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Loki 14
2010-05-31, 02:48 PM
Mongol Rider

One arrow alone can be easily broken
but many arrows are indestructible.


Mongol Archers are the best archers in the world and the best horse riders, and they have honor, following strict rules which if compromised result in death or other punishments.

Abilities: Dexterity, Wisdom and Constitution are the most important Abilities for the Mongol Rider

Role: A Mongol Rider can take the role of the scout, archer and fighter. Though they might not be the best for every role.

Organization: The mongol horde.

Alignment: A Mongol Rider is always lawful, As they follow the Yasa.

Races: Anyone can learn to be a Mongol Rider, as long as they follow The Yasa.

Religion: A Mongol Rider worships no god, They worship Tengri, Which means the sky.

Other Classes: A Mongol Rider with boosts and without is a formiddable enemy.

Hit Die: D8

Starting Gold: 5d6x10

Class Features

Class Skills: The Mongol Rider's class skills (and the key ability for each skill) are:Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge: Geography (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis).

Skill Points at First Level: 4 + intelligence modifier times four.
Skill Points at Each Additional Level: 4 + Intelligence modifier.

{table=head]Level|
BAB|Fort Save |Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|The Yasa, Expert Rider, Precise Shot 1

2nd|
+2|
+0|
+3|
+0|Bonus Feat

3rd|
+3|
+1|
+3|
+1|Wise Warrior

4th|
+4|
+1|
+4|
+1|Bonus Feat, Precise Shot 2

5th|
+5|
+1|
+4|
+1|Mount

6th|
+6/+1|
+2|
+5|
+2|Bonus Feat

7th|
+7/+2|
+2|
+5|
+2|Precise Shot 4

8th|
+8/+3|
+2|
+6|
+2|Bonus Feat

9th|
+9/+4|
+3|
+6|
+3|Special Bow

10th|
+10/+5|
+3|
+7|
+3|Bonus Feat, Precise Shot 6

11th|
+11/+6/+6|
+3|
+7|
+3|Basic Bow Abilities

12th|
+12/+7/+7|
+4|
+8|
+4|Bonus Feat

13th|
+13/+8/+8|
+4|
+8|
+4|Intermediate Bow Abilities, Precise Shot 8

14th|
+14/+9/+9|
+4|
+9|
+4|Bonus Feat

15th|
+15/+10/+10|
+5|
+9|
+5|Expert Bow Abilities

16th|
+16/+11/+11/+11|
+5|
+10|
+5|Bonus Feat, Precise Shot 10

17th|
+17/+12/+12/+12|
+5|
+10|
+5|Legendary Bow Abilities

18th|
+18/+13/+13/+13|
+6|
+11|
+6|Bonus Feat

19th|
+19/+14/+14/+14|
+6|
+11|
+6|Precise Shot 12

20th|
+20/+15/+15/+15|
+6|
+12|
+6|Bonus Feat, Perfect Shot[/table]

Class Features

Weapon and Armor Proficiency
Mongol Rider's are proficient with all simple and melee weapons and the Mongol long and short bow aswell as light armor.

The Yasa
A Mongol will not kill woman or children. The only time permitted to kill a woman is if she tries to kill you and there's no other way to stop her, No one ever is permitted to kill a child untill they stand taller then a cart wheel, which is when they no longer count as children.

An adulterer is to be put to death without any regard as to whether he is married or not.

Whoever is guilty of sodomy is also to be put to death.

Whoever urinates into water or ashes is also to be put to death.

Whoever takes goods (on credit) and becomes bankrupt, then again takes goods and again becomes bankrupt, then takes goods again and yet again becomes bankrupt is to be put to death after the third time.

Whoever gives food or clothing to a captive without the permission of his captor is to be put to death.

Whoever finds a runaway slave or captive and does not return him to the person to whom he belongs is to be put to death.

When an animal is to be eaten, its feet must be tied, its belly ripped open and its heart squeezed in the hand until the animal dies; then its meat may be eaten; but if anyone slaughter an animal after the Mohammedan fashion, he is to be himself slaughtered.

No taxes or duties should be imposed upon fakirs, religious devotees, lawyers, physicians, scholars, people who devote themselves to prayer and asceticism, muezzins and those who wash the bodies of the dead.

