View Full Version : Archery Powered Psionic, The Psionic Archer PrC [3.5]

Khyell Hyre
2011-05-18, 02:04 AM
Today, surfing on internet i found a homebrew PrC that catch my eye, was the Psionic Archer by IronShadow, but the class was using the 3.0 rules, so i set my mind on giving it a new life on 3.5 and now, thing everyone is here for:

Psionic Archer
“My mind is the bow; my thought the arrow. You are the target.”

Archers are steadily becoming a copper piece a dozen. Some have risen above the typical trappings of the title “archer” and developed devastating abilities, such as the arcane archer and the initiate of the order of the bow, and have made word “archer” a term to be feared by enemies and praised by compatriots.
Recently, however, a new breed of archer has arisen. He possesses all of the conventional trainings of other archers, and yet branches off on his own path of specialized techniques and abilities. Where the arcane archer melds magic with arrows, and the initiate uses the deadly ranged weapon in close quarters, the psionic archer taps the mind to augment his attacks and to wreak havoc on the minds and bodies of her of opponents.

Hit Die: d8

To qualify as a psionic archer, a character must fulfill all the following criteria:

Base attack bonus: +6
Autohypnosis: 9 ranks
Concentration: 9 ranks
Knowledge (Psionics): 11 ranks
Psionics: Able to manifest 3th-level powers.
Feats: Point Blank Shot and Weapon Focus: Any bow or crossbow.
Proficiency: Proficient with at least one bow or crossbow weapon.
The psionic archer’s class skills (and key ability for each) are: Autohypnosis (Wis), Climb (Str), Concentration (Con), Jump (Str), Knowledge (Psionics) (Int), Craft (Int), Use Psionic Device (Cha)
Skill points per level: 4 + Intelligence modifier.

Ability Table:
BAB Saves
1 2/0/2 Psionic Arrow I, Bow Capacitor
2 3/0/3 Enhanced Arrow +1 (Distance)
3 3/1/3 Greater Psionic Shot, Psionic Arrow I
4 4/1/4 Enhanced Arrow +2 (1d6 Elemental)
5 4/1/4 Psionic Arrow II
6 5/2/5 True Psionic Archery, Enhanced Arrow +3
7 5/2/5 Psionic Arrow III
8 6/3/6 Enhanced Arrow +4 (Aligned)
9 6/3/6 True Psionic Archery
10 7/3/7 Psionic Arrow IV, Enhanced Arrows +5

The following are all class features of the psionic archer prestige class.

Powers Known: At every level, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other
benefi t a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of psionic archer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an psionic archer, she must decide to which class she adds the new level of elocater for the purpose of determining power points per day, powers known, and manifester level.

Bow Capacitor: A bow in the hands of a psionic archer is more than just a weapon or tool. It is a partner, which can assist the archer when needed. Beginning at first level, the psionic archer’s bow functions as a crystal capacitor that stores 7 power points. Every two levels thereafter, the bow’s capacity to store power points increases by 2, reaching a storage capacity of 17 at 10th level. It takes a minimum of one week, with a bow as the archer’s weapon of choice, before this effect takes place. If the weapon is ever destroyed, the archer must wait one full month before she is able to again possess a bow that also functions as a crystal capacitor.

Greater Psionic Shot: The psionic archer gains this psionic feat for free at 2nd level even if he don’t meet the prerequisites.

Enhanced arrows (Su): As an extension of her mental powers, the psionic archer’s arrows are all considered +1 weapons at 2nd level and every nonmagical arrow fired by an arcane archer gains the distance weapon quality. The enhancement bonus increases to +2 at 4th and every nonmagical arrow fired by psionic archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock, at 6th it increase to +3, at 8th increases to +4 and every nonmagical arrow f ired by an psionic archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy and 10th levels, to a maximum of +5. This effect is unique in that it works only for arrows in the psionic archer’s possession, and cannot be used to full effect by anyone else.

Psionic Arrow: The psionic arrow attack is the signature ability of the psionic archer. There are six different psionic arrow attacks (one for each discipline). At 1st, 4th, 7th, and 10th levels, the archer chooses an arrow attack that she can learn. While each psionic arrow is a formidable attack, they can each be selected a second time (at the next available level), at which time their effectiveness further increases. No arrow attack can be selected more than twice. Below are descriptions for each psionic arrow, and the discipline they stem from.

Clairsentience: While clairsentience powers are generally directed towards what is hidden, the psionic archer directs this energy towards the battlefield, strengthening her chance of striking opponents.

Arrow of Remembrance: This psionic arrow ability only functions if an opponent is successfully struck with a different psionic arrow attack, or an enhanced arrow. By expending 4 power points, and striking an opponent, the arrow of remembrance forces the enemy to recall the damage taken from a previous psionic arrow attack (during this combat only), resulting in the victim taking the same amount of damage again. A Will save (DC 12 + damage of past attack) reduces damage by half. If this ability is selected again at a later level, it requires 6 power points and the process repeats itself again (for a total of two times). Note that two psionic archers can “double up” on an opponent, using this ability to repeat each other’s damage. This is a common tactic when dwarven psionic archers face off against giants.

Psychoportation: As this discipline deals with displacing or propelling objects, it is one of the more common disciplines seen in use by a psionic archer. The nomad psionic archer gains the following abilities at the listed levels:

Flanking Arrow (Su): As a full round action, the psionic archer can fire an arrow at a target and cause it to disappear. In reality, the arrow has been teleported behind the archer’s intended target. For the purposes of this attack, the archer’s victim is considered both flanked and flat footed (due to the surprise nature of this attack). Objects that provide protective cover for the front of the victim’s body (such as a tower shield) do not grant cover bonuses, though objects already in place (such as when the individual is backed against a wall), do. The archer must expend 2 power points each time this ability is used. If flanking arrow is selected a second time, the arrow fired may actually pass through one solid object (and only one) on its path to its target. This could be a shield, door, another individual, etc. Passing through enchanted armor or shield requires that the enchantment bonus be subtracted from the strike roll. If the strike roll is still higher than the victim’s AC, the arrow hits. A second level flanking arrow costs 4 power points each time it is used.

