TheMeanDM
2008-01-24, 05:13 PM
Someone in a game I'm dm'ing asked to play a "Divine Soulbow". Soulbows seem like they could be quite nasty (stacking 3x +1 abilities onto the mind arrows they fire..yikes!).
I've never once ran into anyone that has played an Arcane Archer..for whatever reason. I think it has some interesting class features. There are some other classes that have interesting features as well.
So, without further a-do, I present to you my "Divine Archer of (insert god name)".
Divine Archer (of Uller, Apollo, Atremis, Solonor Thelandira, etc)
Hit Dice: d6
Requirements:
To qualify to become a Divine Archer, a character must fulfill all the following criteria.
Base Attack Bonus:
+6.
Feats:
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells:
Ability to cast 2nd level divine spells.
Class Skills
The Divine Archer’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge: Religion (Int). Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex)
Skill Points at Each Level:
4 + Int modifier.
Weapon and Armor Proficiency:
An Divine Archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
{table=head]Level | B.A.B. | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +2 | Aligned Arrows, Magic Arrows +1
2 | +2 | +3 | +0 | +3 | Keen Arrow, +1 Divine Casting Class
3 | +3 | +3 | +1 | +3 | Imbue Arrow, Bonus Feat, Turning/Rebuking Arrow
4 | +4 | +4 | +1 | +4 | Magic Arrows +2, +1 Divine Casting Class
5 | +5 | +4 | +1 | +4 | Extend Range +50%,
6 | +6 | +5 | +2 | +5 | Bonus Feat, +1 Divine Casting Class
7 | +7 | +5 | +2 | +5 | Magic Arrows +3, Horizon Shot
8 | +8 | +6 | +3 | +6 | +1 Divine Casting Class
9 | +9 | +6 | +3 | +6 | Enhanced Arrows
10 | +10 | +7 | +3 | +7 | Magic Arrow +4, +1 Divine Casting Class
[/table]
Aligned Arrows:
All arrows fired by the Divine Archer are aligned based off of the character's alignment. If the Archer is Good, her arrows are considered Good. If the Archer is Evil, her arrows are considered Evil. If the Archer is Lawful, her arrows are considered Lawful. If the Archer is Chaotic, her arrows are considered Chaotic. Example: a Lawful Good Divine Archer fires Lawful Good arrows.
Magic Arrow (Su):
At 1st, 4th, 7th, and 10th level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him.
Keen Arrow (Su):
At 2nd level, any piercing projectile fired from the bow of a Divine Archer has it's threat range doubled. This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Bonus Feat:
At 3rd and 6th levels, the Divine Archer gains a bonus feat from one of the following:
Rapid Shot, Manyshot, Shot On The Run, Improved Precise Shot, Deadeye Shot, Penetrating Shot, Plunging Shot, Ranged Weapon Mastery. You must meet the prerequisites of the bonus feat that you take.
Imbue Arrow (Sp):
At 3rd level, a Divine Archer gains the ability to place a Touch spell upon an arrow. When the arrow is fired, the spell is triggered on the victim with a successful hit. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. The arrow must also strike it's intended target, or the spell is wasted.
Turning/REbuking Arrow
At 3rd level, the Divine Archer may spend one of their daily Turn/Rebuke Undead attempts and imbue an arrow with this ability. The Turning/Rebuking Arrow function just like Turn/Rebuke Undead, except at the bow's range.
Divine Casting Class:
At 2nd leven, and every even level thereafter, the Divine Archer gains new spells per day as if he had also gained a level in any one Divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
If the character was previously a class that gained divine spells every-other-level, they instead gain +2 caster levels.
Extend Range (Ex):
At 5th level, the Divine Archer has become so attuned to his bow, that he is able to push it to greater limits. The original range of his weapon increases by +50%. This only applies to longbows and shortbows, not to crossbows. This ability stacks with the Far Shot feat, but only the original weapon distance is multiplied and added.
Horizon Shot (Su):
From 7th level on, a Divine Archer can seemingly hit targets as far away as the horizon as easily as he can hit something nearby. As a full-round action, the Divine Archer can make a single attack with a projectile weapon. This attack is made with no penalty for range, though it still has the same maximum range as a normal attack by the Divine Archer. This ability can be used in conjunction with any ability that extends the range of a projectile weapon, such as the Far Shot feat.
Enhanced Arrows (Su):
At 9th level, a Divine Archer gains the ability to enhance the arrows fired from his bow. The maximum amount of enhancement the Divine Archer can gain is +2. To gain this Enhancement, the Divine Archer must leave open 1 spell slot that is equal to 2x the Enhancement Bonus. The Divine Archer cannot combine multiple Enhancements. They must pick +1 or +2 or for the day.