All religions are to be respected and that no preference was to be shown to any of them.

Its forbidden for people to eat food offered by another until the one offering the food tasted of it himself, even though one be a prince and the other a captive; it's forbidden them to eat anything in the presence of another without having invited him to partake of the food; it's forbidden any man to eat more than his comrades, and to step over a fire on which food was being cooked or a dish from which people were eating.

When a wayfarer passes by people eating, he must alight and eat with them without asking for permission, and they must not forbid him this.

It's forbidden to dip your hands into water and its ordered that you must use some vessel for the drawing of water.

It's forbidden to wash your clothes until they are completely worn out.

It's forbidden to say of anything that it was unclean, and all things were clean and made no distinction between the clean and unclean.

It's forbidden to show preference for any sect, to pronounce words with emphasis, to use honorary titles; when speaking to the Khan or anyone else simply his name is to be used.

It's ordered women accompanying the troops to do the work and perform the duties of the men while the latter were absent fighting.

It's ordered the warriors, on their return from the campaign (battle) to carry out certain duties in the service of the Khan.

It's ordered to present everyones daughters to the Khan at the beginning of each year that he might choose some of them for himself and his children.

Leaders, (princes/bogatyrs/generals/noyans) are to be at the head of the troops and appointed commanders of thousands, hundreds, and tens respectively.

It's ordered that the oldest of the leaders, if he had committed some offence, was to give himself up to the messenger sent by the sovereign to punish him, even if he was the lowest of his servants; and prostrate himself before him until he had carried out the punishment prescribed by the sovereign, even if it be to put him to death.

It's ordered that the Khan is to establish permanent postal communications in order that he might be informed in good time of all the events of the country.

It's ordered that his son Chagatai to see that the Yasa was observed.

It's ordered that soldiers be punished for negligence; and hunters who let an animal escape during a community hunt he ordered to be beaten with sticks and in some cases to be put to death.

In cases of murder (punishment for murder) one can ransom himself by paying fines which were: for a free Person - 1000 golden coins (Balysh); and for a Slave - one donkey. People killed in war or in fights do not count as murder.

The man in whose possession a stolen horse is found must return it to its owner and add nine horses of the same kind: if he is unable to pay this fine, his children must be taken instead of the horses, and if he have no children, he himself shall be slaughtered like a sheep.

The Yasa of Chingis Khan forbids lies, theft and adultery and prescribes love of one's neighbor as one's self; it orders men not to hurt each other and to forget offences completely, to spare countries and cities which submit voluntarily, to free from taxes temples consecrated to God, and to respect old people and beggars. Whoever violates these commands is to be put to death.

(The Yasa of Chingis Khan prescribes that) a man who chokes on food must be driven out of the camp and immediately killed; and whosoever puts his foot on the threshold of the tent of the commander of an army shall also be put to death.

Children born of a concubine are to be considered as legitimate, and receive their share of the heritage according to the disposition of it made by the father. (Beats the law of primogeniture in Europe where only oldest inherited. Much more civilized.) The distribution of property is to be carried out on the basis of the senior son receiving more than the junior, the younger son inheriting the household of the father. The seniority of children depends upon the rank of their mother; one of the wives must always be the senior, this being determined chiefly by the time of her marriage.

After the death of his father, a son may dispose of the father's wives, all except his mother; he may marry them or give them in marriage to others.

All except the legal heirs are strictly forbidden to make use of any of the property of the deceased.
Optional rules for your campaign.

Whoever intentionally lies, or practices sorcery, or spies upon the behavior of others, or intervenes between the two parties in a quarrel to help the one against the other is also to be put to death.

If in battle, during an attack or a retreat, anyone let fall his pack, or bow, or any luggage, the man behind him must alight and return the thing fallen to its owner; if he does not so alight and return the thing fallen, he is to be put to death.

It's ordered all commanders personally examine the troops and their armament before going to battle, to supply the troops with everything they needed for the campaign and to survey everything even to needle and thread, and if any of the soldiers lacked a necessary thing that soldier was to be punished.

It's forbidden that military leaders address themselves to anyone except the sovereign. Whoever addressed himself to anyone but the sovereign was to be put to death, and anyone changing his post without permission was also to be put to death.

