1. - Top - End - #16
    Barbarian in the Playground
     
    WolfInSheepsClothing

    Join Date
    Oct 2010

    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray

    Arboreal Hunter

    Modified Class: Druid

    Some druids catch the attention of Erastil, the god of hunters and community. These druids show a unmatched zeal for the art of the hunt and desire to use their vast power for the betterment of wilderness communities. They use the traditional weapon of the Grim White Stag, the bow, as a representation of both great power and deadly grace. They do not merely worship and revere nature, but have a deep connection to the deity that represents it. Arboreal Hunters are expected to hunt for sustenance, and are often found supporting and leading primitive hunter-gatherer villages. However, they can be found in many wilderness community representing Erasitl's will as protector, guide and benefactor.

    Alignment: Like Clerics, Arboreal Hunters must follow Erastil's ethos, and may temporarily lose access to the abilities gained by this archetype if they grossly violate Erastil's portfolio. This means that while there is no alignment restriction to this archetype (beyond the druid's normal restrictions), most evil druids will be unable to uphold Erastil's love of community, humanity and his respect for nature, angering their patron.

    Armor and Weapon Proficiencies: Arboreal Hunters gain proficiency with Shortbows, Composite Shortbows, Longbows and Composite Longbows. This is in addition to the Druid's regular weapon proficiencies.

    Nature Bond (Ex): Arboreal Hunters who choose a domain must choose from Erastils Domains and Sub-Domains or from the Druid specific Animal and Terrain domains. He may choose any Animal Companion he desires. This alters Nature Bond

    Track (Ex): Gain Track, as the Ranger ability, at first level. This replaces Nature Sense

    Deadeyes’s Disciple (Ex): At 1st level, an Arboreal Hunter gains Deadly Aim as a bonus feat.
    At 3rd level, gain Precise Shot as a bonus feat.
    At 6th level, gain Improved Precise Shot as a bonus feat.
    At 9th level, gain Point Blank Master as a bonus feat.

    Any bonus feats gained by a Deadeye’s Disciple may taken regardless of prerequisites.

    This replaces Resist Natures Lure

    Sanctified Arrows:

    The druid's connection to his deity allows him to spontaneously cast from a set of exclusive spells supposedly given to the first Arboreal Hunter by Erastil himself. Each spell requires ritually purified arrows, these arrows can be made or purchased normally, except that each day they must be ritually prepared during the time that the Druid meditates to prepare his spells. This ritual varies from culture to culture, however, they often involve sacred ointments, oils and burning incense; some druids instead smoke specially prepared concoctions, while others use ritually purified water or ritual objects created from animal parts.

    This operates like a Druid's spontaneous casting of Summon Nature's Ally I-IX, except you must cast a same level spell with the [Erastil] descriptor.

    In addition all [Erastil] spells are added to your spell list.

    This replaces Spontaneous Casting

    Blessing of the Grim White Stag (Ex): At 7th level, Arboreal Hunters may add their wisdom modifier to attack and damage rolls when using bows, but only within the first range increment.

    At 13th level, Arboreal Hunters add their wisdom modifier at any range increment, not just the first.

    This replaces A Thousand Faces

    Spoiler: Spells
    Show
    Spoiler: 1st
    Show

    Entangling Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 1


    Casting

    Casting Time: Swift
    Components: V, S


    Effect

    Range: Touch
    Target: Sanctified Arrow Touched
    Duration: 1 Round/level (See Text)
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description

    By casting this spell, you charge one of your sanctified arrows with Erastil's might. On a hit, the arrow bursts into vines that ensnare the creature. They must succeed on a Reflex save or be entangled for 1 minute/level.

    Spoiler: 2nd
    Show
    Flash Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 2


    Casting

    Casting Time: Free Action (see text)
    Components: V, S


    Effect

    Range: Touch
    Target: Sanctified Arrow Touched
    Duration: 1 Round/level (See Text)
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description


    By casting this spell, an arrow becomes charged with divine energy granted by Erastil himself to distract and hinder your opponent's senses.

