dspeyer
2010-03-01, 02:01 AM
This is an outgrowth of the Age of Warriors thread.
A while back, I_got_this_name and Fax Celestis posted the True Arrow (http://www.giantitp.com/forums/showpost.php?p=7780236&postcount=379) and Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707) 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 (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Pragmatist (www.giantitp.com/forums/showthread.php?t=137699)
level 1
Hawk's Eyes Stance - increase range, accuracy, and damage.
Hobbling Shot Strike - Slow an enemy's movement
Marksman's Shot Strike - Reduce range penalties and inflict bonus damage
Stance of Accuracy Stance - Recieve bonus to ranged damage for repeated attacks
level 2
Disarming Shot Strike - Disarm at a distance
Blindside Boost - cause opponent to become flat-footed
level 3
Skirmisher's Stance Stance - Gain +1 to hit, +1d6 damage when moving
Unerring Shot Strike - Ranged attack ignores cover, concealment, weather
Sure Shot Strike - one arrow gains +20 to hit and deals extra damage
Take Aim Strike - resolve one arrow as touch attack
level 4
Silver Sparrow Shot Strike - Make a Search check to inflict double damage
Assasin's Preperation Other - Spend 18 seconds lining up a shot for a bonus to attack and damage.
Sniper's Stance - Suffer only a -5 penalty to hide checks after shooting.
level 5
Blindstrike Strike - blind opponent with successful attack
Horizon Seeker Strike - Attack ignores range and deals +4d6 damage
Mithral-eyed Accuracy Boost - Attacks ignore concealment and magical barriers
level 6
Starlight Hail Boost - Make ranged attacks as touch attacks, critically hit more
Sublime Marksmanship Stance - Ignore all concealment and less than total cover
level 7
Eagle's Eye Boost - Aim at a target with a Search check to make attacks as touch attacks, do 2d6+IL bonus damage
Perfect Sniper Strike - Search check to ignore range penalties and magical barriers, inflict +15d6 to flat-footed enemy
level 8
Diamond-edged Cascade Boost - Arrows fire through targets, inflict 2d6+IL bonus damage
Golden Sparrow Shot Strike - Search check to inflict quadruple damage
Supreme Focus Stance - Initiate an extra boost per round
level 9
Doom Arrow Strike - Search check to inflict 100 extra damage
Details:
Assasin's Preperation
Falcon's Eye (Other)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 3 full-round actions
Range: 60 ft
Target: One creature
You spend 18 seconds carefully studying a target, searching for the most vulnerable point. At the end of this time, make a search check. Add the result of this check to your next ranged attack roll against the target, and twice the result to the damage roll for that attack.
Blindside
Falcon's Eye (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
As part of this maneuver, you make a single attack against one opponent. If you strike that opponent, they become flat-footed until their next turn.
Blindstrike
Falcon's Eye (Strike) [None]
Level: 5
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a singe ranged attack against one opponent. If you strike that opponent, they take an additional 5d6 points of damage and must make a Fortitude save (DC = 5 + Search ranks + Wisdom modifier) or be rendered permanently blind.
Diamond-edged Cascade
Falcon's Eye (Boost)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
A bodyguard leaps in front of your target to shield him from the arrows you have loosed on him, and takes the hits, but he takes them in vain: they pierce through his body and continue on past him into his charge.
During the duration of this boost, all ranged attacks you make inflict 2d6 bonus damage, plus one point of additional bonus damage per initiator level. Additionally, whenever one hits a creature, it continues onward to hit the next creature in the same line, using the same attack roll as the original target, but inflicting damage according to a new roll (including all bonuses). Each previous target grants a stacking +4 cover bonus to AC to the creature being hit. Objects stop these projectiles.
Disarming Shot
Falcon's Eye (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You send an arrow into an enemy's weapon, knocking it clear from his hand
When you initiate this maneuver, make a ranged touch attack roll with your weapon against the target. If this hits, use the same result in a disarm attempt; ranged weapons are always considered one-handed, even if used with two hands.
Doom Arrow
Falcon's Eye (Strike)
Level: 9
Prerequisite: Four Falcon's Eye maneuvers
Initiation Action: 1 full-round action
Range: 1 range increment
Target: 1 creature
You let your entire will flow into a single shot; focus your entire existence into a single arrow. Nothing exists in the universe except you, your arrow, and your target, and time itself waits for you to aim.
Make a search check against your target's armor class, then make a single ranged attack. If the search check succeeds and the ranged attack hits, it inflicts an extra 100 points of damage. If the check failed, your attack is at a -2 penalty.
Eagle's Eye
Falcon's Eye (Boost)
Level: 7
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Ranged attack
Target: One creature
Duration: End of turn
With a glance, you discern several telling weaknesses in your enemy's defenses
When you initiate this boost, make a Search check with a DC equal to the armor class of the creature targeted by it. On a success, all attacks you make against it are made as touch attacks and deal 2d6 bonus damage, plus an amount of additional bonus damage equal to your initiator level.
Golden Sparrow Shot
Falcon's Eye (Strike)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Drawing on amazing reserves of focus and training, you sight a perfect shot in mere seconds, letting fly a perfect, fatal arrow.
As part of this maneuver, make a Search check with a DC equal to the target's AC. If you succeed, make an attack roll; if it hits, you deal quadruple normal ranged damage. If the attack is a critical hit, stack the multipliers as normal. You cannot take the shot on a failed search check.
Hawk's Eyes
Falcon's Eye (Stance)
Level: 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain superior range and accuracy for as long as you remain in this stance. The amount of increase is determined by your ranks in Search.
{table=head]Search Ranks | Effect
4-8 | +1 to ranged attack rolls; maximum range x1.5
9-13 | +2 to ranged attack rolls; maximum range x2
14-18 | +3 to ranged attack rolls; +1d4 to ranged damage; maximum range x2.5
19+ | +5 to ranged attack rolls; +2d4 to ranged damage; maximum range x3[/table]
Hobbling Shot
Falcon's Eye (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You unleash a carefully-aimed shot into your target's legs, slowing him.
When you initate this strike, make a ranged attack. If it hits, your target must make a Fortitude save (DC 11+your Dexterity modifier) or have his land speed halved until he recieves healing exceeding the damage caused by the shot from one source, or a Heal skill check (DC 15) as a full-round action. He may attempt this skill check on himself.
Horizon Seeker
Falcon's Eye (Strike)
Level: 5
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Closing one eye, you focus on your target, sighting down an arrow. You raise your bow, letting your instincts guide it to exactly the right height, and let your arrow fly.
As part of this maneuver, make a single ranged attack. Range penalties do not affect this attack roll. If you hit, you deal 4d6 bonus damage.
Marksman's Shot
Falcon's Eye (Strike)
Level: 1
Initiation Action: 1 Full-round Action
Range: Ranged Attack
Target: One Creature
You sight down your arrow at a target, letting the rest of the world fall away. The next few seconds seem an eternity, but you loose only when you know you have the perfect shot.
When you initiate this maneuver, make a single ranged attack. This attack is made with all range penalties reduced by 2, and inflicts an additional 1d6 damage, should it hit.
Mithral-Eyed Accuracy
Falcon's Eye (Boost)
Level: 5
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your eyes gleam, then narrowly focus on your target and ignore anything that stands in your way.
A Falcon's Eye adept is unimpeded by magical defenses against his arrows, nor by concealment. As long as you target the right square, all ranged attacks you make in a round where you initiate this boost are not subject to concealment or magical protections that provide a miss chance or prevent them from hitting entirely, such as Wind Wall.
