling Star (Strike) [None]
Level: Crusader 5, Swordsage 5
Prerequisite: One Falling Star 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 + Spot ranks + Wisdom modifier) or be rendered permanently blind.
Dummy Shot
Falling Star (Counter)
Level: Crusader 2, Swordsage 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.
Eagle's Eyes
Falling Star (Stance)
Level: Crusader 1, Swordsage 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 Spot.
{table=head]Spot 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]
Elemental Arrow
Falling Star (Boost) [Fire, Cold, Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Endless Lightning
Falling Star (Stance) [Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Exploding Arrows
Falling Star (Boost) [Fire]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.
This maneuver is a supernatural ability.
Flaming Arrow
Falling Star (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.
This maneuver is a supernatural ability.
Hail of Arrows
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star 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.
Lightning Arrow
Falling Star (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.
This maneuver is a supernatural ability.
Lightning Fury
Falling Star (Boost) [Electricity]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.
This maneuver is a supernatural ability.
Mindcrush
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star 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.
Multiple Shot
Falling Star (Strike)
Level: Crusader 2, Swordsage 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.
Obliterate
Falling Star (Strike)
Level: Crusader 9, Swordsage 9
Prerequisite: Four Falling Star 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
Falling Star (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.
This maneuver is a supernatural ability.
Phantom Hail
Falling Star (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].
This maneuver is a supernatural ability.
Pilot Arrow
Falling Star (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Falling Star 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.
This maneuver is a supernatural ability.
Reciprocating Shot
Falling Star (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.
This maneuver is a supernatural ability.
Skyfire
Falling Star (Strike) [Fire, Electricity]
Level: Crusader 8, Swordsage 8
Prerequisite: Three Falling Star 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.
This maneuver is a supernatural ability.
Strafe
Falling Star (Stance)
Level: Crusader 5, Swordsage 5
Prerequisite: Two Falling Star 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]
Sure Shot
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star 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
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star 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.
Trick Shot
Falling Star (Counter)
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star 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.