Psychokinesis: A dangerous discipline when used in conjunction with the powers of a psionic archer, she possesses the power to manipulate and transform physical properties. The archer gains the following arrow attack:

Forceball: Rather than hurl a sphere of fire that explodes on impact, the psionic archer imbues an arrow with portion of her own telekinetic power, which detonates on impact and disperses its energy, dealing 3d6 force damage to all targets within 5ft of the original target, at the expense of 4 power points. If this power is selected again at a later level, the damage increases to 5d6 and strikes all objects within 10ft of the initial target, at the expense of 6 power points. Note that if the Trigger Power: Lesser Concussion can effectively negate the power point cost for this power in its first stage. Trigger Power: Greater Concussion can do so if this power is selected again. The standard rules governing Trigger Power apply.

Psychometabolism: While powers of this discipline are usually able to alter the physical aspects of the character, the psionic archer has adapted them to meld with her skill of archery.

Bear Arrow Strike: The character can charge an arrow or bolt with the psionic energy. When first selected, this enhances the arrow to deal 1d10 points of damage, and allows the victim of a successful strike to be bull rushed up to 5 feet. To use this power, the archer must spend 5 power points. If selected at a later level, the damage increases to 1d12, and the bull rush distance increases to 10 feet. The power points required for use increases to 7.
NOTE: Should the archer combine this arrow attack with Feathered Hail at 10th level, and if he wishes to apply this damage/bull rush to several arrows at once, the power points increases to 10 + the power point cost for Feathered Hail.

Metacreativity: The ability to create objects out of ectoplasmic material can be an invaluable asset in the competent hands of a psionic archer. A shaper uses her mastery of ectoplasm to augment her projectiles and even increase their number.

Feathered Hail: As a full round action, the psionic archer may fire a single arrow or bolt towards a target, simultaneously creating multiple ectoplasmic arrows, which follow the original in their flight path. These arrows can either be directed at a single opponent or at a group of individuals.
If directed at a single opponent, the attack suffers a –4 penalty to strike, but the damage increases by +2 dice. For example, arrows fired from a longbow would deal 3d8 instead of the usual 1d8 damage.
The hail of arrows can also be directed at a multiple individuals simultaneously. All intended opponents must be within 10 feet of each other. The psionic archer can target a number of opponents equal to her dexterity modifier. Each target can take any number of arrows. So for example, a 3rd level psionic archer with a Dexterity of 16 can fire 4 arrows total. Her Dexterity modifier allows her to select up to 3 different targets. Her four arrows are then divided among her three adversaries.
Thirdly, the hail of arrows can be aimed at a particular area or space. When targeting the ground, the volley of arrows must remain in close contact, each individual arrow straying no more than 10ft from each other. This is always done in a straight like across the field of battle.
The first time this arrow attack is chosen, the archer can create 3 additional arrows per attack (for a total of 4 arrows) at the expense of 3 power points. The second time this is chosen, the number of additional arrows increases to 5 (for a total number of 6 arrows) at the expense of 5 power points.

Telepathy: Being able to “look in” on the minds of others affords a psionic archer with telepathy as his discipline a distinct advantage in combat. Knowing beforehand an opponent’s intentions; where they will move and how they will attack, better enables the archer to strike a killing blow.

Stunning Bolt: After spending 6 power points and successfully striking a target with his arrow, the telepath archer effectively stuns his victim’s mind. The said victim is unable to perform any actions other than a 5ft. step. Anyone who chooses to attack the dazed individual receives a +2 bonus to strike.
The duration of the stunning bolt is 3 rounds, though being attacked or injured in any way negates the stupor. Even so, victims of this attack are somewhat disoriented after the effects of the attack, and suffer a –1 penalty to strike, damage and AC for 1 full round after the effects of the stunning bolt wear off or are cancelled. A successful Will save (DC 20 + psionic archer levels) negates this attack.
If this psionic arrow attack is selected again, the stunning bolt’s duration increases to 5 rounds, and the disoriented individual suffers –2 on strike and damage rolls and AC for 2 rounds.
If stunning bolt is used as part of the True Psionic Archery, the psionic archer must pay an additional 5 power points, in addition to the 6 required for the power, and any required by an additional psionic arrow strike.

True Psionic Archery (Sp): At 5th level, if the psionic archer has gained two separate psionic arrow attacks, he can now combine them in the same full round action (if the archer doesn’t have two different arrow attacks, True Psionic Archery isn’t available until 8th level). The potential behind this ability can be truly astounding. For example, a 5th level psionic archer with both Feathered Hail and Forceball arrow attacks may, as a full round action, launch his usual volley of arrows (as per Feathered Hail), but endow each arrow with the Forceball enhancement. At 8th level, this ability may be applied to 3 psionic arrow attacks simultaneously.

Hope you guys, like it.
By the way, here is the link to the thread: http://www.dndgamer.com/forum/showthread.php?t=2009

2011-05-18, 02:36 AM
Wrong forum. Should be the Homebrew forum.

Khyell Hyre
2011-05-18, 02:40 AM
Aww, dammit >_<
Sorry i am pretty new here xD

2011-05-18, 02:52 AM
No problem, just report your post and ask that it be moved. The staff are pretty accommodating of accidental thread placement.

(You report your post with the little warning sign in the lower right of it)