Psychic Archer (3.5e Prestige Class)

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Psychic Archer[edit]

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Hit Die: d8.

Requirements[edit]

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

  • Race: Any race able to use psionics.
  • Psionics: Ability to use 1st-level psionic powers.

Class Skills[edit]

The psychic archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Psychic Archer
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Power
Points/
Day
Powers
Known
Maximum
Power
Level Known
1st +1 +2 +2 +0 Enhance arrow +1 0* 1 1st
2nd +2 +3 +3 +0 Imbue arrow 1 1 1st
3rd +3 +3 +3 +1 Enhance arrow +2 3 2 1st
4th +4 +4 +4 +1 Seeker arrow 3 2 2nd
5th +5 +4 +4 +1 Enhance arrow +3 5 3 2nd
6th +6 +5 +5 +2 Phase arrow 5 3 2nd
7th +7 +5 +5 +2 Enhance arrow +4 7 4 3rd
8th +8 +6 +6 +2 Hail of arrows 7 4 3rd
9th +9 +6 +6 +3 Enhance arrow +5 11 5 3rd
10th +10 +7 +7 +3 Arrow of death 13 6 4th

* The psychic archer gains no power points from this class at 1st level. they do gain any bonus points from Wisdom score, race, feats or other sources.

Class Features[edit]

All of the following are Class Features of the psychic archer prestige class.

Weapon and Armor Proficiency: A psychic archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. As with any psionic class armor does not interfere with the manifestatin of powers.

Enhance Arrow: At 1st level, every nonmagical arrow a psychic archer nocks and lets fly becomes psionic, gaining a +1 enhancement bonus. Unlike psionic 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 the manifester. For every two levels the character advances past 1st level in the prestige class, the psionic arrows they create 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).

Imbue Arrow: At 2nd level, a psychic archer gains the ability to place an area effect power upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the power could normally be centered only on the psion. This ability allows the archer to use the bow’s range rather than the power’s range. It takes a standard action to cast the power and fire the arrow. The arrow must be fired in the round the power is manifest, or the power is wasted.

Seeker Arrow: At 4th level, a psychic archer can launch an arrow once per day at a target known to them 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. 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: At 6th level, a psychic 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. (Any magical barrier 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).

Hail of Arrows: In lieu of their regular attacks, once per day a psychic 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 psychic archer level they have earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

Arrow of Death: At 10th level, a psychic 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 psychic 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.

EPIC PSYCHIC ARCHER[edit]

Hit Die: d8.

Skill Points at Each Additional Level: 4 + Int modifier.

Enchant Arrow: For every two levels beyond 9th, the potency of the arrows fired by the psychic archer increases by +1.

Hail of Arrows: In lieu of his or her regular attacks, once per day the psychic archer can fire an arrow at each and every target within range, with a maximum number of targets equal to their psychic archer class level, as normal.

Burrowing Arrow: At 12th level a psychic archer can launch a Phase Arrow once per day at a target that will also pass through magical or psionic barriers up to 2 inches of thickness per class level.

Bonus Feats: The psychic archer gains a bonus feat (selected from the list of epic psychic archer feats) every four levels after 10th.

Epic Psychic Archer Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus (any bow other than a crossbow), Improved Arrow Of Death, Improved Combat Casting, Improved Low-Light Vision, Improved Manyshot, Swarm of Arrows, Uncanny Accuracy.

Table: The Epic Psychic Archer

Level Special
11th Enchant arrow +6
12th Burrowing Arrow
13th Enchant arrow +7
14th Bonus feat
15th Enchant arrow +8
16th
17th Enchant arrow +9
18th Bonus feat
19th Enchant arrow +10
20th

BAB, Saves, Psionic Powers advance according to the pattern set in the base class table.

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