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Mystify
2011-05-17, 11:29 PM
Feral Archer

Feral archers master a unique type of archery. Drawing on their inner rage and
strength, they send powerful attacks across the battlefield, peircing armour and hide alike. Their style puts a lot of stress on the bow, so they learn to maintain them in their more lucid moments.

Requirements:
Rage class ability
craft(bowmaking) 8 ranks
Precise shot
BAB 5

Class features:
1 Feral rage, favored bow, maintain bow, overdraw
2 strengthen bow
3 restore power
4 upgrade strength rating
5 bowclub, improved overdraw

class skills: climb, craft, handle animal, intimidate, jump, listen, ride, survival,
swim

skill points: 4+int
HD: d12
good fort saves


Feral rage:
a feral archer's levels stack with barbarian levels for determining the effects of rage

Favored bow:
A Feral archer may pick a certain bow to be their favored bow. They must have used it regularly for a week before it can be chosen. If their favored bow is lost or destroyed, they may choose a new favored bow after they use it for a week. They get special options with their bow:

Maintan bow
A Feral archer adds their class levels to their craft(bow) checks to repair damage to their favored bow

Strengthen bow
A feral archer can spend a day strengthening their favored bow. This increases its hp by 2 for every feral archer level they have, and raises its hardness by 1. These adjustments are from the base bow, and do not stack with other such improvements. This costs 10gp/level in material components

Restore power
A feral archer learns how to repair their bow in such a way to keep its magical properties intact. When they repair their favored bow destroyed by overdraw, the weapon's enchantment remains intact.

upgrade strength rating
By spending 100gp on materials and making a craft(bow) check of 15+new strength rating to add 100gp of value to their favored bow, they can increase its composite rating by 1, or grant it a composite rating if it did not have one

Bowclub
If the favored bow has been strengthened to +10 hp, it becomes sturdy enough to use as a quarterstaff. When armed with their bow, they can use it as a club if its a shortbow, or a quarterstaff if its a longbow. They count as being armed and threaten squares around them.

Overdraw:
A feral archer normally keeps their strength rating on their bow low enough for them to use it without raging. However, they learn to use their rage to increase the draw on their bow. By stretching it past its limits, they can get more power. This does not come without risk. While raging, a feral archer can add the extra strength from rage to the damage dealt by the bow, even if this is more than its strength rating would normally allow. This extra power also allows the arrow to penetrate armor easier. Decrease the targets armour or natural armour bonus to AC by the amount of this str increase. This decrease applies only to attacks by this bow, and the penalty can be applied to armour or natural armour in any combination.

example: Phil has AC 20, 5 from a breastplate, 4 from dex, and 1 from natural armour.

A feral archer rages for +4 str, and overdraws for +2. This allows him to reduce phils ac to 18, either by reducing hte armour from the breastplate to +3, or reducing the breastplate to +4 and the natural armour to +0.

To simplify this, you can just add the str increase to accuracy, but only if the enemy has at least that much armor bonus and natural armor.

If a feral archer rolls a 1 while overdrawing, he pulls too hard and damages the bow. This deals damage to the bow equal to the feral archer's strength, ignoring hardness. This damage is reduced by 1 for each point of enchantment bonus the bow has, and by an additional 1 for every Feral archer level.

Greater overdraw
A feral archer can improve the amount they overdraw their weapon, causing it to deal 1-1/2 times strength damage. However, while doing so, the damage dealt by a rolling a natural 1 increases to 1-1/2 strength damage.

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What do you think? I thought this would be an interesting take on a barbarian.