Author Topic: ToB and ranged weapons (Carnivore) mini-handbook  (Read 14528 times)

Offline Jackinthegreen

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ToB and ranged weapons (Carnivore) mini-handbook
« on: September 01, 2013, 01:49:49 PM »
Credit for this goes to Carnivore on the WotC forums, who compiled these as part of his archery guide.  Thanks to Bozwevial for pulling this out of the Way Back Machine.

The discussion thread for this guide is here.

For better reference I’m going to add what level the maneuvers and stances are and organize them that way instead of alphabetically.


The following martial stances are at least somewhat useful for ranged combatants

Desert Wind:
1st:
Flame’s Blessing

3rd:
Holocaust Cloak

8th:
Rising Phoenix

Devoted Spirit:

6th:
Aura of Perfect Order [law]
Aura of Triumph [good] *6
Aura of Tyranny [Evil]

8th:
Immortal Fortitude

Diamond Mind:
1st:
Stance of Clarity

3rd:
Pearl of Black Doubt

5th
Hearing the Air

8th:
Stance of Alacrity


Iron Heart:
3rd:
Absolute Steel

8th:
Supreme Blade Parry


Setting Sun:
1st:
Step of the Wind

3rd:
Giant Killing Style

5th:
Shifting Defense

8th:
Ghostly Defense


Shadow Hand:
1st:
Child of Shadow

3rd:
Assassins Stance
Dance of the Spider *7

5th:
Step of the Dancing Moth

8th:
Balance on the Sky *7


Stone Dragon:
1st:
Stonefoot Stance

3rd:
Roots of the Mountain

5th:
Giant’s Stance

8th:
Strength of Stone

Tiger Claw:
1st:
Blood in the Water
Hunters Sense

3rd:
Leaping Dragon Stance

White Raven:
1st:
Bolstering Voice
Leading the Charge

5th:
Press the Advantage

8th:
Swarm Tactics


The following martial maneuvers do not require melee attacks


Desert Wind:
1st:
Blistering Flourish
Distracting Ember
Wind Stride

2nd:
Fire Repost ****
Hatchling’s Flame

3rd:
Fan the Flames
Zypher Dance

4th:
Fire Snake *****

5th:
Dragon’s Flame
Leaping Flame

6th:
Ring of Fire

8th:
Wyrm's Flame

9th:
Inferno Blast


Devoted Spirit:
2nd:
Shield Block ***

3rd:
Defensive Rebuke *9

Diamond Mind:
1st:
Moment of Perfect Mind

2nd:
Action Before Thought

3rd:
Mind over body

6th:
Moment of Alacrity

7th:
Quicksilver Motion

8th:
Diamond Defense

9th:
Time Stands Still*


Iron Heart:
3rd:
Iron Heart Surge

5th:
Iron Heart Focus

6th:
Iron Heart Endurance


Setting Sun:
1st: Counter Charge *8

2nd:
Baffling Defense

3rd:
Feigned Opening *6

5th:
Mirrored Pursuit
Stalking Shadow

6th
Scorpion Parry


Shadow Hand:
2nd:
Cloak of Deception
Shadow Jaunt

3rd:
Shadow Garrote

5th:
Shadow Stride

6th:
Shadow Noose

7th:
Shadow Blink

8th:
One With Shadow


Stone Dragon:
4th:
Boulder Roll

5th:
Mountain Avalanche

8th:
*Earthstrike Quake


Tiger Claw:
1st:
Sudden Leap

4th:
Fountain of Blood

5th:
Dancing Mongoose**

8th:
Raging Mongoose**

White Raven:
3rd:
Lion's Roar
White Raven Tactics

6th:
Order Forged From Chaos


* strikes that work with ranged weapons
** boosts that grant extra attacks that work with ranged weapons
*** Debatable: only when using a buckler or shield. It does not specify if you must be receiving the shields bonus yourself, so with a loose interpretation a bow user could use this with a buckler.
**** Debatable: While you do make a melee touch attack, it does not specify if this is a weapon related attack or not.
***** Broken: Duration is instantaneous, but the firesnake moves at 60ft per round? What action is it to control a fire snake? None is indicated. How many firesnakes can one control at once? No limit is specified. What is to stop me from having nigh infinite firesnakes running around? And dealing 6d6 damage to everything in sight (In this case evasion is actually bad because if I deal no damage on a successful reflex save the fire snake can keep passing through your square until you fail a save.) Can a target be struck by different fire snakes in the same round? If so we are looking at an infinite damage loop. I recommend as a houserule a duration of concentration, IE: 1 standard action per round to maintain or a 5 round effect limit (like salamander charge).
*6 partial: while you don't benefit, a melee using ally can.
*7 while using a 1 handed ranged weapon.
*8 Despite having the entry "Range: Melee attack" this maneuver doesn't actually require a melee attack at all.
*9 Technically allows you to use ranged weapons to strike the targets, but unless you can somehow make an AoO with a ranged weapon (Peerless Archer is probably the only way) it still requires using a melee weapon to benefit from the boost.
« Last Edit: June 10, 2015, 08:13:23 PM by Jackinthegreen »