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2006-09-01, 04:59 PM (ISO 8601)
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[Maneuvers] Falling Star Discipline
The Falling Star Discipline focuses on quick strikes from afar. The longbow, composite longbow, shortbow, composite shortbow, greatbow, and composite greatbow are the preferred weapons of the Falling Star discipline (and indeed are most of the weapons usable with the discipline, considering most maneuvers require ranged attacks).Spot is the key skill for Falling Star, representing precise vision and supreme accuracy. Falling Star maneuvers are usable by the crusader and swordsage.
Maneuver and Stance List
SpoilerOne
Eagle's Eyes: Stance -- increase range, accuracy, and damage.
Flaming Arrow: Strike -- arrows light on fire.
Phantom Arrow: Strike -- arrows can strike ghosts and other incorporeal creatures.
Lightning Bolt: Strike -- arrows spark with electricity.
Two
Multiple Shot: Boost -- gain extra attack at BAB; take -2 penalty to BAB
Dummy Shot: Counter -- make feint against opponent to gain temporary AC
Blindside: Boost -- cause opponent to become flat-footed
Three
Sure Shot: Strike -- one arrow gains +20 to hit and deals extra damage
Take Aim: Strike -- resolve one arrow as touch attack
Reciprocating Shot: Counter -- deal damage to opponent equal to damage received
Phantom Hail: Stance -- do not need bow or arrows; all arrow gain ghost touch property
Four
Pilot Arrow: Strike -- one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
Trick Shot: Counter -- make immediate disarm attempt against attacker
Exploding Arrow: Strike -- one arrow gains flaming burst and keen properties and deals extra damage
Five
Strafe: Stance -- gain the ability to deal more damage when you move
Blindstrike: Strike -- blind opponent with successful attack
Six
Elemental Arrow: Strike -- one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
Endless Lightning: Stance -- all arrows gain shocking burst and keen properties
Seven
Hail of Arrows: Strike -- make full attack; gain three extra attacks
Mindcrush: Strike -- render opponent blind, deaf, silenced, and shaken
Eight
Skyfire: Strike -- attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
Nine
Obliterate: Strike -- deal extra damage; add bane and slaying properties to one arrow
Maneuvers and Stances
Blindside
Falling Star (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
As part of this maneuver, you make a single attack against one opponent. If you strike that opponent, they become flat-footed until their next turn.
Blindstrike
Falling Star (Strike) [None]
Level: Crusader 5, Swordsage 5
Prerequisite: One Falling Star maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As part of this maneuver, you make a singe ranged attack against one opponent. If you strike that opponent, they take an additional 5d6 points of damage and must make a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier) or be rendered permanently blind.
Dummy Shot
Falling Star (Counter)
Level: Crusader 2, Swordsage 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: Attacking creature
Duration: Instantaneous
As an immediate action, you may feint against a creature attacking you. Roll your Bluff against his opposed Sense Motive. For each two points you beat his check by, you gain a +1 dodge bonus to your armor class against that attack.
Eagle's Eyes
Falling Star (Stance)
Level: Crusader 1, Swordsage 1
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain superior range and accuracy for as long as you remain in this stance. The amount of increase is determined by your ranks in Spot.
{table=head]Spot Ranks | Effect
4-8 | +1 to ranged attack rolls; maximum range x1.5
9-13 | +2 to ranged attack rolls; maximum range x2
14-18 | +3 to ranged attack rolls; +1d4 to ranged damage; maximum range x2.5
19+ | +5 to ranged attack rolls; +2d4 to ranged damage; maximum range x3[/table]
Elemental Arrow
Falling Star (Boost) [Fire, Cold, Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 full-attack action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
As part of this maneuver, you make a full-attack. Each arrow you fire this turn deals an additional 1d6 fire damage, 1d6 cold damage, and 1d6 electrical damage. In addition, all arrows you fire this round gain the flaming burst, freezing burst and shocking burs properties, and double their threat range as if by the Improved Critical feat.