Perfect Sniper
True Arrow (Strike)
Level: 7
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
You sight on a target that looks to be barely an inch high, focusing your view into seeing that target's weakpoints, then carefully adjust for every concern, from the mundane range and wind to the more unpredictable magical defenses before letting fly.
As part of this maneuver, make a Spot check against a DC equal to your opponent's armor class. Unlike with other Spot checks in this discipline, a range penalty applies: -2 per range increment. If you succeed, you may make a single ranged attack against the same target, also as part of this maneuver; ignore all magical barriers and the range penalty to hit. If this attack hits, and the target is flat-footed, it inflicts 15d6 bonus damage.
Silver Sparrow Shot
Falcon's Eye (Strike)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You close one eye and sight carefully at your target, instantly noting the weakest point in your foe's armor, adjusting for the wind, timing for your target's dodging.
The Silver Sparrow Shot is a common Falcon's Eye technique, favored for the speed with which it can be brought to bear compared to other, less advanced techniques. As part of this maneuver, make a Spot check with a DC equal to your target's AC. You then make a single ranged attack, also as part of the maneuver; if you failed the Spot check, this is at a -2 penalty, but, if you succeeded and your attack hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.
k hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.
Skirmisher's Stance
Falcon's Eye (Stance)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You aim your shots carefully, loosing your arrows from positions to do the most damage
As long as you have moved at least 10 feet before making an attack, you inflict 1d6 extra damage and gain +1 to hit. This is precision-based damage, so it does not apply against targets further than 30 feet from you, or that are immune to critical hits.
Sniper's Stance
Falcon's Eye (Stance)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You suffer only a -5 penalty to hide checks after shooting (normally this is -20).
Stance of Accuracy
Falcon's Eye (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt a focused stance, allowing you to concentrate on a single target
While in this stance, you gain a +1 bonus to ranged damage against a target for each attack you have made against it previously. This bonus resets to zero if you go a round without attacking that target, leave this stance, or move more than five feet in a single round, or if the target gains total concealment or cover. This bonus does not apply or accumulate against targets with concealment, although you retain it.
Starlight Hail
Falcon's Eye (Boost)
Level: 6
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The arrows from your bow need merely touch an enemy to kill, such is your accuracy and skill at placing them through weakpoints.
During a round in which you initiate this boost, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.
Sublime Marksmanship
Falcon's Eye (Stance)
Level: 6
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The outside world fades from your view, as do all barriers between you and your target. Your instincts lead you into perfect shots with every loosed projectile.
While in this stance, you ignore all concealment and all cover less than total when making ranged attacks. You must still target the correct square.
Supreme Focus
Falcon's Eye (Stance)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stane
You achieve a state of near-oneness with your bow, letting you pour your focus into it in ways impossible before.
While in this stance, you may initiate one Falcon's Eye boost per round without using a swift action.
Sure Shot
Falcon's Eye (Strike)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you pinpoint with deadly accuracy the best location to hit your opponent. As part of this maneuver, you make a single ranged attack. This attack is made at your highest attack bonus, and you receive a +20 to hit with this attack. If this attack hits, you deal an additional 4d6 points of damage.
Take Aim
Falcon's Eye (Strike)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 full-round action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you find a chink in your opponent's armor that is large enough for you to get a series of arrows through. As part of this maneuver, you make a full-attack with a ranged weapon. These attacks are resolved as touch attacks and deal an additional 2d6 points of damage per arrow.
Unerring Shot
Falcon's Eye (Strike)
Level: 3
Initiation Action: One Standard Action
Range: Ranged Attack
Target: One Creature
You fire one arrow in a perfect shot at your target
When you initiate this maneuver, make a ranged attack. This attack ignores less-than total cover, concealment (you must still target the correct square), inclement weather (such as wind or rain), and even magical effects similar to those (such as a Gust of Wind or Wind Wall). If it hits, it inflicts an extra 2d6 damage.
Iron Rain
You say "surrounded and outnumbered". I say "target-rich environment".
Key Skill: Spot
Weapons: Bows, Throwing Knives, Javelins
Classes: Crusader, Swordsage, Warblade, Eaglewing Striker (http://www.giantitp.com/forums/showthread.php?t=74810), Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Pragmatist (www.giantitp.com/forums/showthread.php?t=137699)
level 1
Archer's Evasion Boost - Avoid attacks of opportunity for movement
Soft Targetting Stance - Negate DR by Spot
level 2
Multiple Shot Boost - gain extra attack at BAB; take -2 penalty to BAB
Opportunist's Shot Counter - Take a ranged attack of opportunity
Dummy Shot Counter - make feint against opponent to gain temporary AC
level 3
Flanking Shot strike - Cause target to be flanked
Ride the Storm Stance - Avoid most negative effects of wind
Caltrop Arrows Counter - Impede an enemy's advance by putting arrowheads in front of his feat
level 4
Trick Shot Counter - make immediate disarm attempt against attacker
Alarming Alacrity Boost - Make an additional attack
level 5
Strafe Stance - gain the ability to deal more damage when you move
Quicker than the Eye Strike - Attack ignores enemy's dexterity
Defense of the Iron Rain Stance - Provoke no attacks of opportunity for ranged attacks
level 6
Hit the crowd Strike - target a block of creatures as if they were one
level 7
Hail of Arrows Strike - make full attack; gain three extra attacks
level 8
Storm of Arrows Strike - shoot a number of arrows equal to your dexterity modifier at your full attack bonus
level 9
Cyclone of Arrows Strike - shoot every enemy within one range increment
Details:
Alarming Alacrity
Iron Rain (Boost)
Level: 4
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
In a quick, practiced motion, you loose arrows with a speed far beyond a conventional archer.
In a round in which you initiate this boost, you may make an additional attack as part of a full attack.
Archer's Evasion
Iron Rain (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
You time your movements and nimbly dodge out of harm's way.
You may only initiate this boost when threatened in melee by an enemy. Once you initiate it, you are not subject to attacks of opportunity caused by movement for the remainder of your turn. You may initiate this boost in the middle of a move.
Caltrop Arrows
Iron Rain (Counter)
Level: 3
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 immediate action
Range: See below
Target: One Creature
As an enemy advances on you, you throw a handful of arrowheads at his feet.
You may initiate this maneuver whenever an enemy approaches you and gets closer than twice your natural reach (10' for a medium or small character). You may drop caltrops in the area that the enemy approaches through as an immediate action. These caltrops attack at your attack bonus, and do an amount of damage equal to your initiator level; they become normal caltrops, however, after this one attack. If you do not have caltrops, you may use five arrows or bolts to the same effect.
Cyclone of Arrows
Iron Rain (Strike)
Level: 9
Prerequisite: Four Iron Rain maneuvers
Initiation Action: 1 full action
Range: 1 Range increment
Target: Many opponents
You fire an arrow at every opponent within 1 range increment. All attacks are at your full bonus. Swarms are instantly destroyed, even if they are normally immune to weapon damage.
Defense of the Swift Arrow
Iron Rain (Stance)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Dodging your enemies attacks, you aim with a bow that exists only in your mind. You feel an arrow fit to the string of your real bow, and bring it to bear in a pause as your assailant recovers, matching the imagined one perfectly for a single shot, too fast to interrupt.
While in this stance, you are not subject to attacks of opportunity provoked for making a ranged attack while threatened.
Dummy Shot
Iron Rain (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: Attacking creature
Duration: Instantaneous
As an immediate action, you may feint against a creature attacking you. Roll your Bluff against his opposed Sense Motive. For each two points you beat his check by, you gain a +1 dodge bonus to your armor class against that attack.
