Author Topic: Quiver  (Read 2564 times)

Mystify

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Quiver
« on: February 12, 2014, 02:37:40 PM »
A Quiver always has just the arrow for the situation at hand. Conventional archers may consider them gimmicky and stick to tried and true munitions, but a quiver sees the utility in having a suite of options.

Circle 1- Lesser Trick Arrows:
You have the ability to prepare Trick Arrows- special additions or arrows that create unique effects. These come in 2 varieties- Special Ammo which are applied to batches of arrows to improve them, and One-off Arrows, which have special one-off effects. At the beginning of each [Scene]. you may choose 3 Trick Arrows, plus 2 Trick Arrows per circle of this track you possess.The chosen Trick Arrows are prepared until the end of the [Scene]. At first, you can prepare only Lesser Trick Arrows, but you learn to prepare other Trick Arrows at later
circles.
Trick Arrows must be drawn before they can be used. You can draw a prepared Trick Arrow for imminent use as a move action. Once a Trick Arrow is drawn, any creature can use it: Use special ammo with a ranged weapon to increase its potency, fire off a one shot arrow, or pass any Trick Arrow to an ally within [Melee] range as part of a move action (including the one used to draw it). A drawn Trick Arrow not used by the end of the [Encounter] is wasted. A creature or weapon, respectively, may benefit from more than one special at a time but cannot benefit from multiple uses of the same special ammo simultaneously. An ammo that has an effect when a creature is hit by the affected weapon and allows that creature to make a saving throw cannot affect a single creature more than once per [Round]. Whenever you make an attack action, you may replace any number of attacks with an equal number of one-off arrows, each targeting a square or opponent within [Close] range, as specified by the arrow (these arrows are extra bulky and have limited range). If a one-off arrow requires an attack roll and misses, then it may be recollected at the end of the [Encounter] and its use does not count against your limit. These attacks provoke attacks of opportunity. Unless otherwise noted, the effects of any Trick Arrow used last until the end of the [Encounter].

Circle 2- Point-blank: You may attack opponents within your [Melee] range with a ranged weapon without provoking attacks of opportunity.
Keen eye- You gain a +2 bonus to perception and awareness

Circle 3- Greater Trick Arrows
You can now prepare Greater Trick Arrows in addition to Lesser Trick Arrows.

Circle 4- Relic Trick Arrows
You can now prepare Relic Trick Arrows in addition to Lesser and Greater Trick Arrows.

Circle 5 - Up your sleeve- Once per [Encounter], when you draw a trick arrow, it may be another trick arrow that you have access to in place of the one you prepared.

Circle 6- Artifact Trick Arrows:
You can now prepare Artifact Trick Arrows in addition to Lesser, Greater, and Relic Trick Arrows.
After a creature fails its save against a particular artifact arrow, it can’t be affected by that Trick Arrow again until the end of the [Encounter].

Circle 7-Unleashed Arsenal: At the end of each [Encounter], you may regain a trick arrow that you have drawn.
   You may now draw up to 2 prepared Trick arrows as a move action.

Lesser Arrows
Lesser Special Ammo
Fire arrows:
When you draw these arrows, choose [Acid], [Cold], [Electricity], or [Fire]. Whenever an attack with a weapon using this ammo deals damage, that attack deals 1d6 additional elemental damage with the chosen descriptor per odd-numbered circle of this track you possess.

Dosed arrows- Whenever you hit with an attack using a weapon using these arrows, you may inflict the [Sickened] condition for 1 [Round]. A successful Fortitude save (DC 10 + ½
your character level + your KOM) negates the [Sickened] condition.

Lesser One-off Arrow
Hackeye Arrow- Using this arrow allows you to make a larceny check against something in the target square.

Flash arrow - Create a 15ft spread from the target square. All creatures within the spread are [Blinded] and [Deafened] for three [Rounds]. A successful Reflex save (DC 10 + ½ your level + your KOM) reduces the duration to 1 [Round]

Smokescreen arrow- You may create a Obscuring Mist, as the spell, except originating from the target square.

Boxing glove arrow- Fire this arrow at an opponent. If it hits, they are [Blown away] from you.

Greater Arrows
Greater Special Ammo
Psychoactive arrows- Whenever you hit an opponent with an attack using a weapon using this ammo, if it is the first time you have hit that opponent with an attack using this weapon this [Round], you may inflict the [Shaken] condition for 2 [Rounds]. A successful Will save negates the [Shaken] condition

Sophisticated arrows-
When you draw these arrows, choose 3 weapon properties that can be used with a ranged weapon. Whatever weapon is using these arrows has those weapon properties in addition to its normal properties

Greater One-off Arrow

Net- All creatures within a 10ft radius spread of the target square are [Entangled]. Any ally of a creature within [Melee] range of them, including themselves, may remove the [Entangled] condition with a move action.

Bola arrow - You may attack an opponent normally with this arrow. On a successful hit, they are [Prone]

Dispelling arrow - You may attack an opponent normally with this arrow. On a successful hit, they are subject to dispel magic, as the spell.

