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View Full Version : D&D 3.x Other More Martial Disciplines for Ranged Combat (Some borrowed material, some new) [PEACH]



Vorpal_Bunny
2015-03-27, 09:59 PM
Hello all!

So I've been looking for quite a while for ranged martial disciplines that felt right to me, and I haven't had much luck until I stumbled upon Crimson_Concerto's Sublime Marksman the disciplines for which felt right (and pretty well balanced) in large part because they were mostly re-flavors of established maneuvers, tweaked to work as ranged attacks.

After reading them over (and sadly noticing they stopped at 4th-ish level maneuvers), I was inspired to adjust them further, first in flavor, and then eventually adapting an additional school from Tiger Claw, Desert Wind, Devoted Spirit, and White Raven

All that being said, I'm HIGHLY indebted to Richard Baker, Matthew Sernett and Frank Brunner original Tome of Battle work, Crimson_Concerto's work re-flavoring/adjusting, and the far-too-many-to-name developers of homebrew ranged martial disciplines here on the GitPG forums, WOTC Forums, and the MinMax boards. That being said, if something looks like a copy (without it being obvious...say a my re-flavoring of Feral Death Blow to Headshot, or morphing of the spell Downdraft into Downdraft Shot) and I didn't credit you above, I assure you it was subconscious and I please accept my sincere apologies.

I have four fully-developed disciplines, Distant Horizon (I know, same name as a feat) which is an aproximate reflavor-and-continuation of Crimson_Concerto's "Falcon Eye" (which in turn borrows heavily from Diamond Mind), Swooping Raptor which borrows (or re-flavors) a lot from Tiger Claw and various ranged combat and mobility feats, Imperious Gale which is a combination of White Raven enabling Devoted Spirit Healing and some enemy-control, and Splitting Lightning which is focused almost completely on AOE damage and re-flavors a bit of Desert Wind.

As its a lot of text, I'm posting the maneuvers below.

Advice, critique, mechanical issues, fluff issues, etc, would be greatly appreciated!

Thanks!

V_B

Vorpal_Bunny
2015-03-27, 10:00 PM
Imperious Gale

Adepts of the Imperious Gale discipline are masters of utilizing their distance to assess, and affect the course of battle utilizing ki-fuled blasts of wind to move enemies and allies alike, and soothing breezes to bolster allies’ endurance. Knowing that environmental conditions can ruin the plans of any warrior, Imperious Gale ensures the wind at least is in the adept’s favor. Imperious Gale’s preferred weapons are the Shortbow, Composite Shortbow, Longbow, Composite Longbow, Greatbow, and Composite Greatbow. The discipline’s key skill is Intimidate.



1st

Soothing Whisper
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 1
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of initiating this strike, you must make a successful ranged attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If the attack hits you or an ally within 10ft of you (or the target), heals 1d6 points of damage +1 point per initiator level (maximum +5)

Boisterous Breeze Shot
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 1
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of initiating this strike, you make a single ranged attack. If your attack is successful, your allies gain a +4 bonus to charge attacks against that target, and a +10ft bonus to speed when charging that target.

Uplifting Spirits Stance
Imperious Gale (Stance)
Level: Blade Scholar, Crusader, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you heal 2 points of damage each time you make a successful ranged attack. You may redirect this healing to any ally within 10ft of the target of your ranged attack.

2nd

Carried by the Winds
Imperious Gale (Counter)
Level: Blade Scholar, Crusader, Swordsage 2
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round/initiator level or Instantaneous
You may initiate this counter when you would fall. You immediately gain either the benefit of a Feather Fall effect or fly up to the distance you fell to a stable horizontal surface capable of carrying your weight.
This is a supernatural ability.

Lifting Gust Strike
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 2 (One Imperious Gale Maneuver)
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of initiating this strike, you make a single ranged attack, if your attack hits you deal an extra 2d6 points of damage. In addition, each ally adjacent to the target are buffeted by slight winds, allowing them to take an immediate 5-ft step that does not provoke attacks of opportunity.

Riding the Winds
Imperious Gale (Boost)
Level: Blade Scholar, Crusader, Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
To initiate this maneuver, you must be aware of some unusual atmospheric effect between you and your target, such as strong winds (natural or magical) or a wind wall. After initiating this boost, your ranged attacks are treated as if they were siege weapons for purposes relating to that effect, although they deal no additional damage. For instance, normal arrows would penetrate a wind wall and would only suffer a -4 penalty for being fired through a windstorm.

3rd

Healing Wind
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 3 (One Imperious Gale Maneuver)
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of initiating this strike, you must make a successful ranged attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If the attack hits you or an ally within 10ft of you (or the target), heals 3d6 points of damage +1 point per initiator level (maximum +10)

Gusting Blast [Air]
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 3 (One Imperious Gale Maneuver)
Initiation Action: 1 Standard Action
Range: 60ft
Target: One creature, plus each creature in the area
Area: 60ft Line
Duration: 1 round
Saving Throw: Fortitude Partial
As part of initiating this strike, you make a single ranged attack against a target within 60ft. Your ki propels the projectile with great force (equivalent to a 50 mph wind), small or smaller creatures in the area pushed back 1d6 x10 feet, or twice as far if they are flying. Medium creatures on the ground are unable to move forward against the force of the wind, or are treated as small if flying. Finally, all creatures of medium size or smaller in the area must succeed a fortitude save (DC 13+Your Charisma modifier) or be knocked prone.