Flanking Shot
Iron Rain (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Make a single normal ranged attack. If the attack hits, the target counts as flanked for the next round as if you were standing in the square next to him which is closest to yourself.
Hail of Arrows
Iron Rain (Strike)
Level: 7
Prerequisite: Three Iron Rain maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
You make a ranged full-attack as part of this maneuver. After your attack, you also make an additional three attacks: the first at your highest attack bonus, the second a five lower than the first, and the third at ten lower than the first. All attacks you make during this round, including the extra attacks granted by this maneuver, are made with a -2 penalty.
Hit the Crowd
Iron Rain (Strike)
Level: 6
Prerequisite: Two Iron Rain maneuvers
Initiation Action: See text
Range: Weapon range
Target: a contiguous block of opponents
Duration: Instantaneous
Make a standard or full attack against a contiguous block of adjacent targets. Targets within 5 feet of eachother are considered adjacent. Gain +5 to the attack roll for each target in the group, but roll randomly to determine which target each arrow attacks
Multiple Shot
Iron Rain (Strike)
Level: 2
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
When you use this strike, you focus with supernatural ability and fire off an extra shot during this round. As part of this maneuver, you take a full attack action and make your normal ranged attacks. However, you also make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty.
Opportunist's Shot
Iron Rain (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 feet
Target: One creature
You see a single momentary opening, and use it to loose an arrow.
When a creature within 30' provokes an attack of opportunity and you are armed with a ranged weapon, you may initiate this counter. Make a ranged attack against that target; this functions exactly like a normal attack of opportunity except that it is an immediate action. You suffer attacks of opportunity as normal for using a ranged weapon; any hit negates this maneuver. You cannot use this maneuver and make a melee attack of opportunity for the same opportunity.
Quicker than the Eye
Iron Rain (Strike)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature
You aim and loose an arrow quickly, timing your shot for when the enemy is turned, to hit before your enemy can react.
As part of this maneuver, make a single ranged attack. Your enemy's dexterity, dodge, and shield bonuses do not apply to this attack.
Ride the Storm
Iron Rain (Stance)
Level: 3
Prerequisite: One Iron Rain maneuver
You feel the movements of air and automatically adjust your shots accordingly. You are not effected by wind except as follows. Shooting into the wind decreases your range increment by 5 ft per 10 mph. Shooting with the wind increases your range by the same amount. Shooting through a wind wall counts as travelling 50 ft of distance.
Soft Targetting
Iron Rain (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are constantly aware of everyone's weak points, and naturally target them. Ignore one point of damage reduction for every 4 ranks you have in Spot.
Strafe
Iron Rain (Stance)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your land speed and ranged damage increase according to your ranks in Spot.
{table=head] Spot Ranks | Effect
12-14 | Land speed +10'; Skirmish (+1d6/+1 AC)
15-17 | Land speed +15'; Skirmish (+2d6/+1 AC)
18-20 | Land speed +20'; Skirmish (+2d6/+2 AC)
21+ | Land speed +30'; Skirmish (+3d6/+2 AC)[/table]
Storm of Arrows
Iron Rain (Strike)
Level: 8
Prerequisite: Four Iron Rain maneuvers
Initiation Action: 1 standard action
Range: weapon range
Target: One or more creatures
Shoot a number of arrows equal to your dexterity modifier. Every shot is made at your full attack bonus.
Trick Shot
Iron Rain (Counter)
Level: 4
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
You may activate this maneuver immediately before being attacked. You make an immediate disarm attempt against your attacker that does not provoke attacks of opportunity. You do not provoke an reciprocal disarm if your attempt fails. If your attempt succeeds, your opponent may choose to continue their attack unarmed.[/QUOTE]
Phoenix Feather
There is a beuaty in an arrows flight. Embrace it with your heart, and pour your spirit into everything you do with one.
Key Skill: Spot
Weapons: Bows, Slings
Classes: Swordsage, Eaglewing Striker (http://www.giantitp.com/forums/showthread.php?t=74810), Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Artmage (www.giantitp.com/forums/showthread.php?p=7638391)
All Phoenix 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:
Bursting Shot
Phoenix Feather (Strike)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: weapon range
Area: 20 foot radius sphere
When your arrow reaches a chosen point in its arc, it explodes into a multitude of shards. Roll a single attack and resolve it against every target within 20 feet of the point you specify. Deal damage normally to any hit. This counts as an area-effect attack for use against swarms. You cannot deal precision damage or critical hits with this attack.
Earth-Rending Shot
Phoenix Feather (Strike)
Level: 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Area: 5' wide line out to maximum range
You loose a single shot, tumbling through the air in a deadly dance.
As part of this maneuver, make a ranged attack against every enemy in the area of effect. You need only expend one piece of ammunition to initiate this maneuver. Each creature that is hit by this attack takes 6d6 damage, in addition to your normal damage.
Elemental Arrow
Phoenix Feather (Boost) [Fire, Cold, Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 full-attack action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
As part of this maneuver, you make a full-attack. Each arrow you fire this turn deals an additional 1d6 fire damage, 1d6 cold damage, and 1d6 electrical damage. In addition, all arrows you fire this round gain the flaming burst, freezing burst and shocking burs properties, and double their threat range as if by the Improved Critical feat.
Endless Lightning
Phoenix Feather (Stance) [Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, all your arrows gain the shocking burst property. In addition, each of your arrows deals an additional 2d6 points of electrical damage.
Exploding Arrows
Phoenix Feather (Boost) [Fire]
Level: Crusader 4, Swordsage 4
Prerequisite: One Phoenix Feather Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your arrows become wreathed in flame and explode on contact. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage per initiator level and gain the flaming burst and keen properties.
Farsighted Focus
Phoenix Feather [Scrying]
Level: 4
Initiation Action: 1 full-round action
Range: 50' per initiator level
Effect: Magical sensor
Duration: 1 round (see below).
You sight on a point in the distance, then leave your body behind to watch that point, improving your focus
When you initiate this maneuver, you create a magical sensor at any point that you can see and have line of effect to within range. You may see as if you were at the sensor, but your other senses (such as hearing) continue to originate from your body. You may only see things that you wouldn't normally be able to see (from where you initiate the maneuver) within a 30' radius of the sensor, although you are aware of anything that you can see from both sides (you would not be able to read writing on the back of castle battlements more than 30' from the sensor if you can only see the front, but you can see the battlements). Your memories of this vision are sharp enough to allow you to make ranged attacks on your next turn against creatures that have concealment (even total concealment) from your position but were revealed from the sensor ignoring their concealment.
While you project this sensor, you are unable to properly tend to your own body, and, as such, all attackers are effectively invisible when attacking you, unless using ranged attacks from within 30' of your sensor. You are, however, still as aware of these attacks (being able to see them from a distance, hear them, and so on). You also may not take attacks of opportunity, or do other actions that require a similar level of presence of mind. As an immediate action, you may dismiss this maneuver; however, you lose the benefit of being able to bypass concealment.
Initiating this maneuver provokes an attack of opportunity.
Flaming Arrow
Phoenix Feather (Boost) [Fire]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to burst into flame. When you initiate this maneuver, fire trickles down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.
Hidden Archery Technique
Phoenix Feather (Stance) [Scrying]
Level: 8
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You place the better part of your spirit outside your body, leaving just enough within to operate your weapon. This gives you unprecedented observation and control.
This stance gains you two benefits, but has some drawbacks
First, when you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes. You see equally well out of the sensor and your own eyes.
