Quincy (3.5e Class)

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Quincy[edit]

A ranged spiritual energy figther.

Making a Quincy[edit]

Quincy are ranged only characters and are most effective as a support character raining havoc on the enemy while the team's tank distracts the enemy. The abilities that are most important are Dexterity for the bow and Wisdom for the abilities. Constitution is also helpfull.

Alignment: Any Lawful.

Starting Age Simple.

Table: The Quincy-

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Quincy Bow (1d8), Spiritual Tap, Weapon Focus (Quincy Bow), Favored Enemy
2nd +1 +0 +3 +3 Reiraku, Point Blank Shot
3rd +2 +1 +3 +3 Spirit Focus (1d8)
4th +3 +1 +4 +4 +1 Quincy Bow
5th +3 +1 +4 +4 Quincy Bow (1d10), Hirenkyaku, Uncanny Dodge
6th +4 +2 +5 +5 Spirit Focus (2d8), Rapid Shot
7th +5 +2 +5 +5 Evasion
8th +6/+1 +2 +6 +6 +2 Quincy Bow, Eagle Eye Shot
9th +6/+1 +3 +6 +6 Spirit Focus (3d8), Rain of Arrows, Greater Weapon Focus (Quincy Bow)
10th +7/+2 +3 +7 +7 Sanrei Glove, Bankai Quincy, Quincy Bow (1d12)
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Spirit Focus (4d8), +3 Quincy Bow
13th +9/+4 +4 +8 +8 Soul Target
14th +10/+5 +4 +9 +9 -
15th +11/+6/+1 +5 +9 +9 Spirit Focus (5d8), Quincy Bow (2d8)
16th +12/+7/+2 +5 +10 +10 +4 Quincy Bow
17th +12/+7/+2 +5 +10 +10 Ransotengai
18th +13/+8/+3 +6 +11 +11 Spirit Focus (6d8), Hirenkyaku (2 + Wis Modifier a day)
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 +5 Quincy Bow, Quincy Bow (2d10)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Tumble.

Class Features[edit]

Quincy Bow (Su):: A Quincy’s main weapon is the bow they form out of spiritual energy gathered from around them. This bow is similar in size and shape to a composite longbow, and has the same range increment and critical. Because it is made out of pure energy, a Quincy bow has no weight. Rather than carry the bow, a Quincy can manifest and dissipate it, which uses a move action. There is no ammunition to carry, as the arrows are formed from spiritual energy as the string is pulled. At first level, a Quincy’s bow only does 1d8 damage, but the damage increases every five levels (1d10 at 5, 1d12 at 10, and so on). Only a person with levels in Quincy may use or form this bow, and if the Quincy who formed it loses conscience or dies, the bow dissipates. All damage done with the Quincy bow is force damage. At 4th level, the bow naturally gains a +1 enchantment, which increases every four levels (+2 at 8th, +3 at 12, etc.).