Swirling Zephyr Stance
Imperious Gale (Stance)
Level: Blade Scholar, Crusader, Swordsage 3 (Three Imperious Gale Maneuvers)
Initiation Action: 1 swift action
Area: 10ft radius column, 30ft high, centered on you
Target: You
Duration: Stance
While you are in this stance, buffeting winds surround you, buffeting enemies, forcing them to treat squares within 10ft of you as difficult terrain. In addition, ranged attacks against targets in this area are made with a 20% miss chance.

4th

Blustering Strike
Imperious Gale (Boost)
Level: Blade Scholar, Crusader, Swordsage 4 (Two Imperious Gale Maneuvers)
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
After you initiate this boost, you can make your attacks as normal. In addition to taking normal ranged damage from your blows, a foe you strike after initiating this maneuver is pushed 5ft back.

Impeding Winds Shot
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 4 (One Imperious Gale Maneuver)
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of this maneuver, you make a ranged attack against an opponent. Your attack deals an extra 2d6 points of damage. In addition, if your attack hits, your target’s speed is reduced by 20 feet until the end of its next turn, which might prevent it from moving entirely. This penalty applies to all movement modes. A flying creature with a fly speed of 0 feet falls to the ground (and takes falling damage appropriately if it is subject to this effect while in the air.

5th

Downdraft Shot
Imperious Gale (Strike) [Air]
Level: Blade Scholar, Crusader, Swordsage 5 (Two Imperious Gale maneuvers)
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Area: 20ft radius column 100ft high
Duration: Instantaneous
Saving Throw: Reflex Partial
As part of this maneuver, make a single ranged attack, if the attack hits it deals normal ranged damage, and creatures in the area are caught up in a turbulent column of air rushing toward the earth. Airborne creatures in the area must succeed a reflex save or immediately plummet up to 100ft straight down (Taking falling damage, 1d6 points per 10ft fallen), if the downdraft makes them hit the ground or collide with an object. Those who succeed on the reflex save plummet only 50ft. Creatures already on the ground must succeed a reflex save or be knocked prone.

Scattering Leaves
Imperious Gale (Strike) [Air]
Level: Blade Scholar, Crusader, Swordsage 5 (Two Imperious Gale maneuvers)
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial
As part of initiating this strike, you make a single ranged attack, if your attack hits you deal an extra 5d6 points of damage. In addition, each ally adjacent to the target is buffeted by slight winds, allowing them to take an immediate 10-ft step that does not provoke attacks of opportunity.

6th

Healing Zephyr Shot
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 6 (Two Imperious Gale Maneuvers)
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
As part of initiating this strike, you must make a successful ranged attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If the attack hits you and all allies within 10ft of you and the target, heals 3d6 points of damage +1 point per initiator level (maximum +15)

Gale-force Blast [Air]
Imperious Gale (Boost)
Level: Blade Scholar, Crusader, Swordsage 6 (Two Imperious Gale Maneuvers)
Initiation Action: 1 Swift Action
Range: Personal
Area: 60ft Cone
Duration: Instantaneous
When you initiate this boost, your next ranged attack at a target within 60ft is made with tremendous force. Your ki propels the projectile with great force creating a gust of wind, emanating from you. If your attack is successful, allies in the area may ride the gust of wind, immediately taking a move action toward your target, if your attack was unsuccessful, allies in the area may take an immediate 5-ft step.

7th

Greater Gusting Blast [Air]
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 7 (Three Imperious Gale Maneuver)
Initiation Action: 1 Standard Action
Range: 60ft
Target: One creature plus each creature in the area
Area: 60ft Line
Duration: 1 round
Saving Throw: Fortitude Partial
This strike functions like Gusting Blast, except creatures are considered one size category smaller than their actual size, and the fortitude save DC to avoid being knocked prone is DC 17+Your Constitution Modifier.

Wind-Caught Shot
Imperious Gale (Boost)
Level: Blade Scholar, Crusader, Swordsage 7
Prerequisite: Three Imperious Gale Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: End of turn
This boost functions exactly like Ride the Wind, except you use the intervening wind conditions to your greater advantage; all of your ranged attacks this round hit with greater force, dealing damage as if they were two size categories larger than they actually are.

8th

Healing Cyclone Shot
Imperious Gale (Strike)
Level: Blade Scholar, Crusader, Swordsage 8 (Three Imperious Gale Maneuvers)
Initiation Action: Full round Action
Range: Ranged attack
Target: One or more creature
As part of initiating this strike, you make arranged full attack against one or more enemies whose alignment has at least one component different from yours. These foes must pose a threat to you or your allies in some direct, immediate way. For each attack that hits you or one ally within 10ft of the target heals 5d6 points of damage +1 point per initiator level (maximum +20). You may change the recipient of this healing after each successful attack

Crushing Tempest
Imperious Gale (Strike) [Air]
Level: Blade Scholar, Crusader, Swordsage 8 (Three Imperious Gale Maneuvers)
Initiation Action: Full round Action
Range: Ranged attack
Target: One creature
Duration: up to four rounds
As part of initiating this strike, you make a single ranged attack. If it hits it deals normal ranged damage plus 2d6, and the target is subjected to a large, stationary, crushing vortex of wind. The vortex grapples the target on each round, with a grapple bonus equal to your initiator level plus your constitution modifier, plus 10 for its Strength score (31), +4 for being large. The vortex deals 2d6+10 points of lethal damage on each successful grapple check against that target. The vortex continues to grapple the opponent until it escapes (and moves away), or four rounds have passed, whichever comes first.