This maneuver is a supernatural ability.
Endless Lightning
Falling Star (Stance) [Electricity]
Level: Crusader 6, Swordsage 6
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, all your arrows gain the shocking burst property. In addition, each of your arrows deals an additional 2d6 points of electrical damage.
This maneuver is a supernatural ability.
Exploding Arrows
Falling Star (Boost) [Fire]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your arrows become wreathed in flame and explode on contact. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage per initiator level and gain the flaming burst and keen properties.
This maneuver is a supernatural ability.
Flaming Arrow
Falling Star (Boost) [Fire]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to burst into flame. When you initiate this maneuver, fire trickles down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of fire damage, +1 point per initiator level.
This maneuver is a supernatural ability.
Hail of Arrows
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One or more opponents
Duration: Instantaneous
You make a ranged full-attack as part of this maneuver. After your attack, you also make an additional three attacks: the first at your highest attack bonus, the second a five lower than the first, and the third at ten lower than the first. All attacks you make during this round, including the extra attacks granted by this maneuver, are made with a -2 penalty.
Lightning Arrow
Falling Star (Boost) [Electricity]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus is all it takes to cause your arrows to spark with electricity. When you initiate this maneuver, electricity cascades down the curve of your bow and leaps to your arrows when you fire them. For the rest of your turn, your ranged attacks deal an extra 1d6 points of electrical damage, +1 point per initiator level.
This maneuver is a supernatural ability.
Lightning Fury
Falling Star (Boost) [Electricity]
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
When you initiate this maneuver, you may immediately move up to your speed. This does not count as your normal movement for the round, so you can immediately move again or perform a full-attack. If you do attack this round, all your attacks deal an additional 2d6 points of electrical damage.
This maneuver is a supernatural ability.
Mindcrush
Falling Star (Strike)
Level: Crusader 7, Swordsage 7
Prerequisite: Three Falling Star maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Fort and Will partial
As part of this maneuver, make a ranged attack against one opponent. This attack deals an additional 8d6 points of damage. In addition, if the arrow strikes, your opponent must make a Fortitude save (DC = 5 + Spot ranks + Wis modifier) or be rendered permanently blind and deaf. He must also make a Will save (DC = 5 + Spot ranks + Wis modifier) or be rendered silenced and shaken for 1d4+4 rounds.
Multiple Shot
Falling Star (Strike)
Level: Crusader 2, Swordsage 2
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
When you use this strike, you focus with supernatural ability and fire off an extra shot during this round. As part of this maneuver, you take a full attack action and make your normal ranged attacks. However, you also make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty.
Obliterate
Falling Star (Strike)
Level: Crusader 9, Swordsage 9
Prerequisite: Four Falling Star maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
When you initiate this maneuver, you immediately make an attack against one opponent. This attack deals an additional 10d6 points of damage. In addition, this arrow is considered to have the bane and slaying properties for a type of your choice.
Phantom Arrow
Falling Star (Boost) [Force]
Level: Crusader 1, Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A moment of focus wreathes your arrows in cascading force energy. When you initiate this maneuver, your bow and arrows become surrounded with force energy. For the rest of your turn, your ranged attacks deal an extra 1d6 points of force damage and can strike incorporeal creatures.
This maneuver is a supernatural ability.
Phantom Hail
Falling Star (Stance) [Force]
Level: Crusader 3, Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you manifest a bow and arrows of force. This bow is a longbow, and the arrows deal damage as normal. In addition, all your attacks while in this stance gain the ghost touch ability.
Finally, all your arrows ignore wind of all sorts, including magical effects such as [/i]Wind Wall[/i].
This maneuver is a supernatural ability.
