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dspeyer
2010-03-18, 11:15 AM
This is a result of the Refactoring ToB archery (http://www.giantitp.com/forums/showthread.php?t=143785) thread which is itself an outgrowth of the Age of Warriors (http://www.giantitp.com/forums/showthread.php?t=134088) thread. It is a remix of Fax's Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707) and I_got_this_name's True Arrow (http://www.giantitp.com/forums/showthread.php?t=48255) with additions by DracoDei and myself. You do not need to know any of those threads to evaluate this discipline.

Falcon's Eye
Everyone has a weak spot. The key is to find it and put something pointy there, preferably from a safe distance.

This is the archery school of precision. If there is a single scale missing on a dragon's stomach, a Falcon's Eye adept will find it. Many practitioners of Falcon's Eye also study Shadow Hand, to better strike from hiding without fear of retribution. Others prefer to stand behind ramparts. They do not call this cowardice, merely sense: they are not there to be wounded, but to deal wounds (and death).

Key Skill: Search
Weapons: Bows, Crossbows (including hand crossbows), Rays
Classes: Swordsage, Warblade, Spirit Archer, Thousand-Arrow Archer, Pragmatist, Dreaming Lotus Assassin

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
Interception Strike - Shoot down incoming missile

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. 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

Make a disarm attempt with a ranged attack. Treat your weapon as one handed. You do not risk being disarmed in return, nor do you provoke attacks of opportunity that using a ranged weapon would not normally provoke.


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, add 4 times the check result to your 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.

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


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.


Interception
Falcon's Eye (Strike)
Level: 5
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 standard action
Range: One range increment
Target: One incoming attack

You shoot down one incoming ranged attack before it can reach its target. Because ranged attacks generally do not remain in flight for multiple actions, this maneuver is usually used as a readied action. While the interception must occur within one range increment, the initiator of the shot-down attack can be anywhere. Make an opposed attack roll. If yours is higher, the attack is stopped.

You may intercept any projectile less than 10 times the weight of your own ammunition. Attempts to intercept heavier projectiles fail. You may also intercept magical effects, so long as they are visible and require or sometimes require an attack roll. For example, eldritch blast always requires a roll, and fireball sometimes does, so they can be blocked, but chain lightening does not, and cannot be. For magical effects, you take a -5 penalty to your attack roll. If you succeed, the spell effects the arrow instead of the intended target. Usually this just destroys the arrow, but some spells have other effects (for example, fireball detonates with normal strength centered on the arrow). You choose where along the spell's path the interception occurs (within one range increment of you).

Weight of projectiles in pounds for creatures of various sizes:


smallmediumlargehuge
arrow0.0750.150.30.6
crossbow bolt0.050.10.20.4
sling bullet (lead)0.250.512
sling pebble (stone)0.1250.250.51
Dart0.250.512
Javelin1248
Knife0.5124
Shurukin0.250.512
Thrown Rock1.2552080
Balista Bolt4080160320




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
Falcon's Eye (Strike)
Level: 7
Prerequisite: Three Falcon's Eye 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 Search check against a DC equal to your opponent's armor class. Unlike with other Search 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 Search 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 Search 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 insight bonus 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.

PairO'Dice Lost
2010-03-19, 12:39 AM
Assasin's Preperation

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.

It's faaaaar too easy to cheese out skill checks to add 2*skill result to something; a skillmonkey picking this up via Martial Study would be too good, and even basic skill optimization would make a martial adept love this maneuver. I'd suggest making it only 1/2 result to attack and 1 * result to damage.


Diamond-edged Cascade

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.

For simplicity's sake, it would be easier to keep the same damage roll, or at least give the option to keep it to speed things up.


Disarming Shot

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.

"If this hits, use the same result in a disarm attempt" should probably be rephrased as "If this hits, make a free disarm attempt against the target."


Doom Arrow

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.

Strike of Perfect Clarity is considered to be among the weaker 9th-level maneuvers, and it doesn't require a skill check or inflict a penalty. I'd suggest incorporating a Search check by making the damage equal to 50 + check result or something similar.


Golden Sparrow Shot

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.

Comparing this to Diamond Nightmare blade, you should still be able to make the attack if you fail the check, but at some minor penalty.


Sure Shot

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.

