DMBlackhart
2009-02-10, 11:43 PM
Warrow
-Small Humanoid
-+2 Dex, -2 Str
-Archery training: Proficiant with both the longbow and shortbow ( non composite)
- +1 to non-composite longbows and shortbows
-low-light vision
-+2 racial bonus to all Move Silently and Hide checks.
-Base land speed 20ft
-Immunity to magic sleep effects, and trance as an elf.
-Favored class: Thornwalker
Warrows are small, halfling sized humanoids that are almost like elves during their younger years, in reference to their dexterity and bodily proportions. They are trained to become the ultimate archers since warrow are not excatly an intimidating sight when fought in melee. The young male warrow (buccaroes) are trained to serve two years as a Thornwalker to protect their homeland.
Thornwalker
Thornwalkers are the elite archers of the warrow race. They can hit nearly any target at any distance and are terrifying when attacking in large numbers.
Skill Points: 4+(Int Mod)x4 at first level
4+ Int Mod
Class skills: Move Silently, Tumble, Hide, Listen, Spot, Climb, Survival, Use rope
Thornwalkers gain proficiency with all martial and simple ranged weapons. Thornwalkers gain proficiency only with simple melee weapons. Thornwalkers also have proficiency with light and medium armors and no shields.
Hit Die:d6
Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +0 +2 +0 Bonus Feat
2 +2 +0 +3 +0 Evasion
3 +3 +1 +3 +1 Multi-Weapon Mastery
4 +4 +1 +4 +1
5 +5 +1 +4 +1 Aimed Shot
6 +6 +2 +5 +2 Arrow Mind 1/day
7 +7 +2 +5 +2 Ranged Mastery
8 +8 +2 +6 +2 Fletch Lore
9 +9 +3 +6 +3 Bonus Feat, Arrow Mind 2/day
10 +10 +3 +7 +3 Reaction Shot
11 +11 +3 +7 +3 Improved Aimed Shot
12 +12 +4 +8 +4 Arrow Mind3/day
13 +13 +4 +8 +4 Devastating Shot
14 +14 +4 +9 +4
15 +15 +5 +9 +5 Bonus Feat, Arrow Mind 4/day
16 +16 +5 +10 +5
17 +17 +5 +10 +5 Improved Reaction Shot
18 +18 +6 +11 +6 Bonus Feat, Arrow Mind 5/Day
19 +19 +6 +11 +6 Deadly Missile, Bonus Feat
20 +20 +6 +12 +6
Class Abilities
-Aimed Shot: single attack with bonus equal to highest attack bonus +1/2 Thornwalker level. takes a full round to preform.
-Improved Aimed Shot: As Aimed shot but does an additional 2d8 damage
-Multi-Weapon Mastery
o At 3rd level you gain the ability to switch specialization of weapons for more flexibility. By spending 1 hour practicing with the new weapon, you may change all weapon-specific feats such as weapon focus from one weapon to apply to the new one.
-Evasion
Fletch Lore: You make craft arrows as though you had a CL equal to your level and Craft Magical Arms and Weapons, but you must still find another way to provide spell requirements.
-Bonus Feats: drawn from the fighter’s feat list
-Ranged Mastery
o Whenever a Thornwalker uses a full round action to make a single attack the penalties due to range are reduced by half.
-Arrow Minded
"You can cast Arrow Mind once per day, plus an addetional times perday every three levels past 6th level. Caster level is half your Thornwalker level."
-Devastating shot
o At 13th level you may choose to subtract a number from your attack with a ranged weapon that is no more than your base attack bonus to gain a bonus to damage equal to that number
-Reaction Shot
o At 10th level, you may make a ranged attack as a swift action with a -5 penalty to the attack
-Improved Reaction Shot
o At 17th level, your Reaction Shot improves so that the attack only suffers a -2 penalty
-Deadly Missiles
o At 19th level, your ranged weapons are considered one size larger for determining damage and are considered adamantine for overcoming damage reduction and dealing damage to objects
Thoughts? Ideas? Other fans of the literature?
This is credited to... DrizztFan24.
