so, a few quick thinkings I was doing, laid out in quincy form...
Bow constructionsHandbow: A handbow, also known as a horse bow, is a small, compact bow smaller even than a shortbow. It lacks the range and power of other bows, but it can be called and fired in a heartbeat. A handbow has half the range of a normal quincy bows, and a -1 to damage, however unlike a normal ranged weapon the quincy threatens all squares within 10ft, and she herself does not invoke attacks of opportunity when attacking.
Pistol: A weapon of modern quincy, looked down on by the traditionalists as a silly, newfangled tool only for posers. A pistol quincy bow requires only one hand to fire, and deals damage as if they quincy was 4 levels higher. However, the recoil means the quincy has a -2 to hit when firing, and it is harder to adapt quincy techniques to the modern design, meaning the quincy increases the cost of master shots by ¼.
If they desire, the quincy can dual wield bows with the pistol design. Both are manifested from one cross
Rifle Much like the pistol bow design, this design is looked down upon by traditional quincy, and is based purely on modern warfare. A rifle bow design deals damage as if it was 4 levels higher, and increases the range by ½. However, the recoil means the quincy has a -2 to hit when firing, and it is harder to adapt quincy techniques to the modern design, meaning the quincy increases the cost of master shots by ¼.
Thrown weapon A quincy with a thrown weapon bow design manifests numerous cross shapes blades of energy (or other similar things), instead of a single bow. These have a range ¼ that of the range of a normal bow. As a full round action, instead of making a normal attack, the fullbringer can make one attack against all enemies within 5 ft per attack, up to a maximum of twice their maximum number of attacks. This counts as a thrown weapon in place of a ranged weapon
Whipthis replaces the current oneA whip bow is a quincy weapon in focus only, as it works more like a traditional weapon than a ranged one. This works like a melee weapon with a reach of 10ft, that can be used to trip, disarm or grapple (and pin). The fullbringer can still strike adjacent squares.
Bow attributes:Scattershot: When making a standard attack action, the quincy can pay 2 spirit charges to make her attack into a cone with a range ¼ of her bow range, that deals damage as normal. Victims are allowed a reflex save, with a DC of 10 + ½ character level + dex or wisdom for ½ damage. If she instead makes a full attack action, she can multiply the range by the number of attacks she could make instead of making multiple attacks, up to a maximum of her normal range, or increase the damage by her bow damage for each attack sacrificed. She can mix these as she sees fir
Penatrating: When making a standard attack action, the quincy can pay 2 spirit charges to make her attack into a Line with a range ½ of her bow range, that deals damage as normal. Victims are allowed a reflex save, with a DC of 10 + ½ character level + dex or wisdom for ½ damage. If she instead makes a full attack action, she can multiply the range by the number of attacks she could make instead of making multiple attacks, up to a maximum of her normal range, or increase the damage by her bow damage for each attack sacrificed. She can mix these as she sees fir
ArcingPrerequisites: penatrating bow attributes
When firing a penetrating shot, after each target the quincy can choose to redirect the line up to 90 degrees, so long as there is another valid target within 10ft. This costs the quincy 2 spirit charges for each change in direction.
WildfirePrerequisites: Igniting
the ignied creature has a chance of spreading it's fire, and the flames burn much brighter. The fire damage from igniting ignores fire resistance and immunity. Any time the creature touches anything else flamable, or ends their turn adjacent to it, the quincy can pay 2 spirit charges 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
Chillingthe bow deals +2d6 cold damage.
Can be taken multiple times, stacking and all that
Freezingprerequisites chilling
the quincy's bow freezes those they shoot, turning them into popsicles. Whenever the quincy's attacks hit, the target must pass a DC 10 + ½ character level + reitsu modifier fortitude save at the end of the attack option or be frozen for 1d3 rounds. Frozen creatures can be freed by fire, or 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 paralyzed. A frozen creature suffers the effects of extreme cold
This ability can be taken multiple times. Each time increases the duration by 1 round, hardness by 2, hp by 10 and save dc by 2.
RimefrostPrerequisites: freezing
the ice the quincy creates is painful to touch, and always hungry. The ice created through freezing deals damage equal to ½ the quincys chilling damage to all creatures that touch it. If the quincy chooses to pay 2 spirit charges in a round, It heals itself and the quincy for the damage it causes.