Also, whenever you attack with a bow or sling, your ammunition follows whatever path you desire (instead of going straight or arcing by gravity). It cannot pass through solid objects, but can pass through holes barely large enough to fit it. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.
The partial disconnect between your spirit and body limits your immediate perception and movement. You are flatfooted (no dex to ac, no attacks of opportunity). You suffer a -5 penalty on all dex-based skill checks, ability checks and saves. You cannot walk, swim, burrow, climb or fly with wings. You can still crawl. If you have spiderclimb or equivalent, you can crawl along walls and ceilings. If you can fly without wings, you can still do that, but your speed is cut in half and your maneuverability falls to poor. Most importantly, you cannot use boosts, strikes, or spells with somatic components of the 5 highest levels you normally could (for example, if you are a 15th level swordsage, you could nor use boosts or stikes from levels 4-8).
Ignited Shot
Phoenix Feather (Strike) [Fire]
Level: 3
Prerequisite: One Phoenix Feather maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Duration: See below
You fire and loose an arrow, sending it to burn through your enemy
Make a ranged attack as part of this maneuver. If it hits, your burning arrow sets its target ablaze, inflicting 1d6 points of fire damage immediately and 1d6 additional fire damage per round on your turn (starting next turn). This lasts until your target either immerses himself in water or succeeds on a Reflex save (DC 13 + your Dexterity modifier); attempting such a save is a standard action.
You must have a way of lighting a fire (flint and steel, a Tindertwig, or a smaller fire, for example) to use this maneuver. If the fire is lit with flint and steel or a tindertwig, igniting it is part of this maneuver (and it a small blaze may be left on the ground for future lightings). If you do not have any of those, you may also ignite the arrow if you know any supernatural maneuver (except this one), spell, psionic power, or similar effect with the [Fire] descriptor; you need only know it, not have it readied or prepared. In that case, this maneuver is a supernatual ability.
Lightning Arrow
Phoenix Feather (Boost) [Electricity]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to spark with electricity. When you initiate this maneuver, electricity cascades down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of electrical damage, +1 point per initiator level.
Lightning Fury
Phoenix Feather (Boost) [Electricity]
Level: Crusader 4, Swordsage 4
Prerequisite: One Phoenix Feather Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
When you initiate this maneuver, you may immediately move up to your speed. This does not count as your normal movement for the round, so you can immediately move again or perform a full-attack. If you do attack this round, all your attacks deal an additional 2d6 points of electrical damage.
Line of the Impaled
Phoenix Feather (Strike)
Level: 4
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One or more creatures
You loose a shot through one creature and let it continue through to the next.
As part of this maneuver, make a ranged attack. If it hits, it inflicts an extra 3d6 points of damage, and the projectile continues in a line past the original target; you must make attacks against every target in that path, in order, until you miss; your attack bonus decreases by two for each target hit before. Every target hit takes normal weapon damage, plus the 3d6 from this maneuver.
Mindcrush
Phoenix Feather (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Fort and Will partial
As part of this maneuver, make a ranged attack against one opponent. This attack deals an additional 8d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = 5 + Spot ranks + Wis modifier) or be rendered permanently blind and deaf. He must also make a Will save (DC = 5 + Spot ranks + Wis modifier) or be rendered silenced and shaken for 1d4+4 rounds.
Obliterate
Phoenix Feather (Strike)
Level: Crusader 9, Swordsage 9
Prerequisite: Four Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
When you initiate this maneuver, you immediately make an attack against one opponent. This attack deals an additional 10d6 points of damage. In addition, this arrow is considered to have the bane and slaying properties for a type of your choice.
Phantom Arrow
Phoenix Feather (Boost) [Force]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus wreathes your arrows in cascading force energy. When you initiate this maneuver, your bow and arrows become surrounded with force energy. For the rest of your turn, your ranged attacks deal an extra 1d6 points of force damage and can strike incorporeal creatures.
Phantom Hail
Phoenix Feather (Stance) [Force]
Level: Crusader 3, Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you manifest a bow and arrows of force. This bow is a longbow, and the arrows deal damage as normal. In addition, all your attacks while in this stance gain the ghost touch ability.
Finally, all your arrows ignore wind of all sorts, including magical effects such as [/i]Wind Wall[/i].
Pilot Arrow
Phoenix Feather (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One opponent
Duration: 3 rounds
Your first arrow becomes charged with energy, drawing the rest of your arrows towards it. When you initiate this maneuver, you make a ranged full-attack on one enemy. Your first arrow receives a +10 to hit and deals an extra 4d6 points of damage. If the first arrow hits, the rest of your attacks this round and any attacks you make against that opponent for the next three rounds receive a +5 to hit and deal an additional 3d6 points of damage.
Reciprocating Shot
Phoenix Feather (Counter) [Force]
Level: Crusader 3, Swordsage 3
Prerequisite: None
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
Saving Throw: Fortitude half
You may initiate this maneuver immediately after taking damage. When you initiate this maneuver, you immediately make a single attack at your highest attack bonus at the creature that struck you. If you hit, your attack deals an amount of damage equal to your maximum hit points minus your current hit points. If the targeted creature makes a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier), they instead take half that amount.
Skyfire
Phoenix Feather (Strike) [Fire, Electricity]
Level: Crusader 8, Swordsage 8
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Reflex half; see text
When initiating this maneuver, you make a ranged attack against one opponent. If this attack hits, your opponent takes an additional 3d6 fire damage and 3d6 electrical damage. In addition, all creatures within 30' of the struck creature (including the target) take 4d6 fire damage and 4d6 electrical damage from great gouts of fire and lightning bolts that fall from the sky. A successful Reflex save (DC = 5 + Spot ranks + Wisdom modifier) halves this damage.
Soul Archery
Phoenix Feather (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance
You embew every shot you make with a tiny bit of yourself. All attacks count as magic and as your alignment for purposes of overcoming damage reduction.
Terror Arrow
Phoenix Feather (Strike) [Phantasm, Mind-Affecting]
Level: 7
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature
Duration: 1d3 rounds
Saving Throw: Will negates
You focus your gaze on an enemy and draw your bow, empty. You turn it on your enemy, and loose a shot seen only in your mind to hit unerringly
Phoenix Feather masters know that their true greatest weapon isn't their arrows or their bow, or their hands, but the mind behind it all. Certain among them have developed this technique to emphasize this point, letting an attack that is almost purely mental (although focused through a range weapon) strike their enemy. The enemy is then stunned by the mental onslaught, unable to ignore the attack as it is more than nothing, yet unable to simply shrug it off as another physical wound.
When you initiate this maneuver, its target must make a Will save (DC 17 + your Wisdom modifier). If it fails this save, it is stunned for 1d3 rounds.
Thunderbolt
Phoenix Feather (Boost) [Sonic]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.
Veiled Arrows
Phoenix Feather (Boost)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
All arrows you shoot this round are invisible from the time they leave your bow to the time they hit something. They do not reveal your location, and cannot be actively countered. See invisibility or True Seeing negates this.
Vengeful Stance
Phoenix Feather (Stance)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, all your arrows gain the bane property. Select a creature type when you enter the stance. Changing the creature type is equivalent to changing a stance (i.e. a swift action).
A while back, I_got_this_name and Fax Celestis posted the True Arrow (http://www.giantitp.com/forums/showpost.php?p=7780236&postcount=379) and Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707) 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 (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Pragmatist (www.giantitp.com/forums/showthread.php?t=137699)
level 1
Hawk's Eyes Stance - increase range, accuracy, and damage.
