jasin
Explorer
Good thing you mentioned that, I would have missed it otherwise!Nifft said:Anyway. Constructive crits when my taxes are done. Would you mind peeking at Dancing Fox over in my thread? If you can't, no worries.
Good thing you mentioned that, I would have missed it otherwise!Nifft said:Anyway. Constructive crits when my taxes are done. Would you mind peeking at Dancing Fox over in my thread? If you can't, no worries.
Good point.hong said:However, you can use tears of heaven and JAF (or AAF) in the same round: +20/+15/+10 // +20/+15/+10/+5 // +20/+15/+10/+5.
Hm. My interpretation would be +20/+15/+10 // +18/+18/+13/+8/+3 // +18/+18/+13/+8/+3. Two complete full attack actions, so two extra attacks from Rapid Shot, and the boost, which is pretty much an action of it's own, without any penalty. After all, you could AAF and cast a spell (or something), with no effect on AAF, so why not AAF and Rapid Shot (with not effect on AAF?And you might as well add Rapid Shot, which any self-respecting machine-gun archer will have: +18/+13/+8 // +18/+18/+13/+8/+3 // +18/+13/+8/+3
(assuming Rapid Shot only gives one extra attack)
Too obviously magical to by my favorite.I think I like the delayed minefield best (wrath of the earth dragon).
Nifft said:Sorry for that. I'm not trying to be an ass, I'm just trying to think this stuff through, and do so out loud. When two smart & creative people disagree about something, then one of three things is true:
1/ One of us is wrong;
2/ Both of us are wrong;
3/ Both of us are right, because the margin for error is large enough to encompass both views.
I don't see any way to figure out which condition holds other than discussing specifics. Your assertion ("more damage now is better") is both true and vacuous -- these high-level maneuvers aren't free, they're the pinnacle class feature of a dude who's supposed to stand up and not be ashamed next to a Cleric and/or a Druid.
Given the ease with which an archer can pull off a full attack, and the commonness of Rapid Shot, I think that the sort of defense used against archers is going to be different than the defense against melee guys. There are spells that straight up negate archery (wind wall, but anything that affects wind speed can do the trick), and since you can't Power Attack or abuse Stormguard Warrior (Combat Rhythm), DR is going to be a bigger issue for an archer than for a melee guy.
Anyway. IMHO the maneuver TSS is weaker if restricted to archery than it would be if it were restricted to melee, and IMHO it's worth taking four non-melee specific Diamond Mind maneuvers even if you are playing an archer with few available maneuvers, if TSS is your goal. (Also, I wanted to find currently unexploited archery-compatible maneuvers, so the build was useful in that regard.)
Please do update with your experience. I think that a Warblade would get more use out of this particular maneuver -- many attacks favor those who can add damage to all of them, with stuff like Power Attack, Stormguard Warrior, Weapon Specialization and Melee Weapon Mastery. The best combos I've seen were with Tiger Claw / Diamond Mind builds, I think, using Raging Mongoose and the TWF chain to get really quite a lot of attacks.
jasin said:DNB is x4 damage, right? So the benefit of the strike is +120-150 damage, with your normal damage being 40-50.
Yes, this considered, it would seem that SoPC's +100 isn't all that. SoPC doesn't require a concentration check, but then, how often do you fail that with DNB?
This is only tangentially related, but does raging mongoose suffer from TWF penalties? It says you get two attacks with each weapon, and your highest attack bonus. Is that supposed to implicitly include TWF penalties? My first guess was yes, but after reading wolf fang strike (attack with two weapons as a standard action at -2) I'm not so sure, because that one seems to include a "TWF penalty". And if stuff like mithral tornado can pretty much obviate the need for Whirlwind Attack, maybe Tiger Claw is supposed to do the same for TWF...?
Hm. My interpretation would be +20/+15/+10 // +18/+18/+13/+8/+3 // +18/+18/+13/+8/+3. Two complete full attack actions, so two extra attacks from Rapid Shot, and the boost, which is pretty much an action of it's own, without any penalty.
hong said:In a way, you're agreeing with the first point yourself. You're willing to cherry-pick Diamond Mind maneuvers just to get TST for an archer, despite the bulk of the school being oriented to melee. That tells me, if TST was taken out of Diamond Mind and put in its own archery-specific school, you'd definitely be willing to take it (even if it was ranged-only, since, hey, you're an archer).
hong said:I think the point of disagreement is over the further nerfing with daze+fatigue.
hong said:I can certainly see that if an archer had access to both the Diamond Mind _and_ Celestial Rain schools, then they would choose the original TST over the nerfed version. I'm not sure how relevant this is, though.
Nifft said:Honestly, I'm not sure that I would. I just wanted to see if someone wanted that maneuver, could he get it without needing to take any melee-specific maneuvers or stances? And it seems he could.
That's exactly right. I agree that it's strong, but I don't think it's worth losing a round's worth of actions, or taking a penalty for the rest of the encounter.
IMHO, appropriate nerfs would be limited to the round in which you initiate -- you could be flat-footed for that round, or you could take a -6 penalty to AC, or something like that. Internally balanced, like a Charge action, rather than "pay-on-credit" like a Wild Surge.
If they've got access to Diamond Arrow, Diamond Mind and Celestial Arrow, then they'd be crazy not to exploit some of the key skill synergy between DM and DA.
