Anabstercorian
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Arrowhead
Observe the arrow. Through forceful speed and precise direction it can inflict terrible wounds on even the most potent opponent. The arrowheads follow this philosophy in their own martial study, using magically enhanced sprints and leaps to let them impale enemies with their spear and lance charges.
Requirements:
Feats: Dash (from Song and Silence), Run
Skills: Jump 8 ranks
Special: An arrowhead must also meet one of the following prerequisites, but only one:
He must have been wounded (reduced to or below 0 hp) by a critical hit from an arrow; He must have the feat Zen Archery; He must have 8 ranks Craft (Fletcher.) If he meets any of these requirements, he has the profound appreciation and understanding of the power of the arrow that is necessary for an arrowhead.
Statistics:
Hit Die: d8
Base Attack Bonus: As fighter.
Good Saves: Reflex
Special Abilities:
1: Improved Dash
2: Speed of the Dart
3:
4:
5:
6:
7: Impalement
8:
9:
10: Meteor Dash
Improved Dash: When in no armor or light armor and carrying no more than a light load, an Arrowhead gains a bonus to his base speed equal to 5 ft. times his Arrowhead level.
Speed of the Dart: When making a charge attack with a spear or lance wielded in two hands, an Arrowhead may add one point of bonus damage for every 20 feet in your speed. For example, an Arrowhead moving at speed 80 thanks to Boots of Striding and Springing may add 4 points of bonus damage.
Speed of the Javelin: As Speed of the Dart, except you get one point of bonus damage for every 15 feet in your speed.
Speed of the Bolt: As Speed of the Dart, except you get one point of bonus damage for every 10 feet in your speed.
Impalement: When using a spear or lance weapon in two hands during a charge attack, an arrowhead gains a special ability. Immediately after a successful critical hit, the Arrowhead may choose to leave his spear or lance imbedded in or through the body of the target. If he does, the target bleeds for one point of damage a round and is Entangled until the spear is removed, whether by the arrowhead or by another. Once removed, the target bleeds fo three points of damage a round until the wound is bandaged (DC 23 + arrowhead level Heal check) or at least fifteen points of magical healing are applied.
Speed of the Arrow: As Speed of the Dart, except you get one point of bonus damage for every 5 feet in your speed.
Meteor Dash: Once per day for every ten levels of Arrowhead, an arrowhead may sprint, temporarily multiplying his base speed by three for a number of rounds equal to half his Constitution bonus (minimum one round.)
NEW EXOTIC WEAPON: Great Spear (Huge)
Greatspear
1d10 damage
Weighs 10 lbs
Costs 20 gp
Range 10 ft
Reach: 15 feet
A greatspear is basically a pike. It can be wielded as a Large Exotic Weapon or a Huge weapon. It can only be used on a charge attack or to be set against a charge - In other situations it is too clumsy to use.
It can affect targets 15 feet away, but not targets 10 or 5 feet away.
Important notes:
When increasing speed multiple times, such as with both Boots of Striding and Springing and with Expeditious retreat, remember that when two things multiply, they add. Speed 30 plus the Boots plus Expeditious Retreat will give you a speed of 90.
Additionally, when moving at high speeds, a character may take severe damage from impacting another creature or a solid object such as a Wall of Force.
If the arrowhead strikes something significantly harder than itself (a Wall of Force, a mountainside), he takes full damage and the other target takes none. If the arrowhead strikes something slightly harder than itself (a dragon, a tree) he takes full damage and the other target target takes half damage. If the arrowhead strikes something equally hard, both targets take full damage. If the arrowhead strikes something slightly softer than itself, he takes half damage and the target takes full damage. If the arrowhead strikes something much softer than itself, it takes full damage and the arrowhead takes none.
When using Speed of the Dart or similar abilities, this damage is taken by the arrowhead's spear if it fails to successfully strike the target.
Observe the arrow. Through forceful speed and precise direction it can inflict terrible wounds on even the most potent opponent. The arrowheads follow this philosophy in their own martial study, using magically enhanced sprints and leaps to let them impale enemies with their spear and lance charges.