Expert Rider (EX)
You gain a bonus to your ride skill equal to half your dexterity score. You gain no penalties when fighting on a horse. You become so skilled with a horse you can take one right out of the wild and make it skilled, At first level you gain a light warhorse which upgrades at 5th level to a heavy warhorse. Your ride skill can never be traded to diplomacy with things like exemplar.

Precise Shot (EX)
If you shoot an opponent from 30 feet or closer you cause your opponent to bleed, This increases to 60 feet at tenth level 90 at 15th and 120 at 20th level. Every round the opponent loses the specified amount of HP untill healed magically or through the skill. The bleeding affects dont stack. And the DC for the heal check is 10 + class level + Wisdom mod.

Bonus Feat
At every even numbered level the Mongol Rider gains a bonus feat from the following list. Mounted Combat, Mounted Fighting, Ride-By-Attack, Spirited Charge, Point Blank Shot, Bow Feint, Bowslinger, Defensive Archery, Far Shot, Precise Shot, Improved Precise Shot, Many Shot, Rapid Shot, Improved Rapid Shot, Penetrating Shot, Plunging Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Combat Reflexes, Ranged Threat and Ranged Weapon Mastery - Piercing.

Wise Warrior (EX)
The Mongol Rider gains his wisdom bonus aswell as his dexterity bonus to his AC , Plus he may use Wisdom in place of charisma for everything except spellcasting.

Mount

The Mongol Rider's mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium Mongol Rider is a heavy warhorse, and the standard mount for a Small Mongol Rider is a warpony. Though other versions of horses are allowed as well.

A Mongol Riders’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

{table=head]Mongol Riders Level|Bonus HD|Natural Armor Bonus|Str bonus/Dex Bonus|Int|Special
5-7|+2|+4|+1/+1|5|Empathetic link, Improved evasion.
8-10|+4|+6|+2/+2|6|Share saving throws
11-13|+6|+8|+3/+3|7|Improved speed
14-16|+8|+10|+4/+4|8|Command creatures of its kind.
18-20|+10|+12|+5/+5|9|Improved Empathetic link.
[/table]

Mongol Riders’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Bonus.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str/Dex Bonus: Add this figure to the mount’s Strength score and the mounts Dexterity score.

Int: The mount’s Intelligence score.

Empathic Link (SU): The Mongol Rider has an empathic link with her mount out to a distance of up to 1 mile. The Mongol Rider cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the Mongol Rider has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (EX): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Mongol Rider’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (EX): The mount’s speed increases by 15 feet.

Command (SP): Once per day per two Mongol Rider levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Mongol Rider’s level + Mongol Rider’s Cha modifier) to negate the effect.

Improved Empathetic Link (SU)
The Mongol Rider can now see through the Mounts eyes. And the link now goes out to 2 miles.

Special bow (EX)
At ninth level the mongol rider learns how to amplify the abilities of his bow and give it all together new ones.
The Mongol Rider now gains a +2 bonus to hit with his bow.
The range of his bow increases by 30 feet.
The damage from his bow increases one die step.
And the critical chance doubles, so 19/20 becomes 17/20, 18/20 becomes 15/20 ECT. This ability does not stack with improved critical.

Basic Bow Abilities
The mongol rider gains 1 of the following abilities for his bow.
Increased Precise Shot Reach (EX): The mongol riders Precise Shot ability's reach increases by 10.
Leach (SU): The mongol rider gains half the amount of HP that his opponent loses from the precise shot ability every round his opponent is affected by it.
Bladed bow: The mongol riders bow now does 1d8 damage if used in Melee.

Intermediate Bow Abilities
The mongol rider can choose one ability from either this list or the basic list.
Corrosive (SP): Gains the corrosive weapon enhancement from MIC
Flaming (SP): Gains the flaming weapon enhancement from the DMG
Great Shot: If the opponent is hit with an attack from your bow, they must make a fort save DC 10 + Half class level + Dexterity bonus Or get knocked back 2d4 squares.

Expert Bow Abilities
The mongol rider may take one of these or any lesser abilities.
Many shot (EX): The Mongol Rider dosent take any abilities for using an extra arrow, though all other after the first begin to stack. So the thrid arrow would cause -4 to attacks and the fourth would cause -6. This ability can be taken more then once allowing another arrow to be used without penalty.
Critical (EX): The chance to gain a critical increases by 2.
DR Drainer: When struck by your attack the opponents DR decreases by half gainst the rest of your attacks this turn.

