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    Default Quill Hunter [3.5 Base Class][PEACH]

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    Quill Hunter
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    Game Rule Information:

    Background
    A quill hunter is similar to a ranger in that they generally reside in the wilderness, but they lack the magical abilities and are generally less thoroughly trained than a ranger (simple age class increase, as barbarian). A quill hunter has some training with basic weaponry, good combat instincts, and the ability to follow tracks. The distinguishing feature of a quill hunter, however, is their ability to grow retractable quills on their forearms for use in combat. This can be the result of genetic predisposition or training, but in either case it is an invaluable ability to the quill hunter.

    Abilities
    A quill hunter requires a high dexterity score to aim their quills properly and to bolster their defense. A high constitution score is also valuable to a quill hunter for improving their combat ability as well as their ability to withstand injuries. Wisdom helps a quill hunter when following tracks and getting along in the wilderness.

    Special
    Must have a constitution score.

    Alignment
    Any.

    Hit Die
    d8.

    Class Skills
    The quill hunter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Skill Points at 1st Level
    (6 + Int modifier) ×4.

    Skill Points at Each Additional Level
    6 + Int modifier.

    Level BAB Fort Ref Will Special
    1st +1 +2 +2 +0 Endurance (Hp), Quills (Con), Snap Shot 5 ft., Track
    2nd +2 +3 +3 +0 Quills +1
    3rd +3 +3 +3 +1 Attune Weapon, Quills (+5 feet range increment)
    4th +4 +4 +4 +1 Snap Shot 10 ft.
    5th +5 +4 +4 +1 Piercing Quills (Penetrate 5), Quills (+10 feet range increment)
    6th +6/+1 +5 +5 +2 Endurance (feat)
    7th +7/+2 +5 +5 +2 Quills (+15 feet range increment)
    8th +8/+3 +6 +6 +2 Snap Shot 15 ft.
    9th +9/+4 +6 +6 +3 Quills (+20 feet range increment)
    10th +10/+5 +7 +7 +3 Quills +2
    11th +11/+6/+1 +7 +7 +3 Quills (+25 feet range increment)
    12th +12/+7/+2 +8 +8 +4 Snap Shot 20 ft.
    13th +13/+8/+3 +8 +8 +4 Quills (+30 feet range increment)
    14th +14/+9/+4 +9 +9 +4 Swift Tracker
    15th +15/+10/+5 +9 +9 +5 Piercing Quills (Penetrate 10), Quills (+35 feet range increment)
    16th +16/+11/+6/+1 +10 +10 +5 Snap Shot 25 ft.
    17th +17/+12/+7/+2 +10 +10 +5 Quills (+40 feet range increment)
    18th +18/+13/+8/+3 +11 +11 +6 Quills +3
    19th +19/+14/+9/+4 +11 +11 +6 Quills (+45 feet range increment)
    20th +20/+15/+10/+5 +12 +12 +6 Piercing Quills (Penetrate 10 + 1/2 Con), Snap Shot 30 ft.

    Class Features

    All of the following are class features of the quill hunter.

    Weapon and Armor Proficiency

    A quill hunter is proficient with simple weapons. A quill hunter is proficient with chain shirt armor and with shields (except tower shields).

    A quill hunter cannot launch quills effectively if both their forearms are covered because the quills will simply launch into the covering (such as armor, causing damage to the armor) instead. Thus only chain shirt armor and other armor that does not cover both forearms can be used by a quill hunter who wishes to make quill attacks.

    Endurance (Ex)

    At 1st level, the hit point maximum of a quill hunter includes three times the amount of their base fortitude save bonus from quill hunter class levels.

    At 6th level, a quill hunter gains Endurance as a bonus feat.

