Quincy Abilities

Bow Constructions

All quincy bows have a single construction, chosen from the following list. This construction is chosen when the Quincy's cross is obtained, and can be changed when they create a new cross.

Short Bow

  • A small bow that allows its user to maneuver effectively while remaining capable of attacking. When attacking with this bow, simply use the information listed above for range and damage. This character receives an automatic +1 to their attack rolls with this bow. In addition they may lower their damage by up to their base attack bonus, gaining the same amount as a bonus to hit.

Longbow:

  • A large bow that makes it harder to maneuver, but gives its user great control over their shots. The Quincy may take a penalty up to her base attack bonus to gain twice as much bonus damage. In addition, the Quincy gains +2 to their damage rolls with this bow.

Crossbow

  • A powerful bow that relies on a trigger to fire it. When attacking with this bow, use the information listed above, but decrease the range by 10 ft, and inflicts damage as if the quincy was four levels higher. At level 20, it inflicts 2d10 damage. The Quincy receives an automatic +1 to her attack rolls with this bow, and all Bow Attributes that give bonus damage have their die sizes increase by one.

Web Bow

  • A bow with a weblike structure, allowing its user to fire multiple shots at once, with some difficulty. When attacking with this bow, each individual attack becomes two attacks with a -5 to hit after all other calculations. All modifiers that would affect that singular attack are applied to both of the attacks. Decrease the range by 10 ft. Cascade of Arrows Master Shot costs 10 less Spirit Charges.

Whip Bow

  • A bow in function only, it uses a cord to sling arrows at the target. A Quincy using a Whip Bow may make Attacks of Opportunity that threaten within two squares of them, and do not provoke attacks of oportunity for attacking. In addition, the Whip Bow can be used to trip, disarm, or grapple (and pin) opponents within ten feet.

Pistol

  • A weapon of the modern Quincy, looked down on by traditionalists. A Quincy bow made in the Pistol form requires only one hand to use, and is treated as a light weapon. Due to the focus created by the compact form of the Pistol, the Quincy's critical multiplier increases by one step (to x3) and deals extra damage equal to one-half the Quincy's level. In addition, the cost to use the Master Shot Shoot Away changes to the damage dealt multiplied by 2. If the quincy desires, they may manifest two pistols at once, allowing them to dual wield them.

Rifle

  • A further advancement of the modern Pistol form, the Rifle Bow is also treated by traditionalists as over-complicated messes. A Rifle bow deals damage as though the quincy where four levels higher, plus the Quincy's level. At level 20, it inflcits 2d10 damage A Quincy using the Rifle bow increases it's range by 1/2 and ignores 5 points of damage reduction (10 points at 10th level). Using the Piercing Arrow Master Shot with a Rifle bow decreases the cost by 15.

Thrown Weapon

  • A peculiar take on the Quincy bow that takes some mastering. The Quincy manifests many tiny cross-shaped blades of energy (or similar items) rather than a bow, which float around the Quincy's wrists. Whenever a Quincy makes a full attack action, they can choose to make one attack against all enemies within 10 ft. per attack, up to a maximum of twice their maximum number of attacks, instead of attacking normally. Using Throwing Blades counts as a light thrown weapon, rather than a ranged weapon

Bow attributes

Bow attributes are abilities inherent to a quincy’s bow. So long as the quincy has her bow to hand, they are always active

Unless otherwise stated, all bow attributes can be used at one time so long as the Quincy has enough Spirit Charges to activate each one. Keep in mind, however, that abilities will flow in a logical order – and if two abilities that would not be able to stack (such as scattershot and penetrating) are activated at once, then only the one activated last would take effect but both would cost Spirit Charges, though the attack would still count as being boosted by both abilities for all purposes.

Unless stated otherwise, the save DC for all quincy bow attributes is 10 ++ 1/2 character level ++ either wisdom or dexterity modifier, using whichever is higher.