Pilot Arrow
Falling Star (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One opponent
Duration: 3 rounds
Your first arrow becomes charged with energy, drawing the rest of your arrows towards it. When you initiate this maneuver, you make a ranged full-attack on one enemy. Your first arrow receives a +10 to hit and deals an extra 4d6 points of damage. If the first arrow hits, the rest of your attacks this round and any attacks you make against that opponent for the next three rounds receive a +5 to hit and deal an additional 3d6 points of damage.
This maneuver is a supernatural ability.
Reciprocating Shot
Falling Star (Counter) [Force]
Level: Crusader 3, Swordsage 3
Prerequisite: None
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
Saving Throw: Fortitude half
You may initiate this maneuver immediately after taking damage. When you initiate this maneuver, you immediately make a single attack at your highest attack bonus at the creature that struck you. If you hit, your attack deals an amount of damage equal to your maximum hit points minus your current hit points. If the targeted creature makes a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier), they instead take half that amount.
This maneuver is a supernatural ability.
Skyfire
Falling Star (Strike) [Fire, Electricity]
Level: Crusader 8, Swordsage 8
Prerequisite: Three Falling Star maneuvers
Initiation Action: 1 standard action
Range: Weapon range
Target: One opponent
Duration: Instantaneous
Saving Throw: Reflex half; see text
When initiating this maneuver, you make a ranged attack against one opponent. If this attack hits, your opponent takes an additional 3d6 fire damage and 3d6 electrical damage. In addition, all creatures within 30' of the struck creature (including the target) take 4d6 fire damage and 4d6 electrical damage from great gouts of fire and lightning bolts that fall from the sky. A successful Reflex save (DC = 5 + Spot ranks + Wisdom modifier) halves this damage.
This maneuver is a supernatural ability.
Strafe
Falling Star (Stance)
Level: Crusader 5, Swordsage 5
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your land speed and ranged damage increase according to your ranks in Spot.
{table=head] Spot Ranks | Effect
12-14 | Land speed +10'; Skirmish (+1d6/+1 AC)
15-17 | Land speed +15'; Skirmish (+2d6/+1 AC)
18-20 | Land speed +20'; Skirmish (+2d6/+2 AC)
21+ | Land speed +30'; Skirmish (+3d6/+2 AC)[/table]
Sure Shot
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you pinpoint with deadly accuracy the best location to hit your opponent. As part of this maneuver, you make a single ranged attack. This attack is made at your highest attack bonus, and you receive a +20 to hit with this attack. If this attack hits, you deal an additional 4d6 points of damage.
Take Aim
Falling Star (Strike)
Level: Crusader 3, Swordsage 3
Prerequisite: One Falling Star maneuver
Initiation Action: 1 full-round action
Range: Weapon range
Target: One creature
Duration: Instantaneous
With a moment of focus, you find a chink in your opponent's armor that is large enough for you to get a series of arrows through. As part of this maneuver, you make a full-attack with a ranged weapon. These attacks are resolved as touch attacks and deal an additional 2d6 points of damage per arrow.
Trick Shot
Falling Star (Counter)
Level: Crusader 4, Swordsage 4
Prerequisite: One Falling Star maneuver
Initiation Action: 1 immediate action
Range: Weapon range
Target: Attacking creature
Duration: Instantaneous
You may activate this maneuver immediately before being attacked. You make an immediate disarm attempt against your attacker that does not provoke attacks of opportunity. You do not provoke an reciprocal disarm if your attempt fails. If your attempt succeeds, your opponent may choose to continue their attack unarmed.Last edited by Fax Celestis; 2007-02-21 at 11:07 AM.
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2006-09-01, 08:40 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
What, no love? :'(
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2006-09-01, 08:50 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Alas, I do not possess the Tome of Battle. I would not know where to begin.
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2006-09-01, 08:52 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Originally Posted by Lord Iames, the CoP
...mildly off topic: you voted on the contests yet?Wiki - Q&A - FB - LIn - Tw
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2006-09-01, 09:04 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Nope. Off I go.
