ImmortalAer
2009-06-03, 05:13 AM
Aer's 3.5E D&D workshop, where over the weeks ahead lots of various things will be developed, all conviently stored in the same place with plenty of Spoiler tags.
Sparrowhawk : Under revision, pending cancellation.
So, I admit this is probably a bit unbalanced currently as my first serious attempt at creating a prestige full class, and with all of the players, DMs, Rules Lawyers, Story Tellers, Long Beards, Munchkins and casual gamers here, I decided to let you all pick it apart until it looks somewhat balanced. Besides, it's good practise, since I'll be torturing you all with a bunch over the coming weeks.
Sparrowhawk
Requirements
HD : d8
Skills : 4 + Int Modifier ( Int Mod + 4)*10 for the first level.
Class Skills
Escape Artist, Craft (Bowmaking), Spot, Listen, Jump, Knowledge (Local), Use Rope, Knowledge (Geography), Hide, Climb, and Balance.
Class Features
Weapon and Armour Proficiency : Sparrowhawks gain no proficiency with any weapon or armour.
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+1| +2 | +2 | +0 | Bonded Weapon, Precise Shot +1d8
2 |+2| +3 | +3 | +0 | Combat Archery
3 |+3| +3 | +3 | +1 | Keen Precision, Zen Concentration
4 |+4| +4 | +4 | +1 | Fabled Marksman (1), Precise Shot +2d8
5 |+5| +4 | +4 | +1 | Zen Volley, Sky leap 1/day
6 |+6/+1| +5 | +5 | +2 | True Bond, Fabled Marksman (2)
7 |+7/+2| +5 | +5 | +2 | Empowering Winds, Sky Leap 2/day, Precise Shot +3d8
8 |+8/+3| +6 | +6 | +2 | Void Arrow, Fabled Marksman (3)
9 |+9/+4| +6 | +6 | +3 | Magnificient Sharpshooter, Sky Leap 3/day
10|+10/+5| +7 | +7 | +3 | Hawk's Flight 3/day, Fabled Marksman (4), Precise Shot +4d8
11 | +11/+6 | +7 | +7 | +3 | Sky Leap 4/day
12 | +12/+7/+2 | +8 | +8 | +4 | Fabled Marksman (5), Rending Hail
13 | +13/+8/+3 | +8 | +8 | +4 | Winged Brethern, Sky Leap 5/day, Precise Shot +5d8
14 | +14/+9/+4 | +9 | +9 | +4 | Fabled Marksman (6)
15| +15/+10/+5 | +9 | +9 | +5 | Void Volley, Sky Leap 6/Day
16| +16/+11/+6/+1 | +10 | +10 | +5 | Fabled Marksman (7), Precise Shot +6d8
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Sky Leap 7/Day
18 | +18/+13/+8/+3 | +11 | +11 | +6 | Fabled Marksman (8), Piercing Arrow
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Sky leap 8/Day
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Fabled Marksman (9), Place Holder
[/table]
Precise Shot
A Sparrowhawk gains the Ranged Precision ability . 1D8 is added at level 1, and this increases by 1D8 every third level thereafter.
Bonded Weapon (Su)
A bonded bow is one that is almost sacred to the Sparrowhawk, something that spent hours under the carving knife for her to create and normally is made from sacred or especially rare wood, as this is something she shall carry likely for the rest of her life, and can be something handed down through the generations as part of the family.
Her bonded weapon must be one that was made herself, and upon being selected for the bond, it gains hardness of 1/4 current Sparrowhawk level, and continues to advance with the class level. The bonding process is normally held within a society of Sparrowhawks as a ritual of becoming a true member, as the weapon and the 'hawks soul become entwined. This ceremony can be held as a personal thing, or a group, in either case it takes twenty-four hours of meditation or some other quiet activity while in skin contact with the bow. At the end, it is customary to allow four drops of the Sparrowhawk's blood to drip onto the wood, where it soon is absorbed.
Along with becoming tougher, a bonded bow gains 30' in it's range increment, moves up one Die size for damage. These bonuses only apply to the maker of the bow herself, or any of her direct bloodline. If a relative uses the bow of a Sparrowhawk of the sixth level or higher, they gain the abilities of a third level Sparrowhawk.
It is possible for the bow to be enchanted after creation and still be bonded, or to be enchanted after the bonding.
While the bonding does not incur any immediate cost aside from time and the bow itself, the loss of the bow for more than twelve hours (The bow is more than 200' away) incurs a 50 XP loss, at twenty-four hours, 75 XP, and so on, increasing by half-again of the previous loss every additional twelve hours. The Sparrowhawk may not lose a level in this manner. If the bow is destroyed, a character level is lost, only regainable through the use of a miracle or wish.
Combat Archery
Firing and drawing arrows no longer presents Attacks of Opprotunity, even if within a threatened area.
Keen Presicion (Ex)
The Sparrowhawk counts as having the Improved Critical feat with her bonded weapon.
Zen Contentration
You can add your Wisdom modifier to any ranged damage roll.