Requirements:
Feats: Dash (from Song and Silence), Run
Skills: Jump 8 ranks
Special: An arrowhead must also meet one of the following prerequisites, but only one:
He must have been wounded (reduced to or below 0 hp) by a critical hit from an arrow; He must have the feat Zen Archery; He must have 8 ranks Craft (Fletcher.) If he meets any of these requirements, he has the profound appreciation and understanding of the power of the arrow that is necessary for an arrowhead.
Statistics:
Hit Die: d8
Base Attack Bonus: As fighter.
Good Saves: Reflex
Special Abilities:
1: Improved Dash
2: Speed of the Dart
3:
4:
5:
6:
7: Impalement
8:
9:
10: Meteor Dash
Improved Dash: When in no armor or light armor and carrying no more than a light load, an Arrowhead gains a bonus to his base speed equal to 5 ft. times his Arrowhead level.
Speed of the Dart: When making a charge attack with a spear or lance wielded in two hands, an Arrowhead may add one point of bonus damage for every 20 feet in your speed. For example, an Arrowhead moving at speed 80 thanks to Boots of Striding and Springing may add 4 points of bonus damage.
Speed of the Javelin: As Speed of the Dart, except you get one point of bonus damage for every 15 feet in your speed.
Speed of the Bolt: As Speed of the Dart, except you get one point of bonus damage for every 10 feet in your speed.
Impalement: When using a spear or lance weapon in two hands during a charge attack, an arrowhead gains a special ability. Immediately after a successful critical hit, the Arrowhead may choose to leave his spear or lance imbedded in or through the body of the target. If he does, the target bleeds for one point of damage a round and is Entangled until the spear is removed, whether by the arrowhead or by another. Once removed, the target bleeds fo three points of damage a round until the wound is bandaged (DC 23 + arrowhead level Heal check) or at least fifteen points of magical healing are applied.
Speed of the Arrow: As Speed of the Dart, except you get one point of bonus damage for every 5 feet in your speed.
Meteor Dash: Once per day for every ten levels of Arrowhead, an arrowhead may sprint, temporarily multiplying his base speed by three for a number of rounds equal to half his Constitution bonus (minimum one round.)
NEW EXOTIC WEAPON: Great Spear (Huge)
Greatspear
1d10 damage
Weighs 10 lbs
Costs 20 gp
Range 10 ft
Reach: 15 feet
A greatspear is basically a pike. It can be wielded as a Large Exotic Weapon or a Huge weapon. It can only be used on a charge attack or to be set against a charge - In other situations it is too clumsy to use.
It can affect targets 15 feet away, but not targets 10 or 5 feet away.
Important notes:
When increasing speed multiple times, such as with both Boots of Striding and Springing and with Expeditious retreat, remember that when two things multiply, they add. Speed 30 plus the Boots plus Expeditious Retreat will give you a speed of 90.
Additionally, when moving at high speeds, a character may take severe damage from impacting another creature or a solid object such as a Wall of Force.
Code:
Feet/Round-MPH.......Damage
35........-20.......1d6
50........-30.......2d6
70........-40.......3d6
90........-50.......4d6
105.......-60.......5d6
125.......-70.......6d6
145.......-80.......7d6
160.......-90.......8d6
180.......-100.......9d6
200.......-110.......10d6
215.......-120.......11d6
235.......-130.......12d6
255.......-140.......13d6
270.......-150.......14d6
290.......-160.......15d6
310.......-170.......16d6
325.......-180.......17d6
345.......-190.......18d6
365.......-200.......19d6
If the arrowhead strikes something significantly harder than itself (a Wall of Force, a mountainside), he takes full damage and the other target takes none. If the arrowhead strikes something slightly harder than itself (a dragon, a tree) he takes full damage and the other target target takes half damage. If the arrowhead strikes something equally hard, both targets take full damage. If the arrowhead strikes something slightly softer than itself, he takes half damage and the target takes full damage. If the arrowhead strikes something much softer than itself, it takes full damage and the arrowhead takes none.
When using Speed of the Dart or similar abilities, this damage is taken by the arrowhead's spear if it fails to successfully strike the target.
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