| Post/Author/DateTime | Post |
|---|---|
| #1alvl1heroOct 24, 2008 1:49:07 | I don't think anyone will care, but I spent about two weeks developing this class. With help from my DM I think its done, but I haven't written any lore on it. Let me know what you think, ya? Psypher Bowmen Alignment: Any Lawful. Hit Die: d8. Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Jump, Knowledge (Nature), Knowledge (Arcana), Knowledge (Nobility and Royalty), Profession, Search, Survival,Sense Motive, Spot, Survival, Use Magic Device. Skill Points at 1st Level: (6 + Int modifier) X 4 Skill Points at Each Additional Level: 6 + Int Modifier Class Features: Weapon and Armor Proficiency: A Psypher Bowmen is proficient with all Simple Weapons and an Exotic Weapon, the Psypher Crossbow. Inherited Psypher: At 1st level, the Psypher Bowmen receives the Psypher Crossbow. This is a magical crossbow that has many unique properties and is the weapon needed to use most of a Psypher Bowmen's skills. The first property is that the Psypher Crossbow can't be broken by any means except by another psypher . The second, the Psypher Crossbow does not shoot standard crossbow bolts. Instead it shoots Arcane Bolts which do no more damage then a standard crossbow bolt, but of which, it has an unlimited supply.Third, the crossbow may be fired up to 15 times without being reloaded. Reloading takes a full round action, as it is a heavy crossbow, and the user must be on a solid footing to perform this action. For a description of this weapon see the end of the chapter. Psypher Charge: Gained at 1st level the Psypher Crossbow has an astounding ability, after charging its power the bowmen may use a power of her choice that she has learned from the Psypher Power list. The bowmen must make a DC 15 Use Magical Device check for 2 turns as full round actions, to achieve a full charge. After charging, the bowmen may move as normal but if she is struck in combat anytime during or after the charge is complete she must make a successful concentration check, or lose the charge and be knocked prone. |
| #2alvl1heroOct 24, 2008 1:52:14 | Psypher Power: At 1st, 3th, 6th, 9th, and 12th level the Psypher Bowmen may choose, from the list below, one additional Psypher Power. Psypher Spray: Using the Psypher Spray allows a Psypher Bowmen to fire a 15ft fan of bolts that home in on anyone in range. The bolts deal 1d6 + her Charisma modifier points of damage per Psypher Bowmen level (max 15d6). This attack uses 5 bolts and may be improved with feats. Piercing Shot: Using Piercing Shot a large 5 foot arcane bolt fires from the Psypher Crossbow piercing through all targets in a 30ft line and dealing 1d6 + her Charisma modifier points of damage per Psypher Bowmen level (max 15d6) . This attack uses 5 bolts and may be improved with feats. Psypher Heal: Psypher Heal is a channeled fast healing effect. It cures 1/2 Psypher Bowmen level + her Charisma modifier points of damage in a 10ft burst from the user to everyone in its radius every turn the Psypher Bowmen channels it. If the Psypher Bowmen is hit while channeling, she is treated as having a full charge and must make the appropriate concentration check as per her current Psypher Charge level. Phozon Burst: The Psypher Burst is a blast of energy emanated from the Psypher Bowmen. Anyone in a 20ft radius take 1d8 + her Charisma modifier points of Force damage per every 2 Psypher Bowmen levels (Max 10d8). Anyone caught in the blast must make a fortitude save (10 + 1/2 Psypher Bowmen level + her Cha modifier) or be thrown back 10ft from the Psypher Bowmen and knocked prone. This attack may be improved with feats Phozon Ashes: Photon Ashes is a channeled damage effect. It causes 1/2 Psypher Bowmen level + her Charisma modifier points of baleful energy damage in a 10ft burst from the user to any living thing in its radius every turn the Psypher Bowmen channels it. If the Psypher Bowmen is hit while channeling, she is treated as having a full charge and must make the appropriate concentration check as per her current Psypher Charge level. |
| #3alvl1heroOct 24, 2008 1:53:59 | Rapid Shot: At 1st level the Psypher Bowmen gains the Rapid Shot feat even if she does not have the normal prerequisites for this feat. Mobility: At 3rd level, the Psypher Bowmen gains the Mobility feat even if she does not have the normal prerequisites for this feat. Psypher Improvement: At 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level, the Psypher Bowmen may pick a new property to add to her bow. Doing so increases the enchantment bonus on the crossbow. Properties available are at the DMs discretion. Shot On The Run: At 4th level, Psypher Bowmen gains the Shot On The Run feat even if she does not have the normal prerequisites for this feat. Improved Rapid Shot: At 5th level, Psypher Bowmen gains the Improved Rapid Shot feat. Overload: Beginning at 5th level, and every 5 levels after that, the Psypher Bowmen may activate Overload a number of times per day. After performing a Psypher Charge and selecting a Psypher Power to use, she may choose to activate Overload as part of the effect. All damage done during an Overload, after calculation, is doubled, as well as the range and the scope (this provides a +2 Overload bonus to the Psypher Bursts fortitude save). After using an Overload the Psypher Bowmen becomes fatigued. |
| #4alvl1heroOct 24, 2008 1:57:23 | Improved Psypher Charge: At 6th level, the Psypher Bowmen is beginning to utilize the Psypher Charge at an improved rate. She now only has to charge for 1 full round and a standard actions to fully charge the attack. In addition, she no longer falls prone due to failing a concentration check after being struck. Greater Rapid Shot: At 11th level, Psypher Bowmen learn to fire at an unbelievable speed. The bowmen may use a 2nd extra attack at there highest base attack bonus but at new -4 penalty to all attacks made that round (This -4 penalty stacks with the -2 from Rapid Shot and the +2 from Improved Rapid Shot.) Greater Psypher Charge: At 12th level, the Psypher Bowmen has almost fully reached her maximum potential with the Psypher Charge. She now only has to charge for 2 standard actions to fully charge the attack. Her new found control of the Psypher Charge now gives her a +2 bonus on concentration checks but, the Use Magical Device check is now raised to 20 as well. Master Rapid Shot: At 16th level, the Psypher Bowmen can fire a multitude of shots as fast as it takes to blink, or with the accuracy of a hawk. Being a master of the rapid shot affords two choices to the bowmen. She can either chose to fire even faster then before (incurring another -4 penalty for a total of -8 to all attacks made that round for a 3rd extra attack), or adding to her accuracy to make each arrow more deadly (choosing this you may ignore your -4 penalty on all your ranged attack rolls from Greater Rapid Shot). Master Psypher Charge: At 17th level, the Psypher Bowmen has truly mastered the Psypher Charge. Now it takes only 1 standard action to fully charge an attack and she now has a +4 bonus to concentration checks after being struck in combat. Finaly, the Use Magical Device check is now raised to 25. |
| #5alvl1heroOct 24, 2008 1:58:44 | |
| #6alvl1heroOct 24, 2008 2:01:27 | The Tasla, or Rinblam, is an ancient crossbow usually handed down through the royal family of the Great Fairy's. The appearance of the Tasla is that of a Crossbow half way between being a Heavy Crossbow and a Repeating Crossbow. It seems to be made of some type of black metal and ash wood, with a large red crystal on the end of it.![]() |