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 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.

All maneuvers and stances have a prerequisite of a number of maneuvers equal to half their level, rounded down. For example, learning diamond spirit shot, a 7th level maneuver, requires 3 other Diamond Arrow maneuvers. Unless otherwise stated, strikes require a full-round action, boosts and stances require a swift action, and counters require an immediate action to activate.


1st Level

Darkwood Arrow Stance

Stance

Range: Personal

Target: You

Duration: Stance

While you are in this stance, you gain a number of benefits when using a Diamond Arrow strike. You deal double damage, always hit your chosen target when firing into a grapple, and can reroll any concealment miss chance. In addition, if you have another ability that would let you reroll a concealment miss chance, you can ignore the miss chance entirely. However, because of the concentration required to aim, you lose your Dexterity bonus to AC when using such strikes. This lasts until the start of your next turn.

Keen Sense of the Archer

Boost

Range: Personal

Target: You

Duration: End of turn

Until the end of your turn, you can ignore any cover bonus to AC and reroll any concealment miss chance with your ranged attacks.

Touch transcends Distance

Boost

Range: Personal

Target: You

Duration: One Diamond Arrow strike

You can negate up to -10 points of range penalty to your attack roll with the next Diamond Arrow strike you make, provided it is made before the end of your turn. You cannot use this ability to gain an actual bonus.

Unbending Arrow

Strike

Range: Ranged attack

Target: One creature

You deal a bonus +1d6 points of damage with your ranged attack. Note that if you use this in conjunction with a Diamond Arrow stance, your base damage is multiplied but the +1d6 is not, as per the usual rules for multiplying damage.


2nd Level

Emerald Initiate's Attack

Boost

Range: Personal

Target: You

Duration: One Diamond Arrow strike

You gain a +5 attack bonus and can ignore any concealment miss chance with the next Diamond Arrow strike you make, provided it is made before the end of your turn.

Hammerblow Shot

Strike

Range: Ranged attack

Target: One creature

Your shot strikes with great force, driving back your target. If your ranged attack hits and deals damage, you can make a bull rush attempt on your opponent. You can use your Dexterity bonus in place of your Strength bonus on the opposed roll.

Pierce the Shadows

Boost

Range: Personal

Target: You

Duration: 1 round

You gain the ability to see invisible and ethereal creatures and objects as the see invisibility spell, for 1 round. This is a supernatural ability.

Spirit-Felling Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack is treated as if from a magical ghost touch weapon, allowing you to attack incorporeal creatures without any miss chance. This is a supernatural ability.


3rd Level

Confound the Blade

Strike

Range: Ranged attack

Target: One creature

Your ranged attack deals a bonus +3d6 points of damage. If you hit and deal damage, you can make a disarm attempt on your opponent, if it is using a weapon that can be disarmed. This does not provoke an attack of opportunity. Your opponent cannot attempt to disarm you in turn, if you fail the attempt.

Eye of the Archon

Boost

Range: 120 ft

Target: One creature within 120 ft

Duration: One Diamond Arrow strike

Make a Concentration check, opposed by your target's Sense Motive check. If you succeed, your target loses their Dexterity bonus to AC against the next Diamond Arrow strike you make, provided it is made before the end of your turn.

Sapphire Spirit Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack does a bonus +10 points of damage. The +10 points is multiplied if you make this strike while in a Diamond Spirit stance, as per the usual rules for multiplying damage.

Shot of Perfection

Strike

Range: 60 ft

Area: Line

Your arrow scythes through multiple targets. Make a single ranged attack roll at a -2 penalty and apply the result to all creatures in the area; thus you might hit some targets and miss others. You do not gain critical hit or sneak attack damage with this attack, even if you would otherwise do so.


4th Level

Iron Arrow Stance

Stance

Range: Personal

Target: You

Duration: Stance

While you are in this stance, you gain a number of benefits when using a Diamond Arrow strike. You deal double damage, and you gain your Wisdom bonus to attack and damage rolls, with Diamond Arrow strikes. The Wisdom bonus to attacks stacks with your Dexterity bonus, and the bonus to damage is doubled along with your regular damage. However, because of the concentration required to aim, you lose your Dexterity bonus to AC when using such strikes. This lasts until the start of your next turn.

Moment of Fate

Counter

Range: Personal

Target: You

You can activate this maneuver if a ranged attack roll of yours misses. You reroll that attack roll, with a +2 bonus.

Striking the Heart

Strike

Range: Ranged attack

Target: One creature

Your ranged attack, if it hits, automatically threatens a critical hit. You must still confirm the critical. If your attack misses, you do not gain any benefit.

Unveiling Light of the Sun

Strike

Range: Ranged attack

Target: One creature

Your ranged attack does no damage. Instead, if you hit, you dispel any illusion effects active on your target. Treat this as a dispel check with your initiator level for this maneuver used in place of a caster level. This is a supernatural ability.


5th Level

Cleave the Mask

Strike

Range: Ranged attack

Target: One creature

Duration: 5 rounds

Saving Throw: Will negates

Your ranged attack does no damage. Instead, if you hit, any polymorph, alternate form, shapechange or wildshape effects active on your target are removed, forcing it back into its true form, and it cannot change its form for at least 5 rounds. A successful Will saving throw (DC 15 + your Wisdom modifier) negates the effect. This is a supernatural ability.

