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Back in the time before history, when warriors shaped the land and rulers shone like the sun, the attentions of priests and scholars were focused on more distant pursuits. The night sky, the stars, the way the paths of every constellation governed the fate of man and housed the wills of the divine - after a myriad dusks of meditation, astronomy and study alike, the ancient sages would discover the first sparks of what would evolve into the Sagitta Stellaris discipline. Just as there is purpose to the path of every comet, they sought to imbue that will into their arrows, weaving fate into steel to have every projectile fly true. It wasn’t just about where the arrow landed: each curve was an omen, and every path an orbit. To an archer of Sagitta Stellaris, each battlefield is a microcosm of another part of the night sky.

All Sagitta Stellaris stances and maneuvers have origins in divine magic, and are considered supernatural abilities. Sagitta Stellaris’ associated skill is Knowledge (geography), and the discipline’s associated weapon groups are bows, crossbows, firearms, and thrown.

Associated Skill: Knowledge (geography)

Associated Weapons: bows, crossbows, firearms, and thrown.

Martial Tradition: The Echoes of Prophecy

Title Veil: The Astronomer

Style Feats:

Combo Feats:

Special Rules[]

Sagitta Stellaris maneuvers come with two new descriptors: [Trail] and [Rain].

Accessing the Discipline[]

Any class that has access to the Solar Wind or Tempest Gale discipline may trade any one of their disciplines known from that class for access to the Sagitta Stellaris discipline, gaining Knowledge (geography) as a class skill. The discipline that they trade out does not need to be Solar Wind or Tempest Gale.

Advanced Interactions[]

There are various more narrow situations that can come up using the Trail and Rain rules, but aren’t necessary to learn to know how they work and use them during common play. These less-common cases are detailed in Systems and Use.

New Rule: Trail[]

Strikes with the [Trail] descriptor use projectiles to draw out paths on the battlefield. Each [Trail] shot starts from where the attack originates, is given a range in feet, and then can be controlled to fly freely for that amount of distance. When it enters its target’s space, the ranged attack is resolved as normal, and the projectile stops, even if it had distance remaining. Despite the angle the attack may approach from, the target’s cover from you still applies against it, as it is difficult to keep track of the target’s movements behind obstacles.

In every space the projectile passes through or enters, including the originating space and target’s space, it leaves a visible trail of lingering divine magic, even if the attack missed. Creatures entering any space in this trail are subject to the consequences described in the strike the first time they enter the trail - unless otherwise stated, an individual creature can never be subject to the effect of entering a trail more than once for each trail made. This trail lasts until the start of your next turn, or until you use another [Trail] strike, whichever comes first.

After being drawn, each space of a trail extends upwards and downwards by an amount equal to one extra 5-foot space in both directions per two initiator levels but does not extend through total cover. Use your highest initiator level to determine this range. Creating a trail on top of a stationary creature does not apply the trail’s effect to them, unless they later move into another affected space. Forced movement into a trail will trigger its effects, and a trail is not considered inherently dangerous terrain.

New Rule: Rain[]

Ranged strikes with the [Rain] descriptor have an affinity for being chained into certain types of additional attacks.

If you are at least 6th initiator level, and possess any abilities or effects that would allow you to make additional ranged attacks as part of a full attack (such as the Rapid Shot feat, or using a haste spell, but not the normal iterative attacks you would get from base attack bonus), you may apply a limited number of them to your [Rain] strike as if it was a full-attack action. You may make a maximum total of one extra attack at 6th level, plus one additional attack for every 5 initiator levels after 6th, as long as you have the ability to make that many extra attacks normally

To make these extra attacks, you increase the maneuver’s initiation time from a standard action to a full round action, then resolve the strike as normal before making extra attacks up to the allowed limit. If using these extra attacks would usually apply any penalties to the rest of a full attack action (such as Rapid Shot’s -2 penalty to attack rolls), these penalties are also applied to the strike attack.

You may use your base attack bonus in place of your initiator level for determining the number of attacks you can make with the [Rain] descriptor.

1st Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Asteroid Belt Stance Maintain an orbit of small objects and ammunition around yourself,

retrieve fired projectiles, later deflect arrows.

