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Old 06-12-2014, 11:49 AM   #31
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: [DF] Mystic Archer Powerups

The problem with limiting mystic archers to only one of the mystic knight or scout lists is that those lists both contain power-ups that don't really suit the mystic archer (Outdoorsman? Defending Dancing Weapon?), effectively giving the mystic archer an abbreviated list. The lens really needs its own list. (EDIT: I may have missed some of the conversation while writing this)

Here's an attempt at a unique Mystic Archer power-up list:
  • Eldritch Talent up to 6 [5/level].
  • Energy Reserve (Magical) 1-20 [3/level].
  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level].
  • Extra Attack 1 [25].
  • Extraordinary Luck [30].
Abilities: Bow Fencer† [10], Bow ST* 1-2 [2/level], Dissolving Strike§ [22], Dispelling Strike§ [10] (requires Negating Shot), Efficient Imbuement§ [7/skill], Elemental Soul Imbuements§ [varies], Inextinguishable Power§ [5], Killing Strike§ [32], Quick-Shot† [5 or 3], and Slayer Shots* [varies].

Perks: Annihilating Shot* [1], Combo Mastery§ [1], Eldritch Charge§ [1], Fast-Stow* [1], Focused Imbuer§ [1], Negating Shot* [1], Strongbow† [1], and Vampiric Shot* [1].

Bow of Pure Magic
1 point
Prerequisite: Imbue 2.
You can manifest a bow which requires no arrows, does thr+1 imp damage (include Bow ST, but not Strongbow) with Acc 3 and range ×15/×20. See Weapons of Pure Magic§ for usage.
Statistics: Impaling Attack 1 point (Increased 1/2D, 7.5×, +15%; Increased Range, 20×, +40%; Magical, -10%; Muscle-Powered Range, -10%; ST-Based, +100%) [5]. Feature: Two-Handed.

* Scout Power-Ups; † DF 11; § Pyramid #3/60.


This list is intended to power-up both mystic and archery abilities -- the increased flexibility is the point of the lens and is naturally limited by the standard dual-classing dilemma: spreading points across multiple fields won't allow you to match a specialist in their own concentration.

Some scout and mystic knight power-ups aren't on the list either because they didn't suit the lens, or because they are similar to existing imbuements (e.g., Guided Weapon imbuement instead of Zen Archery, Multi-Shot imbuement instead of Double-Shot, imbuements in general instead of trick arrows, etc.). I reserved pure skill power-ups like Bow Feint, Predictive Shot, and Projectile Deflection for Scouts, but you could add those (EDIT: I put Slayer Shots back in because Slayer Training is a general combat power-up that any class could take, so any archery-based class should have access to Slayer Shots). I went back and forth on Bow Fencer (a mundane scout power-up, but really every cinematic archer needs it) and Elemental Soul Imbuements (works fine for mystic archer, but maybe should be reserved for mystic knight?).


Deprecated, but retained for thread continuity:
Spoiler:  

Last edited by munin; 06-12-2014 at 08:27 PM.
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