Flying Archer (3.5e Prestige Class)

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It's not the size that counts, it's how you use them!

Flying Archer[edit]

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. However, how the archer got his ability to fly would be interesting. A common story would be that a powerful winged being such as a Dragon or a Pheonix or a powerful winged being of magic, gave you a blessing which allowed you to go beyond an archer's training, and after you have the blessing, free fall over 2500 feet. You must have the blessing, and jump of your own free will, where you must have no parachute or safety. If you land on this jump, you will definitely die, even if you are immune to falling damage. Once you have fell 2500 feet, you gain your powers of flight.

Becoming a Flying Archer[edit]

Flying archers are people who have gotten a magic blessing, and have underwent a free falling ritual, which gives them the right to magic arrows and flight.

To qualify to become a flying archer, a character must fulfill all the following criteria.

Entry Requirements
Base Attack Bonus: +6
Skills: Spot 9 ranks
Feats: Manyshot
Special: Must have underwent the ritual used to become a Flying Archer.

Table: The Flying Archer
Hit Die: d8

Level Base
Attack Bonus
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
3rd +3 +3 +1 +1 Enhance Arrow +2
4th +4 +4 +1 +1 Flyby Attack
5th +5 +4 +1 +1 Enhance Arrow +3 Bonus feat
6th +6 +5 +2 +2 Triple Shot
7th +7 +5 +2 +2 Enhance Arrow +4
8th +8 +6 +2 +2 Death From Above Bonus Feat
9th +9 +6 +3 +3 Enhance Arrow +5
10th +10 +7 +3 +3 Tetra Shot Bonus feat

Class Skills (2 + Int modifier per level)
Balance (Dex), Climb (Str), Craft (all skills taken individually) (Int), Concentration (Con), Hide (Dex), Jump (Str), Search (Int), Spellcraft (Int), Spot (Wis).

Table: The Epic Flying Archer
Level Special
11th Enhance Arrow +6
13th Enhance Arrow +7, Bonus Feat
15th Enhance Arrow +8
16th Bonus Feat
17th Enhance Arrow +9
19th Enhance Arrow +10, Bonus Feat

Class Features:[edit]

All the following are the class features of the flying archer prestige class.

Weapon and Armor Proficiency: Flying archers gain no proficiencies.

Bonus Feats At 2nd, 4th, 8th and 10th level, the flying archer gains a bonus feat for which he meets the prerequisites.

Fly (Ex): At 1st level, the flying archer gains wings that grant him a fly speed equal to his base speed with poor 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) to a maximum of perfect. 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): A number of times each day equal to your dexterity modifier, the flying archer may loose two arrows to strike a 5ft square as a full round action. Any creatures caught in this deadly barrage take damage from the loosed arrows unless they make a Reflex save (DC 10 + flying archer’s class level + Dexterity modifier) for half damage rounded down.

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 loose 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.

Innate Ammunition (Ex): A flying archer can shoot their bow despite having no arrows, creating a translucent arrow which has an appearance that depends on the entity who provided the blessing required to become a flying archer. This arrow deals two-thirds of the damage that the type of arrow that the flying archer normally shoots, plus half of the archer's levels rounded down.

Tetra Shot (Ex): At 10th level, the flying archer may add a fourth arrow to the barrage from his double shot ability.

Campaign Information[edit]

Playing a Flying Archer[edit]

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[edit]

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[edit]

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.

Knowledge (Local)
DC Result
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 loose multiple arrows at the same time.
26 Information on specific flying archers, their whereabouts and backgrounds.

Flying Archers in the Game[edit]

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->

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