Fabled Marksman
+1 damage, and +1 to the attack bonus with your bonded bow, increasing every second level from here on.
Sky Leap (Su)
Once per day when making a jump check, even if threatened you can take a 10, and/or add +15 to your Jump. The Sparrowhawk gains one more use of this every second level from here on.
Zen Volley
Allows an extra ranged attack. Stacks with Rapid Shot, Haste, and all other attack granting abilities.
True Bond
If the Sparrowhawk has the originally bonded bow, then she gains the Many Shot feat, and an additional +20' range increment.
Empowering Winds (Su)
The dexterity bonus can be applied to damage in addition to any Strength bonus. The Many Shot penalty is -1 per arrow, instead of the usual -2, up to a maximum of adjustment for three arrows.
Void Arrow Allows a Swift Action to be taken, giving arrows the ability penetrate spells, or magic items, with effects as Protection from Arrows, but not Force Wall, Prismatic Barrier, etc.
Magnificient Sharpshooter
Must be taken as a standard action, and cannot use Many Shot in conjunction with this ability ; each arrow causes d4 Con damage with a Fort DC 25 to halve it's effect.
Hawk's Flight (Su)
A Sparrowhawk gains the ability to take flight 3 times per day, as if under the effect of the Fly spell, though the movement is 80' instead of 60'.
Rending Hail
The penalties of using Many Shot is entirely removed up to three arrows, and once per encounter, as a Swift Action, a Sparrowhawk can strike with deadly accuracy. Until the beginning of his next turn, any attack he makes with his bonded weapon ignore all Armor bonuses and Natural Armor bonuses to Armor class
Winged Brethern
You may polymorph into any Medium or Small bird 2/day for (1d4 + Wisdom modifier) turns. As per the Druid's Wildform spell (Caster level eqiuvalent to the current Class level).
Void Volley
Using a Swift Action, a Sparrowhawk may ignore spells or magic items that cause the Protection from Arrows effect, this does not work on Force Wall, Prismatic Barrier, etc.
Piercing Arrow
As a Swift Action, a Sparrowhawk can strike with deadly accuracy each turn with a single attack. This attack, from his bonded weapon, ignores all Armor bonuses and Natural Armor bonuses to Armor class.
Place Holder
##############
Incomplete WIP
Master of Elements
Ahah! Alright, so Magi (Wizards, Sorcerers, etc) already have a pile of Pretige classes, but I figured it'd be neat to create one that brings some of the lower spells up to the higher level ones. Plus, it might encourage people to go for damage instead of save-or-die. :smalltongue:
HD : d4
Levels in MoE count as levels in the base casting class for the sake of spells/day gained, though it does not confer the other class features that may have been gained.
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+0| +0 | +0 | +2 | Master of Element (1)
2 |+1| +0 | +0 | +3 | Cascade Casting
3 |+1| +1 | +1 | +3 | Master of Element (2)
4 |+2| +1 | +1 | +4 | Purified Defences
5 |+2| +2 | +2 | +5 | Master of Element (3), Greater Cascade Casting
[/table]
::::::
(And honestly, if my metaphor was wrong, which it was, or you feel like picking on my writing and designing, instead of offering anything constructive, don't. It's not appreciated. Or at least use Deep Sky Blue, so I know to skim over it, as it's not related to the design process. I understand that I have no ability to enforce this upon you, it's simply a request.)
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Marksman
Alright, so the Sparrowhawk ended up too buried in the Supernatural, etc. So, I decided that an archer without all the spiff and arcane would be a better choice.
Alignment : Any
HD : D6
Skills : First level (4 + Int Mod ) * 4 : Otherwise : 4 + Int mod.
Class skills :
Craft (Any), Listen, Spot, Move Silently, Swim, Jump, Hide, Concentration, Search, Profession, Ride.
Weapon and Armour Proficiency :
A marksman is proficient with all simple weapons, all ranged weapons, along with medium & light armour.
Class Features
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+1| +2 | +2 | +0 | Basic Archery
2 |+2| +3 | +3 | +0 | Precise Bowmanship +1d8
3 |+3| +3 | +3 | +1 | Focus, Grouped Firing
4 |+4| +4 | +4 | +1 | Forceful Shot
5 |+5| +4 | +4 | +1 | Precise Bowmanship +2d8
6 |+6/+1| +5 | +5 | +2 | Quick shot,
7 |+7/+2| +5 | +5 | +2 | Improved Fletching
8 |+8/+3| +6 | +6 | +2 | Piercing, Precise Bowmanship +3d8
9 |+9/+4| +6 | +6 | +3 | Sharpshooter
10|+10/+5| +7 | +7 | +3 | Wounding Shots
11 | +11/+6 | +7 | +7 | +3 | Precise Bowmanship +4d8
12 | +12/+7/+2 | +8 | +8 | +4 |
13 | +13/+8/+3 | +8 | +8 | +4 | Arrow Storm (1/e)
14 | +14/+9/+4 | +9 | +9 | +4 | Precise Bowmanship +5d8
15| +15/+10/+5 | +9 | +9 | +5 |
16| +16/+11/+6/+1 | +10 | +10 | +5 | Arrow Storm (2/e)
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Perfected Bowmanship, Precise Bowmanship +6d8
18 | +18/+13/+8/+3 | +11 | +11 | +6 |
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Arrow Storm (3/e)
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Intense Marksmanship, Precise Bowmanship +7d8
[/table]
Basic Archery
A Marksman gains the Far Shot ability, even if he does not have the prerequisites.
