Master Spell-Archer (3.5e Prestige Class)

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Master Spell-Archer
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Master Spell-Archer[edit]

Oh I'm sorry can't you also kill an orc at 50 paces with a fireball imbued arrow? How silly of me to think you were anywhere near my level of power.
—Vyrinika Nytefarre, Half-Drow Cleric

Template:This class combines the potency of a Bow Master with the intricate spell imbuing of an Arcane Archer. Creating an elite wielder of both archery and the magical arts.


Becoming a Master Spell-Archer[edit]

When any individual finds their aptitude for archery to be greater than all those around them they tend to seek out this class to further their astounding powers with a bow by imbuing each arrow they shoot with magic, giving them both deadly accuracy and explosive results.

Entry Requirements
Alignment: any non lawful.
Base Attack Bonus: +8.
Skills: Spot 6 ranks, Listen 6 ranks, Intimidate 8 ranks or (Hide and Move Silently 6 ranks each).
Feats: Point Blank Shot, Rapid Shot, Many Shot, and Weapon Focus (longbow or shortbow).
Spellcasting: Ability to cast 2nd-level spells of any kind.

Table: The Master Spell-Archer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 Enhance Arrow +1, Quickshot
2nd +2 +1 +3 +1 Imbue Arrow, The Essence of Speed
3rd +3 +2 +3 +1 Enhance Arrow +2
4th +4 +2 +4 +1 Seeker Arrow, Curve Shot
5th +5 +3 +4 +2 Enhance Arrow +3
6th +6 +3 +5 +2 Phase Arrow, Sniper
7th +7 +4 +5 +2 Enhance Arrow +4
8th +8 +4 +6 +3 Hail of Arrows,Bounce Shot
9th +9 +5 +6 +3 Enhance Arrow +5
10th +10 +5 +7 +3 Death Arrow, Maestro

Class Skills (4 + Int modifier per level)
Climb (Str),Craft (Int),Hide (Dex),Intimidate (Cha),Listen (Wis), Move Silently (Dex),Sense Motive (Cha), Spot (Wis), Survival (Wis).

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-Master Spell-Archer->.

Weapon and Armor Proficiency: A spell-archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Enhance Arrow (Su): At 1st level, every nonmagical arrow a Spell-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 her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she 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).

Quick Shot (Ex): The Spell-Archer ability to quickly fire arrows prevents his ranged attacks to provoke attacks of opportunity.

Imbue Arrow (Sp): At 2nd level, a Spell-Archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. 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 Essence of Speed (Ex): A Spell-Archer ignores the -2 penalty for arrows using the Rapid Shot feat.

Curve Shot (Ex): The Spell-Archer bow will slightly curve to follow the path of an enemy, effectively adding a +2 modifier to his attack roll and +1 modifier to damage.

Seeker Arrow (Sp): At 4th level, a Spell-Archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Phase Arrow (Sp): At 6th level, an Spell-Archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Sniper (Ex): A Spell-Archer practices at always hitting his target no matter the distance. You ignore range penalties up to two times the range increment.

Hail of Arrows (Sp): In lieu of her regular attacks, once per day a Spell-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 arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

Bounce Shot (Ex): The Spell-Archer can bounce his arrows of objects such as shields, rocks, or trees to hit a target, if the target can not see the bow master fire he is considered flat-footed. For each additional bounce after the first two bounces you suffer a -2 modifier to attack roll and a -2 modifier to damage.

Arrow of Death (Sp): At 10th level, a Spell-Archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the Spell-Archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.

Maestro (Ex): The Spell-Archer intense dedication to his training has finally paid off. He is now a Maestro of the art of Bow. The Bow master ignores the cumulative -2 penalty of the Manyshot feat.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have 10 + you Wisdom and Intelligence Bonus's of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wisdom and Intelligence bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Being a Spell-Archer you are limited to using your gained spells above spell level 0 to Imbue Arrows, but because of this you are not subject to a Spell Failure % from armor since your spells are placed on arrows. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic Master Spell-Archer’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - -
2nd 2 1 0 -
3rd 3 1 1 0 -
4th 3 2 1 1 0 -
5th 4 3 2 1 1 0 -
6th 4 4 2 2 1 1 0 -
7th 4 4 3 2 2 1 1 0 -
8th 4 4 3 3 2 2 1 1 0 -
9th 4 4 4 3 3 2 2 1 1 0
10th 4 4 4 4 3 3 2 2 2 1

Bonus Feats: <- Master Spell-Archers gain Quick Shot, Sniper, Bounce Shot, and Maestro as bonus feats at levels 1,5,8,and 10 respectively.->.

Additionally Levels in Master Spell-Archer count as two levels in the fighter class when determining feat selection, and receive two added feats at levels 1,2,4,6,8,and 10. Because of this bonus feats normally given every three levels is negated and no bonus feats are given due to the dedication and concentration a Master Spell-Archer must give to his craft.

Campaign Information[edit]

Playing a <-Master Spell-Archer->[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Ranged defender and attacker->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-Master Spell-Archer-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-Master Spell-Archer-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 Some say you can fire a spell through an arrow.
16 There are whispers of human archers that have learned to cast spells through arrows.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-Master Spell-Archers-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

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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