9th

Strike of the Mighty Wind
Imperious Gale (Boost)
Level: Blade Scholar, Crusader, Swordsage 9 (Three Imperious Gale Maneuvers)
Initiation Action: 1 Swift Action
Range: Personal
Area: 90ft Cone
Duration: End of turn
When you initiate this boost, until the end of your turn, each of your ranged attacks at targets within 90ft are made with tremendous force. Your ki propels the projectiles with great force creating a gust of wind, emanating from you. With each successful attack, allies in the area may ride the gust of wind, immediately making a charge attack against, or a move action towards, your target. If your attack was unsuccessful, allies in the area may take an immediate 5-ft step. Each ally may be granted only one charge attack by this boost, but they may still move up to their speed following each other successful attack.



Splintered Lightning

The Splintered Lightning discipline focuses on strikes and boost which assail your foes with the power of your storming ki, withheld only by your extreme concentration. The shuriken, sling, Shortbow, Composite Shortbow, Hand Crossbow, Light Crossbow, and Javelin, are the preferred weapons of Splintered Lightning. Concentration is the key skill for Splintered Lightning, providing the initiator the ability to contain the power of his electrified ki.


1st

Crackling Bolt Shot
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 1
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature or 1 5ft Square
As part of this maneuver you make a single ranged attack, this attack can target either a 5ft square or a single creature. A 5ft square has an AC of 5, and you deal 2 electricity damage to each creature in the square as well as each adjacent square; this is considered splash damage. If you target a creature, you resolve the ranged attack as normal, dealing normal ranged damage, and then deal 2 electricity splash damage to each creature adjacent to the target. Do not add enhancement, bonus damage, or precision damage to the splash damage from this attack.


Resounding Arrow
Splintered Lightning (Boost) [Sonic]
Level: Blade Scholar, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
When you initiate this maneuver, your bowstring begins to hum, and your bolts or arrows vibrate slightly. For the rest of your turn, your ranged attacks and maneuvers deal an extra 1d6 extra points of sonic damage, +1 point per initiator level. Additionally, if any of your attacks deal splash damage, that damage becomes sonic damage.
This maneuver is a supernatural ability.

Reverberating Thunder Stance
Splintered Lightning (Stance)
Level: Blade Scholar, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may reroll damage dice which show results of a 1 and add the result of the reroll to the original die. Each die may be rerolled once.

2nd

Splinter Bolt Blast
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 2
Prerequisite: One Splintered Lightning Maneuver
Initiation Action: 1 Standard Action
Range: 30ft
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
When you initiate this maneuver, you fire a single ranged attack with your ranged weapon (make no attack roll), using your ki to splinter the ammunition, which then deals creatures in the area 2D6 points of piercing damage. Creatures in the area can attempt a Reflex save (DC 12+ your Constitution modifier) for half damage.


Flash of Lightning Bolts
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 2
Prerequisite: One Splitting Lightning Maneuver
Initiation Action: 1 full round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal ranged attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra one granted by this maneuver, are made with a -2 penalty.


Reverberating Defense
Splintered Lightning (Boost)
Level: Blade Scholar, Swordsage 2
Prerequisite: Two Splitting Lightning Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round
Initiate this counter after being dealt damage by an enemy’s attack. Until the end of your next turn, you deal bonus sonic damage on your attacks equal to one quarter the damage dealt to you (Round up to the next whole). Therefore, if you were dealt 5 damage by an enemy’s attack, you would deal +2 sonic damage on all of your attacks until the end of your next turn.


3nd

Crackling Thunder Bolt
Splintered Lightning (Boost)
Level: Blade Scholar, Swordsage 3
Prerequisite: 2 Splintered Lightning Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may initiate this boost before making a single ranged attack, whether part of a maneuver or through the ranged attack action. Resolve your ranged attack as normal, but you may distribute the damage that you deal among your target and creatures in three contiguous squares adjacent to the target. You may distribute zero damage to a creature. You may deal precision damage to the target of your attack only. Consider any damage applied to adjacent creatures splash damage. The splash damage dealt to adjacent creatures is considered to be each of the types normally dealt by your attack.

Grounding Static Shot
Splintered Lightning (Strike) [Electricity]
Level: Blade Scholar, Swordsage 3
Prerequisite One Splintered Lightning maneuver
Initiation Action: 1 Full Round Action
Range: Ranged Attack
Target: One Creature
Duration: 5 rounds
To initiate this maneuver, you must succeed on a Ranged Attack, dealing normal ranged damage plus 2d6 electricity damage. If your opponent is wearing metal armor and touching the ground, you then make an Opposed Grapple Check (size modifier still apply), with a +4 bonus, and using your choice of your Strength or Dexterity bonus. If your grapple check is successful, your opponent is considered grappled for five rounds or until it succeeds on a DC 15 escape artist check as a standard action.
This maneuver does not stack with Improved Grapple.

STATIC VEIL
Splintered Lighting (Stance) [Electricity]
Level: Blade Scholar, Swordsage 3
Prerequisite: One Splintered Lightning maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
An adjacent opponent that hits you with a melee attack while you are in this stance takes 5 electricity. Your Static Veil does not harm a creature using a reach weapon to attack you. This stance is a supernatural ability.


4th

Rapid Staccato Strike
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 4
Prerequisite: Two Splintered Lightning Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged attack
Target: One creature
When you initiate this strike, your projectile splits into four identical projectiles mid-air, resulting in 1d4+1 identical projectiles. As part of initiating this strike, you make a single ranged attack roll, and compare the results against one target per projectile produced by this strike. Each projectile deals normal ranged damage. Apply precision based damage against only one target hit by the attacks. All of the targets must be within a 10ft radius area.