Relic Arrows
Relic Special Ammo
Hallucinogenic Arrow-Whenever you hit with an attack using a weapon using these arrows, you may inflict the [Confused] condition for 2 [Rounds]. A successful Fortitude save (DC 10 + ½
your character level + your KOM) negates the [Confused] condition. A creature that fails this save can’t be affected by a Hallucinogenic Arrow again for the rest of the [Encounter].

Richochet arrows- At the beginning of each [Round], make a check of 1d20+your level+ your KOM. Any opponent who has an awareness less than this is [Flat footed] against your attacks for this [Round]

Exploding arrows- Whenever you make an attack using a weapon using these arrows, you may instead apply it as a [Volley] attack against all opponent within a  spread with a radius of 5ft per circle of this track. originating from the target square.

Relic One-off Arrow
Pinning Arrow- Fire this arrow at an opponent. If it hits, they are [Checked] from all directions and [Entangled] for 1 [Round].

SAM Arrow- Fire this arrow at an opponent. If it hits and the opponent is [Flying], they take additional damage equal to 2x your level, and lose the Fly movement mode for 1 [Round].

Syringe Arrow-  You fire this arrow at an ally within [Close] range. This does no damage, but instead subjects them to Cure Critical Wounds, as the spell.

Artifact Arrows
Artifact Special Ammo
Phase arrows-Attacks made using this ammo gain a bonus to attack rolls equal to half of their target’s item bonus to AC. This bonus does not stack with fury bonuses to attack rolls, although it is not a fury bonus, nor does it stack with the bonus from the Wraithblade enchantment.

Stun Arrow-Whenever you hit with an attack using a weapon using these arrows, you may inflict the [Stunned] condition for 1 [Round]. A successful Fortitude save (DC 10 + ½
your character level + your KOM) negates the [Stunned] condition. A creature that fails this save can’t be affected by a Stun Arrow again for the rest of the [Encounter].


Artifact One-off Arrow
Warp Arrow- You may fire to any square in [Long] range, and then [Warp] to that square. Opponents are [Flat footed] to your attacks for 1 [Round] after you do this.

Petrifying Arrow- Whenever you hit with an attack using this arrows, it does normal damage, and you may inflict the [Petrified] condition for 2 [Rounds]. A successful Fortitude save (DC 10 + ½
your character level + your KOM) negates the [Petrified] condition, but leaves the target [Slowed] for 1 [Round].

Greater Dispelling arrow - You may attack an opponent normally with this arrow. On a successful hit, they are subject to greater dispel magic, as the spell.
« Last Edit: June 25, 2015, 08:40:26 PM by Mystify »
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Zaq

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Re: Quiver
« Reply #1 on: February 12, 2014, 03:06:35 PM »
Are the one-off arrows strong enough to warrant their per-scene restriction, particularly given that they must be prepped at the start of the day, and considering that they can miss entirely? No Brew has only a single chance to work (let alone two points of failure in the forms of an attack roll and a save); Poisons last all encounter, Potions work automatically, and Cocktails either work automatically or work continuously.

I think part of what makes Alchemist successful is the blending of Scene resources (Brews) and Encounter resources (transmutation points). The other major Scene-based tracks either don't take major actions in combat (True Mage) or aren't prepped in advance (spells). But I don't feel like the risk-reward ratio of "prep a one-off arrow at the start of the scene, spend an action to draw it, MAYBE hit with it, then MAYBE they'll fail their save" is appropriate for a Scene-based resource. (Yes, I see that not 100% of them have saves, but overall, I'm leery.)

At a minimum, one-off arrows shouldn't be expended until they hit, thereby giving them just a single point of total failure instead of two. (A missed attack might delay your efforts, sure, but it doesn't mean "you don't get to play with this toy today.") Ideally, I think they should be Encounter-based, albeit possibly conflicting for your move actions with your Scene-limited Ammos. That, or they need a big power boost, nudging the "reward" part of the risk-reward ratio up. Thoughts?
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Mystify

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Re: Quiver
« Reply #2 on: February 12, 2014, 03:38:08 PM »
You make a very good point about the multiple points of failure. I will have to look at those closer and modify them accordingly.

I think I will add in a clause that one-off arrows that require an attack roll can be reclaimed at the end of the [encounter] to help alleviate that, at least.

edit: I removed the double jeopardy of needing to hit and have a save. Ones that need to hit no longer have a save, and can be retrieved if they miss. Ones with a save now have a lesser effect on a successful save, so they aren't wasted/
« Last Edit: February 12, 2014, 03:49:09 PM by Mystify »
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Grue

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Re: Quiver
« Reply #3 on: February 12, 2014, 04:57:36 PM »
the Greater One-off Arrow heading seems to be missing.

edit: nevermind, it is still there, just missed it among the ending of the previous entry.
« Last Edit: February 12, 2014, 04:59:27 PM by Grue »