PeacefulOak
2013-07-26, 12:36 AM
This is my first homebrew, looking to get any insight that anyone has to offer.
Dusk-Eyed Bowman
The raiders had appeared as if from nowhere, swarming onto the road and cutting deep into the ranks of the shocked troops. Ramon loosed three arrows in rapid succession, hands a blur of motion as the arrows sank deep into their targets. The third arrow was drawn to his ear when his attention was caught by a sensation not unlike an icicle down the back of his neck. “Magic,” he growled under his breath. He closed his eyes and focused until his spirit guide formed. “Show me,” he commanded. Eyes open, he watched as his guide flitted through the undergrowth to hover in the midst of a thick group of trees. Beneath the spirit, the form of a man burst into glowing light, the magical energy gathered in its hands most evident. “Not on my watch, mage,” Ramon growled as he loosed the arrow. There was a cry of pain and the glow dissipated from the figure’s hands. “Just try to cast another spell. I’m waiting for you.”
The Dusk-eyed Bowman is an archer that has a deep connection to the spirit world. **Insert fluff here**
HD: d8
Skills: 6+Int
Class Skills: Craft, Hide, Knowledge (Nature), Listen, Move Silently, Spellcraft, Spot, Survival (and any ranger skills missed)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Track, Point Blank Shot, Disrupting Arrow 1/encounter
2nd|
+2|
+0|
+3|
+3|Sixth Sense (presence), Precise Aim
3rd|
+3|
+1|
+3|
+3|Spirit Touched Arrows (+1), Disrupting Arrow 2/encounter
4th|
+4|
+1|
+4|
+4|Spirit Guide, +10' base speed
5th|
+5|
+1|
+4|
+4|Bonus Feat
6th|
+6/1|
+2|
+5|
+5| Sixth Sense (magnitude/direction)
7th|
+7/2|
+2|
+5|
+5| Spirit Touched Arrows (+2), Disrupting Arrow 3/encounter
8th|
+8/3|
+2|
+6|
+6|Channel Essence (DR -5)
9th|
+9/4|
+3|
+6|
+6|Bonus Feat
10th|
+10/5|
+3|
+7|
+7|Straight to the Heart (1/day)
11th|
+11/6/1|
+3|
+7|
+7| Spirit Touched Arrows (+3), Disrupting Arrow 4/encounter
12th|
+12/7/2|
+3|
+8|
+8|Channel Essence (DR -10)
13th|
+13/8/3|
+4|
+8|
+8|Bonus Feat
14th|
+14/9/4|
+4|
+9|
+9|Straight to the Heart (3/day)
15th|
+15/10/5|
+4|
+9|
+9| Spirit Touched Arrows (+4), Disrupting Arrow 5/encounter
16th|
+16/11/6/1|
+5|
+10|
+10|Channel Essence (Bane)
17th|
+17/12/7/2|
+5|
+10|
+10|Bonus Feat
18th|
+18/13/8/3|
+6|
+11|
+11|Straight to the Heart (5/day)
19th|
+19/14/9/4|
+6|
+11|
+11| Spirit Touched Arrows (+5)/Disrupting Arrow 6/encounter
20th|
+20/15/10/5|
+6|
+12|
+12|Channel Essence (DR -15), Crippling Arrow[/table]
Weapons: All Simple Weapons, Martial Ranged Weapons (not thrown)
Armour: Light Armour, no shields
Track: The Dusk-Eyed Bowman gains Track at first level, in the same manner as a Ranger.
Disrupting Arrow(EX): Once per encounter, when an opponent within your weapon's first range increment is involved in an action that requires a concentration check; you may make an attack of opportunity against them.
The bowman receives a bonus to their attack roll equal to their Wis modifier. If the attack hits, the bowman adds their Wis modifier as well as their class level to the damage roll.
You may use this ability an additional time per encounter at 3rd level and every four levels after 3rd.