For example: if a Divine Archer wishes his arrows to be Holy for the day, he must surrender a 4th level spell slot. If the Divine Archer wishes to have his arrows be Bane vs. Undead for the day, he must surrender a 2nd level spell slot.
I've never once ran into anyone that has played an Arcane Archer..for whatever reason. I think it has some interesting class features. There are some other classes that have interesting features as well.
So, without further a-do, I present to you my "Divine Archer of (insert god name)".
Divine Archer (of Uller, Apollo, Atremis, Solonor Thelandira, etc)
Hit Dice: d6
Requirements:
To qualify to become a Divine Archer, a character must fulfill all the following criteria.
Base Attack Bonus:
+6.
Feats:
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells:
Ability to cast 2nd level divine spells.
Class Skills
The Divine Archer’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge: Religion (Int). Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex)
Skill Points at Each Level:
4 + Int modifier.
Weapon and Armor Proficiency:
An Divine Archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
{table=head]Level | B.A.B. | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +2 | Aligned Arrows, Magic Arrows +1
2 | +2 | +3 | +0 | +3 | Keen Arrow, +1 Divine Casting Class
3 | +3 | +3 | +1 | +3 | Imbue Arrow, Bonus Feat, Turning/Rebuking Arrow
4 | +4 | +4 | +1 | +4 | Magic Arrows +2, +1 Divine Casting Class
5 | +5 | +4 | +1 | +4 | Extend Range +50%,
6 | +6 | +5 | +2 | +5 | Bonus Feat, +1 Divine Casting Class
7 | +7 | +5 | +2 | +5 | Magic Arrows +3, Horizon Shot
8 | +8 | +6 | +3 | +6 | +1 Divine Casting Class
9 | +9 | +6 | +3 | +6 | Enhanced Arrows
10 | +10 | +7 | +3 | +7 | Magic Arrow +4, +1 Divine Casting Class
[/table]
Aligned Arrows:
All arrows fired by the Divine Archer are aligned based off of the character's alignment. If the Archer is Good, her arrows are considered Good. If the Archer is Evil, her arrows are considered Evil. If the Archer is Lawful, her arrows are considered Lawful. If the Archer is Chaotic, her arrows are considered Chaotic. Example: a Lawful Good Divine Archer fires Lawful Good arrows.
Magic Arrow (Su):
At 1st, 4th, 7th, and 10th level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him.
Keen Arrow (Su):
At 2nd level, any piercing projectile fired from the bow of a Divine Archer has it's threat range doubled. This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Bonus Feat:
At 3rd and 6th levels, the Divine Archer gains a bonus feat from one of the following:
Rapid Shot, Manyshot, Shot On The Run, Improved Precise Shot, Deadeye Shot, Penetrating Shot, Plunging Shot, Ranged Weapon Mastery. You must meet the prerequisites of the bonus feat that you take.
Imbue Arrow (Sp):
At 3rd level, a Divine Archer gains the ability to place a Touch spell upon an arrow. When the arrow is fired, the spell is triggered on the victim with a successful hit. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. The arrow must also strike it's intended target, or the spell is wasted.
Turning/REbuking Arrow
At 3rd level, the Divine Archer may spend one of their daily Turn/Rebuke Undead attempts and imbue an arrow with this ability. The Turning/Rebuking Arrow function just like Turn/Rebuke Undead, except at the bow's range.
Divine Casting Class:
At 2nd leven, and every even level thereafter, the Divine Archer gains new spells per day as if he had also gained a level in any one Divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
If the character was previously a class that gained divine spells every-other-level, they instead gain +2 caster levels.
Extend Range (Ex):
At 5th level, the Divine Archer has become so attuned to his bow, that he is able to push it to greater limits. The original range of his weapon increases by +50%. This only applies to longbows and shortbows, not to crossbows. This ability stacks with the Far Shot feat, but only the original weapon distance is multiplied and added.
Horizon Shot (Su):
From 7th level on, a Divine Archer can seemingly hit targets as far away as the horizon as easily as he can hit something nearby. As a full-round action, the Divine Archer can make a single attack with a projectile weapon. This attack is made with no penalty for range, though it still has the same maximum range as a normal attack by the Divine Archer. This ability can be used in conjunction with any ability that extends the range of a projectile weapon, such as the Far Shot feat.
Enhanced Arrows (Su):
At 9th level, a Divine Archer gains the ability to enhance the arrows fired from his bow. The maximum amount of enhancement the Divine Archer can gain is +2. To gain this Enhancement, the Divine Archer must leave open 1 spell slot that is equal to 2x the Enhancement Bonus. The Divine Archer cannot combine multiple Enhancements. They must pick +1 or +2 or for the day.
For example: if a Divine Archer wishes his arrows to be Holy for the day, he must surrender a 4th level spell slot. If the Divine Archer wishes to have his arrows be Bane vs. Undead for the day, he must surrender a 2nd level spell slot.