Hobbling Shot Strike - Slow an enemy's movement
Marksman's Shot Strike - Reduce range penalties and inflict bonus damage
Stance of Accuracy Stance - Recieve bonus to ranged damage for repeated attacks
level 2
Disarming Shot Strike - Disarm at a distance
Blindside Boost - cause opponent to become flat-footed
level 3
Skirmisher's Stance Stance - Gain +1 to hit, +1d6 damage when moving
Unerring Shot Strike - Ranged attack ignores cover, concealment, weather
Sure Shot Strike - one arrow gains +20 to hit and deals extra damage
Take Aim Strike - resolve one arrow as touch attack
level 4
Silver Sparrow Shot Strike - Make a Search check to inflict double damage
Assasin's Preperation Other - Spend 18 seconds lining up a shot for a bonus to attack and damage.
Sniper's Stance - Suffer only a -5 penalty to hide checks after shooting.
level 5
Blindstrike Strike - blind opponent with successful attack
Horizon Seeker Strike - Attack ignores range and deals +4d6 damage
Mithral-eyed Accuracy Boost - Attacks ignore concealment and magical barriers
level 6
Starlight Hail Boost - Make ranged attacks as touch attacks, critically hit more
Sublime Marksmanship Stance - Ignore all concealment and less than total cover
level 7
Eagle's Eye Boost - Aim at a target with a Search check to make attacks as touch attacks, do 2d6+IL bonus damage
Perfect Sniper Strike - Search check to ignore range penalties and magical barriers, inflict +15d6 to flat-footed enemy
level 8
Diamond-edged Cascade Boost - Arrows fire through targets, inflict 2d6+IL bonus damage
Golden Sparrow Shot Strike - Search check to inflict quadruple damage
Supreme Focus Stance - Initiate an extra boost per round
level 9
Doom Arrow Strike - Search check to inflict 100 extra damage
Details:
Assasin's Preperation
Falcon's Eye (Other)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 3 full-round actions
Range: 60 ft
Target: One creature
You spend 18 seconds carefully studying a target, searching for the most vulnerable point. At the end of this time, make a search check. Add the result of this check to your next ranged attack roll against the target, and twice the result to the damage roll for that attack.
Blindside
Falcon's Eye (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
As part of this maneuver, you make a single attack against one opponent. If you strike that opponent, they become flat-footed until their next turn.
Blindstrike
Falcon's Eye (Strike) [None]
Level: 5
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a singe ranged attack against one opponent. If you strike that opponent, they take an additional 5d6 points of damage and must make a Fortitude save (DC = 5 + Search ranks + Wisdom modifier) or be rendered permanently blind.
Diamond-edged Cascade
Falcon's Eye (Boost)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
A bodyguard leaps in front of your target to shield him from the arrows you have loosed on him, and takes the hits, but he takes them in vain: they pierce through his body and continue on past him into his charge.
During the duration of this boost, all ranged attacks you make inflict 2d6 bonus damage, plus one point of additional bonus damage per initiator level. Additionally, whenever one hits a creature, it continues onward to hit the next creature in the same line, using the same attack roll as the original target, but inflicting damage according to a new roll (including all bonuses). Each previous target grants a stacking +4 cover bonus to AC to the creature being hit. Objects stop these projectiles.
Disarming Shot
Falcon's Eye (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You send an arrow into an enemy's weapon, knocking it clear from his hand
When you initiate this maneuver, make a ranged touch attack roll with your weapon against the target. If this hits, use the same result in a disarm attempt; ranged weapons are always considered one-handed, even if used with two hands.
Doom Arrow
Falcon's Eye (Strike)
Level: 9
Prerequisite: Four Falcon's Eye maneuvers
Initiation Action: 1 full-round action
Range: 1 range increment
Target: 1 creature
You let your entire will flow into a single shot; focus your entire existence into a single arrow. Nothing exists in the universe except you, your arrow, and your target, and time itself waits for you to aim.
Make a search check against your target's armor class, then make a single ranged attack. If the search check succeeds and the ranged attack hits, it inflicts an extra 100 points of damage. If the check failed, your attack is at a -2 penalty.
Eagle's Eye
Falcon's Eye (Boost)
Level: 7
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Ranged attack
Target: One creature
Duration: End of turn
With a glance, you discern several telling weaknesses in your enemy's defenses
When you initiate this boost, make a Search check with a DC equal to the armor class of the creature targeted by it. On a success, all attacks you make against it are made as touch attacks and deal 2d6 bonus damage, plus an amount of additional bonus damage equal to your initiator level.
Golden Sparrow Shot
Falcon's Eye (Strike)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Drawing on amazing reserves of focus and training, you sight a perfect shot in mere seconds, letting fly a perfect, fatal arrow.
As part of this maneuver, make a Search check with a DC equal to the target's AC. If you succeed, make an attack roll; if it hits, you deal quadruple normal ranged damage. If the attack is a critical hit, stack the multipliers as normal. You cannot take the shot on a failed search check.
Hawk's Eyes
Falcon's Eye (Stance)
Level: 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain superior range and accuracy for as long as you remain in this stance. The amount of increase is determined by your ranks in Search.
{table=head]Search Ranks | Effect
4-8 | +1 to ranged attack rolls; maximum range x1.5
9-13 | +2 to ranged attack rolls; maximum range x2
14-18 | +3 to ranged attack rolls; +1d4 to ranged damage; maximum range x2.5
19+ | +5 to ranged attack rolls; +2d4 to ranged damage; maximum range x3[/table]
Hobbling Shot
Falcon's Eye (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You unleash a carefully-aimed shot into your target's legs, slowing him.
When you initate this strike, make a ranged attack. If it hits, your target must make a Fortitude save (DC 11+your Dexterity modifier) or have his land speed halved until he recieves healing exceeding the damage caused by the shot from one source, or a Heal skill check (DC 15) as a full-round action. He may attempt this skill check on himself.
Horizon Seeker
Falcon's Eye (Strike)
Level: 5
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Closing one eye, you focus on your target, sighting down an arrow. You raise your bow, letting your instincts guide it to exactly the right height, and let your arrow fly.
As part of this maneuver, make a single ranged attack. Range penalties do not affect this attack roll. If you hit, you deal 4d6 bonus damage.
Marksman's Shot
Falcon's Eye (Strike)
Level: 1
Initiation Action: 1 Full-round Action
Range: Ranged Attack
Target: One Creature
You sight down your arrow at a target, letting the rest of the world fall away. The next few seconds seem an eternity, but you loose only when you know you have the perfect shot.
When you initiate this maneuver, make a single ranged attack. This attack is made with all range penalties reduced by 2, and inflicts an additional 1d6 damage, should it hit.
Mithral-Eyed Accuracy
Falcon's Eye (Boost)
Level: 5
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your eyes gleam, then narrowly focus on your target and ignore anything that stands in your way.
A Falcon's Eye adept is unimpeded by magical defenses against his arrows, nor by concealment. As long as you target the right square, all ranged attacks you make in a round where you initiate this boost are not subject to concealment or magical protections that provide a miss chance or prevent them from hitting entirely, such as Wind Wall.
Perfect Sniper
True Arrow (Strike)
Level: 7
Prerequisite: Three True Arrow maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
You sight on a target that looks to be barely an inch high, focusing your view into seeing that target's weakpoints, then carefully adjust for every concern, from the mundane range and wind to the more unpredictable magical defenses before letting fly.
As part of this maneuver, make a Spot check against a DC equal to your opponent's armor class. Unlike with other Spot checks in this discipline, a range penalty applies: -2 per range increment. If you succeed, you may make a single ranged attack against the same target, also as part of this maneuver; ignore all magical barriers and the range penalty to hit. If this attack hits, and the target is flat-footed, it inflicts 15d6 bonus damage.
