I said to Nifft that I was working up a couple of schools for archery/missileers, so here they are. Diamond Arrow is for snipers; Celestial Rain is for machine-gun archers.
EDIT: updated drafts are now at
http://www.zipworld.com.au/~hong/dnd/diamond_arrow.htm
http://www.zipworld.com.au/~hong/dnd/celestial_rain.htm
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Diamond Arrow
The Diamond Arrow discipline is a little-known offshoot of the Diamond Mind school focusing on the bow and crossbow. The two schools share a similar meditative outlook, although their practical teachings are very different.
The Diamond Arrow discipline concentrates on harnessing the flow of one's life force to achieve complete control over oneself -- and since the bow is an extension of the self, this control enables masters of the school to take down even the mightiest of foes with but a single well-placed arrow. But such feats are secondary to the purpose of the school, which is introspective in nature: its deepest teachings emphasise that perfecting one's skill is simply a metaphor for the journey towards enlightenment.
The discipline's save DCs are modified by Wisdom, and its key skill is Concentration, as with Diamond Mind. Its favored weapons are the longbow, composite longbow, light crossbow and heavy crossbow. All of this school's strikes normally take a full-round action to complete.
1st level
darkwood arrow stance: stance -- all Diamond Arrow strikes deal x2 damage, you lose Dex bonus to AC
unbending arrow: strike -- +2d6 damage
keen sense of the archer: boost -- negate cover bonus to AC, reroll concealment miss chance
blindfire strike: boost -- gain reroll on missed ranged attack within 1 rd
2nd level
emerald initiate's attack: strike -- +5 damage
hammerblow shot: strike -- ranged bull rush
pierce the shadows: boost -- +20 insight bonus to next ranged attack, ignore concealment miss chance
refuge in truth: counter -- +4 AC, 50% concealment vs ranged attacks for 1 rd
3rd level
confound the blade: strike -- ranged disarm
sapphire spirit shot: strike -- +10 damage
eye of the archon: boost -- Conc vs Sense Motive check to deny Dex bonus to AC
shot of perfection: strike -- line attack, 60' range
4th level
iron arrow stance: stance -- all Diamond Arrow strikes deal x2 damage, req std action, you do not lose Dex bonus to AC
striking the heart: strike -- auto-threat
unveiling light of truth: strike -- no damage, dispel all illusions on target
distant touch of fate: boost -- negate up to -10 of range penalty
5th level
ruby spirit shot: strike -- +20 damage
shot of reversal: strike -- target reduced to 0 spd for 1 rd, Fort reduce to 1/2 spd
golem-smashing shot: boost -- Conc vs Sense Motive to bypass DR, hardness with strike
transcendent mind: counter -- immune to mind-affecting effects for 1 rd
6th level
smite the mountain: boost -- Conc vs Sense Motive to make strike as touch attack
diamond surge: strike -- +5d6 damage, target staggered 1d4 rds, Will half
fog-dispelling shot: strike -- no damage, dispel all mind-affecting effects on target
7th level
diamond spirit shot: strike -- +40 damage
ghost-cleaving shot: strike -- +5d6 damage, attack ethereal, incorporeal targets
perception beyond sight: boost -- blindsense 120', blindsight 30' for 1 rd
8th level
mithral arrow stance: stance -- all Diamond Arrow strikes deal x3 damage, reroll concealment, you lose Dex bonus to AC
shot of confronting doom: strike -- +10d6 damage, target paralyzed 1 rd, Will negates
transcendent gaze: boost -- true seeing for 1 rd
unstoppable solar's bolt: strike -- line attack, 120' range
9th level
shot of destiny inevitable: strike -- +50 damage, +2d4 Dex damage, Fort half
Celestial Rain
The Celestial Rain discipline teaches complete mastery of the bow as a deadly weapon. Speed is the key to archery, just as it is with melee combat; when an adept achieves mastery of this discipline, he becomes a veritable whirlwind of destruction, loosing arrows at a rate that no lesser warrior could seek to match. The outlook of Celestial Rain is relatively pragmatic, compared to other schools of the Sublime Way. Its practitioners tend to be rivals to those of the Diamond Arrow school, which takes a more mystical approach; this rivalry can be friendly or otherwise.
The discipline's save DCs are modified by Dexterity, and its key skill is Spot. Its favored weapons are the longbow, composite longbow, shortbow and composite shortbow.