Blinding Flash
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 4
Prerequisite: One Splintered Lightning Maneuver
Initiation Action: 1 Full Round action
Range: Ranged Attack
Area: 10ft radius
Duration: 1 round/2 initiator levels
Saving Throw: Will negates (Blinding Only)
When you initiate this maneuver make a ranged attack roll (AC 5) against a 5ft square in the strike’s area, this attack deals no damage. As your projectile approaches the target, you split it into a cloud sparkling particles which covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be re moved and continues to sparkle until it fades. Any creature covered by the dust takes -40 penalty on Hide checks.
This maneuver is a supernatural ability.

Gathering Charge
Splintered Lightning (Boost) [Electricity]
Level: Blade Scholar, Swordsage 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
When you initiate this maneuver, static electricity trails from your weapon. For the rest of your turn, your ranged attacks and maneuvers deal an extra 2d6 extra points of electrical damage, +1 point per initiator level. Additionally, if any of your attacks deal splash damage, that damage becomes electrical damage.
This maneuver is a supernatural ability.

5th

Shattering Thunder Bolt
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 5
Prerequisite: Two Splintered Lightning Maneuvers
Initiation Action: 1 Standard Action
Range: 30ft
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
When you initiate this maneuver, you fire a single piece of ammunition with your ranged weapon (make no attack roll), using your ki to splinter the ammunition, which then 3d6 points of piercing damage plus 3d6 points of electricity damage to creatures in the area. Creatures in the area can attempt a Reflex save (DC 15+ your Constitution modifier) for half damage.

Crashing Thunder Bolt
Splintered Lightning (Boost)
Level: Blade Scholar, Swordsage 5
Prerequisite: Two Splintered Lightning Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
This maneuver functions exactly like Crackling Thunder Bolt, except you distribute the damage among your target and all creatures in up to nine contiguous squares adjacent to the target. Furthermore, each target to which you distribute at least one damage takes 1d4 bonus sonic damage.

6th

Leaping Lightning Shot
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 6
Prerequisite: Two Splintered Lightning Maneuvers
Initiation Action: 1 Full Round Action
Range: Ranged Attack
Target: One or two creatures
When you initiate this maneuver, make a single ranged attack against a single enemy in range, if your attack hits, it deals normal ranged damage plus 6d6 electricity damage, and then arcs to one additional target within 15ft, dealing half as much damage as the initial attack. The secondary target may attempt a reflex save (DC 16+Your Constitution modifier) for half damage (1/4 damage).

Static Assault
Splintered Lighting (Stance) [Electricity]
Level: Blade Scholar, Swordsage 6
Prerequisite: One Splintered Lightning maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, every ranged attack you make deals an extra 1d6 points of electrical damage. This is a supernatural ability.

Clinging Lightning and Thunder
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 6
Prerequisite: Three Swooping Raptor maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Save: Fortitude, partial
Duration: 6 rounds
As part of this maneuver make a single ranged attack, if the attack hits, it deals an extra 1d6 electricity and 1d6 sonic damage, and the target is surrounded with a crackling shell of energy which deals 2d6 points of electricity and 2d6 points of sonic damage per round. The subject may attempt a Fortitude save (DC 16+Your Constitution modifier) to negate the damage, but a successful save does not prevent damage in future rounds. The pain and clamor limits the subject to a single move action in any round when it fails its fortitude save.

7th

Thunder and Lightning
Splintered Lightning (Boost) [Sonic, Electricity]
Level: Blade Scholar, Swordsage 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
When you initiate this maneuver, static electricity trails from your weapon. For the rest of your turn, your ranged attacks and maneuvers deal an extra 1d6 extra points of electrical damage, +1 point per initiator level, and an extra 1d6 points of sonic damage +1 point per initiator level. Additionally, if any of your attacks deal splash damage, that damage becomes half electrical and half sonic damage.
This maneuver is a supernatural ability.

Lightning Storm Strike
Splintered Lightning (Strike) [Electrical]
Level: Blade Scholar, Swordsage 7
Prerequisite: One Splintered Lightning Maneuver
Initiation Action: 1 Full Round action
Range: Ranged Attack
Area: 20ft radius
Duration: 1 round/4 initiator levels
Saving Throw: Fortitude partial, Reflex partial
When you initiate this maneuver make a ranged attack roll (AC 5) against a 5ft square in the strike’s area, this attack deals no damage. As your projectile approaches the target, you split it into a hail of sparking projectiles. Each target in the area takes 3d6 points of Electrical damage. The maneuver’s area creates an area of turbulent electrical energy as residual static electricity dissipates. For the duration, any creature that starts its turn there must make a reflex save [DC = 17+Your Constitution modifier] or take 2d6 points of electricity damage. In addition, affected creatures must make a fortitude save or be knocked prone. If a creature is already prone, failing the reflex save has no effect on it.
This maneuver is a supernatural ability.

8th

Crashing Lighting Wave
Splintered Lightning (Strike)
Level: Blade Scholar, Swordsage 8
Prerequisite: Splintered Lightning Maneuvers
Initiation Action: 1 Standard Action
Range: 30ft
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
When you initiate this maneuver, you fire a single piece of ammunition with your ranged weapon (make no attack roll), using your ki to splinter the ammunition, which then 5d6 points of piercing damage plus 5d6 points of electricity damage to creatures in the area. Creatures in the area can attempt a Reflex save (DC 18+ your Constitution Modifier modifier) for half damage.