Legendary Bow Abilities
Seeking (SU): Once you strike an opponent your arrows are drawn to him and you can strike him from up to 3 miles away without penalty.
DR destroyer (EX): Once struck by one of your attacks your attacks bypass all your opponents DR Magic for 1d6 rounds. And at twentieth level DR/Epic
Fast healing leach(SU): When an attack of yours hits your opponent yo automatically drain 1d4 points of Fast healing from your opponent, if they have any. Which then transfers to you for 1d8 rounds.

Perfect Shot (EX)
All attacks that hit stack the bleeding damage from Precise Shot and any other abilities that grant Bleed.

Warning: This class uses the F&K bab variant and is meant to be able to not suck in a fight, so please dont just post things saying that its overpowered. Especially because its a one trick pony.

Mongol Longbow 100 Gp 2d10 x3 500 ft 16 Lbs Piercing To use a Mongol long bow you must use both your hands and your feet to shoot and you cannot shoot more then once a round no matter your BAB. And you cannot move in the same round. Though you can load it.

Mongol Shortbow 40 Gp 1d8 x3 100 ft 4 Lbs Piercing.

Edwin
2010-05-31, 04:18 PM
Bonus Feat
At every even numbered level the Mongol Rider gains a bonus feat.

Might want to specify a list for the bonus feats.

Also, you should probably specify which abilities are Ex, Sp, and Su, seeing as how some of the abilities, the leeching ones come to mind, seem, to me at least, magical in nature.


Great Shot: If the opponent is hit with an attack from your bow, they must make a fort save DC 10 + Half class level + Dexterity bonus Or get
knocked back 2d4 squares.

Very powerful Knockback ability. Note that it does everything Bullrush can, just better, at range, and with damage. Might not be too much, but be careful with that.


DR destroyer: Once struck by one of your attacks your attacks bypass all your opponents DR for 1d6 rounds

At make this one appear over several levels, maybe an early ability that bypasses magic, and then make the high level one bypass epic.

Also, two notes: The leeching abilities in general, especially the basic one, has some very powerful potential. Hit enough enemies with arrows and you're essentially invulnerable.

And second, look into cleaning the format up a bit. Look at how they do it on the SRD, for example.

Otherwise, neat class.

Realms of Chaos
2010-05-31, 04:28 PM
Hmmm...

Decent skills and relatively low hp for a martial character but this guy is ranged so I guess it's to be expected. I'm also pretty sure that I've seen that use of BAB somewhere in F&K's work so I won't criticize its use here.

The Yasa looks hard to keep track of (compared to most codes of conduct) but I'm assuming that it's historically accurate (at least for the most part).

Precise shot is the name of a feat already (and one that this guy is likely to obtain) so you may want to rename that class feature. A couple of questions would be if bleeding damage from multiple attacks stack and, if so, does each wound require a separate Heal check. Also, what is the Heal DC to clean up a bleeding wound. That isn't the type of thing normally covered.
Even though this guy is a one trick pony, I don't recommend making the damage stack as a random monster without magical healing or heal as a skill (these guys are more common than you'd expect) needs a high DC Wisdom check to stop the bleeding, easily taking a minute or more with bad luck. Letting the damage stack means that hitting such a creature with your full attack basically guarantees a full 480+ damage (with some damage subtracted for fast healing, naturally) even if you do nothing else but run away from it and if it does nothing else but try to heal itself. If each wound requires separate healing, the damage easily shoots up higher.

Also, once you've hit someone with your arrow, does your legendary bow "seeking" ability function on them forever? Seems a bit odd if it is so. Also, you may want to put in text requiring you to know where the target is in order to hit them (as most characters can't see a full 3 miles away in most environments)

Flickerdart
2010-05-31, 04:32 PM
I'd recommend making this a 10-level PrC instead of a 20-level base class.

GenPol
2010-05-31, 04:45 PM
Looks great! Many of my nitpicks have already been mentioned, so I'll just post the ones I have left.

