Anabstercorian
First Post
Arrowhead
When I run, I run to kill. I move as the arrow moves - In a straight line, with purpose and lethal intent. When I charge, the air tears at my face and eyes in feeble protest. The windburn tears the hair from my body. A single misstep would smear me across the battlefield like a beetle crushed underfoot and dragged across a floor.
I don't make missteps.
I move so fast that the faces of my targets are only blurs. Smears of color on a swirling background. Smears of color that alight with shock and fear before splattering in to red. My spear punches through platemail and dragonflesh alike before shattering in to splinters.
I am an arrow. Speed kills.
Requirements:
Feats: Dash (from Song and Silence), Run, Weapon Focus (any spear or lance)
Skills: Jump, 8 ranks
Speed: 40
Special: Must spend a month in training each Arrowhead level.
Statistics:
Hit Die: d8
Base Attack Bonus: Good
Good Saves: Reflex
Special Abilities:
1: Improved Dash
2: Arrowhead Charge (+1d6)
3: I Am An Arrow +1
4: Arrowhead Charge (+2d6)
5: Part Water
6: Arrowhead Charge (+3d6)
7: I Am An Arrow +2
8: Arrowhead Charge (+4d6)
9: Meteor Dash
10: Arrowhead Charge (+5d6)
Improved Dash (Ex): An arrowhead gains a bonus to his base speed equal to his Arrowhead level times 5. If the Arrowhead is Medium sized, any speed greater than 50 feet is considered a supernatural ability, and his speed is reduced to 50 feet where supernatural abilities do not function.
Arrowhead Charge: This is the cornerstone of the arrowhead's abilities. When making a Charge attack with a spear, lance, or any weapon that can be set to receive a charge, an arrowhead can add one or more dice of Piercing damage to his damage. This bonus damage is multiplied on a critical hit. The quantity and type of dice is provided in the table above.
Due to the overwhelming impact of this attack, the weapon used to make this attack, and the Arrowhead, both take damage equal to the bonus damage rolled, even if the attack doesn't damage the target. If the weapon is destroyed, all excess damage is channelled to the Arrowhead. The weapon (and the Arrowhead) take this damage whether or not the attack is successful. Arrowheads do not have to use this ability when they make a charge attack, and even if they do, they do not have to use all of their dice. Often an arrowhead holds back, for fear of destroying his weapon.
For example, Eryll, a Barbarian5/Arrowhead10, is making a charge. He rolls 27 points of bonus damage. When he makes his attack, he inflicts 27 points of bonus damage on both his target (since he made his to-hit roll) and his weapon. Since his wooden longspear is under the effect of a Greater Magic Weapon, it is considered to be +5, giving it a hardness of 10 and 15 hitpoints. The weapon takes 27 points of damage, shattering it instantly, and Eryll takes the remaining 2 points of damage.
I Am The Arrow: At 3rd level, all spears, lances, or weapons that can be set to receive a charge held by the arrowhead instantly gain a +1 Enhancement bonus. This bonus increases by 1 every five levels thereafter. This bonus exists only as long as the arrowhead actually holds the weapon.
Part Water: At 5th level, you no longer provoke an attack of opportunity with an overrun attempt, and you gain a bonus to overrun attempts equal to your Arrowhead level. Your target may step out of the way to avoid your overrun if he is not flatfooted and makes a Reflex save DC 10 + 1/2 your arrowhead level, but may not attempt an attack of opportunity against you. You may also overrun creatures your size or smaller.
Meteor Dash (Ex): Once per day per nine levels, an arrowhead may double his base speed for a number of rounds equal to half his constitution bonus (minimum of one round.)
When I run, I run to kill. I move as the arrow moves - In a straight line, with purpose and lethal intent. When I charge, the air tears at my face and eyes in feeble protest. The windburn tears the hair from my body. A single misstep would smear me across the battlefield like a beetle crushed underfoot and dragged across a floor.
I don't make missteps.
I move so fast that the faces of my targets are only blurs. Smears of color on a swirling background. Smears of color that alight with shock and fear before splattering in to red. My spear punches through platemail and dragonflesh alike before shattering in to splinters.
I am an arrow. Speed kills.
Requirements:
Feats: Dash (from Song and Silence), Run, Weapon Focus (any spear or lance)
Skills: Jump, 8 ranks
Speed: 40
Special: Must spend a month in training each Arrowhead level.
Statistics:
Hit Die: d8
Base Attack Bonus: Good
Good Saves: Reflex
Special Abilities:
1: Improved Dash
2: Arrowhead Charge (+1d6)
3: I Am An Arrow +1
4: Arrowhead Charge (+2d6)
5: Part Water
6: Arrowhead Charge (+3d6)
7: I Am An Arrow +2
8: Arrowhead Charge (+4d6)
9: Meteor Dash
10: Arrowhead Charge (+5d6)
Improved Dash (Ex): An arrowhead gains a bonus to his base speed equal to his Arrowhead level times 5. If the Arrowhead is Medium sized, any speed greater than 50 feet is considered a supernatural ability, and his speed is reduced to 50 feet where supernatural abilities do not function.
Arrowhead Charge: This is the cornerstone of the arrowhead's abilities. When making a Charge attack with a spear, lance, or any weapon that can be set to receive a charge, an arrowhead can add one or more dice of Piercing damage to his damage. This bonus damage is multiplied on a critical hit. The quantity and type of dice is provided in the table above.
Due to the overwhelming impact of this attack, the weapon used to make this attack, and the Arrowhead, both take damage equal to the bonus damage rolled, even if the attack doesn't damage the target. If the weapon is destroyed, all excess damage is channelled to the Arrowhead. The weapon (and the Arrowhead) take this damage whether or not the attack is successful. Arrowheads do not have to use this ability when they make a charge attack, and even if they do, they do not have to use all of their dice. Often an arrowhead holds back, for fear of destroying his weapon.
For example, Eryll, a Barbarian5/Arrowhead10, is making a charge. He rolls 27 points of bonus damage. When he makes his attack, he inflicts 27 points of bonus damage on both his target (since he made his to-hit roll) and his weapon. Since his wooden longspear is under the effect of a Greater Magic Weapon, it is considered to be +5, giving it a hardness of 10 and 15 hitpoints. The weapon takes 27 points of damage, shattering it instantly, and Eryll takes the remaining 2 points of damage.
I Am The Arrow: At 3rd level, all spears, lances, or weapons that can be set to receive a charge held by the arrowhead instantly gain a +1 Enhancement bonus. This bonus increases by 1 every five levels thereafter. This bonus exists only as long as the arrowhead actually holds the weapon.
Part Water: At 5th level, you no longer provoke an attack of opportunity with an overrun attempt, and you gain a bonus to overrun attempts equal to your Arrowhead level. Your target may step out of the way to avoid your overrun if he is not flatfooted and makes a Reflex save DC 10 + 1/2 your arrowhead level, but may not attempt an attack of opportunity against you. You may also overrun creatures your size or smaller.
Meteor Dash (Ex): Once per day per nine levels, an arrowhead may double his base speed for a number of rounds equal to half his constitution bonus (minimum of one round.)
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