The Quincy can choose whether or not to make use of any attribute before firing. They do not need to use an ability on all of their attacks, or the same abilities on each attack in the event they make more than one per turn.

How to read

Name: The name of the attribute
Prerequisites: what abilities the Quincy must already possess to obtain the ability; unless otherwise stated, an ability of greater value to a listed prerequisites also qualifies (EG: an ability requiring 13 wis would be obtainable with 15 or more etc).
Activation Cost: Any costs that must be paid to use the ability. If the ability has both a passive and activated effect (eg: rimefrost), then the cost is only needed for the activated effect
Effect: What the ability actually does, any limitations etc
Special: any other notes that do not fit into the above segments

Name Prerequisites Activation Cost Description
Acidic None None Adds acid damage to bow shots
Acidic Bloodstream Acidic 2 Spirit Charges Deal acid damage over time
Meltdown Acidic Bloodstream 6 Spirit Charges Consued acidic bloodstream to cause a burst of acid damage
Barrier None None ++3 Dr/-
Chilling None None Adds cold damage to bow shots
Freezing Chilling 8 Spirit Charges Freeze foes solid
Rimefrost Freezing 3 Spirit Charges Black ice steals life from the foe and heals the user
Crackling None None Adds lightning damage to bow attacks
Lightning Rod Crackling 2 Spirit Charges makes foes more vulnerable to lightning
Overcharge Lightning Rod 4 Spirit Charges Causes lightning damage over time and can cause a chain reaction
Explosive None 2 Spirit Charges Fire explosive arrows that damage those nearby
Flaming None None adds fire damage to bow
Igniting Flaming 2 Spirit Charges Arrows can set foes alight
Wildfire Igniting 3 Spirit Charges Hurgy flames consume all nearby
IndirectFire Indirect Fire Penetrating, Scattershot OR Volley None A shot that can touch anywhere on the battlefield
Life Drinking None none deals bonus damage and restore some health
Penetrating None 2 Spirit Charges Fire an arrow that pierces a line of foes
Powerful None None Deal more bow damage
Precise None None Increases Critical chance or damage
Range None None a long range bow
Recharging None None Bow slowly restores spirit charges whilst active
Restorative None None Bow grants fast healing
Scattershot None 2 Spirit Charges Fires a blitz of arrows in a cone ahead of the quincy
Selective Explosive, Penetrating, Scattershot OR Volley None More control on area attacks
Shielding None None bow functions as a shield
Sickening level 6++ 2 Spirit Charges Bow shots cause sickness
Infection Sickening Sickening ++ 3 Victim becomes a carrier of sickness
Pandemic Sickening, infection X spirit charges Creates a cloud of sickness
Soul Drinker None None fire arrows that rip spiritual power from the foes soul and transfers it to the quincy
Terrifying Terrifying level 6++ 2 Spirit Charges Arrow causes fear effects
Deep Fear Terrifying 6 spirit charges Arrows cause intense fear
Fear Aura Terrifying, barrier None Project an aura of fear around yourself
Nightmare Terrifying, Fear Aura Terrifying * 2 Overcome fear immunity
Vanishing None 4 Spirit Charges Fine an invisible arrow that catches the foe flatfooted
Phase Arrow Vanishing, Level 16++ 10 spirit charges Fire an arrow that ignores all obstacles.
Volley None 2 Spirit Charges Fire a volley of arrows at an area in range
Wide Volley Volley Volley * 2 Sacrifice accuracy for area of effect

Acidic

  • Prerequisites: None
  • Activation cost: None
  • The energy from the quincy's bow hisses and drips spiritual acid. the Quincy's shots deal ++2d6 acid damage
  • Special: This can be taken up to thee times. The effects stack

