Flying Archer (3.5e Prestige Class)
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|Rating:||19 out of 20|
|Power:||5 out of 5 by 1 user|
|Wording:||5 out of 5 by 1 user|
|Formatting:||5 out of 5 by 1 user|
|Flavor:||4 out of 5 by 1 user|
|Status:||Done except for NPC|
|Editing:||Post suggestions on discussion page|
The flying archer is somewhat self-explanatory: he is an archer that flies. In flight, he gains many advantages that fellow marksmen can only dream of, not the least of which is the ultimate vantage point.
Becoming a Flying Archer
Most flying archers are rangers or other characters who feel a particular connection to the sky, usually from a epiphany experienced through flight.
To qualify to become a flying archer, a character must fulfill all the following criteria.
|Base Attack Bonus:||+6|
|Skills:||Spot 8 ranks|
|Special:||Must have once experienced flight, whether from the effect of a fly spell or some other source.|
|Special||Spells per Day/Spells Known|
|1st||+1||+2||+0||+0||Fly, Enhance Arrow +1 Hover|
|2nd||+2||+3||+0||+0||Double Shot||Bonus feat or +1 level of existing spellcasting class|
|3rd||+3||+3||+1||+1||Enhance Arrow +2|
|5th||+5||+4||+1||+1||Enhance Arrow +3||Bonus feat or +1 level of existing spellcasting class|
|7th||+7||+5||+2||+2||Enhance Arrow +4|
|8th||+8||+6||+2||+2||Death From Above||Bonus Feat or +1 level of existing spellcasting class|
|9th||+9||+6||+3||+3||Enhance Arrow +5|
|10th||+10||+7||+3||+3||Tetra Shot||Bonus feat or +1 level of existing spellcasting class|
Class Skills (2 + Int modifier per level)
|11th||Enhance Arrow +6|
|13th||Enhance Arrow +7, Bonus Feat|
|15th||Enhance Arrow +8|
|17th||Enhance Arrow +9|
|19th||Enhance Arrow +10, Bonus Feat|
All the following are the class features of the flying archer prestige class.
Bonus Feats/Spells per Day At 2nd, th, 8th and 10th level, the flying archer gains new spells per day as if he had also gained a level in an arcane or divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an flying archer, he must decide to which class he adds the new level for purposes of determining spells per day. Alternatively, the archer may choose to take a bonus feat for which he meets the prerequisites instead of a new spellcaster level.
Fly (Ex): At 1st level, the flying archer gains wings that grant him a fly speed equal to his base speed with average maneuverability (if the character already has a previously existing fly speed that is superior to this value, use that speed and maneuverability instead. This speed increases by 10 feet every two levels thereafter, and the character’s maneuverability increases at the same rate (by one step every two levels). If the character’s maneuverability reaches perfect, this ceases to increase. The size and appearance of the wings are generally irrelevant as far as game mechanics goes, and any character who wishes to wear armor must first have it adjusted.
Enhance Arrow (Su): At 1st level, every nonmagical arrow a flying 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. For every two levels the character advances past 1st level in the prestige class, the magic arrows he creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Double Shot (Ex): When he takes flight, the flying archer may fire two arrows at the same time as a standard action. Because firing in this manner compromises his accuracy, he gets a -2 on his attack bonus. This attack is equivalent to attacking with two separate arrows, each dealing normal damage. For example, if a 2nd level flying archer with a mighty (+4) composite longbow normally deals 1d8+5 damage, his double shot would deal 2d8+10 damage. Enchantments from the bow count for both arrows.
A creature caught in this deadly barrage automatically takes damage because no attack roll is required; on the other hand, they are allowed a Reflex save (DC 10 + flying archer’s class level + Dexterity modifier) for half damage.
Flyby Attack: By fourth level, a flying archer has become accustomed to the wings on his back. He gains Flyby Attack as a bonus feat, allowing him to take a move action and another standard action during any point in the move.
Triple Shot (Ex): At 6th level, the flying archer may add a third arrow to the barrage from his double shot ability.
Death From Above (Ex): In lieu of his regular attacks, once per day a flying archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every flying archer level he has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. Despite the implications of its name, this ability can be executed when the flying archer is grounded as well as in flight.
Tetra Shot (Ex): At 10th level, the flying archer may add a fourth arrow to the barrage from his double shot ability.
Playing a Flying Archer
Combat: A flying archer is terrific long-range support character. While in flight, he is usually out of reach, and his double shot ability gives him a potent offensive weapon as well. On the ground, he is marginally less effective, losing a great deal of his potency and essentially becoming just another archer.
Advancement: Rangers make the most effective flying archers with their natural affinity for archery and limited selection of divine spellcasting. Due to their bonus feats and high base attack bonus, fighters can become flying archers rather quickly and gain a valuable asset in the ability to fly. Characters with a level in wizard can turn to the arcane archer prestige class as well, combining the two into a potent machine of long-range damage.
Resources: Flying archers are loners; no organization exists to keep contact between them. But since most of them are rangers, they often keep their own networks of contacts amongst the many avian species of the world.
Flying Archers in the World
|“||The best archer is the one who can't be reached by his enemies. I defy you to find someone who can reach me.||”|
Flying archers are scouts and small party fighters, the ultimate reconnaissance and support unit.
NPC Reactions: NPC reactions toward flying archers vary depending on the character. If they are a helpful ranger, then they will usually receive the respect they are due. If they are bloodthirsty, then reaction will likely be a bit more negative. Many are more self-conscious than their reputation warrants, however, and will attempt to hide the wings under heavy cloaks. This usually makes them appear to be hunchbacked, even if is an unintended effect.
Flying Archer Lore
Characters with ranks in Knowledge (local) can research flying archers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Flying archers are archers that have gained wings.|
|16||They are most dangerous in the air; letting an opposing flying archer take off is a big mistake.|
|21||Their most dangerous techniques involved holding a bow with their feet, allowing them to fire multiple arrows at the same time.|
|26||Information on specific flying archers, their whereabouts and backgrounds.|
Flying Archers in the Game
As outlined above, flying archers are best employed as scouts for a larger fighting force.
Adaptation: Nothing about the flying archer is campaign-specific, so adaptation is a snap.
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->