Sixth Sense(SU): The Dusk-Eyed Bowman can feel the presence of magic in his immediate area. The magic must have line of effect with the Bowman, and must be within 10’ per class level to trigger the Sixth Sense. Persistent magic must have line of effect with the Bowman, be within 10’ per class level, and is felt as a minor irritation (itch, shiver, etc). Magic that is actively being cast can be felt at a range of 50' + 5' per level as a sharp sensation (icicle down the neck, sharp pain, muscle spasm, etc). If the Bowman is in the company of casters, he becomes accustomed to their magical feel and can distinguish between those effects to which he is accustomed, and new effects that have come to his attention.
At sixth level, the Bowman can tell the direction of the magic if it is in the process of being cast, and can also determine the magnitude of the effect as minor (lvl 1-3), moderate (lvl 4-6), or major (lvl 7-9). The Bowman can detect only the magnitude of persistent effects, not the direction.
Precise Aim (EX): The Dusk-Eyed Bowman adds his dexterity bonus to damage with any bow or crossbow he uses. This is in addition to the Strength bonus to damage that is given by Composite Bows.
Spirit Touched Arrows(SU): The Dusk-Eyed Bowman is able to imbue his arrows or crossbow bolts with the energy of the dead. This is reflected as a +1 enchantment, and increases by an additional +1 per four levels past 3rd (+2 at 7th, +3 at 11th, +4 at 15th, +5 at 19th). The Bowman has 2 methods of accomplishing this enchantment. The first is to spend 8 hours meditating in a place where spirits would gather. Such places include (but are not limited to) graveyards, ancient battlefields, or the sites of natural disasters. This meditation requires the burning of incense and special materials worth the cost of enchanting the arrows normally, and permanently enchants 50 arrows or quarrels.
The second method available is to use the essence of the freshly slain. The Dusk-Eyed Bowman can use the energy of a recently slain corpse (no more than 2 minutes dead) to enchant his arrows. Only one arrow can be enchanted per hit-die of the slain foe, and these enchantments last until the end of the following day. There is no specific cost associated with this method of enchantment.
Spirit Guide: At fourth level, the Dusk-Eyed Bowman gains the ability to summon a spiritual companion. The normal summoning takes 5 minutes of time. Alternatively, during battle, the Bowman may summon his Spirit Guide as a swift action, but only if he gives up two uses of his Disrupting Arrow for that encounter.
The Spirit Guide is an extension of the Bowman's will, and is immune to mind-affecting abilities. Its abilities are described in the table below.
Improved Movement: At fourth level, the Dusk-Eyed Bowman permanently gains +10 to his base movement speed.
Bonus Feat: At 5th level, and every 4 levels after, the Dusk-Eyed Bowman can select any feat for which it qualifies, so long as that feat relates to archery or movement.
Channel Essence (SU): At 8th level, the Dusk-Eyed Bowman is able to channel the essence of his enemy into his arrow, allowing it to bypass his enemy's defenses. For this ability to function, the Bowman's spirit guide must share the same space as the enemy to be effected by this ability. So long as the Bowman is attacking that creature, or any creature of IDENTICAL TYPE, the bowman's arrows gain the following: 8th - Arrows ignore 5 points of damage reduction, 12th - Arrows ignore 10 points of damage reduction, 16th - Arrows become Bane to that type of creature, dealing 2d6 additional damge in addition to ignoring 10 points of damage reduction, 20th - Arrows ignore 15 points of damage reduction in addition to having the Bane property.
Straight to the Heart: Once per day, as a full round action, the Dusk-Eyed Bowman can make a ranged touch attack against a single target using its bow/crossbow. If that attack hits, it is treated as a critical hit that automatically confirms and does maximum damage for any part of the damage that is affected by critical hits (damage such as elemental damage is rolled seperately). The Dusk-Eyed Bowman gains an additional two uses per day at 14th and 18th level.