Precise Bowmanship
As a standard action, a Marksman may make a single ranged attack, dealing an extra 1d8 points of damage if the attack hits. A Marksman's Precise Bowmanship only works against creatures with a discernable anatomy, and any creature that is immune to criticals takes half damage. This does not stack with sneak attack, even if the Marksman has the feature avaible. The damage increases by 1d8 every third level.
Focus
AS a swift action the Marksman may make a concentration check, DC 15, in order to add +1d10 to the next (single) ranged attack.
Grouped Firing
Any Marksman within 5' of another Marksman may combine his attack with his fellow's as a standard action. The combination attack adds half of BAB and half of the damage of the assisting Marksman. This ability may be stacked for as many Marksman as there are within 5'. These bonuses do not include damage from any improvement, other than additional damage from enchantments or Focus.
Forceful Shot
With any Bow or Crossbow, the Marksman may make a swift action in order to push his enemy back 1d4*5 feet, if his next ranged attack hits.
Quick Shot
You may make one extra attack with a ranged weapon each turn. This ability stacks with Rapid shot, though it eliminates the penalty toward the attacks that are not added by either ability.
Improved Fletching
A Marksman's arrows, bolts, and bullets have a 50% chance of not being destroyed upon hitting the target, though the 50% when the shot misses remains the same.
Piercing
As a swift action, a Marksman can choose to ignore the target's armour and natural bonuses to thier AC, OR he can ignore the Protection from Arrows spell, no matter it's source.
Sharpshooter
The Marksman counts as having Improved Criticals with thier ranged weapon, and gain a +5 compentency bonus to Spot and Search checks.
Wounding Shots
As a full-round action the Marksman can fire his ranged weapon once, and cause 1d4 Constitution damage.
Arrow Storm
As a full round action, once per encounter, a ranger can make an attack against a 15' area, instead of a single target. Any targets standing on the edge of the area (+14') may take a DC 25 Reflex check in order to take half damage. This gains one more use per encounter every third level here after.
Perfected Bowmanship
Precise Bowmanship now only takes a Swift action, instead of a standard. Still limited to one attack per turn.
Intense Marksmanship
After an inordinate amount of training and a massive will to improve, the Marksman finally reaches mastery of all ranged weapons. All ranged weapons that the Marksman is using has it's damage die size increased by one. (d4, to d6, etc) up to a maximum of a d12.
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Magebane Aspirant
'Optimized' Characters might be able to deal with anything, no matter thier class, but Wizards, and Sorcerers seem to outshine the primary warriors, and draw a lot of attention to themselves by being propagated as such. DM's often have to come up with inventive counters for casters, in order to stop certain tactics, but why bother with the tedious contingency planning when you can set a Mage hunter on thier trail?
Alignment : Cannot be Lawful, as thier call of work often brings them wayward of the laws of the land in thier hunt for rogue, or not, spellcasters.
HD : d8
Skills : Intelligence Modifier + 6, First level (Int Mod + 6) *4
ExAspirants : Retain all of the abilities that they had gained so far, but cannot advance any futher.
Weapon and Armour Proficiency :
An Aspirant is proficient with all Martial and Simple weapons, along with Light and Medium armour.
Class Features
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+0| +2 | +0 | +2 | Detect Magic, Bonus Feat
2 |+1| +3 | +0 | +3 | Magical Anarchism
3 |+2| +3 | +1 | +3 | Doctrines (Denial, Effervesce)
4 |+3| +4 | +1 | +4 | Bonus Feat
5 |+3| +4 | +1 | +4 | Magical Aversion
6 |+4| +5 | +2 | +5 |
7 |+5| +5 | +2 | +5 | Bonus Feat
8 |+6/+1| +6 | +2 | +6 | Magebane Blade, Magebane Armour
9 |+6/+1| +6 | +3 | +6 |
10|+7/+2| +7 | +3 | +7 | Attuned, Bonus Feat
11 | +8/+3 | +7 | +3 | +7 |
12 | +9/+4 | +8 | +4 | +8 | Rapid Disruption
13 | +9/+4 | +8 | +4 | +8 | Bonus Feat
14 | +10/5 | +9 | +4 | +9 |
15| +11/+6/+1 | +9 | +5 | +9 | Arcaneward Shield, Arcanepyre Sword
16| +12/+7/+2 | +10 | +5 | +10 | Bonus Feat
17 | +12/+7/+2 | +10 | +5 | +10 |
18 | +13/+8/+3 | +11 | +6 | +11 | Spelltwister Focus
19 | +14/+9/+4 | +11 | +6 | +11 | Bonus Feat
20 | +15/+10/+5 | +12 | +6 | +12 | Pariah, Lancer
[/table]
Class skills :
Craft (Any), Listen, Spot, Swim, Jump, Concentration, Search, Profession, Ride, Track, Use Rope, Survival, Sense Motive, Spellcraft.