Golem-Smashing Shot

Boost

Range: 120 ft

Target: One creature within 120 ft

Duration: One Diamond Mind strike

Make a Concentration check, opposed by your target's Sense Motive check. If you succeed, you can bypass your target's DR and hardness, if any, with your next attack provided it is made before the end of your turn.

Ruby Spirit Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack does a bonus +20 points of damage. The +20 points is multiplied if you make this strike while in a Diamond Spirit stance, as per the usual rules for multiplying damage.

Transfixing Shot

Strike

Range: Ranged attack

Target: One creature

Duration: 1 round

Saving Throw: Fortitude partial

Your ranged attack does a bonus +10d6 points of damage. If you hit and deal damage, your target is reduced to 0 speed for one round. Flying creatures drop, unless they can hover. A successful Fortitude saving throw (DC 15 + your Wisdom modifier) means it is reduced to half speed instead of 0 speed, but does not reduce the damage taken.


6th Level

Fog-Dispelling Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack does no damage. Instead, if you hit, you dispel any mind-influencing effects active on your target. Treat this as a dispel check with your initiator level for this maneuver used in place of a caster level. This is a supernatural ability.

Empty Mind

Counter

Range: Personal

Target: You

Duration: 1 round

When you activate this maneuver, you are protected from all mind-influencing effects as from a mind blank spell. This lasts until the start of your next turn. This is a supernatural ability.

Shot of Reversal

Strike

Range: Ranged attack

Target: One creature

Duration: 1d4 rounds

Saving Throw: Will partial

Your ranged attack deals a bonus +10d6 points of damage. If you hit and deal damage, your target is staggered for 1d4 rounds. A successful Will saving throw (DC 16 + your Wisdom modifier) halves the duration (minimum 0), but does not reduce the damage taken. This is a supernatural ability.

Smite the Mountain

Boost

Range: 120 ft

Target: One creature within 120 ft

Duration: One Diamond Mind strike

Make a Concentration check opposed by your target's Sense Motive check. If you succeed, you can make your next Diamond Mind strike against that target as a ranged touch attack instead of a normal attack. Your strike must be made before the end of your turn to gain this benefit.


7th Level

Diamond Master's Accuracy

Boost

Range: Personal

Target: You

Duration: One Diamond Arrow strike

You gain a +20 insight bonus to your attack roll and can ignore any concealment miss chance with the next Diamond Arrow strike you make. You must make your strike before the end of your turn to gain this benefit.

Diamond Spirit Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack deals a bonus +30 points of damage. The +30 points is multiplied if you make this strike while in a Diamond Spirit stance, as per the usual rules for multiplying damage.

Ghost-Killing Shot

Strike

Range: Ranged attack

Target: One creature

Your ranged attack does a bonus +15d6 points of damage, and is treated as if made by a force effect. This allows you to hit and damage ethereal and incorporeal targets without the usual miss chance. This is a supernatural ability.

Perception Beyond Sight

Boost

Range: Personal

Target: You

Duration: 1 round

You gain blindsense with a range of 120 feet, and blindsight with a range of 60 feet, until the end of your turn.


8th Level

Gaze of Transcending Scrutiny

Boost

Range: Personal

Target: You

Duration: 1 round

You gain true seeing as the spell, until the end of your turn. The range of the effect is 120 feet. This lasts until the end of your turn.

Mithral Arrow Stance

Stance

Range: Personal

Target: You

Duration: Stance

While you are in this stance, you deal triple damage with your Diamond Arrow strikes. However, because of the concentration required to aim, you lose your Dexterity bonus to AC when using such strikes. This lasts until the start of your next turn.

Shot of Confronting Doom

Strike

Range: Ranged attack

Target: One creature

Duration: 1 round

Saving Throw: Will partial

Your ranged attack does a bonus +15d6 points of damage. If you hit and deal damage, your target is paralyzed for one round. A successful Will saving throw (DC 18 + your Wisdom modifier) negates the paralysis but not the bonus damage.

Unstoppable Solar's Bolt

Strike

Range: 120 ft

Area: Line

Your arrow turns into a mighty bolt of geomantic energy, tearing through your enemies. Make a single ranged attack roll at a -2 penalty and apply the result to all creatures in the area; thus you might hit some targets and miss others. You do not gain critical hit or sneak attack damage with this attack, even if you would otherwise do so. You deal a bonus +5d6 points of damage to all targets you hit.


9th Level

Shot of Destiny Inevitable

Strike

Range: Ranged attack

Target: One creature

Saving Throw: Fortitude partial

Your ranged attack does a bonus +30 points of damage. If you hit and deal damage, your target is stunned for 1 round, and takes an additional 2d6 points of Dexterity damage as your shot disrupts the flow of energy within their body. A successful Fortitude save (DC 19 + your Wisdom modifier) negates the stunning and halves the Dexterity damage, but not the hit point damage.

The +30 points is multiplied if you make this strike while in a Diamond Spirit stance, as per the usual rules for multiplying damage. However, the stun duration and Dexterity damage is not multiplied.


Last modified: 5 June 2007

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