    Quills (Ex)

    At 1st level, a quill hunter grows a certain number of 1 inch retractable quills on their forearms and replenishes expended ones at an astonishing rate. The quill hunter can launch these quills from their body with incredible velocity to make them extremely potent weapons. A launched quill is a natural weapon that deals 1d6 piercing damage for a medium sized character, has a range increment out to five range increments of 60 feet + 5 feet per 2 quill hunter levels past 1st (3rd, 5th, 7th, etc.), and has a critical multiplier of x2. A quill hunter's quills are not long enough to be used as melee weapons and they are not capable of using quills on both arms with enough effectiveness to engage in two weapon fighting. Treat these quills as projectile weapons for the far shot feat. These quills can never be treated as thrown weapons for feats or any other purpose (such as adding strength to damage, spells, underwater attacks, etc.). Unlike most natural weapons, a quill hunter can make iterative attacks with their quills if they have sufficient base attack bonus just as though using a manufactured weapon to make multiple attacks. It is possible for a DM to allow a quill hunter to attack with a ranged quill attack while pinned. These quills can be retracted or readied as a swift action.

    A quill hunter does not rely on their strength score to augment the power of their quills. Instead, the quill hunter improves the velocity of their quill attacks as their body improves their quills and they add half their constitution modifier (if any, rounded down) to attack and damage rolls with ranged quill attacks.

    At 2nd level, a quill hunter body further improves their quills allowing them to add +1 to attack and damage rolls for their ranged quill attacks. These bonuses increase by +1 at 10th level and every 8 levels thereafter.

    Snap Shot (Ex)

    At 1st level, a quill hunter does not provoke an attack of opportunity if they attack an adjacent target with a ranged quill attack.

    At 4th level a quill hunter may make ranged quill attacks against targets up to 10 feet away from them without provoking an attack of opportunity. This distance increases by 5 feet at 8th level and every 4 levels thereafter.

    Track

    At 1st level, a quill hunter gains Track as a bonus feat.

    Attune Weapon (Su)

    At 3rd level, a quill hunter may attune a magic weapon they own with an enhancement bonus of at least +1 to themselves by meditating for 10 minutes (this process can also be used to remove the attunement). While the quill hunter wields a weapon to which they are attuned, their quills share the enhancement bonus and any energy enhancements of that weapon (such as flaming, frost, and shock). Furthermore, while the quill hunter is within 10 feet of a weapon to which they are attuned, they may redirect any damage the weapon would take (after hardness and other defenses as applicable) to themselves at any time with no action required (the damage the quill hunter recieves in this way is always untyped). A quill hunter may not attune themselves to more than one weapon at a time and may not attune themselves to a weapon that has been attuned to another. If a quill hunter genuinely transfers ownership of the weapon or dies the attunement ends and they must perform this process again later if they wish to attune to the weapon again.

    Piercing Quills (Ex)

    At 5th level, a quill hunter's quills ignore up to 5 points of damage reduction and up to 5 points of hardness.

    At 15th level, a quill hunter's quills ignore up to 10 points of damage reduction and up to 10 points of hardness.

    At 20th level, a quill hunter's quills ignore up to 10 + 1/2 Con Modifier (if any) points of damage reduction and up to 10 + 1/2 Con Modifier (if any) points of hardness.

    Swift Tracker

    At 14th level, a quill hunter can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

    ===

    For the times you'd like to play a ranged combat ranger without messing around with a bow and not as much magic (you can still use magic items).

    Pros:
    +Good Hp
    +Ranged Attacks
    +Nature Guide
    +Scout potential

    Cons:
    -Damage output boosting has less options than melee (no power attack, harder to get special weapon enhancement bonuses, no two weapon fighting or wielding with both hands, etc.)
    -Armor restrictions
    -No spells or magic from class features
    -Low will save in general

    Grammar errors and ambiguities patched here and there. If anyone notices any grammar issues or something that is mechanically obscure, let me know by post or pm (with a quote preferably).

    Made the quill hunter get a few more hp, especially at 1st level.
    Last edited by gooddragon1; 2019-09-08 at 05:48 PM.
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