Witchhunter (Sp)
At will, an Aspirant can cast Detect Magic and Detect Poison, as per the spells.
Magical Anarchism
Every arcane spellcaster within 100 feet of the Aspirant suffers an additional 15% spell failure chance, stacking with any other penalty they may already have.
(This does stack for overlapping fields caused by multiple Aspirants.)
Doctrines
At the third level, an Aspirant must select his Doctrine of advancement for the rest of his career in mage hunting. This choice cannot be changed at any point, the abilities gained from here on will coincide with this choice, with the exception of those without notation which are general, and both gain at the same time.
Doctrine of Denial
This Doctrine focuses on disallowing the opponent caster from either succeeding in the original casting, or from allowing the spell to have an effect. The first bonus gained is Spell Resistance 5, which stacks with Spell Resistance gained from any other source. The Aspirant also gains +2 Constitution.
Doctrine of Effervesce
The Doctrine of Effervesce concentrates on making the arcane enemy pay a price for any spell they cast, and specializes on the offence against the magically inclined. The Aspirant can add his Wisdom modifier to the damage of any attack against a creature or character with arcane spell levels as a swift action. The Aspirant also gains +2 Strength.
Magical Aversion
The Aspirant gains Spell Resistance 10, stacking with any other ability or item that grants the same effect. The Aspirant also gains a natural +10 bonus to his Spellcraft checks, as training in sensing oncoming spells develops new skills.
Magebane Blade (Effervesce) (Sp)
As a swift action, the Aspirant may prepare his blade, only one may have this effect at a time even if wielding two weapons, must be a melee weapon, as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. If any damage is caused by a Magebane blade, then the arcane caster struck loses 1 of his spells per day, from the highest level available. This effect lasts 24 hours.
Magebane Armour (Denial) (Sp)
As a swift action the Aspirant may prepare his armour as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. The armour grants a free-action counterspell, as per the spell, caster level equivilent to the Aspirant level.
Attuned
The Aspirant can no longer be flanked, he can react to enemies on opposite sides as easily as a single attacker, this also denies the ability of Rogues to sneak attack him from the flank, unless the flanker is four levels higher than him. He also gains the ability of True Sight 3/day for 1d6 turns.
Rapid Disruption
You can take a 5' step in order to take a Attack of Opprotunity that would normally be out of the threatened area if an enemy makes an action that would normally provoke one, or if wielding a ranged weapon, and the enemy is within 15' you may make an Attack of Opprotunity, though you can still provoke Attacks of Opprotunity on yourself for firing a ranged weapon in a threatened zone.
Arcaneward Shield (Denial) (Sp)
Double the armour bonus of a shield, if you have one, is added to your Spell Resistance, and the armour bonus of the shield to your AC is also doubled.
Arcanepyre Sword (Effervesce) (Sp)
Once per encounter, a spell that targets the Aspirant, a ray, or a spell that designates the Aspirant as the Primary target, is reflected back onto the caster, as long as his sword is drawn. The Aspirant also gains a +2 AC bonus while fighting with two weapons.
Spelltwister Focus (Sp)
An Aspirant now causes a 25% spell failure chance instead of 15%, and he may designate one item each day to have a 5' Antimagic Field on command. It takes a swift action to activate the object, usually a ring or small orb, and he can adhere it to a target with a grapple check. This field is carefully woven, and it does not cancel any of the Witchhunter's own Supernatural abilities, though it does still effect his magic items. These Anti-magic Field focuses last 1d4 turns before expiring for the day.
Pariah (Denial) (Sp)
If the spell is an area effect, or would cause an effect on more targets than just the Aspirant, he may choose to take the entire spell upon himself, though the secondary effects are lowered by half. No effect, even if other characters are caught within the area, is passed on beyond him, though the effect does stack. The Aspirant also gains a 50% resistance to negative energies.
(Example : Acid Fog covers three people, including the Aspirant. Instead of all three characters taking 2d6 damage, the Aspirant can take 4d6, and the other characters remain unaffected.)
Lancer (Effervesce) (Sp)
An Aspirant, upon gaining the Lancer ability can take a full-round action attack against a spellcaster in order to bestow negative spell 1d4 levels, not effecting the character level itself. This effect lasts 24 hours.
(Example : A 20th level Sorcerer is struck by a Lancer attack, and the result comes up as a four. Now, instead of having 9/5/5/4/4/4/3/3/3/3 for daily spells, the number is cut down to the 16th level daily spell equivalent, 9/5/5/4/4/4/3/2/1.)