1st level
agile archer's stance: stance -- +10 AC vs AoO due to ranged attack
fast dance of fire: strike -- 2 attacks with std action at -2
the weakest link: boost -- Spot check vs AC to negate up to 2 points armor/nat armor bonus to AC
2nd level
rhythm of air: strike -- 3 attacks with FRA at -4
field of quills: strike -- create difficult terrain, 4 5' squares, uses 1d6 arrows/square
hidden thorn attack: boost -- extra attack at -2
mighty arrows: boost -- +1d6 damage per shot within 30'
3rd level
indomitable archer's stance: stance -- generate ammunition magically, considered nonmagical, up to 5 missiles/rd
unfurling steel blossom: strike -- area attack, 10' radius burst
crimson arrow onslaught: strike -- area attack, 30' cone, 1 shot per target
avoidance of nemesis: counter -- force opponent to reroll ranged attack, at -4 penalty
4th level
celeritous volley: strike -- make full ranged attack with standard action
manticore attack: strike -- 2 shots on each of 3 targets within 60' cone
unrelenting aim: boost -- Spot check vs AC to deny Dex bonus to AC
giant-felling volley: strike -- make full ranged attack; if all hit, 1 Str penalty/shot for 4 rds, Fort negates
5th level
perfected archer's stance: stance -- treat bow/crossbow as 10' reach weapon for AoOs, threatening
rebuke of the heavens: strike -- make full ranged attack; if all hit, knock target prone, Ref negates
jade arrow flare: boost -- 2 extra attacks at -0, -5
pierce the carapace: boost -- Spot check vs AC to negate up to 5 points armor/nat armor bonus to AC
6th level
breath of the celestial dragon: strike -- area attack, 60' cone, 1 shot per target
wrath of the earth dragon: strike -- create difficult terrain, 1 5' square/lvl, uses 1 arrow/square, explodes for 10d6
reaving arrows: boost -- +2d6 damage per shot within 60'
7th level
tempest of thorns: strike -- beaten zone, 20' radius burst, attack anyone who enters or is in the area
greater manticore attack: strike -- 3 shots on each of 4 targets within 120' cone
arc of furious thunder: boost -- ranged Power Attack for 1 rd, max -IL atk/+IL dmg within 30'
8th level
unquenchable fire stance: stance -- generate ammunition magically, +1d6 fire damage
unfurling heavenly blossom: strike -- area attack, 30' radius burst, x2 damage per target
adamantine arrow flare: boost -- 3 extra attacks at -0, -5, -10, you are fatigued for rest of encounter
superb rending volley: strike -- make full ranged attack; if all hit, 2 Str damage/shot, Fort half
9th level
tears of heaven: strike -- 2 full attacks as full-round action, you are dazed next round, fatigued for rest of encounter
Full descriptions to follow.
EDIT: updated drafts are now at
http://www.zipworld.com.au/~hong/dnd/diamond_arrow.htm
http://www.zipworld.com.au/~hong/dnd/celestial_rain.htm
----------------------------------------
Diamond Arrow
The Diamond Arrow discipline is a little-known offshoot of the Diamond Mind school focusing on the bow and crossbow. The two schools share a similar meditative outlook, although their practical teachings are very different.
The Diamond Arrow discipline concentrates on harnessing the flow of one's life force to achieve complete control over oneself -- and since the bow is an extension of the self, this control enables masters of the school to take down even the mightiest of foes with but a single well-placed arrow. But such feats are secondary to the purpose of the school, which is introspective in nature: its deepest teachings emphasise that perfecting one's skill is simply a metaphor for the journey towards enlightenment.
The discipline's save DCs are modified by Wisdom, and its key skill is Concentration, as with Diamond Mind. Its favored weapons are the longbow, composite longbow, light crossbow and heavy crossbow. All of this school's strikes normally take a full-round action to complete.