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2006-09-01, 10:39 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
...These are the Nine Disciplines. Some whisper of a secret Tenth Path, but I think such rumors are no more than bard's tales. Pay them no attention, my student!
Actually, I think this discipline is WAY overpowered. Some also use odd mechanics as well.
Blindstrike has a very high saving throw, the method to determine it is also wierd. Manueuvers that allow saves use the same method as spells, it just isn't spelled out. Wis modifier is still good, though.
Dummy Shot uses another skill other than the key skill. I've never seen that before, but that does'nt make it bad. Niether the Swordsage nor the Crusader has Bluff as a class skill.
Elemental Arrow is overpowered. Does the bonus elemental damage stack with the properties the weapon gets? As written, you get +9d6 of various elemental damage, with an additional +6d10 on crits, the number of which has just been doubled thanks to keen, for all attacks in a full-attack routine at level 11.
Endless Lightning is even worse. It's a stance that gives +4d6 electricity per attack, with an additional +2d10 on crits, and free keen. As compared to, say, Fiery Assault (+1d6).
There are other bad ones on the list as well. I would've avoided using multiple elements, but that's just a matter of taste. Quite a few of the maneuvers from the descriptions (most of the boosts, I didn't notice any others) never made it to the list at the top.
Just take these opinions with a grain of salt. I'm probably not the best to determine if something's balanced or not.SpoilerOriginally Posted by Oscar LeroyOriginally Posted by Oscar LeroyOriginally Posted by Oscar Leroy
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2006-09-02, 12:27 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
I'm gonna work backwards, PLEASE READ NUMBER 3. You got Filter Pwned.
Level 9
Obliterate: Strike -- deal extra damage; add bane and slaying properties to one arrow
Level 8
Skyfire: Strike -- attack one foe; deal extra fire and electrical damage to that opponent and all within 30'
Level 7
Hail of Arrows: Strike -- make full attack; gain three extra attacks
Mindcrush: Strike -- render opponent blind, deaf, silenced, and shaken
Mind crush has 2 saves required? both with two save or die/save or suck effects? Way to good. Especially the permanent part.
Level 6
Elemental Arrow: Strike -- one arrow gains shocking burst, flaming burst, freezing burst, and keen properties and dales extra damage
Endless Lightning: Stance -- all arrows gain shocking burst and keen properties
Endless Lightning - Once again Ranged Weapons cannot be keen. Fine other than that.
Level 5
Strafe: Stance -- gain the ability to deal more damage when you move
Blindstrike: Strike -- blind opponent with successful attack
Blindstrike - There's that permeant blind again, I don't like that as resurrection doesn't heal it. The only way to possibly heal it is reincarnation, miracle, wish, or true resurrection.
Level 4
Pilot Arrow: Strike -- one arrow gains +20 to hit and deals extra damage; successive arrows are at +5 to hit and deal extra damage
Trick Shot: Counter -- make immediate disarm attempt against attacker
Exploding Arrow: Strike -- one arrow gains flaming burst and keen properties and deals extra damage
Trick Shot, Disarming from a range? From the description you can disarm the archer 80 feet away. BROKEN.
Exploding Arrow looks fine except for the Keen
Level 3
Sure Shot: Strike -- one arrow gains +20 to hit and deals extra damage
Take Aim: Strike -- resolve one arrow as touch attack
Reciprocating Shot: Counter -- deal damage to opponent equal to damage received
Phantom Hail: Stance -- do not need bow or arrows; all arrow gain ghost touch property
Take Aim: heheWith a moment of focus, you find a RACIAL SLURS ARE NOT ACCEPTABLE in your opponent's armor that is large enough for you to get a series of arrows through
Phantom Hail - Ghost touch, And DEFEAT MY PRECIOUS WIND WALL? Might be the Wizard Fan Boy talking but I say this is a bit much.