Sparrowhawk : Under revision, pending cancellation.
So, I admit this is probably a bit unbalanced currently as my first serious attempt at creating a prestige full class, and with all of the players, DMs, Rules Lawyers, Story Tellers, Long Beards, Munchkins and casual gamers here, I decided to let you all pick it apart until it looks somewhat balanced. Besides, it's good practise, since I'll be torturing you all with a bunch over the coming weeks.
Sparrowhawk
Requirements
HD : d8
Skills : 4 + Int Modifier ( Int Mod + 4)*10 for the first level.
Class Skills
Escape Artist, Craft (Bowmaking), Spot, Listen, Jump, Knowledge (Local), Use Rope, Knowledge (Geography), Hide, Climb, and Balance.
Class Features
Weapon and Armour Proficiency : Sparrowhawks gain no proficiency with any weapon or armour.
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+1| +2 | +2 | +0 | Bonded Weapon, Precise Shot +1d8
2 |+2| +3 | +3 | +0 | Combat Archery
3 |+3| +3 | +3 | +1 | Keen Precision, Zen Concentration
4 |+4| +4 | +4 | +1 | Fabled Marksman (1), Precise Shot +2d8
5 |+5| +4 | +4 | +1 | Zen Volley, Sky leap 1/day
6 |+6/+1| +5 | +5 | +2 | True Bond, Fabled Marksman (2)
7 |+7/+2| +5 | +5 | +2 | Empowering Winds, Sky Leap 2/day, Precise Shot +3d8
8 |+8/+3| +6 | +6 | +2 | Void Arrow, Fabled Marksman (3)
9 |+9/+4| +6 | +6 | +3 | Magnificient Sharpshooter, Sky Leap 3/day
10|+10/+5| +7 | +7 | +3 | Hawk's Flight 3/day, Fabled Marksman (4), Precise Shot +4d8
11 | +11/+6 | +7 | +7 | +3 | Sky Leap 4/day
12 | +12/+7/+2 | +8 | +8 | +4 | Fabled Marksman (5), Rending Hail
13 | +13/+8/+3 | +8 | +8 | +4 | Winged Brethern, Sky Leap 5/day, Precise Shot +5d8
14 | +14/+9/+4 | +9 | +9 | +4 | Fabled Marksman (6)
15| +15/+10/+5 | +9 | +9 | +5 | Void Volley, Sky Leap 6/Day
16| +16/+11/+6/+1 | +10 | +10 | +5 | Fabled Marksman (7), Precise Shot +6d8
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Sky Leap 7/Day
18 | +18/+13/+8/+3 | +11 | +11 | +6 | Fabled Marksman (8), Piercing Arrow
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Sky leap 8/Day
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Fabled Marksman (9), Place Holder
[/table]
Precise Shot
A Sparrowhawk gains the Ranged Precision ability . 1D8 is added at level 1, and this increases by 1D8 every third level thereafter.
Bonded Weapon (Su)
A bonded bow is one that is almost sacred to the Sparrowhawk, something that spent hours under the carving knife for her to create and normally is made from sacred or especially rare wood, as this is something she shall carry likely for the rest of her life, and can be something handed down through the generations as part of the family.
Her bonded weapon must be one that was made herself, and upon being selected for the bond, it gains hardness of 1/4 current Sparrowhawk level, and continues to advance with the class level. The bonding process is normally held within a society of Sparrowhawks as a ritual of becoming a true member, as the weapon and the 'hawks soul become entwined. This ceremony can be held as a personal thing, or a group, in either case it takes twenty-four hours of meditation or some other quiet activity while in skin contact with the bow. At the end, it is customary to allow four drops of the Sparrowhawk's blood to drip onto the wood, where it soon is absorbed.
Along with becoming tougher, a bonded bow gains 30' in it's range increment, moves up one Die size for damage. These bonuses only apply to the maker of the bow herself, or any of her direct bloodline. If a relative uses the bow of a Sparrowhawk of the sixth level or higher, they gain the abilities of a third level Sparrowhawk.
It is possible for the bow to be enchanted after creation and still be bonded, or to be enchanted after the bonding.
While the bonding does not incur any immediate cost aside from time and the bow itself, the loss of the bow for more than twelve hours (The bow is more than 200' away) incurs a 50 XP loss, at twenty-four hours, 75 XP, and so on, increasing by half-again of the previous loss every additional twelve hours. The Sparrowhawk may not lose a level in this manner. If the bow is destroyed, a character level is lost, only regainable through the use of a miracle or wish.
Combat Archery
Firing and drawing arrows no longer presents Attacks of Opprotunity, even if within a threatened area.
Keen Presicion (Ex)
The Sparrowhawk counts as having the Improved Critical feat with her bonded weapon.
Zen Contentration
You can add your Wisdom modifier to any ranged damage roll.
Fabled Marksman
+1 damage, and +1 to the attack bonus with your bonded bow, increasing every second level from here on.