1) The name. What if I want to play this in an Eberron game?
"Hey guys, look, it's Yesugei!"
"Who?"
"Yesugei. You know, the Mongol Rider from Sharn."

Probably not a big deal at all, I just thought I'd point it out.

2) The Precise Shot abilities. If you're OK with being a bit overpowered, than it's probably not something you need to worry about. I was just going to point out that bleeding abilities at level 1 are a little ahead of the curve.

3) The Bow Abilities. I would just caution against giving abilities that somebody could buy. The rest of the class abilities sort of make up for this however.

On the whole, it looks to be balanced enough, when compared to ToB, but still below full caster level. Nice work!

mrcarter11
2010-05-31, 05:02 PM
Only thing I wanted to ask about, was the code. I mean, I am a pretty big fan of the Mongol Empire. And even the Khans did not follow anything like that.

Edwin
2010-05-31, 05:27 PM
Only thing I wanted to ask about, was the code. I mean, I am a pretty big fan of the Mongol Empire. And even the Khans did not follow anything like that.

Funny thing, I kind of got that feeling, too.

Especially the part about spellcasters. I seem to remember some of the more notable Mongol leaders actively pursuing people with sorcerous powers, so that they could recruit them for entertainment and council.

Probably just me, though.

mrcarter11
2010-05-31, 05:34 PM
No it's not just you. Genghis himself, actively searched for a way to gain immortality. And the mongols believed in killing everyone. Men, women, children. They would SOMETIMES let people live to go and tell others what happened.. but only sometimes. And then, on top of that, they liked killing people, to them if you could not defend yourself, that was your fault, and you would die for that mistake.

Loki 14
2010-05-31, 06:16 PM
Actually i got the last like 36 rules from The Yasa which was made by Genghis khan and his sons. Through the Makrizi.

Anyways heres (http://www.coldsiberia.org/webdoc9.htm) link. Just scroll down a bit. Also i just saw The Mongol for like the 18th time which is why i put the not murdering woman or children even though i know the movie isnt historically accurate.

mrcarter11
2010-05-31, 06:22 PM
Never seen the movie. And this is gonna sound like me being a jerk, but it is not how I meant it. I read the first like 5 or 6 rules, thought it was all bs, and skipped the rest of it to read the class features.

Loki 14
2010-05-31, 06:30 PM
Ok then, though i agree some rules are more believable then others.

Duskranger
2010-06-06, 11:48 AM
I would say that the starting monye is quite high. Besides getting a lot of classskills. I would sooner say give it less startingmoney, the highest starting money there is is 6d4, you give them even more. I know that they need to buy a horse and such, but still.

I think it's better to give them the horse like an animal companion and then put bad stuff if the horse gets killed, or mistreated. I mean a Mongolian would rather die than let his horse die, as far as I know the culture.

After that you can give the class less money, inbetween a Druid (2d4*10) and a swordsage (4d4*10)

Loki 14
2010-06-06, 11:50 AM
They get the mount at level 5.
Not only do they have to buy the horse but bows are also expensive, starting gold stays.

Duskranger
2010-06-06, 11:52 AM
But for a class that's so depending on horses and riding shouldn't they get it sooner?

I do not want to destroy your idea, and it's a fun thing to read (and I totally have no experience with this kind of things) but a class so depending on mounted archery would need a horse on level 1.

But in that cast, give it the same amount of money as a warblade and equivalent classes get (which is 5d4*10)

Loki 14
2010-06-06, 11:53 AM
Not only do they have to buy the horse but bows are also expensive, starting gold stays. Unless you want to write up an ability that gives them some kind of horse it might not get done for awhile.

Duskranger
2010-06-06, 11:55 AM
Like I said it's your class.

Could you make a melee variant of this class by the way? With instead of archery more melee-like abilities and stuff with the same principle?

Loki 14
2010-06-06, 11:57 AM
Ive got some stuff to do today with packing and all.
But if i get a chance i'll make one, sure.

Athaniar
2010-06-06, 01:13 PM
1) The name. What if I want to play this in an Eberron game?
"Hey guys, look, it's Yesugei!"
"Who?"
"Yesugei. You know, the Mongol Rider from Sharn."

Keshik, perhaps, or Mangudai? Both have been used for Mongol horse archers in various games.