Lightning Rod prerequisites: crackling
the quincies shots charge the creature hit with electricity, and subtly alters them to draw electricity. If when attacking the quincy pays 2 spirit charges, and the attack hits, the target must pass a DC 10 + ½ character level + reitsu modifier reflex save at the end of the attack option or become a living lightning rod, and be dazed for 1d3 rounds. Being a lightning rod lasts until they pass a reflex save. Any electricity attack directed against a living lightning rod gains a bonus to hit and/or save DC equal to 2 + the number of times crackling has been taken. Multiple instances of this ability do not stack, but the one with the greatest duration supersedes. They must pay for each creature/object
This ability can be taken multiple times. Each time increases the duration by 1 round, save DC by 2, and the bonus by 2
Overchargeprerequisites: lightning rod.
The victim of lightning rod suffers ½ the damage for crackling until they no longer suffer from lightning rod. Whenever the creature touches another creature, the quincy can have the sparks jump to that creature for 2 spirit charges. They must pass a reflex save (as lightning rod) or be effected as well
Acidicthe quincys shots deal +2d6 acid damage
this can be taken multiple times. The effects stack
Acidic BloodstreamPrerequisites: acidic
any creature the quincy shoots has a chance for it's very blood to turn into acid for a short while. This is as painful as it sounds. If when attacking the quincy pays 2 spirit charges, Any creature hit by the quincys attacks must pass a fortitude save (dc 10 + ½ character level + dex or wis) or have the acid infect their bloodstream, causing 1d8 acid damage each round, ignoring any DR. this lasts 1d3 rounds, or until the creature passes a further fortitude save.
MeltdownPrerequisites: Acidic bloodstream.
The quincy can manipulate the acid in their victim, cleansing the unfortunate soul to have it burst out in a burst with a range of corrosive blood and guts. This costs 6 spirit charges. The victim(s) of acidic bloodstream emit a spherical burst with a radius of 1/3 quincy level * 5 ft, causing acidic ability damage to everyone hit, with a reflex save (dc 10 + ½ character level + wis or dex modifier) for half damage. The creatures effected by acidic bloodstream suffer full damage automatically (no save)
this is a standard action.
Terrifyingbow causes fear on hit. DC 10 + ½ level + wis will save or be shaken, then next level if they fail again next turn and so on. Duration 1d4 rounds
can be taken multipe times. Each time increses the duration by 1 round, and the save dc by 2.
Nausiating:bow causes sickness on hit. DC 10 + ½ level + wis will save or be nauseated, then next level if they fail again next turn and so on. Duration 1d4 rounds
can be taken multipe times. Each time increses the duration by 1 round, and the save dc by 2.
Blinding/Silencing:bow causes either blindness or silence on hit. DC 10 + ½ level + wis will save or be blinded or silenced. Duration 1d4 rounds
can be taken multipe times. Each time increses the duration by 1 round, and the save dc by 2.
Stunningprerequisites: fear, nausiating or blinding
costs 2 spirirt charges per shot. Bow causes stun on hit. DC 10 + ½ level + wis will save or be stunned. Duration 1d4 rounds
can be taken multiple times. Each time increases the duration by 1 round, and the save dc by 2.
Irritatingcosts 2 sep on shot. bow causes rage on hit. DC 10 + ½ level + wis will save or rage (as spell) second hit upgrades to frenzy. Duration 1d4 rounds or until they pas a will save
can be taken multipe times. Each time increses the duration by 1 round, and the save dc by 2.
Vanishingby paying 2 sep per attack, that attack is made as though the target was flat footed, so long as they where within 60ft
This ability can be taken multiple times, each time increases the range by 30ft.
And some (potential) class features, because I was thinking about them and I like them. Need feedback, please
Fightning formationReplaces other oneQuincies are trained to work well together in teams, covering one another's weaknesses and their backs. So long as the quincy is adjacent to another ally, the receive a +2 bonus to ac and +1 bonus reflex saves, and the allies receive ½ this. At 10th level, and 20th level, this increases by +2/+1
4th level:
Reflexive ShotThe act of drawing the string of a spirit bow is a technique designed to promote accuracy and efficiency, as well as centre the soul. If in need, a quincy can fire an arrow within a heartbeat at the cost of energy and accuracy.
The quincy no longer suffers attacks of opportunity for shooting their bow, and they threaten squares adjacent to them with their bow. If they use this ability, they only receive ½ spirit charges from any ability that grants spirit charges in the next round. This suffers a -2 to hit, which is reduced to -1 at level 8, and removed at level 16
8th level:
Overwatchquincy are trained to fight in formation, to both attack and defend. The quincy can, as a standard action, choose to threaten every square within ½ their quincy level, or to threaten a number of squares equal to ½ their quincy level within their first range increment, chosen when this ability is used.
Will think of more in morning, sleeping now