THANKS FOR ALL THE HELP!!! it is finished
-Small Humanoid
-+2 Dex, -2 Str
-Archery training: Proficiant with both the longbow and shortbow ( non composite)
- +1 to non-composite longbows and shortbows
-low-light vision
-+2 racial bonus to all Move Silently and Hide checks.
-Base land speed 20ft
-Immunity to magic sleep effects, and trance as an elf.
-Favored class: Thornwalker
Warrows are small, halfling sized humanoids that are almost like elves during their younger years, in reference to their dexterity and bodily proportions. They are trained to become the ultimate archers since warrow are not excatly an intimidating sight when fought in melee. The young male warrow (buccaroes) are trained to serve two years as a Thornwalker to protect their homeland.
Thornwalker
Thornwalkers are the elite archers of the warrow race. They can hit nearly any target at any distance and are terrifying when attacking in large numbers.
Skill Points: 4+(Int Mod)x4 at first level
4+ Int Mod
Class skills: Move Silently, Tumble, Hide, Listen, Spot, Climb, Survival, Use rope
Thornwalkers gain proficiency with all martial and simple ranged weapons. Thornwalkers gain proficiency only with simple melee weapons. Thornwalkers also have proficiency with light and medium armors and no shields.
Hit Die:d6
Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +0 +2 +0 Bonus Feat
2 +2 +0 +3 +0 Evasion
3 +3 +1 +3 +1 Multi-Weapon Mastery
4 +4 +1 +4 +1
5 +5 +1 +4 +1 Aimed Shot
6 +6 +2 +5 +2 Arrow Mind 1/day
7 +7 +2 +5 +2 Ranged Mastery
8 +8 +2 +6 +2 Fletch Lore
9 +9 +3 +6 +3 Bonus Feat, Arrow Mind 2/day
10 +10 +3 +7 +3 Reaction Shot
11 +11 +3 +7 +3 Improved Aimed Shot
12 +12 +4 +8 +4 Arrow Mind3/day
13 +13 +4 +8 +4 Devastating Shot
14 +14 +4 +9 +4
15 +15 +5 +9 +5 Bonus Feat, Arrow Mind 4/day
16 +16 +5 +10 +5
17 +17 +5 +10 +5 Improved Reaction Shot
18 +18 +6 +11 +6 Bonus Feat, Arrow Mind 5/Day
19 +19 +6 +11 +6 Deadly Missile, Bonus Feat
20 +20 +6 +12 +6
Class Abilities
-Aimed Shot: single attack with bonus equal to highest attack bonus +1/2 Thornwalker level. takes a full round to preform.
-Improved Aimed Shot: As Aimed shot but does an additional 2d8 damage
-Multi-Weapon Mastery
o At 3rd level you gain the ability to switch specialization of weapons for more flexibility. By spending 1 hour practicing with the new weapon, you may change all weapon-specific feats such as weapon focus from one weapon to apply to the new one.
-Evasion
Fletch Lore: You make craft arrows as though you had a CL equal to your level and Craft Magical Arms and Weapons, but you must still find another way to provide spell requirements.
-Bonus Feats: drawn from the fighter’s feat list
-Ranged Mastery
o Whenever a Thornwalker uses a full round action to make a single attack the penalties due to range are reduced by half.
-Arrow Minded
"You can cast Arrow Mind once per day, plus an addetional times perday every three levels past 6th level. Caster level is half your Thornwalker level."
-Devastating shot
o At 13th level you may choose to subtract a number from your attack with a ranged weapon that is no more than your base attack bonus to gain a bonus to damage equal to that number
-Reaction Shot
o At 10th level, you may make a ranged attack as a swift action with a -5 penalty to the attack
-Improved Reaction Shot
o At 17th level, your Reaction Shot improves so that the attack only suffers a -2 penalty
-Deadly Missiles
o At 19th level, your ranged weapons are considered one size larger for determining damage and are considered adamantine for overcoming damage reduction and dealing damage to objects
Thoughts? Ideas? Other fans of the literature?
This is credited to... DrizztFan24.
THANKS FOR ALL THE HELP!!! it is finished