Kiren
2010-06-06, 10:38 PM
Alot of those rules involve death. Interesting class, but I will need a reference sheet in order not to be killed. (I'm not saying change it, it makes for good role playing.)

Thieves
2010-06-07, 07:01 AM
Some if not most if not all of these have been stated by previous posters, but that's for your refering convenience.

1)"It is ordered to believe that there is only one God, creator of heaven and earth, who alone gives life and death, riches and poverty as pleases Him-and who has over everything an absolute power." I don't know any better, this is what Wikipedia says about what was stated in the Yassa.

2) "(The Yasa of Chingis Khan prescribes that) a man who chokes on food must be driven out of the camp and immediately killed; and whosoever puts his foot on the threshold of the tent of the commander of an army shall also be put to death." This one is just pure awesomesauce. I see people intentionally telling jokes while the warrior is eating to get rid of him.

3) "(Beats the law of primogeniture in Europe where only oldest inherited. Much more civilized.)" Dude. It looks so stupid in the context of "After the death of his father, a son may dispose of the father's wives, all except his mother; he may marry them or give them in marriage to others."

3xx) As others said, it is way out of what has ever been thought of Mongol hordes. Might want to add fluff to clarify this. Or maybe just add that these rules apply only and exclusively to e.g. killing Mongol people. Basically, I see these are only laws, not a code of conduct. Out of Ghengis's land they simply wouldn't apply?

4) I don't know what "upgrade to heavy warhorse" implies. Stats only would be alright, but gaining a proper heavy breed would be cumbersome. I mean, these weren't designed for the amount of running around Mongols did.

4xx) Precise Shot's a feat for archers, renaming please.

5) "As well as his dexterity bonus" - you mean you count Dex twice? It's not that ambiguous, but people tend to try to abuse such miswordings. Also, erasing Cha is... ugh. The whole charismatic / interaction system is leaked, but completely getting rid of Cha is, I feel, over the top. Giving him the ability to use Wis for every Cha skill that has a combat application maybe? Also, is it for Use Magic Device? It's a skill, so not spellcatsting, but used for spellcasting, and it's off Cha.

6) Didn't go through the Mount yet.

7) Special Bow. This-One-Bow-I-Got-From-My-Grandpa or any bow he happens to hold? If all, it suggests a warrior with an ultra strong primal power (making a bow coat itself with a blade?) or at least a magic-user.

8) Basic Abilities: So, you can get a 2d12 longbow? It's still suboptimal because of the one attack rule, but I hope you can't stack this ability to get 2d20 :o Leach (it's spelled Leech): Man. It doesn't make much sense unless you entered some kind of rage, and still it's way Original Post.

9) Intermediate Abilities: Great Shot... I get it these guys are Asian, but... does it have to be Dragon Ball? I mean, getting knocked back up to 40 feet? And if the arrow comes from above it just pushes the guy right between the moles? Hwwwwuuuuuh?

10)Expert Abilities:
Critical: you mean +2 to critical threat range? Whew. Not too big a punch? And does it stack with the one from Special Bow?

11) Legendary Abilities: Seeking: Wuuuuuuuuu... Xia! <ha-TSH!>
DR Destroyer: And when struck on the next round it gives you a 1d6 again? Yeah, and basically, bye bye DR? Hm. Fast Healing Leech: Heavy.

12) Perfect Shot: Lotsa OP.

13) Sorry, but it is a one-trick-pony, and I guess that is never good. And one that doesn't seem to be anywhere in line with how Tartar hordes fought. Precise hitting for hit&run is much less on-spot than barraging. But if you're ok with that, alright.

14) What's a F&K BAB?

15) They mainly used Composite bows, didn't they?

I actually liked the code, it makes for a Ranged Paladin on a Horse. Then again, this horse would be quite necessary, wouldn't it? Well, I just doubt this guy's ability - and purposefulness of 120 ft. Precise Shot - to go into a dungeon. But maybe he's not supposed to.

I concur to Duskranger's proposal to give the guy a horse. If he just buys a horse at 5th level or so, what, does it automagically start to grow? It's a stupid idea as it is, but easier to pull off with an Ancestral Great White Stallion than a dime-a-dozen mr. Ed.

It's a lot of things to think over, isn't it?