    On a hit, the arrow explodes in a dazzling display of searing light and cacophonous noise. They must succeed on a Fortitude save or be Blinded and Deafened for 1 round/level..

    Spoiler: 3rd
    Show
    Splitting Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 3

    Casting

    Casting Time: Free Action (see text)
    Components: V, S


    Effect

    Range: Touch
    Target: Sanctified Arrow Touched
    Duration: 1 Round/level (See Text)
    Saving Throw: None
    Spell Resistance: No


    Description

    The touched arrow gains the ability to split in flight, becoming two identical arrows.

    Make two attack rolls when the arrow is fired; if one hits, deal damage normally; if both hit, deal double damage; if both miss, then the attack misses as normal.

    If either roll is a critical hit, roll to confirm and if successful, increase the critical multiplier by 1. If both rolls are critical hits roll to confirm both, and if both confirm, increase the multiplier by 2 instead.

    Spoiler: 4th
    Show
    Lesser Enchanted Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 4

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Sanctified Arrow Touched
    Duration: 1 Round/level
    Saving Throw: None
    Spell Resistance: No


    Description

    You may call upon the divine aid of Erastil to imbue one of your arrows with a special weapon property.

    Choose any +1 equivalent special ability for ammunition, your arrow gains that property for the round.

    Alternatively when you cast this spell, choose a 1st or 2nd level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the spell discharges and casts the spell on the target as a free action. Storing a spell this way uses up the prepared spell as if you had cast it.

    Spoiler: 5th
    Show
    Soporific Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 5

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Touched Sanctified Arrow
    Duration: 1 Round/level (See Text)
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description

    This spell caises one of your arrows to operate similarly to a Pixie's sleep arrow, forcing enemies to fall asleep even in heated combat.

    A creature hit by the arrow becomes extremely drowsy and may fall asleep. They must succeed a Will save or fall asleep (as the Sleep spell, except there as stated in this spell and there are no Hit Dice maximums) for 1 round/level.

    Spoiler: 6th
    Show
    Enchanted Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 6

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Touched Sanctified Arrow
    Duration: 1 Round/level
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description

    As Lesser Enchanted Arrow except that you may choose a +1 or +2 equivalent special ability)

    Alternatively when you cast this spell, choose a 1st, 2nd or 3rd level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the spell discharges and casts the spell on the target as a free action. Storing a spell this way uses up the prepared spell as if you had cast it.

    Spoiler: 7th
    Show
    Unerring Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 7

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Touched Sanctified Arrow
    Duration: 1 Round/level
    Saving Throw: None
    Spell Resistance: No


    Description

    Channeling divine energy into your arrow, causing it to seek your target as an eagle might pursue a rabbit.

    You do not have to roll to hit with this arrow, however, it cannot critical hit either. (If you use this ability with Splitting Arrow, simply deal double the normal damage without rolling.) Also, you may roll concealment chance twice and if either is a success, you hit. An Unerring Arrow cannot be stopped with wind wall or similar abilities; but you must still guess the correct square for an invisible opponent.


    Spoiler: 8th
    Show
    Enchanted Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 8

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Touched Sanctified Arrow
    Duration: 1 Round/level
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description

    As Lesser Enchanted Arrow except that you may choose a +1, +2, +3 or +4 equivalent special ability.

    Alternatively when you cast this spell, choose a 1st, 2nd, 3rd or 4th level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the arrow casts the spell on the creature as a free action. Storing a spell this way uses up the prepared spell uas if you had cast it.

    Spoiler: 9th
    Show
    Miraculous Arrow

    School: Transmutation [Erastil]; Level: Arboreal Hunter 9

    Casting

    Casting Time: Swift Action
    Components: V, S


    Effect

    Range: Touch
    Target: Touched Sanctified Arrow
    Duration: 1 Round
    Saving Throw: None (See Text)
    Spell Resistance: No


    Description

    This arrow is the ultimate demonstration of Erastil's might.

    When cast into an arrow it applies the effects of up to 4 different [Erastil] spells. These take effect as if you had cast them nornally.They do not take up any extra time or spell slots (besides from casting this spell.)
    Last edited by 3WhiteFox3; 2014-08-19 at 05:59 PM.