Silver Sparrow Shot
Falcon's Eye (Strike)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You close one eye and sight carefully at your target, instantly noting the weakest point in your foe's armor, adjusting for the wind, timing for your target's dodging.
The Silver Sparrow Shot is a common Falcon's Eye technique, favored for the speed with which it can be brought to bear compared to other, less advanced techniques. As part of this maneuver, make a Spot check with a DC equal to your target's AC. You then make a single ranged attack, also as part of the maneuver; if you failed the Spot check, this is at a -2 penalty, but, if you succeeded and your attack hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.
k hits, it inflicts double damage. If the attack is a critical hit, stack the multipliers as per the normal rule.
Skirmisher's Stance
Falcon's Eye (Stance)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You aim your shots carefully, loosing your arrows from positions to do the most damage
As long as you have moved at least 10 feet before making an attack, you inflict 1d6 extra damage and gain +1 to hit. This is precision-based damage, so it does not apply against targets further than 30 feet from you, or that are immune to critical hits.
Sniper's Stance
Falcon's Eye (Stance)
Level: 4
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You suffer only a -5 penalty to hide checks after shooting (normally this is -20).
Stance of Accuracy
Falcon's Eye (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt a focused stance, allowing you to concentrate on a single target
While in this stance, you gain a +1 bonus to ranged damage against a target for each attack you have made against it previously. This bonus resets to zero if you go a round without attacking that target, leave this stance, or move more than five feet in a single round, or if the target gains total concealment or cover. This bonus does not apply or accumulate against targets with concealment, although you retain it.
Starlight Hail
Falcon's Eye (Boost)
Level: 6
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The arrows from your bow need merely touch an enemy to kill, such is your accuracy and skill at placing them through weakpoints.
During a round in which you initiate this boost, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.
Sublime Marksmanship
Falcon's Eye (Stance)
Level: 6
Prerequisite: Two Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The outside world fades from your view, as do all barriers between you and your target. Your instincts lead you into perfect shots with every loosed projectile.
While in this stance, you ignore all concealment and all cover less than total when making ranged attacks. You must still target the correct square.
Supreme Focus
Falcon's Eye (Stance)
Level: 8
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stane
You achieve a state of near-oneness with your bow, letting you pour your focus into it in ways impossible before.
While in this stance, you may initiate one Falcon's Eye boost per round without using a swift action.
Sure Shot
Falcon's Eye (Strike)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you pinpoint with deadly accuracy the best location to hit your opponent. As part of this maneuver, you make a single ranged attack. This attack is made at your highest attack bonus, and you receive a +20 to hit with this attack. If this attack hits, you deal an additional 4d6 points of damage.
Take Aim
Falcon's Eye (Strike)
Level: 3
Prerequisite: One Falcon's Eye maneuver
Initiation Action: 1 full-round action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you find a chink in your opponent's armor that is large enough for you to get a series of arrows through. As part of this maneuver, you make a full-attack with a ranged weapon. These attacks are resolved as touch attacks and deal an additional 2d6 points of damage per arrow.
Unerring Shot
Falcon's Eye (Strike)
Level: 3
Initiation Action: One Standard Action
Range: Ranged Attack
Target: One Creature
You fire one arrow in a perfect shot at your target
When you initiate this maneuver, make a ranged attack. This attack ignores less-than total cover, concealment (you must still target the correct square), inclement weather (such as wind or rain), and even magical effects similar to those (such as a Gust of Wind or Wind Wall). If it hits, it inflicts an extra 2d6 damage.
Iron Rain
You say "surrounded and outnumbered". I say "target-rich environment".
Key Skill: Spot
Weapons: Bows, Throwing Knives, Javelins
Classes: Crusader, Swordsage, Warblade, Eaglewing Striker (http://www.giantitp.com/forums/showthread.php?t=74810), Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Pragmatist (www.giantitp.com/forums/showthread.php?t=137699)
level 1
Archer's Evasion Boost - Avoid attacks of opportunity for movement
Soft Targetting Stance - Negate DR by Spot
level 2
Multiple Shot Boost - gain extra attack at BAB; take -2 penalty to BAB
Opportunist's Shot Counter - Take a ranged attack of opportunity
Dummy Shot Counter - make feint against opponent to gain temporary AC
level 3
Flanking Shot strike - Cause target to be flanked
Ride the Storm Stance - Avoid most negative effects of wind
Caltrop Arrows Counter - Impede an enemy's advance by putting arrowheads in front of his feat
level 4
Trick Shot Counter - make immediate disarm attempt against attacker
Alarming Alacrity Boost - Make an additional attack
level 5
Strafe Stance - gain the ability to deal more damage when you move
Quicker than the Eye Strike - Attack ignores enemy's dexterity
Defense of the Iron Rain Stance - Provoke no attacks of opportunity for ranged attacks
level 6
Hit the crowd Strike - target a block of creatures as if they were one
level 7
Hail of Arrows Strike - make full attack; gain three extra attacks
level 8
Storm of Arrows Strike - shoot a number of arrows equal to your dexterity modifier at your full attack bonus
level 9
Cyclone of Arrows Strike - shoot every enemy within one range increment
Details:
Alarming Alacrity
Iron Rain (Boost)
Level: 4
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
In a quick, practiced motion, you loose arrows with a speed far beyond a conventional archer.
In a round in which you initiate this boost, you may make an additional attack as part of a full attack.
Archer's Evasion
Iron Rain (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
You time your movements and nimbly dodge out of harm's way.
You may only initiate this boost when threatened in melee by an enemy. Once you initiate it, you are not subject to attacks of opportunity caused by movement for the remainder of your turn. You may initiate this boost in the middle of a move.
Caltrop Arrows
Iron Rain (Counter)
Level: 3
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 immediate action
Range: See below
Target: One Creature
As an enemy advances on you, you throw a handful of arrowheads at his feet.
You may initiate this maneuver whenever an enemy approaches you and gets closer than twice your natural reach (10' for a medium or small character). You may drop caltrops in the area that the enemy approaches through as an immediate action. These caltrops attack at your attack bonus, and do an amount of damage equal to your initiator level; they become normal caltrops, however, after this one attack. If you do not have caltrops, you may use five arrows or bolts to the same effect.
Cyclone of Arrows
Iron Rain (Strike)
Level: 9
Prerequisite: Four Iron Rain maneuvers
Initiation Action: 1 full action
Range: 1 Range increment
Target: Many opponents
You fire an arrow at every opponent within 1 range increment. All attacks are at your full bonus. Swarms are instantly destroyed, even if they are normally immune to weapon damage.
Defense of the Swift Arrow
Iron Rain (Stance)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Dodging your enemies attacks, you aim with a bow that exists only in your mind. You feel an arrow fit to the string of your real bow, and bring it to bear in a pause as your assailant recovers, matching the imagined one perfectly for a single shot, too fast to interrupt.
While in this stance, you are not subject to attacks of opportunity provoked for making a ranged attack while threatened.
Dummy Shot
Iron Rain (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: Attacking creature
Duration: Instantaneous
As an immediate action, you may feint against a creature attacking you. Roll your Bluff against his opposed Sense Motive. For each two points you beat his check by, you gain a +1 dodge bonus to your armor class against that attack.
Flanking Shot
Iron Rain (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Make a single normal ranged attack. If the attack hits, the target counts as flanked for the next round as if you were standing in the square next to him which is closest to yourself.
