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Old 06-12-2014, 12:49 PM   #31
munin
 
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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 09:27 PM.
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Old 06-12-2014, 01:00 PM   #32
sir_pudding
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Default Re: [DF] Mystic Archer Powerups

Quote:
Originally Posted by Kromm View Post
Note that this isn't really a house rule so much as an optional-but-published rule; see Changing Professions (GURPS Dungeon Fantasy 3: The Next Level, p. 42).
Whoops! Looks like I remembered the optional rule as the general one. Sorry!
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Old 06-12-2014, 01:16 PM   #33
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Default Re: [DF] Mystic Archer Powerups

Quote:
Originally Posted by munin View Post
Here's an attempt at a unique Mystic Archer power-up list:

[...]

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., Far Shot imbuement instead of Zen Archery, Multi-Shot imbuement instead of Double-Shot, imbuements in general instead of trick arrows, etc.). I reserved Bow Feint, Predictive Shot, Projectile Deflection, and Slayer Shots for Scouts (pure skill power-ups), but you could add those. I went back and forth on Bow Fencer (a mundane scout power-up, but really every archer needs it) and Elemental Soul Imbuements (works fine for mystic archer, but maybe should be reserved for mystic knight?).
Freakin awesome, munin, thanks! This list is pretty much exactly what I had in mind, for just the reasons you listed.


Quote:
Originally Posted by sir_pudding View Post
Whoops! Looks like I remembered the optional rule as the general one. Sorry!
Heh, at least you gave the rule credit for existing, instead of vaingloriously claiming it as a house rule....
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Old 06-12-2014, 01:45 PM   #34
Christopher R. Rice
 
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Default Re: [DF] Mystic Archer Powerups

Quote:
Originally Posted by munin View Post
Bow of Pure Magic
4 points
Prerequisite: Imbue 3.
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 50/100. See Weapons of Pure Magic§ for usage.
Statistics: Impaling Attack 1 point (Increased 1/2D 2, +10%; Magical, -10%; ST-Based, +100%) [16].
I don't know if you knew, but I created a limitation for Innate Attacks that are meant ot emulate muscle-based ranged attacks. It's worth -10% and changes the Range to STx0.1/STx1 and can be found in Pyramid #3/46: Weird Science - it might not be the effect you're looking for - but it would fall in line with the other Weapons of Pure Magic. Also, the cost is wrong for your build. It should cost 4 points, not 16 (8 * 0.25 [for fractional dice] * 2 [modifier total] = 4)
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Old 06-12-2014, 03:19 PM   #35
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Default Re: [DF] Mystic Archer Powerups

Thanks, I did want Muscle-Powered Range but couldn't remember where it was. Revised (and math corrected, I hope) above.
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Old 06-12-2014, 03:30 PM   #36
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Default Re: [DF] Mystic Archer Powerups

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Originally Posted by munin View Post
Thanks, I did want Muscle-Powered Range but couldn't remember where it was. Revised (and math corrected, I hope) above.
Looks right to me.
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