Acidic Bloodstream

  • Prerequisites: acidic
  • Activation cost: 2 Spirit Charges per target
  • Any creature the Quincy hits has a chance for it's very blood to turn into acid for a short while. This is as painful as it sounds. If the quincy hits with an attack from her bow, then she can choose to force her victim to make a fortitude save or be infected. The save is made at the end of the attack action, and each victim makes one save regardless of the number of hits. Each hit after the first enhanced by this ability raises the save DC by 2
  • If the victim fails their save, then in each subsequent round the creature suffers ½ the damage of her Acidic bow attribute. They victim may make a new fortitude save, at the same DC, each round to end the effect. Other than by passing their save or dying, this ability only ends of the quincy choose to, as a free action, dispel it.
  • Special: This ability may be taken multiple times. Each time increases the save DC by 2.

Arcing

  • Prerequisites: penetrating bow attributes
  • Activation cost: 2 Spirit Charges per rotation
  • When firing a penetrating shot, after each creature hit, the Quincy can choose rotate the line up to 90 degrees from the creature, so long as there is another valid target within 10ft of the new rotation

Barrier

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow forms a protective field around them, granting them DR 3/-.
  • Special: This ability may be multiple times. Its effects stack.

Chilling

  • Prerequisites: None
  • Activation cost: None
  • The quincy's bow causes frost to form in the air around it, and is cold to touch. The bow deals ++2d6 cold damage.
  • Special: This ability can be taken up to three times. It's effects stack

Crackling

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow can launch arrows charged with electric energy. They may add 2d6 Electric damage to all attacks made with their bow.
  • Special: This ability may be taken up to three times. Its effects stack.

Deep Fear

  • Prerequisites: Terrifying bow attribute.
  • Activation cost: 6 Spirit Charges per victim.
  • The quincy can imbue their arrow with fear of the darkest kind. This ability functions as the terrifying bow attribute, however, if the victim fails save, they progress two steps of fear rather than one.

Explosive

  • Prerequisites: None
  • Activation Cost: 2 Spirit Charges per attack
  • The Quincy's arrow can be made to explode, causing damage to all around the target. Whenever the Quincy attacks, they may choose to cause the arrow to explode outwards. If they do so, for each hit, all characters on squares adjacent to the target take Force damage (Reflex Save for half, DC=10++1/2 Quincy's level ++ Dexterity modifier) equal to the bow damage of the Quincy, without any additional damage or effects that their normal attack has. This does not affect the initial target

T* his ability may be used with any ability that modifies the effect of the arrow to require a save of some kind rather than a to hit roll, such as penetrating. In thic case, anyone adjacent to a creature that failed its save is hit by the explosion

Fear Aura

  • Prerequisites: terrifying bow attribute, barrier bow attribute
  • Activation cost: none
  • the Quincy's cross emits a palpable aura of fear that threatens to overwhelm creatures coming too close. The cross itself is darkened and blackened. The quincy emits an aura of fear, with the same effect as their Terrifying ability with a radius of 10 ft. once a creature has passed its save, it is no longer effected by the aura for 24 hours. This does not affect creature the quincy sees as an ally
  • Special: this can be taken multiple times. Each time increases the area by 5 ft

Flaming

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow can launch arrows imbued with flame. They may add 2d6 Fire damage to all attacks made with their bow.
  • Special: This ability may be taken up to three times. Its effects stack.

Freezing

  • prerequisites: chilling
  • Activation cost: 8 spirit charges
  • the Quincy's bow coats those they shoot with a layer of thick, restricting ice, immobilizing and threatening to freeze them to death. Whenever the Quincy's attacks hit, they choose to force the victim make a DC 10 ++ ½ character level ++ Wisdom modifier fortitude save at the end of the attack action or be frozen for 1d3 rounds. Frozen creatures can be freed by fire, by breaking the ice, or by making a DC 15 ++ Quincy level strength of escape artist test. The ice has 5 HP per Quincy level and a hardness of 10 ++ Quincy level. a frozen creature is paralysed. A frozen creature suffers the effects of extreme cold. The ice created is as vulnerable to fire as natural ice. fire damage of greater than 10 will instantly melt it.
  • The save is made at the end of the attack action, and the victim makes one save regardless of the number of hits. Each hit after the first enhanced by this ability raises the save DC by 2. they do not need to enhance each attack in a single full attack action.