Level 2
Multiple Shot: Boost -- gain extra attack at BAB; take -2 penalty to BAB
Dummy Shot: Counter -- make feint against opponent to gain temporary AC
Blindside: Boost -- cause opponent to become flat-footed
Dummy Shot needs a maxium
Blindside Looks fine
Level 1
Eagle's Eyes: Stance -- increase range, accuracy, and damage.
Flaming Arrow: Strike -- arrows light on fire.
Phantom Arrow: Strike -- arrows can strike ghosts and other incorporeal creatures.
Lightning Bolt: Strike -- arrows spark with electricity.
Flaming Arrow is fine
Phantom Arrow: Do you mean ghost touch?
Lightning Bolt: Renamed to lightning arrow in your description, looks fine.
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2006-09-02, 12:42 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Excuse my ignorance, but; wha......?
This seems like a ranged version of some obscure, insanely powerful monk prestige class abilities that only elves can take but they're the only ones who live long enough to become powerful enough to be able to attain such high levels of control. I have no idea where the crusader and word sage are from, but from a pure balance point of view, assuming spell levels 1-9 with similar spells per day, this does seem more powerful than I would expect someone like you to make it, when it's so obviously unbalanced.
Don't mind my grammar, it's late.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2006-09-02, 12:43 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Its based off tome of battle. I believe I actually did a good job critiquing it.
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2006-09-02, 01:00 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Your modesty knows no bounds, Gralamin. And yeah, I have to admit, your critique was pretty..very..thourough.
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2006-09-02, 01:02 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Thanks :P, Don't worry my ego will be cut down either in Random Banter or By My Friends.
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2007-02-16, 09:07 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Fax,
Are you known as Edea on the wizard boards?
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2007-02-16, 10:33 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Having read the Keen description, I can find no where were it says that ranged weapons cannot be keen. The only limiting factor is that keen can only be applied to piercing or slashing weapons... and most ranged weaponry is piercing. Pleas,e point out my error, as I am probably in the wrong here.
Got Fire?
Spoiler
Siggies by Dr. Bath. Avatar by Dr. Bath. Thanks a bundle, guys!
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2007-02-17, 12:32 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
"The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don't just borrow words ... English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary."
"The only thing necessary for evil to succeed is for good men to do nothing."
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2007-02-17, 03:31 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Well, unlike everyone else, I like it. Of course, I have no experience with the ToB classes, but most of these do seem a little stronger than the standards.
As for beating wind wall, who freakin cares? That spell is ridiculous anyway, any archer class should be getting something to get around it, if it hasn't been removed to begin with. At least the fulff on this one is good. And it helps solve the problem of endless arrows, and the look of suprise when a bow pops out of nowhere and starts raining fire on people has to be great.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2007-02-17, 11:22 AM (ISO 8601)
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2007-02-17, 11:49 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Me too. Don't change it so you can spite the critics.
Ask a Ninja Ninja: "Soylent Green is Kermit"
Risus for Solars:http://www.giantitp.com/forums/showt...0#post11188890
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2007-02-17, 12:43 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Although I am in the "it is a more powerful than the other 9 disciplines camp", the base idea is sound and awesome. And I'd personally say keen can apply to ranged weapons, as long as they are piercing and slashing.
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2007-02-17, 01:04 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
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d20r Compilation PDF - last updated 9.11.14
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2007-02-17, 03:05 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Then you should see this. I really hope edea didn't take your creation and claim it as her own. Though there are differences, there are enough similarities to make one wonder.
http://boards1.wizards.com/showpost....4&postcount=26
Some others have ran with it (and given her credit). I hope this is just a crazy coincidence.
http://boards1.wizards.com/showthread.php?t=771597
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2007-02-17, 08:52 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Name's the same, fluff and crunch are very different. Not worried.
Also: Let me defend my works:
A lot of the maneuvers in this discipline look game-shattering, but they're really not. This gives a way for archers to beat wind wall, for them to get extra damage, and for them to incapacitate opponents from afar.