Hail of Arrows
Iron Rain (Strike)
Level: 7
Prerequisite: Three Iron Rain maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
You make a ranged full-attack as part of this maneuver. After your attack, you also make an additional three attacks: the first at your highest attack bonus, the second a five lower than the first, and the third at ten lower than the first. All attacks you make during this round, including the extra attacks granted by this maneuver, are made with a -2 penalty.
Hit the Crowd
Iron Rain (Strike)
Level: 6
Prerequisite: Two Iron Rain maneuvers
Initiation Action: See text
Range: Weapon range
Target: a contiguous block of opponents
Duration: Instantaneous
Make a standard or full attack against a contiguous block of adjacent targets. Targets within 5 feet of eachother are considered adjacent. Gain +5 to the attack roll for each target in the group, but roll randomly to determine which target each arrow attacks
Multiple Shot
Iron Rain (Strike)
Level: 2
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
When you use this strike, you focus with supernatural ability and fire off an extra shot during this round. As part of this maneuver, you take a full attack action and make your normal ranged attacks. However, you also make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty.
Opportunist's Shot
Iron Rain (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 feet
Target: One creature
You see a single momentary opening, and use it to loose an arrow.
When a creature within 30' provokes an attack of opportunity and you are armed with a ranged weapon, you may initiate this counter. Make a ranged attack against that target; this functions exactly like a normal attack of opportunity except that it is an immediate action. You suffer attacks of opportunity as normal for using a ranged weapon; any hit negates this maneuver. You cannot use this maneuver and make a melee attack of opportunity for the same opportunity.
Quicker than the Eye
Iron Rain (Strike)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature
You aim and loose an arrow quickly, timing your shot for when the enemy is turned, to hit before your enemy can react.
As part of this maneuver, make a single ranged attack. Your enemy's dexterity, dodge, and shield bonuses do not apply to this attack.
Ride the Storm
Iron Rain (Stance)
Level: 3
Prerequisite: One Iron Rain maneuver
You feel the movements of air and automatically adjust your shots accordingly. You are not effected by wind except as follows. Shooting into the wind decreases your range increment by 5 ft per 10 mph. Shooting with the wind increases your range by the same amount. Shooting through a wind wall counts as travelling 50 ft of distance.
Soft Targetting
Iron Rain (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are constantly aware of everyone's weak points, and naturally target them. Ignore one point of damage reduction for every 4 ranks you have in Spot.
Strafe
Iron Rain (Stance)
Level: 5
Prerequisite: Two Iron Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your land speed and ranged damage increase according to your ranks in Spot.
{table=head] Spot Ranks | Effect
12-14 | Land speed +10'; Skirmish (+1d6/+1 AC)
15-17 | Land speed +15'; Skirmish (+2d6/+1 AC)
18-20 | Land speed +20'; Skirmish (+2d6/+2 AC)
21+ | Land speed +30'; Skirmish (+3d6/+2 AC)[/table]
Storm of Arrows
Iron Rain (Strike)
Level: 8
Prerequisite: Four Iron Rain maneuvers
Initiation Action: 1 standard action
Range: weapon range
Target: One or more creatures
Shoot a number of arrows equal to your dexterity modifier. Every shot is made at your full attack bonus.
Trick Shot
Iron Rain (Counter)
Level: 4
Prerequisite: One Iron Rain maneuver
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
You may activate this maneuver immediately before being attacked. You make an immediate disarm attempt against your attacker that does not provoke attacks of opportunity. You do not provoke an reciprocal disarm if your attempt fails. If your attempt succeeds, your opponent may choose to continue their attack unarmed.[/QUOTE]
Phoenix Feather
There is a beuaty in an arrows flight. Embrace it with your heart, and pour your spirit into everything you do with one.
Key Skill: Spot
Weapons: Bows, Slings
Classes: Swordsage, Eaglewing Striker (http://www.giantitp.com/forums/showthread.php?t=74810), Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501), Thousand-Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147), Artmage (www.giantitp.com/forums/showthread.php?p=7638391)
All Phoenix 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:
Bursting Shot
Phoenix Feather (Strike)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: weapon range
Area: 20 foot radius sphere
When your arrow reaches a chosen point in its arc, it explodes into a multitude of shards. Roll a single attack and resolve it against every target within 20 feet of the point you specify. Deal damage normally to any hit. This counts as an area-effect attack for use against swarms. You cannot deal precision damage or critical hits with this attack.
Earth-Rending Shot
Phoenix Feather (Strike)
Level: 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Area: 5' wide line out to maximum range
You loose a single shot, tumbling through the air in a deadly dance.
As part of this maneuver, make a ranged attack against every enemy in the area of effect. You need only expend one piece of ammunition to initiate this maneuver. Each creature that is hit by this attack takes 6d6 damage, in addition to your normal damage.
Elemental Arrow
Phoenix Feather (Boost) [Fire, Cold, Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 full-attack action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
As part of this maneuver, you make a full-attack. Each arrow you fire this turn deals an additional 1d6 fire damage, 1d6 cold damage, and 1d6 electrical damage. In addition, all arrows you fire this round gain the flaming burst, freezing burst and shocking burs properties, and double their threat range as if by the Improved Critical feat.
Endless Lightning
Phoenix Feather (Stance) [Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, all your arrows gain the shocking burst property. In addition, each of your arrows deals an additional 2d6 points of electrical damage.
Exploding Arrows
Phoenix Feather (Boost) [Fire]
Level: Crusader 4, Swordsage 4
Prerequisite: One Phoenix Feather Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your arrows become wreathed in flame and explode on contact. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage per initiator level and gain the flaming burst and keen properties.
Farsighted Focus
Phoenix Feather [Scrying]
Level: 4
Initiation Action: 1 full-round action
Range: 50' per initiator level
Effect: Magical sensor
Duration: 1 round (see below).
You sight on a point in the distance, then leave your body behind to watch that point, improving your focus
When you initiate this maneuver, you create a magical sensor at any point that you can see and have line of effect to within range. You may see as if you were at the sensor, but your other senses (such as hearing) continue to originate from your body. You may only see things that you wouldn't normally be able to see (from where you initiate the maneuver) within a 30' radius of the sensor, although you are aware of anything that you can see from both sides (you would not be able to read writing on the back of castle battlements more than 30' from the sensor if you can only see the front, but you can see the battlements). Your memories of this vision are sharp enough to allow you to make ranged attacks on your next turn against creatures that have concealment (even total concealment) from your position but were revealed from the sensor ignoring their concealment.
While you project this sensor, you are unable to properly tend to your own body, and, as such, all attackers are effectively invisible when attacking you, unless using ranged attacks from within 30' of your sensor. You are, however, still as aware of these attacks (being able to see them from a distance, hear them, and so on). You also may not take attacks of opportunity, or do other actions that require a similar level of presence of mind. As an immediate action, you may dismiss this maneuver; however, you lose the benefit of being able to bypass concealment.
Initiating this maneuver provokes an attack of opportunity.
Flaming Arrow
Phoenix Feather (Boost) [Fire]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to burst into flame. When you initiate this maneuver, fire trickles down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.
Hidden Archery Technique
Phoenix Feather (Stance) [Scrying]
Level: 8
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You place the better part of your spirit outside your body, leaving just enough within to operate your weapon. This gives you unprecedented observation and control.
This stance gains you two benefits, but has some drawbacks
First, when you enter this stance, you create a scrying sensor in your space. You may move this sensor as if it had a flight speed of 5 times your initiator level with perfect maneuverability, however it must always remain within 20xIL feet of you. Moving the sensor counts as your movement for action purposes. You see equally well out of the sensor and your own eyes.
