Nifft said:Your version of TSS (ranged-only) is 9th level, dazes you for a round, and fatigues you for the rest of the encounter. Significantly worse than TSS, which already allows exactly that, but isn't limited to only ranged attacks.
In practice, people who have TSS are going to use it for melee attacks. You have to be 17th level to get it, and by that time most of your gold and feats are going to be tied up in melee items. I guess you could have a multiclassed fighter/warblade with a longbow, but none of their other abilities work at range, so they really have little reason to be focusing on it.
Your maneuver is strictly worse than TSS, and I can't tell why, since the whole reason TSS is soooo good is because full attacks are hard to get in melee: when you get one and initiate TSS, you instead get two.
IME it's not too hard to get a full attack. Often the bad guy also wants to get a full attack on you; even if they don't, you have maneuvers like sudden leap, shadow blink or quicksilver motion. You should check out Rystil Arden's rants about action-granting items in some of the MIC threads.
Archers are at the other end of the spectrum: ranged full attacks are easy. So why would I bother to use Tears of Heaven?
Um, to get two full attacks? It's about DPS, to borrow the MMORPG term. Consider the two scenarios:
1) I make an attack; BBEG gets a kaboom attack off; I make another attack which kills the BBEG assuming I survive
2) I make two attacks; BBEG dies, does not get a kaboom attack off; I am dazed, but it doesn't matter because the BBEG is dead
It's a finishing move, like the Iron Heart strike. Or you could remove the dazed+fatigued condition, which would make it more like the maneuvers in the book. ToH also has synergy with the other boosts like adamantine arrow flare, which gives more attacks than raging mongoose (albeit at a penalty).
Sorry, I don't see that written. Could you point out where?
Here's one:
Unfurling steel blossom
strike
You fire a single arrow into the air, which separates and transforms in mid-air into a cloud of deadly projectiles.
As a standard action you attack all creatures in a 10' radius burst, within your first range increment.
strike
You fire a single arrow into the air, which separates and transforms in mid-air into a cloud of deadly projectiles.
As a standard action you attack all creatures in a 10' radius burst, within your first range increment.
The Counter would be high-ish level, since it could potentially ruin any foe's charge against anyone in the party. But that's cool IMHO.
I don't really see how this would stop people charging, since like I said, they could just jump over the difficult terrain.
There is one cast-iron rule I see you violating: stances shall remain useful.
Now, is that cast-iron because it's explicitly stated somewhere, or is it simply that current stances don't overlap much, leaving open the question of whether it's kosher to go outside that convention...?
There are some high-level stances that are strictly better than low-level stances of the same school, and that's not good, since you can't trade them out. Not sure exactly how to fix, since the school seems to rely on damage multiplication via stance. :\
The issue is really that there's one thing that the school does, and that is: shoot. So it's natural that all the stances are going to be about shooting, thus they'll overlap.
Well, I guess that's not strictly true, since it's also about truth, mental steadfastness and seeing through falsehoods. So I could have a stance that gives you, for example, continuous true seeing or something. But that would mean reducing the damage on a shot, if you leave the stance where you do extra damage. But maybe that's reasonable.
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