Using this ability nullified the damage from the quincy’s Chilling Bow attribute for the entire attack.

  • Special: This ability can be taken multiple times. Each time increases the duration by 1 round, hardness by 1, HP by 5 and save DC by 2.

Igniting

  • Prerequisites: Flaming
  • Activation Cost: 2 Spirit Charges
  • The Quincy's arrows can ignite a foe, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Flaming Bow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10++Half the Quincy's level ++ dexterity modifier) or be ignited. While ignited, they take 1d8 Fire damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer ignited. If not, then they remain ignited.
  • Special: This Ability may be taken multiple times. Each time increase the damage by 1d8 and the DC by 2.

Indirect Fire

  • Prerequisites: One or more of; Penetrating, Scattershot, Volley
  • Activation Cost: None
  • When firing an arrow boosted by either the penetrating or scattershot bow attributes, the quincy can choose to count one square within her first bow increment as her location for determining range. If she uses this ability, then the line/cone can only be placed going in the same direction as the arrow did from the quincy (or as near as possible)
  • When firing an arrow boosted by the volley bow attribute, the quincy can choose any square in range to centre the burst, rather than one in her first range increment.

Infection

  • prerequisites: sickening bow attribute
  • Activation cost: sickening ++ 3
  • Whenever the quincy uses their sickening bow attribute, they can use this ability at the same time. If the creature fails it's save, then it becomes a carrier. So long as it remains effected by the sickening bow attribute , all other creatures that end their turn adjacent to the carrier, or come into contact with the carrier must pass a fortitude save (as sickening), or suffer from sickness one stage lower than the original carrier, for the same duration as the carrier. This ability does not affect creatures the quincy sees as allies.

Life Drinking

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's arrows deals an additional 1d8 damage on each successful hit, restoring the same amount to the Quincy's HPs.
  • Special: This ability may be taken up to three times. Its effects stack.

Lightning Rod

  • prerequisites: crackling
  • Activation cost: 2 Spirit Charges per creature effected.
  • the Quincy's shots charge the creature hit with electricity, and subtly alters them to draw more power into themselves. Whenever the quincy hits with an attack with her bow, she can choose to force the target make a will save DC (10 ++ ½ character level ++ Wisdom modifier) reflex save at the end of the attack action or become a living lightning rod. Each round thereafter the victim can attempt a fortitude save, at the same DC, to end the effects.
  • If they fail their save, they are dazed and any electrical attacks gain a bonus to hit equal to the quincy's wisdom modifier, and have their save DC (If Applicable) increased by ½ the quincy’s wisdom modifier. This lasts until the quincy chooses to dispel the effect, the victim passes a fortitude save or a number of rounds equal to the quincy’s wisdom modifier.

This ability can be used as part of a full attack action. If so, then each hit after the first on a single target raises the save DC by 2 and the duration by 1 round, rather than forcing another save. The Quincy must pay for each attack individually

  • Special:This ability can be taken multiple times. Each time increases the duration by 1 round, save DC by 1, and the bonus to hit by 2

[Meltdown* Meltdown

  • Prerequisites: Acidic bloodstream.
  • Activation cost: 6 Spirit Charges
  • The Quincy can, at a command, cause a surge in the burning blood of their victim, cleansing the unfortunate soul of the acid only to have it burst out in. As a standard action all victim(s) of acidic bloodstream emit a spherical burst of acidic blood with a radius of 1/3 Quincy level * 5 ft, causing damage as your acidic bow attribute, with a reflex save (dc 10 ++ ½ character level ++ wis or dex modifier) for half damage. The creature(s) effected by acidic bloodstream suffer full damage automatically (no save)
  • Using this ability dispels the effects of Acidic Bloodstream on the target(s).