Sky Leap (Su)
Once per day when making a jump check, even if threatened you can take a 10, and/or add +15 to your Jump. The Sparrowhawk gains one more use of this every second level from here on.
Zen Volley
Allows an extra ranged attack. Stacks with Rapid Shot, Haste, and all other attack granting abilities.
True Bond
If the Sparrowhawk has the originally bonded bow, then she gains the Many Shot feat, and an additional +20' range increment.
Empowering Winds (Su)
The dexterity bonus can be applied to damage in addition to any Strength bonus. The Many Shot penalty is -1 per arrow, instead of the usual -2, up to a maximum of adjustment for three arrows.
Void Arrow Allows a Swift Action to be taken, giving arrows the ability penetrate spells, or magic items, with effects as Protection from Arrows, but not Force Wall, Prismatic Barrier, etc.
Magnificient Sharpshooter
Must be taken as a standard action, and cannot use Many Shot in conjunction with this ability ; each arrow causes d4 Con damage with a Fort DC 25 to halve it's effect.
Hawk's Flight (Su)
A Sparrowhawk gains the ability to take flight 3 times per day, as if under the effect of the Fly spell, though the movement is 80' instead of 60'.
Rending Hail
The penalties of using Many Shot is entirely removed up to three arrows, and once per encounter, as a Swift Action, a Sparrowhawk can strike with deadly accuracy. Until the beginning of his next turn, any attack he makes with his bonded weapon ignore all Armor bonuses and Natural Armor bonuses to Armor class
Winged Brethern
You may polymorph into any Medium or Small bird 2/day for (1d4 + Wisdom modifier) turns. As per the Druid's Wildform spell (Caster level eqiuvalent to the current Class level).
Void Volley
Using a Swift Action, a Sparrowhawk may ignore spells or magic items that cause the Protection from Arrows effect, this does not work on Force Wall, Prismatic Barrier, etc.
Piercing Arrow
As a Swift Action, a Sparrowhawk can strike with deadly accuracy each turn with a single attack. This attack, from his bonded weapon, ignores all Armor bonuses and Natural Armor bonuses to Armor class.
Place Holder
##############
Incomplete WIP
Master of Elements
Ahah! Alright, so Magi (Wizards, Sorcerers, etc) already have a pile of Pretige classes, but I figured it'd be neat to create one that brings some of the lower spells up to the higher level ones. Plus, it might encourage people to go for damage instead of save-or-die. :smalltongue:
HD : d4
Levels in MoE count as levels in the base casting class for the sake of spells/day gained, though it does not confer the other class features that may have been gained.
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+0| +0 | +0 | +2 | Master of Element (1)
2 |+1| +0 | +0 | +3 | Cascade Casting
3 |+1| +1 | +1 | +3 | Master of Element (2)
4 |+2| +1 | +1 | +4 | Purified Defences
5 |+2| +2 | +2 | +5 | Master of Element (3), Greater Cascade Casting
[/table]
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(And honestly, if my metaphor was wrong, which it was, or you feel like picking on my writing and designing, instead of offering anything constructive, don't. It's not appreciated. Or at least use Deep Sky Blue, so I know to skim over it, as it's not related to the design process. I understand that I have no ability to enforce this upon you, it's simply a request.)
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Marksman
Alright, so the Sparrowhawk ended up too buried in the Supernatural, etc. So, I decided that an archer without all the spiff and arcane would be a better choice.
Alignment : Any
HD : D6
Skills : First level (4 + Int Mod ) * 4 : Otherwise : 4 + Int mod.
Class skills :
Craft (Any), Listen, Spot, Move Silently, Swim, Jump, Hide, Concentration, Search, Profession, Ride.
Weapon and Armour Proficiency :
A marksman is proficient with all simple weapons, all ranged weapons, along with medium & light armour.
Class Features
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+1| +2 | +2 | +0 | Basic Archery
2 |+2| +3 | +3 | +0 | Precise Bowmanship +1d8
3 |+3| +3 | +3 | +1 | Focus, Grouped Firing
4 |+4| +4 | +4 | +1 | Forceful Shot
5 |+5| +4 | +4 | +1 | Precise Bowmanship +2d8
6 |+6/+1| +5 | +5 | +2 | Quick shot,
7 |+7/+2| +5 | +5 | +2 | Improved Fletching
8 |+8/+3| +6 | +6 | +2 | Piercing, Precise Bowmanship +3d8
9 |+9/+4| +6 | +6 | +3 | Sharpshooter
10|+10/+5| +7 | +7 | +3 | Wounding Shots
11 | +11/+6 | +7 | +7 | +3 | Precise Bowmanship +4d8
12 | +12/+7/+2 | +8 | +8 | +4 |
13 | +13/+8/+3 | +8 | +8 | +4 | Arrow Storm (1/e)
14 | +14/+9/+4 | +9 | +9 | +4 | Precise Bowmanship +5d8
15| +15/+10/+5 | +9 | +9 | +5 |
16| +16/+11/+6/+1 | +10 | +10 | +5 | Arrow Storm (2/e)
17 | +17/+12/+7/+2 | +10 | +10 | +5 | Perfected Bowmanship, Precise Bowmanship +6d8
18 | +18/+13/+8/+3 | +11 | +11 | +6 |
19 | +19/+14/+9/+4 | +11 | +11 | +6 | Arrow Storm (3/e)
20 | +20/+15/+10/+5 | +12 | +12 | +6 | Intense Marksmanship, Precise Bowmanship +7d8
[/table]
Basic Archery
A Marksman gains the Far Shot ability, even if he does not have the prerequisites.