I'd suggest making the attack bonus an insight bonus; it fits conceptually, plus that way it doesn't stack with things like true strike, the sniper gish's favorite spell.


Take Aim

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.

Having both this maneuver and Eagle's Eye are kind of redundant, plus the boost (4 levels higher than this one) requires a check where this one does not. Might want to rethink one of the two.

DracoDei
2010-03-19, 01:09 AM
It's faaaaar too easy to cheese out skill checks to add 2*skill result to something; a skillmonkey picking this up via Martial Study would be too good, and even basic skill optimization would make a martial adept love this maneuver. I'd suggest making it only 1/2 result to attack and 1 * result to damage.
The to-hit stuff may or may not be too much, but Diamond Mind already has a 2xConcentration Check Damage maneuver, and that is as a standard action.

PairO'Dice Lost
2010-03-19, 01:19 AM
The to-hit stuff may or may not be too much, but Diamond Mind already has a 2xConcentration Check Damage maneuver, and that is as a standard action.

The to-hit is indeed what does it--adding in the bonus to attack lets you do things like Power Shot for full or otherwise add in things that penalize your attack bonus in exchange for something else. If it only added the damage (or was a higher level, which might be a better option in this case) it wouldn't be nearly as bad.

EDIT: Yes, it does take 3 full-round actions instead of a standard, but the kind of character focusing on this discipline is likely to be an ambushing, attack-from-hiding sort to begin with, so they'd be likely to pick up abilities that added on bunches of damage in exchange for to-hit penalties on the assumption that their targets would be flat-footed and unaware most of the time.

EDIT EDIT: Hmm. Perhaps I'm overreacting just a tad. Basing judgement of the ability on a likely playstyle not intrinsic to the ability itself isn't a good idea. Consider that objection withdrawn.

dspeyer
2010-03-20, 06:00 PM
For simplicity's sake, it would be easier to keep the same damage roll, or at least give the option to keep it to speed things up.


Probably true.



"If this hits, use the same result in a disarm attempt" should probably be rephrased as "If this hits, make a free disarm attempt against the target."


That's not the same thing, as yours calls for a second attack roll. Why is that better? Or is the original phrasing unclear in a way I'm not seeing.



Strike of Perfect Clarity is considered to be among the weaker 9th-level maneuvers, and it doesn't require a skill check or inflict a penalty. I'd suggest incorporating a Search check by making the damage equal to 50 + check result or something similar.


50+check could well be lower than 100, especially if custom skill-boosting items aren't available. Maybe 4 time check result?



Comparing this to Diamond Nightmare blade, you should still be able to make the attack if you fail the check, but at some minor penalty.


Sure.



I'd suggest making the attack bonus an insight bonus; it fits conceptually, plus that way it doesn't stack with things like true strike, the sniper gish's favorite spell.


I doubt many people would try to stack them (generally one is enough, and there's no benefit to exceeding ac by a lot), but sure, insight sounds reasonable.



Having both this maneuver and Eagle's Eye are kind of redundant, plus the boost (4 levels higher than this one) requires a check where this one does not. Might want to rethink one of the two.

They're similar, but not redundant. Take aim lets you fire one arrow. Eagle Eyes lets you fire as many arrows as youcan in a full round. You can even combine it with an Iron Rain strike.

PairO'Dice Lost
2010-03-20, 10:46 PM
That's not the same thing, as yours calls for a second attack roll. Why is that better? Or is the original phrasing unclear in a way I'm not seeing.

Ah, I see what you're going for now; I wasn't quite sure what you meant by that, since a disarm attempt uses a regular attack roll instead of a touch attack. In that case, I'd phrase that as "If this hits, make an immediate disarm attempt, using the result of your touch attack as your opposed attack roll" or similar.


50+check could well be lower than 100, especially if custom skill-boosting items aren't available. Maybe 4 time check result?

Doesn't have to be exactly 50+ (just pulling a number out of the air), but [result] + X or [result] * X or similar would work. 4*result should be fine; damage should average out to about the same as Time Stands Still.

dspeyer
2010-03-22, 11:06 PM
Ah, I see what you're going for now; I wasn't quite sure what you meant by that, since a disarm attempt uses a regular attack roll instead of a touch attack. In that case, I'd phrase that as "If this hits, make an immediate disarm attempt, using the result of your touch attack as your opposed attack roll" or similar.