Nightmare

  • Prerequisites: terrifying, deep fear, fear aura
  • Activation cost: as ability * 2
  • everyone has something their afraid of, you just need to find it. When attacking a foe with fear immunity, the quincy is capable of doubling the cost of their terrifying bows shots, to overcome fear immunity. If this ability is used, then the duration is halved.

Overcharge

  • prerequisites: lightning rod..
  • Activation Cost: 4 Spirit Charges per jump
  • The victim of lightning rod suffers ½ the damage for crackling so long as they suffer from lightning rod. Whenever the creature touches another creature, or an ends a round adjacent to them the Quincy can have the sparks jump to that creature by paying the activation cost. They must pass a reflex save (as lightning rod) or be affected by living lightning rod as well, with the duration, and effect equal to ½ that of the original target. Overcharge cannot be used on a creature if they themselves where effected by overcharge’s spark effect this turn.

Pandemic

  • Prerequisites: Sickening, Infection
  • Activation costs: sickening ++ X
  • When using sickening, the quincy can choose to, as a standard action, make a single attack against one creature, and expend Spirit Charges as normal, and then expel an emanation of sickness with a radius equal to ½ X * 5, where X is the number of Spirit Charges used to power this ability. The emanation lasts for a number of rounds equal to the quincy's wisdom modifier. Every creature in the emanation suffers the effects of the quincy's sickness bow attribute.

Penetrating

  • Prerequisites: None
  • Activation cost: 2 Spirit Charges
  • As a standard action, the quincy can choose to fire a line with a range 1/2 of her bow range, that deals damage equal to her quincy bow. Other than the line effect, this attack is treated as a standard bow shot in all respects. Creatures hit are allowed a reflex save, with a DC of 10 ++ ½ character level ++ dex or wisdom for ½ damage.
  • The quincy can instead use this ability as a full round action. If she does so, she multiplies the range of the line by the number of attacks she could make in a full attack action (including any class features or feats)

Phase Arrow

  • Prerequisites: vanishing, level 16++
  • Activation cost: 10 Spirit Charges per shot
  • A phase arrow almost always hits it's target, striking with unerring accuracy through any obstacle. Phase arrows pass through walls and obstacles without slowing down, even spiritual barriers. So long as the quincy knows her targets location, she can target it (miss chances apply as normal if the quincy cannot see the foe fully or from spells or abilities) regardless of obstacles, and miss chance granted by walls and the like are ignored. A Phase Arrow cannot be caught or deflected. Phase arrows ignore all armour, natural armour and deflection bonuses.

Powerful

  • Prerequisites: None
  • Activation Cost: None
  • the Quincy's arrows deal an increased amount of damge. Increase the Quincy's Bow damage by one dice size (1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d8, 3d10, 4d8, 6d6 etc).
  • Special: This ability may be taken up to three times. Its effects stack.

Precise

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy gains +1 to hit and damage, and lowers the critical threat range by one, to a maximum of 17, or increases the critical damage multiplier by 1 to a maximum of *3
  • Special: This ability may be taken up to three times. Its effects stack.

Range

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's Bow has greater reach than most. Double its range.

Recharging

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow constantly generates additional Spirit Charges, automatically gaining 1 spirit charge each turn.
  • Special: This ability may be taken up to three times. Its effects stack.

Restorative

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow grants the Quincy Fast Healing 3.
  • Special: This ability may be taken up to three times. Its effects stack.

Rimefrost

  • Prerequisites: freezing
  • Activation cost: 3 Spirit Charges
  • The ice the Quincy creates is painful to touch, and always hungry, drawing life away from the victims to empower the quincy. The ice created through freezing deals damage equal to ½ the Quincy's chilling damage to the captured creatures and anyone that that touch it each (IE: makes a touch attack, grapples etc) round.
  • By paying the Activation cost as a free action during their turn, the quincy is healed for the amount of damage it deals until the start of their next turn.