Precise Bowmanship
As a standard action, a Marksman may make a single ranged attack, dealing an extra 1d8 points of damage if the attack hits. A Marksman's Precise Bowmanship only works against creatures with a discernable anatomy, and any creature that is immune to criticals takes half damage. This does not stack with sneak attack, even if the Marksman has the feature avaible. The damage increases by 1d8 every third level.
Focus
AS a swift action the Marksman may make a concentration check, DC 15, in order to add +1d10 to the next (single) ranged attack.
Grouped Firing
Any Marksman within 5' of another Marksman may combine his attack with his fellow's as a standard action. The combination attack adds half of BAB and half of the damage of the assisting Marksman. This ability may be stacked for as many Marksman as there are within 5'. These bonuses do not include damage from any improvement, other than additional damage from enchantments or Focus.
Forceful Shot
With any Bow or Crossbow, the Marksman may make a swift action in order to push his enemy back 1d4*5 feet, if his next ranged attack hits.
Quick Shot
You may make one extra attack with a ranged weapon each turn. This ability stacks with Rapid shot, though it eliminates the penalty toward the attacks that are not added by either ability.
Improved Fletching
A Marksman's arrows, bolts, and bullets have a 50% chance of not being destroyed upon hitting the target, though the 50% when the shot misses remains the same.
Piercing
As a swift action, a Marksman can choose to ignore the target's armour and natural bonuses to thier AC, OR he can ignore the Protection from Arrows spell, no matter it's source.
Sharpshooter
The Marksman counts as having Improved Criticals with thier ranged weapon, and gain a +5 compentency bonus to Spot and Search checks.
Wounding Shots
As a full-round action the Marksman can fire his ranged weapon once, and cause 1d4 Constitution damage.
Arrow Storm
As a full round action, once per encounter, a ranger can make an attack against a 15' area, instead of a single target. Any targets standing on the edge of the area (+14') may take a DC 25 Reflex check in order to take half damage. This gains one more use per encounter every third level here after.
Perfected Bowmanship
Precise Bowmanship now only takes a Swift action, instead of a standard. Still limited to one attack per turn.
Intense Marksmanship
After an inordinate amount of training and a massive will to improve, the Marksman finally reaches mastery of all ranged weapons. All ranged weapons that the Marksman is using has it's damage die size increased by one. (d4, to d6, etc) up to a maximum of a d12.
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Magebane Aspirant
'Optimized' Characters might be able to deal with anything, no matter thier class, but Wizards, and Sorcerers seem to outshine the primary warriors, and draw a lot of attention to themselves by being propagated as such. DM's often have to come up with inventive counters for casters, in order to stop certain tactics, but why bother with the tedious contingency planning when you can set a Mage hunter on thier trail?
Alignment : Cannot be Lawful, as thier call of work often brings them wayward of the laws of the land in thier hunt for rogue, or not, spellcasters.
HD : d8
Skills : Intelligence Modifier + 6, First level (Int Mod + 6) *4
ExAspirants : Retain all of the abilities that they had gained so far, but cannot advance any futher.
Weapon and Armour Proficiency :
An Aspirant is proficient with all Martial and Simple weapons, along with Light and Medium armour.
Class Features
{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+0| +2 | +0 | +2 | Detect Magic, Bonus Feat
2 |+1| +3 | +0 | +3 | Magical Anarchism
3 |+2| +3 | +1 | +3 | Doctrines (Denial, Effervesce)
4 |+3| +4 | +1 | +4 | Bonus Feat
5 |+3| +4 | +1 | +4 | Magical Aversion
6 |+4| +5 | +2 | +5 |
7 |+5| +5 | +2 | +5 | Bonus Feat
8 |+6/+1| +6 | +2 | +6 | Magebane Blade, Magebane Armour
9 |+6/+1| +6 | +3 | +6 |
10|+7/+2| +7 | +3 | +7 | Attuned, Bonus Feat
11 | +8/+3 | +7 | +3 | +7 |
12 | +9/+4 | +8 | +4 | +8 | Rapid Disruption
13 | +9/+4 | +8 | +4 | +8 | Bonus Feat
14 | +10/5 | +9 | +4 | +9 |
15| +11/+6/+1 | +9 | +5 | +9 | Arcaneward Shield, Arcanepyre Sword
16| +12/+7/+2 | +10 | +5 | +10 | Bonus Feat
17 | +12/+7/+2 | +10 | +5 | +10 |
18 | +13/+8/+3 | +11 | +6 | +11 | Spelltwister Focus
19 | +14/+9/+4 | +11 | +6 | +11 | Bonus Feat
20 | +15/+10/+5 | +12 | +6 | +12 | Pariah, Lancer
[/table]
Class skills :
Craft (Any), Listen, Spot, Swim, Jump, Concentration, Search, Profession, Ride, Track, Use Rope, Survival, Sense Motive, Spellcraft.