Stance of Rapid Wrath
Splintered Lighting (Stance) [Electricity]
Level: Blade Scholar, Swordsage 8
Prerequisite: One Splintered Lightning maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, once per turn, when you deal electricity damage to a target you also deal up to 3 creatures within 10 feet of the target 1d4 sonic damage. Additionally, once per turn when you deal sonic damage to a target, you also deal up to 3 creatures within 10 feet of the target 1d4 electrical damage.
This is a supernatural ability.

9th

Cacophonous Thunder Bolt
Splintered Lightning (Boost) [Electricity, Sonic]
Level: Blade Scholar, Swordsage 9
Prerequisite: Three Splintered Lightning Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
This maneuver functions exactly like Crashing Thunder Bolt, except each target to which you distribute at least one damage takes an additional 4d4 sonic damage (for a total of 5d4 sonic damage), and each creature within a 10ft radius of the target takes 5d4 points of electrical splash damage.

Vorpal_Bunny
2015-03-27, 10:02 PM
DISTANT HORIZON

Distant Horizon maneuvers allow a warrior to take advantage of her excellent perception, feeling out the flow of battle and striking vital targets hard, often before they can even reach the martial adept. The Longbow, Composite Longbow, Heavy Crossbow, Great Crossbow, Great Bow, and Composite Greatbow are the discipline’s favored weapons. PRecetion is the Distant Horizon discipline’s key skill.


1st

HOBBLING SHOT
Distant Horizon (Strike)
Level: Marksman 1
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature
Duration: 1 round
As part of this maneuver you make a Perception check with a DC equal to your foe’s AC, and a single ranged attack against your foe. If your Spot check and attack roll succeed, you deal normal damage and the target’s speed is halved for 1 round. During this time, the target cannot charge or run. If your Spot check fails, your attack is made with a -2 penalty and has no additional effect.

QUICK AIM
Distant Horizon (Strike)
Level: Marksman 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You can attempt a Spot check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single ranged attack against your target. This attack is also made as part of this maneuver. If your Spot check succeeds, the target is flat-footed against your attack, and you deal an extra 1D6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage.

DISTANCE SHOT
Distant Horizon (Boost)
Level: Marksman 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, when you use a projectile weapon, such as a bow, its range increment is multiplied by 1½. If you use a thrown weapon instead, its range increment is doubled.

SNIPER’S STANCE
Distant Horizon (Stance)
Level: Marksman 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, range increment penalties to ranged weapon attack rolls are reduced by 1 per two initiator levels, to a minimum of zero.

2nd

GRAZING SHOT
Distant Horizon (Strike)
Level: Marksman 2
Prerequisite: One Distant Horizon maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
As part of this maneuver, make a single ranged attack against an opponent. This is a ranged touch attack rather than a standard ranged attack. If you hit, you deal normal ranged damage.

MID-AIR INTERCEPT
Distant Horizon (Counter)
Level: Marksman 2
Initiation Action: 1 immediate action
Range: Personal
When an enemy makes a ranged attack against you or any target within 10ft of you, you may initiate this counter, making an opposed attack roll versus the attacker. If you win the opposed attack roll, the attack misses, if the attacker wins, the attack is resolved with a -2 penalty. You cannot initiate this maneuver if you are denied your DEX bonus to AC against the attacker. You must choose to use this maneuver before you know the result of the attack roll.

3rd

DISARMING SHOT
Distant Horizon (Strike)
Level: Marksman 3
Prerequisite: One Distant Horizon maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One Creature
You make a single ranged attack as part of this strike. If this attack hits and deals damage, you can also attempt to disarm your opponent (PH 115). Treat any disarm attempt with a projectile, light, or one-handed thrown weapon as a disarm attempt with a one-handed weapon, and any disarm attempt with a two-handed thrown weapon as a two-handed disarm.

CAREFUL AIM
Distant Horizon (Strike)
Level: Marksman 3
Prerequisite: One Distant Horizon Maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One Creature
As part of this maneuver, make a ranged attack. If this attack hits, you do not deal damage normally. Instead, you make a Spot check and deal damage equal to the check result. Your DEX modifier, your weapons magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).


4th

PERFECT AIM
Distant Horizon (Strike)
Level: Marksman 4
Prerequisite: Two Distant Horizon Maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You attempt a Spot check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single ranged attack against your target. This attack is also made as part of this maneuver. If your Spot check succeeds, this attack deals double normal ranged damage. If your check fails, your attack is made with a -2 penalty and deals only normal damage. If your strike is a critical hit, you stack the multipliers as normal.

OVERWHELMING SKYLINE SHOT
Distant Horizon (Strike)
Level: Marksman 4
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: 1 round
Target: One Creature
Save: Fortitude partial
As part of this maneuver, you make a ranged attack. This attack deals an extra 2D6 points of damage. Your attack also causes the target to lose its ability to take a move action for 1 round. A successful fortitude save (DC 14 + your WIS modifier) by the creature struck negates the loss of its move action, but not the extra damage.

Surprising Shot
Distant Horizon (Strike)
Level: Marksman 4
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Save: Reflex Partial
Duration: One Full Round
As part of this maneuver, make a single ranged attack. This attack deals an extra 4d6 points of damage. In addition, the target must make a Reflex save (DC 14 + your Wis modifier) or become flatfooted until the start of your next turn. The target takes damage (normal ranged damage plus the extra damage) even if his save succeeds. If the target cannot be caught flat-footed (he has uncanny dodge, for example), he still takes the extra damage from the strike but otherwise suffers no ill effect.