Crippling Arrow: At 20th level, the Dusk-Eyed Bowman gains the ability to strike at the very essence of his enemy. Three times per day, as a full-round action, the Bowman can make a single ranged attack at his highest attack bonus. If that attack hits, he chooses on attribute of the target (Str, Dex, Con, Int, Wis, or Cha) and does damage equal to the normal damage of his arrow, modified by his Wisdom modifier.
Spirit Guide:
The Spirit Guide is a medium sized incorporeal creature that is visible only to it's own Dusk-Eyed Bowman, who sees it as a ghostly elder of its species. It may be noticed as a slight distorion in the air to others, but this requires a Spot check (DC 20 + 5 per 4 levels of Dusk-Eyed Bowman). Detect Magic and Detect Undead will both reveal a hazy humanoid figure. It has Hit-points and defenses equal to that of the bowman, but is unable to take offensive action.
The Spirit Guide acts as a scout, support, and guide for the Dusk-Eyed Bowman. It has the following Abilities:
{table]Class Level|Movement|Abilities
4 - 7|
30'|Empathic Communication, Detect Magic at Will
8 - 11|
40'|Telepathic Communication, Commune With Dead 2/day
12 - 15|
50'|Share Senses, Track Magic Aura
16 - 19|
60'|Borrow Essence
20|
90'|Touch of the Beyond[/table]
Skills:The Spirit Guide has max ranks per level in Spot, Listen, Search, and Survival. It gains the benefit of the Track feat in the same way that its summoner does.
Movement: The Spirit Guide flies at the speed listed with perfect maneuverability.
Empathic/Telepathic Communication: The spirit guide can communicate only with its summoner, via the methods listed. This method of communication mirrors that of intelligent magic weapons.
Detect Magic: At will, as a standard action, the Spirit Guide can cast Detect Magic at a caster level equal to its summoner's class level. At sixth level, it can share a hazy sense of this spell with its master. At 8th level, the sharing of the Detect Magic is complete, and the Bowman is able to see any magic that is seen by the Spirit Guide. The Detect Magic effect is still centered on the Spirit Guide, and the Bowman sees from his own point of view when seeing the revealed magic.
Commune with Dead: As the spell, twice per day.
Share Senses: As a standard action requiring concentration, the Dusk-Eyed Bowman may see and hear from the perspective of his Spirit Guide. During this time he uses the higher of his own or the Spirit Guide's skills for Spot, Listen, Search, and Survival checks made to Track.
Track Magic Aura: The passage of powerful magic, or powerfully aligned creatures or items, leaves a trail that is visible to those who have passed beyond. A Spirit Guide summoned by a Dusk-Eyed Bowman level 12 or higher is able to follow such trails as easily as it could follow a material trail. Use the same DC's as listed in the Track feat, applying modifiers that would be relevant to disturbing such a trail.
Borrow Essence: At 15th level, the Spirit Guide is able to steal some of the spiritual essence of a creature that it shares its space with. As a full round action, the Spirit Guide makes an attempt to steal any existing Supernatural or Spell-Like ability or Spell effect that is affecting its target. This attempt functions exactly like a targeted Dispel Magic effect in terms of the rolls required. The roll is modified by the Dusk-Eyed Bowman's class level and Wisdom modifier.
If an effect is "stolen", the Spirit Guide must then choose what to do with the effect. It can choose to suppress the effect, causing it to have no effect whatsoever for 10 minutes. It can take the effect for itself, in which case it is kept for 5 minutes and functions for the Spirit Guide exactly as though it normally had this effect. The third option is to transfer the effect to its summoner, which then lasts for 2 minutes. Regardless of the option chosen, at the end of this span of time the effect returns to its source creature (or dissipates, if that creature has been slain).
Touch of the Beyond: At 20th Level, as a full-round action, the Spirit Guide can bring some of the essence of the realms beyond into the material realm (or whichever realm it currently exists in). This has the effect of enacting an Anti-Magic Field with an area exactly equal to the space of the creature that the Spirit Guide shares a space with. This effect persists as long as the Spirit Guide concentrates on it. The Dusk-Eyed Bowman's arrows that have been enchanted with his Spirit Touched Arrows or Channel Essence abilities are not affected by this anti-magic field.