Scattershot

  • Prerequisites: None
  • Activation cost: 2 Spirit Charges
  • As a standard action, the quincy can choose to fire a cone with a range ¼ of her bow range, that deals damage equal to her quincy bow. Other than the cone effect, this attack is treated as a standard bow shot in all respects. Creatures hit are allowed a reflex save, with a DC of 10 ++ ½ character level ++ dex or wisdom for ½ damage.

The quincy can instead use this ability as a full round action. If she does so, she multiplies the range of the cone by the number of attacks she could make in a full attack action (including any class features or feats)

Selective

  • Prerequisites: One or more of; Penetrating, Scattershot, Volley, Explosive
  • Activation cost: None
  • Whenever the Quincy uses a master shot or a bow attack with an area of effect, she can, for each creature in the area, choose whether that creature is effected or exempt from the effect of the attack/master shot

Shielding

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's bow can be used to better deflect and block attacks. They receive a +2 deflection Bonus to AC while wielding their bow, and can use it as a shield, identical to a light shield for their size class, save any damage it deals is force damage.
  • Special:This attribute may be taken multiple times. Its effects stack.

Sickening

  • prerequisites: level 6++
  • Activation cost: 3 Spirit Charges
  • The quincy's arrows causes sickness and nausea, leaving the victim unable to retaliate. Whenever the quincy hit someone with their bow, they can choose force that creature to pass a fortitude save (DC 10 ++ ½ character level ++ wisdom modifier) or be sickened for 1d4 rounds per 6 quincy levels. If they fail another save in subsequent rounds whilst still sickened (or under the effects of a stronger variant), they are nauseous instead of sickened. Failing a 3rd save brings fevers, and with that vomiting and confusion. Each round, the victim my make a fortitude save at the same base DC to move down one stage, or to end the effect if they are only sickened.
  • The quincy can only effect each victim a single time in one round. Every subsequent hit improves the save DC by 2. The quincy can choose which of his attacks to apply the sickening attribute too.
  • **Special* ** this ability can be taken multiple times. Each time increases the save dc by 2, and the duration by 1 round

Soul Drinker

  • Prerequisites: None
  • Activation Cost: None
  • The Quincy's arrows deal an additional 1d8 SEP damage to the foe. If the quincy hits with this attack, then she regains gains 2 Spirit Charges in return.
  • Special: This ability may be taken up to three times. Its effects stack.

Terrifying

  • Prerequisites: level 6++
  • Activation cost: 2 Spirit Charges per victim.
  • The quincy’s arrows glow with a haunting light, their tips invoke the deepest nightmares of those they strike, burrowing into their minds to drag these dark thoughts to the surface, leaving the victim screaming in terror. Whenever the quincy hits a foe with an attack from her bow she may choose to have them make a will save with a DC of (10 ++ ½ character level ++ wisdom modifier) or be shaken for 1d4 rounds per 6 quincy levels (min 1d4).

If this ability is used on a creature that is shaken it instead becomes frightened, then panicked, then unconscious and probably scared for life

  • Regardless of the number of times the creature is hit, it only makes one save. Each hit after the first increases the save dc by 2. The Quincy does not need to imbue each shot with this ability, and can choose which shots/hits to imbue with the Terrifying property.
  • special: this can be taken up to 3 times, each time increases the duration by 1 round, and the save dc by 2.