5th

Covering Stance
Distant Horizon (Stance)
Level: Marksman 5
Prerequisite: One Distant Horizon Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, by making a ranged attack against a foe, you single that foe out. So long as the target does not move more than 5 feet per round, you gain a cumulative +1 competence bonus per round on your ranged attack rolls for each consecutive round you have made a ranged attack against it. On any round in which the target moves more than 5ft in a round, your ranged attacks deal an extra d6 damage per 5ft of movement your target makes, it until the beginning of its next turn. You may only single out one foe at a time.

Distracting Shot
Distant Horizon (Strike)
Level: Marksman 5
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single ranged attack. If this attack hits, your target takes normal ranged damage and must make a Will save (DC 15 + your Wis modifier) or be unable to take any actions for 1 round. The target does not suffer any other drawbacks or penalties. He can still make attacks of opportunity but is unable to take immediate actions until his next turn.

Suppressing Fire
Distant Horizon (Counter)
Level: Marksman 5
Initiation Action: 1 immediate action
Range: Personal
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make a single ranged attack against the creature. If your attack hits and deals damage, make an opposed Dexterity check against it.
If you succeed on the Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.

6th

PEERLESS AIM
Distant Horizon (Strike)
Level: Marksman 6
Prerequisite: One Distant Horizon Maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One Creature
This maneuver functions like careful aim, except you deal damage equal to 2x your spot check result.

Line up the Shot
Distant Horizon (Boost)
Level: Marksman 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, double the critical threat range of the ranged weapon (or weapons) you wield, and increase the critical threat multiplier by one. This stacks with effects such as improved critical or keen. For example, if you were wielding a keen longbow, you would score a critical hit on a 17-20, and it would deal quadruple damage on a confirmed critical hit.

7th

Piercing Shot
Distant Horizon (Strike)
Level: Marksman 7
Initiation Action: 1 full round action
Range: 60 ft line
Target: Every creature in a 60ft line
As part of this maneuver, you make a single ranged attack against each foe in a 60-foot line, each target beyond the first gains a +2 bonus to its AC versus the attack. Each target you hit takes normal ranged damage plus 6d6 extra damage.

Far Sighted
Distant Horizon (Boost)
Level: Marksman 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn your ranged attacks deal an additional 1d6 damage to targets between 10ft and the first range increment of your weapon, and an additional 2d6 damage for each range increment beyond your weapon’s first range increment .

8th

Final Apotheosis of Aim
Distant Horizon (Strike)
Level: Marksman 8
Prerequisite: Three Distant Horizon Maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
You must make a spot check as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single ranged attack against your target, also as part of the maneuver. If your spot check succeeds, this attack deals four times your normal ranged damage. If your check fails, your attack is made with a –2 penalty and doesn’t deal any additional damage.
If your strike is a critical hit, you stack the multipliers as normal (PH 304).

MID-AIR REFLECTION
Distant Horizon (Counter)
Level: Marksman 8
Initiation Action: 1 immediate action
Range: Personal

This counter functions like Mid-Air Interception except if you win the opposed attack roll, the attack is reflected back at the attacker; it takes damage equal to its ranged attack, if your attack would hit the attacker’s AC, it takes your normal ranged damage as well. If the attacker wins, the attack is resolved with a -4 penalty. You cannot initiate this maneuver if you are denied your DEX bonus to AC against the attacker. You must choose to use this maneuver before you know the result of the attack roll.

OPPORTUNISTIC SNIPING
Distant Horizon (Stance)
Level: Marksman 8
Prerequisite: Three Distant Horizon Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, once per turn, you can make a ranged attack of opportunity against an opponent who has just been struck for damage in melee by another character, so long as the target is within 60ft of you. This attack counts as your attack of opportunity for that round, but may be made with a ranged weapon. Even if you have Combat Reflexes, you can’t use opportunistic sniping more than once per turn, but you can make additional attacks of opportunity with this stance (or as normal). For these attack of opportunity, you ignore the -4 penalty for shooting into melee.

9th

Headshot
Distant Horizon (Strike)
Level: Marksman 8
Prerequisite: Four Distant Horizon Maneuvers
Initiation Action: 1 full round action
Range: 30 ft
Target: One creature
To use this maneuver, you must be within 30ft of your intended target. As part of this maneuver, make a Spot check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single ranged attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fortitude save (DC 19 + your Wis modifier). If this save fails, your target is instantly slain (his hit points drop to –10). If the save is successful, you deal an extra 20d6 points of damage to the target in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike.



Swooping Raptor

The Swooping Raptor discipline teaches that a warrior cannot always stay aloof from the center of conflict, and rather than evading close contact, to embrace close contact. Surprising mobility, ranged weapon counters, debilitating effects, and the ability to take advantage of higher ground are hallmarks of Swooping Raptor adepts. Swooping Raptor’s favored weapons are the Shortbow, Composite Shortbow, Hand Crossbow, Daggers, Darts, and Boomerangs are the favored weapons of Swooping Dragon, and Jump is its key skill.


1st

Wing Flurry
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 1
Initiation Action: 1 standard action
Range: Melee or Ranged attack (Within 30ft)
Target: One creature
You must fight with two ranged weapons, a range weapon and a melee weapon, or a thrown weapon that can be used as a melee weapon to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you take a –2 penalty on each attack roll. If your first attack drops your foe to –1 hit points or fewer, you cannot make a second attack. As normal,, ranged attacks in melee provoke attacks of opportunity.