Dusk-Eyed Bowman
The raiders had appeared as if from nowhere, swarming onto the road and cutting deep into the ranks of the shocked troops. Ramon loosed three arrows in rapid succession, hands a blur of motion as the arrows sank deep into their targets. The third arrow was drawn to his ear when his attention was caught by a sensation not unlike an icicle down the back of his neck. “Magic,” he growled under his breath. He closed his eyes and focused until his spirit guide formed. “Show me,” he commanded. Eyes open, he watched as his guide flitted through the undergrowth to hover in the midst of a thick group of trees. Beneath the spirit, the form of a man burst into glowing light, the magical energy gathered in its hands most evident. “Not on my watch, mage,” Ramon growled as he loosed the arrow. There was a cry of pain and the glow dissipated from the figure’s hands. “Just try to cast another spell. I’m waiting for you.”
The Dusk-eyed Bowman is an archer that has a deep connection to the spirit world. **Insert fluff here**
HD: d8
Skills: 6+Int
Class Skills: Craft, Hide, Knowledge (Nature), Listen, Move Silently, Spellcraft, Spot, Survival (and any ranger skills missed)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Track, Point Blank Shot, Disrupting Arrow 1/encounter
2nd|
+2|
+0|
+3|
+3|Sixth Sense (presence), Precise Aim
3rd|
+3|
+1|
+3|
+3|Spirit Touched Arrows (+1), Disrupting Arrow 2/encounter
4th|
+4|
+1|
+4|
+4|Spirit Guide, +10' base speed
5th|
+5|
+1|
+4|
+4|Bonus Feat
6th|
+6/1|
+2|
+5|
+5| Sixth Sense (magnitude/direction)
7th|
+7/2|
+2|
+5|
+5| Spirit Touched Arrows (+2), Disrupting Arrow 3/encounter
8th|
+8/3|
+2|
+6|
+6|Channel Essence (DR -5)
9th|
+9/4|
+3|
+6|
+6|Bonus Feat
10th|
+10/5|
+3|
+7|
+7|Straight to the Heart (1/day)
11th|
+11/6/1|
+3|
+7|
+7| Spirit Touched Arrows (+3), Disrupting Arrow 4/encounter
12th|
+12/7/2|
+3|
+8|
+8|Channel Essence (DR -10)
13th|
+13/8/3|
+4|
+8|
+8|Bonus Feat
14th|
+14/9/4|
+4|
+9|
+9|Straight to the Heart (3/day)
15th|
+15/10/5|
+4|
+9|
+9| Spirit Touched Arrows (+4), Disrupting Arrow 5/encounter
16th|
+16/11/6/1|
+5|
+10|
+10|Channel Essence (Bane)
17th|
+17/12/7/2|
+5|
+10|
+10|Bonus Feat
18th|
+18/13/8/3|
+6|
+11|
+11|Straight to the Heart (5/day)
19th|
+19/14/9/4|
+6|
+11|
+11| Spirit Touched Arrows (+5)/Disrupting Arrow 6/encounter
20th|
+20/15/10/5|
+6|
+12|
+12|Channel Essence (DR -15), Crippling Arrow[/table]
Weapons: All Simple Weapons, Martial Ranged Weapons (not thrown)
Armour: Light Armour, no shields
Track: The Dusk-Eyed Bowman gains Track at first level, in the same manner as a Ranger.
Disrupting Arrow(EX): Once per encounter, when an opponent within your weapon's first range increment is involved in an action that requires a concentration check; you may make an attack of opportunity against them.
The bowman receives a bonus to their attack roll equal to their Wis modifier. If the attack hits, the bowman adds their Wis modifier as well as their class level to the damage roll.
You may use this ability an additional time per encounter at 3rd level and every four levels after 3rd.