In specific instances, this Discipline also allows for things you cannot normally do with archery, even with feat expenditure.
Let me also clarify a few key difficulties: Obliterate is not as powerful as it seems. Compare it to the Tiger Claw 9th ability, Feral Death Blow, which deals more damage, includes a more difficult save-or-die, and doesn't require you to know the type of your foe.
Maneuvers that involve permanent blindness/deafness (and pretty much anything else that does) can be cured through heal or remove blindness/deafness, both of which are very accessible at the point when the maneuverist will be using these abilities.
Take Aim seems good, until you realize that you have to forego your iterative attacks to use it (of which you'll have two, maybe three, four with rapid shot).
I do need to go through and fix the tables and some of the text (in particular, clarify the "keen" to simply read "doubled critical threat range"). Any other suggestions?Last edited by Fax Celestis; 2007-02-17 at 08:55 PM.
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2007-02-18, 09:45 PM (ISO 8601)
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2007-02-18, 10:32 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
While I'm at it, let me take a look here...
Two things. I see a reflex save here (turn your head just in time to avoid blindness), and I think the DC should be 15 + Dex mod. (or wis mod if you prefer). Using spot ranks in the DC doesn't follow precedence.
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Originally Posted by Fax_Celestis
Well, I have to go now.Last edited by Glittersamas; 2007-02-19 at 10:03 AM. Reason: the opposing meathead
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2007-02-19, 12:10 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
I really like this, and I don't think it's overpowered, despite the critics.
Do not mock the mighty Opera!
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2007-02-21, 08:41 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
I had the idea of making an archer when buying ToB, and I was sadly disappointed. Fax; big props for making this. ^_^ I'll actually have some criticism when I have some time.
Last edited by Eldmor; 2007-02-21 at 08:42 AM.
Libras D'lnar avatar by CSK
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2007-02-21, 11:07 AM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Minor reformatting and editing (mostly due to forgetting that the burst properties deal +1d6 on regular strikes).
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d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2007-04-16, 03:05 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Quite win. I didn't respond to this when I first read it
THOUSANDS OF YEARS AGOsince I hadn't gotten ahold of ToB yet. Now, though, me double likey.
...wonder if I could run a swordsage using both D1's Twin Spirit and Falling Star...
Time for some horseback drive-bys.Terrence Randall and the Kinslayer by NEO|Phyte
Dencamp Bertrande takes a bow.
Spoiler
Terrence Randall by The Stoney One
Rennac Belnades by Lord Iames.
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2007-04-16, 03:19 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Is it _standard_ for maneuver DC to be based on skill ranks?
Because skill ranks (even without modifiers, just ranks) go up really, really fast compared to other ways of raising save DC.
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2007-04-16, 03:37 PM (ISO 8601)
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Re: [Maneuvers] Falling Star Discipline
Compare the standard rate (10 + Levels + Mod) versus the skill progression (5 + Ranks + Mod), assuming a mod of +0 for simplicity's sake:
{table=head]Level | Standard | Skill
1 | 11 | 9
3 | 13 | 11
5 | 15 | 13
10 | 20 | 18
15 | 25 | 23
20 | 30 | 28
[/table]
Average save is actually lower using 5+skill ranks, and that assumes maxing the skill.Last edited by Fax Celestis; 2007-04-16 at 03:38 PM.
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2007-04-16, 03:44 PM (ISO 8601)
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- Jan 2007
Re: [Maneuvers] Falling Star Discipline
Aren't creature abilities (and Stunning Fist, if I recall) more like 10+(1/2 HD)+mod? That'd be every other level.
Similarly, with spell DC's, you can maybe gain one new spell level every other class level, so that holds to 1/2 level, as well, not full level.
Do other maneuver save DC's base themselves on 10+levels+mod? I haven't read ToB very much and don't have it on me in any case.