1st level
darkwood arrow stance: stance -- all Diamond Arrow strikes deal x2 damage, you lose Dex bonus to AC
unbending arrow: strike -- +2d6 damage
keen sense of the archer: boost -- negate cover bonus to AC, reroll concealment miss chance
blindfire strike: boost -- gain reroll on missed ranged attack within 1 rd
2nd level
emerald initiate's attack: strike -- +5 damage
hammerblow shot: strike -- ranged bull rush
pierce the shadows: boost -- +20 insight bonus to next ranged attack, ignore concealment miss chance
refuge in truth: counter -- +4 AC, 50% concealment vs ranged attacks for 1 rd
3rd level
confound the blade: strike -- ranged disarm
sapphire spirit shot: strike -- +10 damage
eye of the archon: boost -- Conc vs Sense Motive check to deny Dex bonus to AC
shot of perfection: strike -- line attack, 60' range
4th level
iron arrow stance: stance -- all Diamond Arrow strikes deal x2 damage, req std action, you do not lose Dex bonus to AC
striking the heart: strike -- auto-threat
unveiling light of truth: strike -- no damage, dispel all illusions on target
distant touch of fate: boost -- negate up to -10 of range penalty
5th level
ruby spirit shot: strike -- +20 damage
shot of reversal: strike -- target reduced to 0 spd for 1 rd, Fort reduce to 1/2 spd
golem-smashing shot: boost -- Conc vs Sense Motive to bypass DR, hardness with strike
transcendent mind: counter -- immune to mind-affecting effects for 1 rd
6th level
smite the mountain: boost -- Conc vs Sense Motive to make strike as touch attack
diamond surge: strike -- +5d6 damage, target staggered 1d4 rds, Will half
fog-dispelling shot: strike -- no damage, dispel all mind-affecting effects on target
7th level
diamond spirit shot: strike -- +40 damage
ghost-cleaving shot: strike -- +5d6 damage, attack ethereal, incorporeal targets
perception beyond sight: boost -- blindsense 120', blindsight 30' for 1 rd
8th level
mithral arrow stance: stance -- all Diamond Arrow strikes deal x3 damage, reroll concealment, you lose Dex bonus to AC
shot of confronting doom: strike -- +10d6 damage, target paralyzed 1 rd, Will negates
transcendent gaze: boost -- true seeing for 1 rd
unstoppable solar's bolt: strike -- line attack, 120' range
9th level
shot of destiny inevitable: strike -- +50 damage, +2d4 Dex damage, Fort half
Celestial Rain
The Celestial Rain discipline teaches complete mastery of the bow as a deadly weapon. Speed is the key to archery, just as it is with melee combat; when an adept achieves mastery of this discipline, he becomes a veritable whirlwind of destruction, loosing arrows at a rate that no lesser warrior could seek to match. The outlook of Celestial Rain is relatively pragmatic, compared to other schools of the Sublime Way. Its practitioners tend to be rivals to those of the Diamond Arrow school, which takes a more mystical approach; this rivalry can be friendly or otherwise.
The discipline's save DCs are modified by Dexterity, and its key skill is Spot. Its favored weapons are the longbow, composite longbow, shortbow and composite shortbow.
1st level
agile archer's stance: stance -- +10 AC vs AoO due to ranged attack
fast dance of fire: strike -- 2 attacks with std action at -2
the weakest link: boost -- Spot check vs AC to negate up to 2 points armor/nat armor bonus to AC
2nd level
rhythm of air: strike -- 3 attacks with FRA at -4
field of quills: strike -- create difficult terrain, 4 5' squares, uses 1d6 arrows/square
hidden thorn attack: boost -- extra attack at -2
mighty arrows: boost -- +1d6 damage per shot within 30'
3rd level
indomitable archer's stance: stance -- generate ammunition magically, considered nonmagical, up to 5 missiles/rd
unfurling steel blossom: strike -- area attack, 10' radius burst
crimson arrow onslaught: strike -- area attack, 30' cone, 1 shot per target
avoidance of nemesis: counter -- force opponent to reroll ranged attack, at -4 penalty
4th level
celeritous volley: strike -- make full ranged attack with standard action
manticore attack: strike -- 2 shots on each of 3 targets within 60' cone
unrelenting aim: boost -- Spot check vs AC to deny Dex bonus to AC
giant-felling volley: strike -- make full ranged attack; if all hit, 1 Str penalty/shot for 4 rds, Fort negates
5th level
perfected archer's stance: stance -- treat bow/crossbow as 10' reach weapon for AoOs, threatening
rebuke of the heavens: strike -- make full ranged attack; if all hit, knock target prone, Ref negates
jade arrow flare: boost -- 2 extra attacks at -0, -5
pierce the carapace: boost -- Spot check vs AC to negate up to 5 points armor/nat armor bonus to AC
6th level
breath of the celestial dragon: strike -- area attack, 60' cone, 1 shot per target
wrath of the earth dragon: strike -- create difficult terrain, 1 5' square/lvl, uses 1 arrow/square, explodes for 10d6
reaving arrows: boost -- +2d6 damage per shot within 60'
7th level
tempest of thorns: strike -- beaten zone, 20' radius burst, attack anyone who enters or is in the area
greater manticore attack: strike -- 3 shots on each of 4 targets within 120' cone
arc of furious thunder: boost -- ranged Power Attack for 1 rd, max -IL atk/+IL dmg within 30'
8th level
unquenchable fire stance: stance -- generate ammunition magically, +1d6 fire damage
unfurling heavenly blossom: strike -- area attack, 30' radius burst, x2 damage per target
adamantine arrow flare: boost -- 3 extra attacks at -0, -5, -10, you are fatigued for rest of encounter
superb rending volley: strike -- make full ranged attack; if all hit, 2 Str damage/shot, Fort half
9th level
tears of heaven: strike -- 2 full attacks as full-round action, you are dazed next round, fatigued for rest of encounter
Full descriptions to follow.
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