Sixth Sense(SU): The Dusk-Eyed Bowman can feel the presence of magic in his immediate area. The magic must have line of effect with the Bowman, and must be within 10’ per class level to trigger the Sixth Sense. Persistent magic must have line of effect with the Bowman, be within 10’ per class level, and is felt as a minor irritation (itch, shiver, etc). Magic that is actively being cast can be felt at a range of 50' + 5' per level as a sharp sensation (icicle down the neck, sharp pain, muscle spasm, etc). If the Bowman is in the company of casters, he becomes accustomed to their magical feel and can distinguish between those effects to which he is accustomed, and new effects that have come to his attention.
At sixth level, the Bowman can tell the direction of the magic if it is in the process of being cast, and can also determine the magnitude of the effect as minor (lvl 1-3), moderate (lvl 4-6), or major (lvl 7-9). The Bowman can detect only the magnitude of persistent effects, not the direction.
Precise Aim (EX): The Dusk-Eyed Bowman adds his dexterity bonus to damage with any bow or crossbow he uses. This is in addition to the Strength bonus to damage that is given by Composite Bows.
Spirit Touched Arrows(SU): The Dusk-Eyed Bowman is able to imbue his arrows or crossbow bolts with the energy of the dead. This is reflected as a +1 enchantment, and increases by an additional +1 per four levels past 3rd (+2 at 7th, +3 at 11th, +4 at 15th, +5 at 19th). The Bowman has 2 methods of accomplishing this enchantment. The first is to spend 8 hours meditating in a place where spirits would gather. Such places include (but are not limited to) graveyards, ancient battlefields, or the sites of natural disasters. This meditation requires the burning of incense and special materials worth the cost of enchanting the arrows normally, and permanently enchants 50 arrows or quarrels.
The second method available is to use the essence of the freshly slain. The Dusk-Eyed Bowman can use the energy of a recently slain corpse (no more than 2 minutes dead) to enchant his arrows. Only one arrow can be enchanted per hit-die of the slain foe, and these enchantments last until the end of the following day. There is no specific cost associated with this method of enchantment.
Spirit Guide: At fourth level, the Dusk-Eyed Bowman gains the ability to summon a spiritual companion. The normal summoning takes 5 minutes of time. Alternatively, during battle, the Bowman may summon his Spirit Guide as a swift action, but only if he gives up two uses of his Disrupting Arrow for that encounter.
The Spirit Guide is an extension of the Bowman's will, and is immune to mind-affecting abilities. Its abilities are described in the table below.
Improved Movement: At fourth level, the Dusk-Eyed Bowman permanently gains +10 to his base movement speed.
Bonus Feat: At 5th level, and every 4 levels after, the Dusk-Eyed Bowman can select any feat for which it qualifies, so long as that feat relates to archery or movement.
Channel Essence (SU): At 8th level, the Dusk-Eyed Bowman is able to channel the essence of his enemy into his arrow, allowing it to bypass his enemy's defenses. For this ability to function, the Bowman's spirit guide must share the same space as the enemy to be effected by this ability. So long as the Bowman is attacking that creature, or any creature of IDENTICAL TYPE, the bowman's arrows gain the following: 8th - Arrows ignore 5 points of damage reduction, 12th - Arrows ignore 10 points of damage reduction, 16th - Arrows become Bane to that type of creature, dealing 2d6 additional damge in addition to ignoring 10 points of damage reduction, 20th - Arrows ignore 15 points of damage reduction in addition to having the Bane property.
Straight to the Heart: Once per day, as a full round action, the Dusk-Eyed Bowman can make a ranged touch attack against a single target using its bow/crossbow. If that attack hits, it is treated as a critical hit that automatically confirms and does maximum damage for any part of the damage that is affected by critical hits (damage such as elemental damage is rolled seperately). The Dusk-Eyed Bowman gains an additional two uses per day at 14th and 18th level.
Crippling Arrow: At 20th level, the Dusk-Eyed Bowman gains the ability to strike at the very essence of his enemy. Three times per day, as a full-round action, the Bowman can make a single ranged attack at his highest attack bonus. If that attack hits, he chooses on attribute of the target (Str, Dex, Con, Int, Wis, or Cha) and does damage equal to the normal damage of his arrow, modified by his Wisdom modifier.