Flitting Fledgling
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 1
Prerequisite: 1 Swooping Raptor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance you gain a +4 bonus to AC against attacks of opportunity.

Bounteous Prey
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 1
Prerequisite: 1 Swooping Raptor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance you gain a +1 bonus to damage rolls to enemies within 30ft of you for each enemy within 30ft of you, up to a maximum of your initiator level.

Fly to the Roost
Swooping Raptor (Boost)
Level: Blade Scholar, Swordsage, Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, you can move to traverse a wall or other relatively smooth vertical surface if you begin and end your turn on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your turn on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

2nd

Peregrine Swoop
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 2
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
When you initiate this maneuver, you make a single ranged attack and you can move both before and after the attack, provided that your total distance moved is not greater than your speed. If you moved towards the target of your attack before making the ranged attack, the attack deals an additional 2d6 damage.

Shooting Claw Riposte
Swooping Raptor (Counter)
Level: Blade Scholar, Swordsage, Warblade 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to give yourself the ability to make an immediate ranged attack. If your attack hits, your target takes normal damage plus 3d6. Your ranged attack does not provoke attacks of opportunity.

3rd

Eye Peck
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 3 (Two Swooping Raptor maneuvers)
Initiation Action: Standard
Range: 30ft
Target: One creature
Saving Throw: Fortitude negates
Duration: 1 round or See text
As part of this maneuver, you make a ranged attack against a single opponent. If this attack hits, the target must make a successful Fortitude save (DC 13 + your Dex modifier) or take a —4 penalty on attacks and to AC for 1 round. If your attack is a critical hit, these penalties last for a number of rounds equal to your weapon's critical multiplier. Your target takes normal damage from your attack regardless of the result of the save.

Eyre Perch
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 3 (One Swooping Raptor maneuver)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance your ranged attacks gain higher ground bonuses and they deal additional die of base weapon damage when you attack from higher ground. For example, if you were attacking from higher ground with a medium sized longbow, you would gain a +1 bonus to your attacks and deal normal ranged damage plus an additional 1d10 damage.

Rising Hawk Shot
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 3 (One Swooping Raptor maneuver)
Initiation Action: Standard
Range: 30ft
Target: One creature
With a carefully timed leap, you jump over the target’s defenses and attack it from above. You can use this maneuver only against a foe of a larger size category than yours. As part of this maneuver, you make a Jump check with a DC equal to your foe’s AC. If this check succeeds, you also make a ranged attack as part of this maneuver. If the check fails, you cannot make this attack and the maneuver is still considered expended. You gain a +4 bonus on the attack roll and deal an extra 6d6 points of damage if your attack hits.

Swarming Flock Style
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 3 (One Swooping Raptor maneuver)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance your ranged attacks do not provoke attacks of opportunity while in melee, and gain a +2 bonus to ranged attack and damage rolls to targets within 10ft.

4th

Osprey Swoop
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 4 (One Swooping Raptor maneuver)
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
When you initiate this maneuver, you make a single ranged attack and you can move both before and after the attack, provided that your total distance moved is not greater than your speed. If you moved towards the target of your attack before making the ranged attack, the attack deals an additional 4d6 damage.

Raking Claws
Swooping Raptor (Boost)
Level: Blade Scholar, Swordsage, Warblade 4 (Two Swooping Raptor maneuvers)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, your ranged attacks strike in such a way that they ricochets off one target to strike a second target of your choice. Each time your attacks hit, you immediately make a second attack roll at a -2 penalty against any target adjacent to the original target. You may only deal damage precision damage to either the original or secondary target.

5th
Swift-wing Evasion
Swooping Raptor (Counter)
Level: Blade Scholar, Swordsage, Warblade 5 (Two Swooping Raptor maneuvers)
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
If your opponent strikes you on his turn, you can replace your AC with the result of a jump check as an immediate action. Your Jump Check applies to every attack from that opponent this round. You must be aware of the attacks to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.

Strafing Flight
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 5 (Two Swooping Raptor maneuvers)
Initiation Action: 1 full round action
Range: Ranged Attack
Target: One or more creatures
Save: Reflex Partial
When you initiate this maneuver, you make a long Jump check, unlike an ordinary long jump, your vertical height is up to the length of your jump, and may move up to twice your normal move speed (depending on your check result). You are considered to have a running start. During this movement, you may make a single ranged attack against any foe you pass over. You may end your jump at any point in the course of this movement, and any foe to which you land adjacent must succeed a reflex save (DC 15+your DEX modifier) or fall prone.


6th

Perching Eagle
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 6 (Two Swooping Raptor maneuver)
Initiation Action: 1 full round action
Range: Melee or Ranged attack
Target: One creature
You can use this maneuver only against an opponent of a size category larger than yours. As part of this maneuver you enter your target’s square without provoking an attack of opportunity. You can attack your target as part of this maneuver. Your attack deals an extra 5d6 points of damage. You remain within your opponent’s space after you complete this maneuver. You gain cover against all attacks as long as you remain in his space, including those made by the target, and are considered to have the higher ground bonus against it. Unlike normal instances of the higher ground bonus, you may gain this bonus with ranged as well as melee attacks. If the target moves, it leaves you behind, but provokes an attack of opportunity from you for leaving your space.

Eagle’s Swoop
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 6 (Two Swooping Raptor maneuvers)
Initiation Action: 1 standard action
Range: 30ft
Target: One or two creatures
When you initiate this maneuver, you make two ranged attacks and you can move both before and after each of the attacks, provided that your total distance moved is not greater than your speed. If you moved towards the target of your attacks before making the ranged attacks, the attacks deal an additional 4d6 damage each.