Blazing Comet Trail Strike [Rain][Trail] Your attack’s trail sears those who pass through it.
Celestial Warning Counter Threaten an enemy to stop moving or be struck or tripped
Milky Way Trail Strike [Rain][Trail] Your attack’s trail grants allies safety or hinders enemies.
Slivers of a Shattered Star Stance Projectile attacks can turn once in midair, and leave magic motes where they

turn.

Uncertain Omen Boost Target or one enemy adjacent to the attack’s path is pushed and suffers miss chances.

2nd Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Aligned With Prediction Counter Reroll an initiative check or replace this maneuver with another unreadied one.
Astral Displacement Counter You make a Knowledge (Geography) check to avoid an attack and can teleport to

an active trail.

Bad Moon Rising Boost You fly in a straight line and can hover there for 1 round
Black Cat’s Trail Strike [Curse][Rain][Trail] Creatures passing through this trail receive an omen of failure.
Vacuum Imbuement Trail Strike [Rain][Trail]  You create a trail that phases out enemy physical defenses.

3rd Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Celestial Hurricane Stance Stance Fire force missiles with every attack to make a barrage rain down on foes.
Equinox Counter Counter – Your projectile chooses the perfect moment to fall, negating an attack of your choice.
Heavens’ Binding Trail Strike [Rain][Trail]  Creatures passing through this trail become entangled, and if hit by another attack become rooted in place.
Micromassive Black Hole Boost Pull in everything within 20 ft. of a point of your choice.

4th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Aeon Rift Trail Strike [Rain][Trail]  Creatures passing through this trail have their turn delayed until the end of the round or become slowed.
Asteroid Salvo Boost Fire a cluster of missiles that push and damage enemies.
Lucent Flashbreak Boost Move and hurl a burst of starlight to lower enemy defenses and vision.
Music of the Spheres Strike [Rain] Allies can freely reposition themselves in orbits around the target struck.

5th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Celestial Orrery Stance Stance Gain perfect flight, +4 to initiative, and grant allies small amounts of free movement.
Dual Eclipse Trail Strike [Rain][Trail] Trail grants allies invisibility or robs enemies of sight.
Gravity Well Counter Knock away an attacking enemy and make enemy ranged attacks attracted to them for 1 round.
Localized Wormhole Trail Strike [Rain][Trail] Teleport allies and enemies entering the trail to anywhere else in it.
Prophecy of Destruction Boost Designate an area that enemies can’t teleport from, if there is an enemy inside it at the start of your next turn, violently fling them and gain drastic offensive bonuses against them.

6th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Aurora Fortress Trail Strike [Trail] Your trail is like a wall of force.
Reading the Tapestry of Fate Boost Enemy must make a will save or you learn their plan for their next turn, and they suffer if they deviate from the plan.
Stance of Infinite Prophecies Stance Scout out enemies by surveying the future to learn their defences and ignore miss chances, and you can ‘undo’ turns.
When the Stars Align Strike [Rain] You fire a delayed attack that waits for a contingent condition to strike without fail.

7th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Fate’s Rail Gun Strike You charge a single shot with the destiny of your foe’s death.
Heaven’s Fury Strike [Trail] Your ranged full attack rains down like meteors on the battlefield.
Omniscience Trace Boost Target an enemy no matter where they are, and tear open a portal to them.

8th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
A Blink of the Universe Strike [Trail] Your trail detonates like a supernova, then collapses like a black hole, flatfooting, blinding, pulling and pinning enemies.
Embodiment of the First Meteor Stance Gain supreme flight, and the ability to fly in bursts between turns, leaving more trails in your wake. Your trails explode before they disappear, and your Rain strikes gain an extra attack.
Threading the Tapestry of Fate Counter Make an attack to force an enemy to choose a different target, if they fail a will save you choose their targets.

9th Level Sagitta Stellaris Maneuvers[]

Maneuver Type Description
Timeless Army Across Heaven Strike Your trail creates a permanent cosmic army that rains fire on enemies with

other Sagitta Stellaris techniques.

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