Spirit Guide:
The Spirit Guide is a medium sized incorporeal creature that is visible only to it's own Dusk-Eyed Bowman, who sees it as a ghostly elder of its species. It may be noticed as a slight distorion in the air to others, but this requires a Spot check (DC 20 + 5 per 4 levels of Dusk-Eyed Bowman). Detect Magic and Detect Undead will both reveal a hazy humanoid figure. It has Hit-points and defenses equal to that of the bowman, but is unable to take offensive action.
The Spirit Guide acts as a scout, support, and guide for the Dusk-Eyed Bowman. It has the following Abilities:
{table]Class Level|Movement|Abilities
4 - 7|
30'|Empathic Communication, Detect Magic at Will
8 - 11|
40'|Telepathic Communication, Commune With Dead 2/day
12 - 15|
50'|Share Senses, Track Magic Aura
16 - 19|
60'|Borrow Essence
20|
90'|Touch of the Beyond[/table]
Skills:The Spirit Guide has max ranks per level in Spot, Listen, Search, and Survival. It gains the benefit of the Track feat in the same way that its summoner does.
Movement: The Spirit Guide flies at the speed listed with perfect maneuverability.
Empathic/Telepathic Communication: The spirit guide can communicate only with its summoner, via the methods listed. This method of communication mirrors that of intelligent magic weapons.
Detect Magic: At will, as a standard action, the Spirit Guide can cast Detect Magic at a caster level equal to its summoner's class level. At sixth level, it can share a hazy sense of this spell with its master. At 8th level, the sharing of the Detect Magic is complete, and the Bowman is able to see any magic that is seen by the Spirit Guide. The Detect Magic effect is still centered on the Spirit Guide, and the Bowman sees from his own point of view when seeing the revealed magic.
Commune with Dead: As the spell, twice per day.
Share Senses: As a standard action requiring concentration, the Dusk-Eyed Bowman may see and hear from the perspective of his Spirit Guide. During this time he uses the higher of his own or the Spirit Guide's skills for Spot, Listen, Search, and Survival checks made to Track.
Track Magic Aura: The passage of powerful magic, or powerfully aligned creatures or items, leaves a trail that is visible to those who have passed beyond. A Spirit Guide summoned by a Dusk-Eyed Bowman level 12 or higher is able to follow such trails as easily as it could follow a material trail. Use the same DC's as listed in the Track feat, applying modifiers that would be relevant to disturbing such a trail.
Borrow Essence: At 15th level, the Spirit Guide is able to steal some of the spiritual essence of a creature that it shares its space with. As a full round action, the Spirit Guide makes an attempt to steal any existing Supernatural or Spell-Like ability or Spell effect that is affecting its target. This attempt functions exactly like a targeted Dispel Magic effect in terms of the rolls required. The roll is modified by the Dusk-Eyed Bowman's class level and Wisdom modifier.
If an effect is "stolen", the Spirit Guide must then choose what to do with the effect. It can choose to suppress the effect, causing it to have no effect whatsoever for 10 minutes. It can take the effect for itself, in which case it is kept for 5 minutes and functions for the Spirit Guide exactly as though it normally had this effect. The third option is to transfer the effect to its summoner, which then lasts for 2 minutes. Regardless of the option chosen, at the end of this span of time the effect returns to its source creature (or dissipates, if that creature has been slain).
Touch of the Beyond: At 20th Level, as a full-round action, the Spirit Guide can bring some of the essence of the realms beyond into the material realm (or whichever realm it currently exists in). This has the effect of enacting an Anti-Magic Field with an area exactly equal to the space of the creature that the Spirit Guide shares a space with. This effect persists as long as the Spirit Guide concentrates on it. The Dusk-Eyed Bowman's arrows that have been enchanted with his Spirit Touched Arrows or Channel Essence abilities are not affected by this anti-magic field.