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Thread: Iron Rain: ToB saturation archery

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    Default Iron Rain: ToB saturation archery

    This is a result of the Refactoring ToB archery thread which is itself an outgrowth of the Age of Warriors thread. It is a remix of Fax's Falling Star and I_got_this_name's True Arrow with additions by DracoDei and myself. You do not need to know any of those threads to evaluate this discipline.

    Iron Rain
    You say "surrounded and outnumbered". I say "blessed with a target-rich environment".

    Iron Rain is the archery school of speed, of sending arrows to blot out the sun. It is also the school of battle against armies. A single adept can stop a massed force if given a high and isolated place to shoot from, and if he becomes caught in melee he is not entirely helpless.

    Key Skill: Spot
    Weapons: Bows, Throwing Knives, Javelins, Repeating Crossbows
    Classes: Crusader, Swordsage, Warblade, Eaglewing Striker, Spirit Archer, Thousand-Arrow Archer, Pragmatist

    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
    Full Quiver Stance - Never run out of arrows

    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
    Always Ready Counter - make a single ranged attack as an imediate action
    Hit the crowd Strike - target a block of creatures as if they were one
    Covering Fire Strike - Fill an area with arrows; automatically hit anyone that enters.

    level 7
    Hail of Arrows Strike - make full attack; gain three extra attacks
    Intercepting Arrow Kata Stance - Block incoming arrows by shooting them with your own

    level 8
    Storm of Arrows Strike - shoot a number of arrows equal to your dexterity modifier at your full attack bonus
    Supreme Efficiency Stance - reduce the penalty for iterative attacks to 3

    level 9
    Cyclone of Arrows Strike - shoot every enemy within one range increment


    Details:
    Spoiler
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    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.

    Always Ready
    Iron Rain (Counter)
    Level: 6
    Prerequisite: Two Iron Rain maneuvers
    Initiation Action: 1 immediate action
    Target: One Creature

    When someone displeases you in any way, you may make a single ranged attack against them at your full bonus. The most common use of this is to disrupt spellcasters (who would then need to make a concentration check against the damage) but many other uses are possible.

    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.


    Covering Fire
    Iron Rain (Strike)
    Level: 6
    Prerequisite: Three Iron Rain maneuvers
    Initiation Action: 1 full round action
    Range: 1 range increment
    Target: See text
    Duration: One round

    You fill a space with arrows, so that no sane attacker would enter it.

    Draw a line away from yourself in any direction for a distance less than or equal to the range increment of your weapon. Those squares the line passes through are effected. All effected squares must be empty when you begin the maneuver. Any creature entering an effected square is automatically struck by three of your arrows (roll damage normally).


    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.

    Full Quiver
    Iron Rain (Stance)
    Level: 4
    Prerequisite: Three Iron Rain maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    I stopped bothering to count my ammunition. Less work this way. Plus it means I never run out.

    When you draw an ordinary arrow from your quiver in this stance, you may choose not to decrease the number of arrows remaining in your quiver. Arrows drawn this way must be fired immediately, or you drop them and they get lost somewhere they will never be found. You must have at least one ordinary arrow in your quiver to draw. You cannot draw magical or alchemical arrows this way, but you can draw them normally while in the stance. You can use this stance with javelins or throwing knives, so long as you keep them in a quiver or similar container.

    This stance is a supernatural effect.

    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

    Intercepting Arrow Kata
    Iron Rain (Stance)
    Level: 7
    Prerequisites: 3

    When you are in this stance, and a ranged attack comes within 30 ft of you, you may attempt to shoot down the attack in flight. Before the attacker rolls, declare that you are attempting this. Make opposed attack rolls. If yours is higher by 5 or more, you strike the projectile and it tumbles harmlessly to the ground. If you fail, the attacker then rolls his actual attack normally.

    The attacks you use here come out of your full attack on your following turn, complete with iterative penalties. For example, if you have BAB 12 and an enemy shoots at you twice, you may intercept the first attack with your full bonus and the second at a -5 penalty. Then on your turn you can complete the full attack with a single arrow at -10 (you may also take a five-foot step). If you only fired one arrow as an interceptor, you may choose to take a move action on your turn instead of completing the full attack. If you fired no interceptors the previous round, you may act normally. You may not initiate maneuvers which require a standard action or longer after firing interceptions.

    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 must exceed the attacker's roll by at least 10 to succeed. If you do, 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 30 ft of you).

    Weight of projectiles in pounds for creatures of various sizes:

    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



    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.


    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)



    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.

    Supreme Efficiency
    Iron Rain (Stance)
    Level: 8
    Prerequisite: Three Iron Rain maneuvers
    Initiation Action: 1 immediate action
    Target: You

    The decrease between your iterative attacks becomes three. This likely grants you extra attacks. As before, all attacks are at a positive base. For example, if your BAB is 12 and you normal full attack is 12/7/2, your new full attack is 12/9/6/3. This only applies to ranged full attacks.

    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]
    Last edited by dspeyer; 2015-06-03 at 10:36 PM.