7th

Buffeting Wings
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 6 (Three Swooping Raptor maneuvers)
Initiation Action: Full Round Action
Range: 30ft
Target: One creatures
Save: Fortitude, Reflex, and Will partial
As part of this maneuver you make a full round of ranged attacks. Each attack that hits deals normal damage. In addition, if at least one attack hits, the target must make a fortitude save or be blinded for one minute. If at least two attacks hit, the target must make a will save or be shaken for one minute. If at least three attacks hit, the target must make a reflex save or be pushed back 5ft per attack that hit. The save DC is (DC 17+your Dex modifier) for each of these saves.

Rising Eagle Shot
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 7 (Two Swooping Raptor maneuver)
Initiation Action: Standard
Range: 30ft
Target: One creature
Saving throw: Fortitude Partial
As part of this maneuver you attempt a jump check to leap over your target. The result of this jump check must be sufficient to allow you to move through an opponent’s space and over her. If you fail this jump check needed to jump over your foe, you provoke attacks of opportunity for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest your starting square.
If your check is insufficient to jump over your target you can also make a single ranged attack against your for with no special benefits or penalties (other than provoking an attack of opportunity for making a ranged attack while threatened).
If the check succeeds, you do not provoke attacks of opportunity for leaving threatened squares during your jump. Your foe loses her dexterity bonus to AC against your ranged attack. This attack deals an extra 10d6 points of damage, and the target must succeed a Fortitude save (DC equal to your jump check result) or be stunned for 1 round.


Vigilant Hawk Stance
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 7 (Three Swooping Raptor maneuver)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may make attacks of opportunity with any ranged weapons you wield, you are considered to have a threatened area of 15ft with ranged attacks, you do not threaten squares adjacent while in this stance, even if you are wielding a melee weapon with your ranged weapon. You may still only make one ranged attack of opportunity per round, unless you have the combat reflexes feat.

8th

Soaring Vulture Stance
Swooping Raptor (Stance)
Level: Blade Scholar, Swordsage, Warblade 8 (Three Swooping Raptor maneuver)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a +20ft enhancement bonus on jump checks, and any jump checks you make while in this stance are considered running jumps. Furthermore, if your jump check results in movement beyond your normal movement, you need not take move actions next round to account for the additional distance covered by your jump; in effect, you float along effortlessly, continuing your movement. If you begin a round with movement carried over your previous turn, you may take a free action to continue moving (up to the distance of the original jump check), and still take your allotted full round of actions (if able). At any point during such a jump you can choose to land, and take no falling damage, regardless of the height from which you choose to descend.
Finally, while you are in this stance your ranged attacks gain higher ground bonuses and they deal additional three dice of base weapon damage when you attack from higher ground. For example, if you were attacking from higher ground with a medium sized longbow, you would gain a +1 bonus to your attacks and deal normal ranged damage plus an additional 3d10 damage.
This is a supernatural ability.

Dire Hawk’s Swoop
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 8 (Four Swooping Raptor maneuvers)
Initiation Action: 1 standard action
Range: 30ft
Target: One, two, or three creatures
When you initiate this maneuver, you make three ranged attacks and you can move both before and after each of the attacks, provided that your total distance moved is not greater than your speed. If you moved towards the target of your attacks before making the ranged attacks, the attacks deal an additional 6d6 damage each.

Perfect Claw Riposte
Swooping Raptor (Counter)
Level: Blade Scholar, Swordsage, Warblade 8 (Three Swooping Raptor Maneuvers)
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to give yourself the ability to make an immediate ranged full attack. Each attack deals normal damage. Ranged attacks made this way do not provoke attacks of opportunity.

9th

Broken Wing Feint (Mind-Effecting, Compulsion)
Swooping Raptor (Strike)
Level: Blade Scholar, Swordsage, Warblade 9 (Four Swooping Raptor maneuvers)
Initiation Action: 1 Full round action
Range: 30ft
Target: Each enemy within 60ft, then each enemy within 30ft
Save: Will partial, Will negates
As part of this maneuver you make a Jump Check to move up to twice your speed, at the end of the jump you fall prone, and may choose to take falling damage appropriate for the vertical height achieved by your jump. At the end of your movement, all enemies within 60ft must make a Will save (DC your jump result, plus half of any falling damage you choose to take) or be forced to take an free action to move up to their speed towards your location, ending no closer than 10ft away from your position.. Enemies that fail their saves must take the most direct route available, but are free to avoid attacks of opportunity by whatever means available to them. After these enemies complete their movement you make a single ranged attack with each ranged weapon you wield, against each enemy within 30ft. Each attack that hits deals normal ranged damage plus 5d6. Targets that take damage this way must then make a Will save (DC 19+your Dex Modifier) or be Stunned for one round.

Vorpal_Bunny
2015-03-30, 10:22 PM
Bump? Any thoughts?

JKTrickster
2015-03-31, 01:30 AM
Wow.

Four disciplines at once. Kudos to you! :smallbiggrin:

I would suggest that you post each discipline in its own thread.

Right now its REALLY intimidating to read through all of that.

Vorpal_Bunny
2015-04-01, 09:42 AM
Thanks, I didn't think of that. I'll split them up this weekend and post them one at a time.

DracoDei
2015-04-04, 11:24 AM
You ummm.... may want to take a look at THIS (http://www.giantitp.com/forums/showthread.php?152550-The-Archery-Resource-Thread-3-5). At least 5 disciplines built around ranged combat, plus a bunch of other stuff.