Huh? A regular attack roll and a touch attack roll are the same roll. The difference is what AC they're against, which doesn't matter for opposed rolls.

PairO'Dice Lost
2010-03-22, 11:20 PM
Huh? A regular attack roll and a touch attack roll are the same roll. The difference is what AC they're against, which doesn't matter for opposed rolls.

I know, but there are some maneuvers which use a touch attack to establish contact (e.g grapple), while the disarm attack simply specifies an opposed roll. I thought your intention was to require a touch attack for contact and then make a regular disarm attempt, which means they'd need to make both a touch attack (to hit) and a regular attack (opposed).

dspeyer
2010-03-23, 12:21 AM
I know, but there are some maneuvers which use a touch attack to establish contact (e.g grapple), while the disarm attack simply specifies an opposed roll. I thought your intention was to require a touch attack for contact and then make a regular disarm attempt, which means they'd need to make both a touch attack (to hit) and a regular attack (opposed).

Ya know? On second thought: let's drop the touch attack. It makes hardly any difference.

Make a disarm attempt with a ranged attack. Treat your weapon as one handed. You do not risk being disarmed in return, nor do you provoke attacks of opportunity that using a ranged weapon would not normally provoke.

PairO'Dice Lost
2010-03-23, 12:32 AM
Ya know? On second thought: let's drop the touch attack. It makes hardly any difference.

Make a disarm attempt with a ranged attack. Treat your weapon as one handed. You do not risk being disarmed in return, nor do you provoke attacks of opportunity that using a ranged weapon would not normally provoke.

Much nicer.

dspeyer
2010-03-23, 01:13 AM
Results of our discussion here so far:

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. 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

Make a disarm attempt with a ranged attack. Treat your weapon as one handed. You do not risk being disarmed in return, nor do you provoke attacks of opportunity that using a ranged weapon would not normally provoke.


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, add 4 times the check result to your damage. If the check failed, your attack is at a -2 penalty.



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 insight bonus to hit with this attack. If this attack hits, you deal an additional 4d6 points of damage.


Idea from the Iron Rain thread:

Interception
Falcon's Eye (Strike)
Level: 5
Prerequisite: Three Falcon's Eye maneuvers
Initiation Action: 1 standard action
Range: One range increment
Target: One incoming attack

You shoot down one incoming ranged attack before it can reach its target. Because ranged attacks generally do not remain in flight for multiple actions, this maneuver is usually used as a readied action. While the interception must occur within one range increment, the initiator of the shot-down attack can be anywhere. Make an opposed attack roll. If yours is higher, the attack is stopped.

You may intercept any projectile less than 10 times the weight of your own ammunition. Attempts to intercept heavier projectiles fail. You may also intercept magical effects, so long as they are visible and require or sometimes require an attack roll. For example, eldritch blast always requires a roll, and fireball sometimes does, so they can be blocked, but chain lightening does not, and cannot be. For magical effects, you take a -5 penalty to your attack roll. If you succeed, the spell effects the arrow instead of the intended target. Usually this just destroys the arrow, but some spells have other effects (for example, fireball detonates with normal strength centered on the arrow). You choose where along the spell's path the interception occurs (within one range increment of you).

Weight of projectiles in pounds for creatures of various sizes:
{table]|small|medium|large|huge
arrow|0.075|0.15|0.3|0.6
crossbow bolt|0.05|0.1|0.2|0.4
sling bullet (lead)|0.25|0.5|1|2
sling pebble (stone)|0.125|0.25|0.5|1
Dart|0.25|0.5|1|2
Javelin|1|2|4|8
Knife|0.5|1|2|4
Shurukin|0.25|0.5|1|2
Thrown Rock|1.25|5|20|80
Balista Bolt|40|80|160|320[/table]

dspeyer
2010-03-23, 01:16 AM
I hit the wrong button and accidentally deleted the first post. I copied and pasted it out of another browser tab, but lost most of the formatting. Is there any way to revert to the original?

PairO'Dice Lost
2010-03-23, 01:34 AM
I hit the wrong button and accidentally deleted the first post. I copied and pasted it out of another browser tab, but lost most of the formatting. Is there any way to revert to the original?

Not that I know of, unfortunately.

DracoDei
2010-03-23, 01:39 AM
I tend to make text-file backups as insurance against stuff like that...