Vanishing

  • Prerequisites: None
  • Activation Cost: 4 Spirit Charges per shot
  • when making an attack against an enemy within 60ft, the quincy may treat the target as though they where flat-footed for the purpose of the attack.
  • Special: this can be taken multiple times. Each time increases the range by 30 ft

Volley

  • Prerequisites: None
  • Activation Cost: 2 Spirit Charges/ 2 Spirit Charges per hit
  • As a standard action, the quincy can choose to fire a spherical burst with a radius equal to ¼ their bows range increment at any square within said range increment. This burst causes damage as the quincy’s bow. Any creature hit by the burst is entitled to a reflex save with a save dc of 10 ++ (1/2 quincy level ++ dex or wis modifier) for ½ damage.This is treated as a standard ranged attack for all purposes
  • This ability can be used as a full found action as well. If done so, then the shot costs 2 * X Spirit Charges, where x is any number from 2 to the number of attacks the Quincy could make in a full attack action (including feats, equipment and class features), and every creature in the burst suffers X number of hits. They must save for each hit individually.

Wide Volley

  • Prerequisites: Volley
  • Activation Cost: As Volley * 2
  • Whenever the quincy uses their volley ability, they may choose to count their quincy level as ½ for the purpose of determining the save DC to increase the range of the burst by an additional ¼ her bow’s range incriment
  • * Special: This ability can be taken multiple times. Each time after the first increases the range of the burst by an extra ¼ base range incriment. It does not affect the save DC or cost.

Wildfire

  • Prerequisites: Igniting
  • Activation cost: 3 Spirit Charges per use
  • The flames of the quincy’s bow take on a mystical quality, and any creature the quincy has ignited creature has a chance of spreading it's fire. The fire damage from igniting ignores ½ the victims fire resistance, and on immune creatures instead deals ½ damage. So long as the victim remains on fire, then any time the creature touches anything else flammable, or ends their turn adjacent to it, the Quincy can choose to have the that item/creature make a reflex save, as the Quincy's igniting ability, or catch fire as well. They must pay for each creature/object affected individually. Wildifre cannot spread on the turn the victim catches fire.

[[ #Master Shots]]

Name Description
Anticipatory Shot a quick shot that counts a foes movement
Cascade of Arrows Rain death and destruction upon every foe in range
Disintegrating Shot Sacrifice power to restore spirit charges
Penetrating Arrow A powerful line shot that deals heavy damage
Looping Shot An attack that loops round for a second chance to hit
Pushing Shot A shot that sacrifices damage to knock a foe away..
Seeker Arrow Fire a shot that hunts down the foe
Shoot Away Defend yourself by blocking the foes strike with an arrow
Soul Shot Shoot an arrow that damages the foes soul rather than their body
Stepping Shot Dodge and counterattack
Knockdown Shot Fire a powerful arrow to knock the foe over.

Anticipatory shot

  • Activation Cost: 5 spirit charges
  • The Quincy follows the spiritual signatures of others, catching them off guard after they come out of a teleportation-like maneuver, or if they move whilst in the quincy’s sight. Whenever an opponent moves uses Shunpo, Hirenkyaku, or any similar ability, if it begins ends their move within this character's bow's range, this character may make an attack of opportunity using her bow .This attack may be enhanced by paying Spirit Charges as normal. You may not exceed your normal number of attacks of opportunity in this way.

Cascade Of Arrows

  • Activation Cost: 20 spirit charges
  • The Quincy has learned how to generate a multitude of arrows on their bow, and fire tham all at various targets at once. As a full round action, a Quincy may fire an arrow at each and every target within range, to a maximum of one target for Quincy level they have. Each attack uses the Quincy's primary attack bonus, and each enemy may only be targeted by a single arrow. If the quincy is using a Web Bow, each foe in range is targeted by two attacks at the primary attack bonus -5.

Disintegrating Shot

  • Activation Cost: free
  • The Quincy may loose some spirit particles from a target with this attack. By reducing the damage on all attacks made during a turn by 1d6, to a minimum of 0, declared at the start of their turn, they add the result of that d6 once per each hitting attack to the next Spirit Charge made by a Quincy.