Also, whenever you attack with a bow or sling, your ammunition follows whatever path you desire (instead of going straight or arcing by gravity). It cannot pass through solid objects, but can pass through holes barely large enough to fit it. You must be able to see every part of the route (using a mirror or scrying sensor counts). Calculate range penalties based on the total distance traveled.
The partial disconnect between your spirit and body limits your immediate perception and movement. You are flatfooted (no dex to ac, no attacks of opportunity). You suffer a -5 penalty on all dex-based skill checks, ability checks and saves. You cannot walk, swim, burrow, climb or fly with wings. You can still crawl. If you have spiderclimb or equivalent, you can crawl along walls and ceilings. If you can fly without wings, you can still do that, but your speed is cut in half and your maneuverability falls to poor. Most importantly, you cannot use boosts, strikes, or spells with somatic components of the 5 highest levels you normally could (for example, if you are a 15th level swordsage, you could nor use boosts or stikes from levels 4-8).
Ignited Shot
Phoenix Feather (Strike) [Fire]
Level: 3
Prerequisite: One Phoenix Feather maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Duration: See below
You fire and loose an arrow, sending it to burn through your enemy
Make a ranged attack as part of this maneuver. If it hits, your burning arrow sets its target ablaze, inflicting 1d6 points of fire damage immediately and 1d6 additional fire damage per round on your turn (starting next turn). This lasts until your target either immerses himself in water or succeeds on a Reflex save (DC 13 + your Dexterity modifier); attempting such a save is a standard action.
You must have a way of lighting a fire (flint and steel, a Tindertwig, or a smaller fire, for example) to use this maneuver. If the fire is lit with flint and steel or a tindertwig, igniting it is part of this maneuver (and it a small blaze may be left on the ground for future lightings). If you do not have any of those, you may also ignite the arrow if you know any supernatural maneuver (except this one), spell, psionic power, or similar effect with the [Fire] descriptor; you need only know it, not have it readied or prepared. In that case, this maneuver is a supernatual ability.
Lightning Arrow
Phoenix Feather (Boost) [Electricity]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to spark with electricity. When you initiate this maneuver, electricity cascades down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of electrical damage, +1 point per initiator level.
Lightning Fury
Phoenix Feather (Boost) [Electricity]
Level: Crusader 4, Swordsage 4
Prerequisite: One Phoenix Feather Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
When you initiate this maneuver, you may immediately move up to your speed. This does not count as your normal movement for the round, so you can immediately move again or perform a full-attack. If you do attack this round, all your attacks deal an additional 2d6 points of electrical damage.
Line of the Impaled
Phoenix Feather (Strike)
Level: 4
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One or more creatures
You loose a shot through one creature and let it continue through to the next.
As part of this maneuver, make a ranged attack. If it hits, it inflicts an extra 3d6 points of damage, and the projectile continues in a line past the original target; you must make attacks against every target in that path, in order, until you miss; your attack bonus decreases by two for each target hit before. Every target hit takes normal weapon damage, plus the 3d6 from this maneuver.
Mindcrush
Phoenix Feather (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Fort and Will partial
As part of this maneuver, make a ranged attack against one opponent. This attack deals an additional 8d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = 5 + Spot ranks + Wis modifier) or be rendered permanently blind and deaf. He must also make a Will save (DC = 5 + Spot ranks + Wis modifier) or be rendered silenced and shaken for 1d4+4 rounds.
Obliterate
Phoenix Feather (Strike)
Level: Crusader 9, Swordsage 9
Prerequisite: Four Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
When you initiate this maneuver, you immediately make an attack against one opponent. This attack deals an additional 10d6 points of damage. In addition, this arrow is considered to have the bane and slaying properties for a type of your choice.
Phantom Arrow
Phoenix Feather (Boost) [Force]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus wreathes your arrows in cascading force energy. When you initiate this maneuver, your bow and arrows become surrounded with force energy. For the rest of your turn, your ranged attacks deal an extra 1d6 points of force damage and can strike incorporeal creatures.
Phantom Hail
Phoenix Feather (Stance) [Force]
Level: Crusader 3, Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you manifest a bow and arrows of force. This bow is a longbow, and the arrows deal damage as normal. In addition, all your attacks while in this stance gain the ghost touch ability.
Finally, all your arrows ignore wind of all sorts, including magical effects such as [/i]Wind Wall[/i].
Pilot Arrow
Phoenix Feather (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One opponent
Duration: 3 rounds
Your first arrow becomes charged with energy, drawing the rest of your arrows towards it. When you initiate this maneuver, you make a ranged full-attack on one enemy. Your first arrow receives a +10 to hit and deals an extra 4d6 points of damage. If the first arrow hits, the rest of your attacks this round and any attacks you make against that opponent for the next three rounds receive a +5 to hit and deal an additional 3d6 points of damage.
Reciprocating Shot
Phoenix Feather (Counter) [Force]
Level: Crusader 3, Swordsage 3
Prerequisite: None
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
Saving Throw: Fortitude half
You may initiate this maneuver immediately after taking damage. When you initiate this maneuver, you immediately make a single attack at your highest attack bonus at the creature that struck you. If you hit, your attack deals an amount of damage equal to your maximum hit points minus your current hit points. If the targeted creature makes a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier), they instead take half that amount.
Skyfire
Phoenix Feather (Strike) [Fire, Electricity]
Level: Crusader 8, Swordsage 8
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Reflex half; see text
When initiating this maneuver, you make a ranged attack against one opponent. If this attack hits, your opponent takes an additional 3d6 fire damage and 3d6 electrical damage. In addition, all creatures within 30' of the struck creature (including the target) take 4d6 fire damage and 4d6 electrical damage from great gouts of fire and lightning bolts that fall from the sky. A successful Reflex save (DC = 5 + Spot ranks + Wisdom modifier) halves this damage.
Soul Archery
Phoenix Feather (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance
You embew every shot you make with a tiny bit of yourself. All attacks count as magic and as your alignment for purposes of overcoming damage reduction.
Terror Arrow
Phoenix Feather (Strike) [Phantasm, Mind-Affecting]
Level: 7
Prerequisite: Three Phoenix Feather maneuvers
Initiation Action: 1 standard action
Range: 1 range increment
Target: One creature
Duration: 1d3 rounds
Saving Throw: Will negates
You focus your gaze on an enemy and draw your bow, empty. You turn it on your enemy, and loose a shot seen only in your mind to hit unerringly
Phoenix Feather masters know that their true greatest weapon isn't their arrows or their bow, or their hands, but the mind behind it all. Certain among them have developed this technique to emphasize this point, letting an attack that is almost purely mental (although focused through a range weapon) strike their enemy. The enemy is then stunned by the mental onslaught, unable to ignore the attack as it is more than nothing, yet unable to simply shrug it off as another physical wound.
When you initiate this maneuver, its target must make a Will save (DC 17 + your Wisdom modifier). If it fails this save, it is stunned for 1d3 rounds.
Thunderbolt
Phoenix Feather (Boost) [Sonic]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.
Veiled Arrows
Phoenix Feather (Boost)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn
All arrows you shoot this round are invisible from the time they leave your bow to the time they hit something. They do not reveal your location, and cannot be actively countered. See invisibility or True Seeing negates this.
Vengeful Stance
Phoenix Feather (Stance)
Level: 5
Prerequisite: Two Phoenix Feather maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, all your arrows gain the bane property. Select a creature type when you enter the stance. Changing the creature type is equivalent to changing a stance (i.e. a swift action).