Witchhunter (Sp)
At will, an Aspirant can cast Detect Magic and Detect Poison, as per the spells.
Magical Anarchism
Every arcane spellcaster within 100 feet of the Aspirant suffers an additional 15% spell failure chance, stacking with any other penalty they may already have.
(This does stack for overlapping fields caused by multiple Aspirants.)
Doctrines
At the third level, an Aspirant must select his Doctrine of advancement for the rest of his career in mage hunting. This choice cannot be changed at any point, the abilities gained from here on will coincide with this choice, with the exception of those without notation which are general, and both gain at the same time.
Doctrine of Denial
This Doctrine focuses on disallowing the opponent caster from either succeeding in the original casting, or from allowing the spell to have an effect. The first bonus gained is Spell Resistance 5, which stacks with Spell Resistance gained from any other source. The Aspirant also gains +2 Constitution.
Doctrine of Effervesce
The Doctrine of Effervesce concentrates on making the arcane enemy pay a price for any spell they cast, and specializes on the offence against the magically inclined. The Aspirant can add his Wisdom modifier to the damage of any attack against a creature or character with arcane spell levels as a swift action. The Aspirant also gains +2 Strength.
Magical Aversion
The Aspirant gains Spell Resistance 10, stacking with any other ability or item that grants the same effect. The Aspirant also gains a natural +10 bonus to his Spellcraft checks, as training in sensing oncoming spells develops new skills.
Magebane Blade (Effervesce) (Sp)
As a swift action, the Aspirant may prepare his blade, only one may have this effect at a time even if wielding two weapons, must be a melee weapon, as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. If any damage is caused by a Magebane blade, then the arcane caster struck loses 1 of his spells per day, from the highest level available. This effect lasts 24 hours.
Magebane Armour (Denial) (Sp)
As a swift action the Aspirant may prepare his armour as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. The armour grants a free-action counterspell, as per the spell, caster level equivilent to the Aspirant level.
Attuned
The Aspirant can no longer be flanked, he can react to enemies on opposite sides as easily as a single attacker, this also denies the ability of Rogues to sneak attack him from the flank, unless the flanker is four levels higher than him. He also gains the ability of True Sight 3/day for 1d6 turns.
Rapid Disruption
You can take a 5' step in order to take a Attack of Opprotunity that would normally be out of the threatened area if an enemy makes an action that would normally provoke one, or if wielding a ranged weapon, and the enemy is within 15' you may make an Attack of Opprotunity, though you can still provoke Attacks of Opprotunity on yourself for firing a ranged weapon in a threatened zone.
Arcaneward Shield (Denial) (Sp)
Double the armour bonus of a shield, if you have one, is added to your Spell Resistance, and the armour bonus of the shield to your AC is also doubled.
Arcanepyre Sword (Effervesce) (Sp)
Once per encounter, a spell that targets the Aspirant, a ray, or a spell that designates the Aspirant as the Primary target, is reflected back onto the caster, as long as his sword is drawn. The Aspirant also gains a +2 AC bonus while fighting with two weapons.
Spelltwister Focus (Sp)
An Aspirant now causes a 25% spell failure chance instead of 15%, and he may designate one item each day to have a 5' Antimagic Field on command. It takes a swift action to activate the object, usually a ring or small orb, and he can adhere it to a target with a grapple check. This field is carefully woven, and it does not cancel any of the Witchhunter's own Supernatural abilities, though it does still effect his magic items. These Anti-magic Field focuses last 1d4 turns before expiring for the day.
Pariah (Denial) (Sp)
If the spell is an area effect, or would cause an effect on more targets than just the Aspirant, he may choose to take the entire spell upon himself, though the secondary effects are lowered by half. No effect, even if other characters are caught within the area, is passed on beyond him, though the effect does stack. The Aspirant also gains a 50% resistance to negative energies.
(Example : Acid Fog covers three people, including the Aspirant. Instead of all three characters taking 2d6 damage, the Aspirant can take 4d6, and the other characters remain unaffected.)
Lancer (Effervesce) (Sp)
An Aspirant, upon gaining the Lancer ability can take a full-round action attack against a spellcaster in order to bestow negative spell 1d4 levels, not effecting the character level itself. This effect lasts 24 hours.
(Example : A 20th level Sorcerer is struck by a Lancer attack, and the result comes up as a four. Now, instead of having 9/5/5/4/4/4/3/3/3/3 for daily spells, the number is cut down to the 16th level daily spell equivalent, 9/5/5/4/4/4/3/2/1.)