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Member submitted 3rd Ed Prestige Classes A stag drinks by a babbling brook. The forrest is quiet except for the call of nature that is every where in this wooded grove. The twang of a bow is heard and the dear springs to alert, but it is too late, the great beast is felled by a soaring arrow. The Archer peaks his head up from behind a bush a great distance away, a smile crosses his face for today was a good hunt.

Adventures
Archers take to adventures as a new way to improve their porwess with their bow. Only by pushing themselves can they become better.

Characteristics
Archers are feared at long ranges. Their steady nerves and deadly aim can bring even the strongest foe to the ground. The archer will usually prefer to take the high ground then come face to face with an opponent. However, when push comes to shove, an archer can weild a weapon in defense.

Alignment
Archers can be of any alignment. Whether they chose to help the down trodden, use their skills to get what they want, to live a free life as a wanderer, or serve in a strict regiment, archers run the gamut.

Religion
Archers do not serve any one god and can worship whomever the please. If they do worship a deity, most choose those of nature.

Background
Archers draw from all over and from all walks of life. Most archers grow up with a bow in one hand and and arrow in the other. Wherther it is to provide food for the family or protect them from a threat. But not all grow up using the bow, some learn the skill while in military and pick up a knack for it.

Races
Practically all races have archers in them. The class is not suited for just one race and opens itself freely.

Classes
Archers get along with all other classes, though they warm up quickly to some more then others. Archers most often are seen with Druids, Rangers, or Barbarians cause of the ties with nature. Archers can get along with fighters with ease. Sorcerers and Wizards draw curiousity from the Archers and Paladins and Clerics show devotion which the archer respects.

Rules
Alignment: Any
Hit Dice: d6

Level BAB fort / ref / wil
Special

1st +1 +0 / +2 / +0
Archery Training (Basic)
2nd +2 +1 / +3 / +0
3rd +3 +1 / +3 / +1
Power Shot +1, Snipe (+1d6)
4th +4 +2 / +4 / +1
Craft (Arrows, Bows)
5th +5 +2 / +4 / +1
Archery Training (Improved), Dodge Missiles
6th +6 +2 / +5 / +2
Power Shot +2, Snipe (+2d6)
7th +7 +3 / +5 / +2
Speed Break, Mental break
8th +8 +3 / +6 / +2
Bank Shot
9th +9 +3 / +6 / +3
Power Shot +3
10th +10/+1 +4 / +7 / +3
Double Strafe, Archery Training (Great)
11th +11/+2 +4 / +7 / +3
12th +12/+3 +4 / +8 / +4
Power Shot +4, Snipe (+3d6), Craft (Master Work)
13th +13/+4 +5 / +8 / +4
14th +14/+5/+1 +5 / +9 / +4
15th +15/+6/+2 +5 / +9 / +5
Power Shot +5, Archery Training (Superior)
16th +16/+7/+3 +6 /+10/ +5
Guided Arrow
17th +17/+8/+4 +6 /+10/ +5
18th +18/+9/+5 +6 /+11/ +6
Power Shot +6, Snipe (+4d6)
19th +19/+10/+6 +7 /+11/ +6
20th +20/+11/+7 +7 /+12/ +6
Archery Training (Master)

Class Skills
Balance (Dex), Climb (Str), Craft (Arrows), Craft (Bows), Alchemy (Int), Hide (Dex), Jump (Str), Listen (Dex), Move Silently (Dex), Search (int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), Knowledge (Archery, Int), Wilderness Lore (Wis), Ride (Dex), Intuit Direction (Wis).
Skill Point 1st Level: (4 + Int mod) x 4
Skill Point at Each Additional Level: 4 + int Mod

Class Features
Weapon/Armor Proficiency: Archers are proficient in all simple and martial ranged weapons. Archers suffer a -4 penalty to all rolls when using anything other then a ranged weapon. Archers may only wear light armor.
Training: Archers gain special bonuses as their training in archery improves.
Basic - You do not provoke an attack of opportunity when shooting a projectile or throwing a weapon. +1 Dex Bonus +1 Attack Roll
Improved - The threat range when using a ranged weapon is doubled. Increase range by 5ft.
+1 Dex Bonus +1 Attack Roll
Great - Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, you can make one ranged attack against the same foe, at your highest attack bonus as a free action. Increase range by 5ft. +1 Dex Bonus +1 Attack Roll
Superior - While weilding a ranged weapon, your threaten range is 15ft. You may make an attack of opportunity against foes that enter or attempt to move through your threatened area. Increase range by 5ft. +1 Dex Bonus +1 Attack Roll
Master - Wisdom Modifier stacks with Dexterity Modifier for ranged attacks. Construct Divine Bow*. +2 Dex bonus
Power Shot: At 3rd level, and every 3 levels after, the Archer may add +1 to all damage rolls.
[Note: +Bonuses stack]
Snipe: Starting at 3rd level the Archer may make ranged sneak attacks at any opponent within 30ft whenever a target is caught flat-footed or denied his dex bonus to AC (whether or not he actually has one) the Archer adds sneak attack damage.
Craft: At 4th level the Archer may craft arrows and bows with a +5 compitence bonus. At 12th level an Archer is able to make arrows and bows with a +10 compitence bonus and all exotic types arrows and Master Work bows with a +5 compitence bonus.
Dodge Missiles: At 5th level the Archer has a vast amount of knowledge for ranged weaponry and attacks. As such they gain a +5 AC bonus vs. all ranged attacks.
Break: At 7th level the Archer may perform break attacks. By giving up all damage bonuses and reducing the damage dealt by half, the Archer is able to perform one of the following attacks.
Mental - The Archer endowes the arrow with magic energy. On a succesful hit the arrow head breaks off and burrows into victim causing searing pain as if on fire. All will saves and concentration checks suffer a -8 penalty.
Speed - On a succesful attack the arrow will strike a part of the creature that reduces its speed by half. Only two succesful Speed Breaks may be used on one creature.
Bank Shot: At 8th level the Archer may fire an arrow at a target within 20 feet of a wall (or similar object, like a tree or a door, as long as the surface is flat and hard enough). The target cannot be adjacent to the wall (min. 5 feet distance). The target is treated as being flat-footed for purposes of AC and damage inflicted. This is a full round action, since it is extremely difficult.
Double Strafe: At 10th level the Archer may perform Double Strafe. By giving up two attacks the archer may fire two arrows at a time. To calculate bonuses to damage add the bonuses for both attacks, (IE; Level 10 Archer would have +10/+1 bonuses), divide by 2 and round down. Range is reduced by half when using Double Strafe due to the difficulty of shooting two arrows at once.
Guided Arrow: At 15th Level or higher, an Archer can overcome the protection offered by any kind of cover from one-quarter to nine-tenths cover. The Archer may also overcome the miss chance associated with all types of concealment.

Divine Bow
Using a master forge, an Archer can spend 1 month creating a divine bow. It grants a +5 bonus to attack and damage rolls and can strike creatures, which would normally require magical weapons, and the bonus will stack with any magical bonus later placed on it. In addition, it also gains a +1 increase to its critical range and multiplier higher than a normal bow of its type (a longbow would have a base critical range of 18-20 and inflict quadruple damage on a critical strike). This benefit carries over to the Improved Critical feat and bows with a keen enchantment (the same longbow would have a critical threat of 15-20 with either the feat or the enchantment). The cost required to create the divine bow, in addition to the time needed, is 20,000 experience points. Once the bow is created the Archer must name the bow. Only a person knowing the true name of the bow may use its special bonuses.


Posted by Emery on Thursday, July 17, 2003 (09:42:07) (3893 reads)
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