I think he's being needlessly nitpicky. If I have no problem with a greatsword-wielding Power Attacking warblade doubling his offense with TSS, I have no problem with a TWF warblade doubling his offense with TSS, rather than just adding another full attack action which cannot be TWF because TWF only adds another attack per round and not per full attack action.Hyp pointed out that TWF grants one extra attack _per round_, with the proviso that you need to full attack to use it. Rapid Shot uses similar language. By contrast, haste grants an extra attack on a full attack action, with no reference to attacks per round.
hong said:Diamond Arrow
1st level
Darkwood arrow stance
stance
You empty your mind of distractions and concentration on the task at hand. Your arrows fly straight and true to their target.
All Diamond Arrow strikes that you perform while in this stance deal double damage. As per the usual rules for multiplying damage, flat bonuses are multiplied but bonus dice are not. While in this stance, you lose your Dex bonus to AC.
hong said:Unbending arrow
strike
You make a single ranged attack, which gains a bonus +2d6 points of damage.
hong said:Keen sense of the archer
boost
Choose a target. You can ignore its cover bonus to AC if any, and reroll any concealment miss chance that may apply.
hong said:Blindfire strike
boost
If a ranged attack of yours misses, you can reroll the attack. You gain this benefit only on one ranged attack, which must be made before the start of your next turn.
hong said:2nd level
emerald initiate's attack
strike
You make a single ranged attack, which gains a bonus +5 points of damage. Note that this is multiplied if you are in any of the Diamond Arrow stances.
hong said:Pierce the shadows
boost
You gain a +20 insight bonus to your next ranged attack, ignore concealment miss chance. You must make the attack before the start of your next turn to gain this benefit.
hong said:3rd level
Confound the blade
strike
Your precisely-aimed shot sends your foe's weapon flying.
You can make a disarm attempt on an enemy at range. This follows the normal rules for disarming, but you use your ranged attack roll instead of a melee attack roll. You gain the +4 bonus for using a 2-handed weapon.
hong said:Sapphire spirit shot
strike
You make a single ranged attack, which gains a bonus +10 points of damage.
hong said:Eye of the archon
boost
You reach out with your mind, confounding your foe's attempts to dodge your aim.
Make a Concentration check, opposed by your target's Sense Motive check. If you win, your target loses their Dex bonus to AC against your next attack, if it is made before the start of your next turn.
hong said:Shot of perfection
strike
With a single arrow, you cut a swathe through your enemies.
You attack all creatures in a 60' line starting from your square. Make a single ranged attack roll, which is then applied to all your targets.
hong said:4th level
Iron arrow stance
stance
With but a minimum of effort, you send your arrows into the hearts of your enemies.
While in this stance, all Diamond Arrow strikes deal double damage, and require only a standard action to complete (instead of a full-round action). You do not lose your Dex bonus to AC.
hong said:Striking the heart
strike
Your shot strikes with deadly precision. Make an attack roll; if you hit, your attack is automatically considered a critical threat.
hong said:5th level
Golem-smashing shot
boost
You can sense the critical weak points in a foe.
Make a Concentration check, opposed by your target's Sense Motive check. If you succeed, your next Diamond Arrow strike ignores its DR and hardness, if any. You must make your attack before the start of your next turn to gain this benefit.
hong said:Transcendent mind
counter
Your devotion to truth and enlightenment turns away those who would influence your mind.
You gain immunity to all mind-affecting effects for 1 round.
hong said:6th level
Smite the mountain
boost
Armour and scaly hide is no barrier to you. You reach out with your mind, finding the weak points in your foe's protection.
Make a Concentration check opposed by your target's Sense Motive check. If you succeed, your next Diamond Arrow strike can be made as a ranged touch attack. YOu must make your attack before the start of your next turn to gain this benefit.
hong said:Diamond surge
strike
Make a single ranged attack. If you hit, you gain a bonus +5d6 points of damage, and your target is staggered 1d4 rounds. A successful Will save (DC 16 + Wis mod) halves the duration, but not the bonus damage.
hong said:7th level
Ghost-cleaving shot
strike
The wraith shrieks with rage and pain as your arrow tears into its ghostly form, leaving fragments in its wake.
You make a single ranged attack, which is considered a force effect (ie, it has the ability to hit and damage an ethereal or incorporeal target). If you hit, you gain a bonus +5d6 points of damage. Note that you gain no special ability to detect such foes.
hong said:8th level
Mithral arrow stance
stance
All Diamond Arrow strikes deal triple damage, and you may reroll any miss chances due to concealment. You lose your Dex bonus to AC while in this stance.
hong said:Unstoppable solar's bolt
strike
Your arrow transforms into a mighty bolt of geomantic energy, clearing a path through your enemies.
You attack all creatures in a 120' line starting from your square. Make a single ranged attack roll, which is applied to all your targets.
hong said:9th level
Shot of destiny inevitable
strike
You make a single ranged attack, which gains a bonus +50 points of damage. In addition, if you hit, your foe takes 2d4 points of Dexterity damage. A successful Fortitude save (DC 19 + Wis mod) halves the Dex damage, but not the hit point damage. If you score a critical hit, the Dex damage becomes permanent ability drain.
jasin said:I think he's being needlessly nitpicky. If I have no problem with a greatsword-wielding Power Attacking warblade doubling his offense with TSS, I have no problem with a TWF warblade doubling his offense with TSS, rather than just adding another full attack action which cannot be TWF because TWF only adds another attack per round and not per full attack action.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.