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Flying Archer (DnD Prestige Class)

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Flying Archer
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Editing: Constructive edits welcome

[edit] Flying Archer

This class needs a completed general description and/or information about where it excels. If you have read and understand this class enough to add this information please edit this page and add it.
This article has been tagged since June 2007.

[edit] Requirements:

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


Table: The Flying Archer
Hit Die: D8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +2 +0 +0 Enhance arrow +1 +1 level of existing spellcasting class
2nd +1 +3 +0 +0 Spontaneous flight 2/day
3rd +2 +3 +1 +1 Channel spell 2/day
4th +3 +4 +1 +1 Enhance arrow +2 +1 level of existing spellcasting class
5th +3 +4 +1 +1 Flight duration x2
6th +4 +5 +2 +2 Channel spell 3/day
7th +5 +5 +2 +2 Enhance arrow +3 +1 level of existing spellcasting class
8th +6 +6 +2 +2 Spontaneous flight 4/day
9th +6 +6 +3 +3 Channel spell 4/day, flight duration x3
10th +7 +7 +3 +3 Flying shot, enhance arrow +4 +1 level of existing spellcasting class

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

[edit] Class Features:

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

Weapon and Armor Proficiency: Flying archers are proficient with the crossbow (hand, light, or heavy), the shortbow (normal and composite), and the longbow (normal and composite).

Spells per Day: Every three levels gained in the flying archer prestige class, the character gains new spells per day as if he had also gained a level in an arcane 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.

Enhance Arrow (Su): At 1st level, every non-magical 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 her. For every three 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 4th level, +3 at 7th level, and +4 at 10th level).

Spontaneous Flight: At 2nd Level a flying archer can cast fly 2 times per day without wasting a spell slot (for free). This bonus increases to 4 times per day at 8th level.

Channel Spell: At 3rd level, a flying archer can channel any spell he can cast into his ranged weapon. Using this ability requires a move action, and the flying archer uses up a spell slot just as if he had cast the spell. The channeled spell affects the next target that the flying archer successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects a area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A flying archer can channel his spells into only one weapon at a time. Spells channeled into weapons are lost if not used in 8 hours. The spell that is channeled into the weapon, however, cannot go farther than the spell could normally go. For example, a Magic Missile (Range:Medium) is cast from 500 feet away (Cl 9), the spell would go 190 feet and then dissipate.

Flight Duration: At 5th level a flying archer's spell fly last 2 times as long (2 min/level). This permanently changes the spell fly for the flying archer, making so it anytime the flying archer casts fly it is 2 times as long. Also, this bonus increases to 3 times as long (3 min/level) at 9th level. This ability, however, does not work with the extend spell feat.

Flying Shot: At 10th level a flying archer knows how to use gravity to his advantage. This ability makes it so any arrow fired from above a enemy (fired in the air), going down to the enemy (on the ground) has a bonus to damage. This ability gives a +1 damage to the arrow for every 20 feet the flying archer is above the target. For example a flying archer is 100 feet above a monster, and he fires a arrow and hits, this arrow will deal +5 damage. This ability can only grant a +10, no matter how far away a person gets (1000 feet away is just a +10 to damage).



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