Spiritual Tap (Su):: Quincy’s are naturally adept at focusing and controlling energy, and can condense it for a more powerful attack with ease. When attacking with a Quincy bow, a Quincy may add his Wisdom modifier to attack rolls and damage in place of his Dex.
Favored Enemy (Ex):: From the moment they learn to form a bow, Quincys train heavily for combat against evil spirits. Due to this extensive study, a Quincy gains +2 on all saves from effects caused by undead, spirits, and ethereal creatures. A Quincy also gains a +2 on all attack rolls and damage rolls against such creatures.
Reiraku (Ex):: At 2nd level, a Quincy learns how to visualize the spiritual threads attached to every soul. This allows a Quincy to detect one’s alignment. If the Quincy believes the alignment is being concealed, they may attempt a Concentration check (DC = Spell level + Spellcaster’s level) to see the true alignment. Quincys can also track a particular soul by their thread. This requires a Survival check (DC = 10+1/mile from Quincy).
Point Blank Shot (Ex):: At 2nd level, a Quincy gains the feat Point Blank Shot, even if he or she does not meet the requirements.
Spirit Focus (Su):: A Quincy can spend extra time to gather more energy for a single shot. At 3rd level, a Quincy may spend a swift action to add 1d8 damage to a shot. This damage increases every three levels (2d8 at 6th, 3d8 at 9th, and so on). Only one Spirit Focus may be applied to a shot at a time.
Hirenkyaku (Su):: At 5th level, a Quincy learns to manipulate the spirit energies beneath his feet, for very fast movement. This allows a Quincy to perform the spell Dimension Door as a move action a number of times a day equal to their Wisdom modifier + 1. At 18th level, this increases to 2 + Wisdom modifier. A Quincy can only move himself and his equipment, and can still attack after moving,but they can only do it once per round.
Rapid Shot (Ex):: At 6th level, a Quincy gains the feat Rapid Shot, even if he or she does not meet all the requirements.
Eagle Eye Shot (Ex):: At the cost of a movement action, a Quincy may take additional aim, adding +10 to their next attack.
Rain of Arrows (Ex):: This full attack action allows a Quincy to fire an arrow at all foes in range. You must roll to confirm for every enemy individually, and no feats, abilities, or bonuses may be applied to this attack other than the Quincy's Dexterity modifier and Spiritual Tap.
Sanrei Glove (Ex):: At 10th level, a Quincy may perform a ritual that allows them to dramatically increase their power. By putting on the Sanrei Glove, and firing arrows nonstop for seven days and seven nights, a Quincy can then form a bow as a free action, and receive a +5 bonus to attack rolls and damage. The glove, once the ritual is complete, can only be removed once. At which point the Quincy will become a Bankai Quincy for 10 rounds, but will lose all levels and related abilities, and can never restore or gain any more levels as a Quincy, with the exception of the use of a Wish or Miracle spell.
Sanrei Glove Removal(Su):: When a Quincy removes his Sanrei Glove; he temporarily gains immense power, far past his normal threshold. This sudden gain negatively affects the Quincy’s body, as stated above. For 10 rounds, a Quincy’s statistics and abilities are changed as follows:
Hit Dice: Change the Hit Dice to d12s, and double the amount of Hit Dice.
Quincy Bow: All bonuses to attacks and damage resulting from a Quincy ability or feat are doubled, and the amount of dice used for damage is doubled.
Spirit Shot and Soul Target: The amount of d8s used for Spirit Shot are doubled, and Soul Target allows the substitution of 2d8 for 1d6 of permanent ability damage to Int, Wis, or Cha.
Eagle Eye Shot: As a free action, a Quincy can add +20 to his next attack.
Hirenkyaku: Hirenkyaku becomes an immediate action, and can be used once a round.
Note: This does not allow a Quincy to gain abilities he does not yet know. An 11th level Quincy would not be able to use Soul Target or Hirenkyaku if be changed to a Bankai Quincy.


Soul Target (Su):: A variant of Spirit Focus, this ability allows a Quincy to substitute a d8 of damage from Spirit Focus for 1 point of temporary damage to Int, Wis, or Cha. More than one d8 can be substituted, and the damage may be divided up among the different abilities as desired. For example, Ishida, a 15th level Quincy, can use a Spirit Focus that deals 2d8 damage, plus 1 point of temporary damage to Int and 1 point of temporary damage to Cha.
Ransotengai (Su):: Originally a technique designed to allow aged Quincys to continue fighting, Ransotengai creates thin threads made of spiritual energy around the body, allowing a Quincy to manipulate his body as he wills. A Quincy no longer gains any penalties due to old age, and any penalties already in place are negated. This does not prevent the Quincy from aging, however, and he will still die of old age, assuming he lives that long. As the threads are controlled by will, a Quincy can substitute his Wisdom modifier for any check, save, or bonus that uses his Strength or Dexterity modifier. A Quincy’s limbs can no longer be severed, as the threads reform the instant they are cut, although damage still occurs. The formation of these threads are automatic, and are not dissipated even if the Quincy is rendered unconscious or dies, but a Quincy can suppress this ability if he so chooses.


Weapon and Armor Proficiency: Quincys are proficient with no weapons other than their own Quincy bow and light armors.

Ex Quincy[edit]

The only way to become an Ex Quincy is to remove the Sanrei Glove and activate the Quincy's Bankai after the ability has run its course the Quincy loses all his abilities and levels of a Quincy forever.

Epic Quincy[edit]

Table: The Epic <-class name->

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


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