.++ Penetrating Arrow

  • Activation Cost: 20 spirit charges
  • The Quincy can fire their arrow straight through an opponent and into the creatures behind it. They select a line of effect equal in length to their range, and then make a single attack at their highest base attack bonus. This is compared to the ACs of all individuals within Range, and all that it would hit take damage equal to the Quincy's normal bow damage plus any relevant modifiers, multiplied by the number of attacks they could make in a full attack action. If an individual takes up multiple squares within the Line of Effect, then they are rolled as only on individual, and if they are hit, are hit by a number of attacks equal to the number of Squares they occupy within the Line of Effect. If using a Web Bow, this ability has two separate lines of effect that may be overlapped or fired in different directions, each at -5 to hit.

Looping Shot

  • Activation Cost: X spirit charges +4/+2 if using longbow construction
  • The Quincy may make missing shots attempt to curve back at their target. When any bow attack made by this Quincy misses, they may to attempt the attack again, with the same enhancements and modifiers in place, where X is the amount the attack missed by

Pushing Shot

  • Activation Cost: 5 spirit charges
  • The Quincy may use their Shot to shove a foe away instead of harming them. As a standard round action, or as an y number of attacks in a full round action , they may make a single attack at their highest base attack bonus. If the attack hits, it deals no damage, but damage is still rolled. Move the target away from the Quincy until the reach of the Quincy's

range. This movement does incur attacks of opportunity, and an attack of opportunity that hits ends this movement. Every 10 ft., they are entitled to make a strength check (DC=10+the damage the attack would have dealt) to stop moving. This attack may be enhanced by paying Spirit Charges as normal.

Seeker Arrow

  • Activation Cost: 5 spirit charges
  • The Quincy has learned how to lock their shot onto a target's reiatsu, or spiritual fingerprint. They may make a singular attack as a full round action with their highest base attack bonus. If using the Web Bow, they fire two arrows at a -5 penalty. The arrow is fired at a target known to them within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrows range prevents the arrow's flight. This ability negates cover and convealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Shoot Away

  • Activation Cost: varies
  • The Quincy can knock away attacks targeting their teammates using their bow. When an ally of theirs takes damage from an attack within their bow range, the Quincy may choose to pay a number of Spirit Charges equal to the damage dealt/5, to negate that damage. This ability may be used to protect themselves. Doing such is treated as making an attack of opportunity, although it is not attacking a foe, and may only be done a number of times up to the number of times that the Quincy may normally make attacks of opportunity.

Soul Shot

  • Activation Cost: 10 spirit charges
  • Soul Shot: The Quincy targets the source of the target's power, instead of wounding their body directly. They may have their attacks deal damage to the target's SEP or Spirit Charges (every 5 damage, round up, that would be dealt = 1 Spirit Charge) instead of their HP. This attack may be enhanced by paying Spirit Charges as normal. This ability can be used as either a standard or a full attack action, firing the normal number of shots

Stepping Shot

  • Activation Cost: 10 spirit charges/ 5 if using short bow construction
  • The Quincy uses Hirenkyaku after an attack to evade retaliation. Taking this ability requires having the Hirenhyaku class feature. As a standard action she may make a single attack at their highest base attack bonus and then use Hirenkyaku as normal, even if they had already used Hirenkyaku during that turn. If they haven't used Hirenkyaku before using this Master Shot, they pay 5 Spirit Charges to use it, but may not use Hirenkyaku after this Master Shot resolves. This attack may be enhanced by paying Spirit Charges as normal.

Knockdown Shot

  • Activation Cost: 5 -1 for each size cat below medium, + 3 for each larger.
  • The Quincy can take a foe off their feet using their arrows. As a full round action, by paying 5 Spirit Charges, the Quincy may make a single attack at their highest base attack bonus. If the attack hits, the shot deals damage as normal, multiplied by the number of attacks the quincy could normally make in a full attack action and the target is knocked Prone. If the quincy is using a web bow, then they may make two at the same target at -5 to hit, and counting the target as ne size category larger. I f the quincy is using a crossbow construction, they count the target as one size category smaller. This attack may be enhanced by paying Spirit Charges as normal.
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