Psychic Archer (3.5e Prestige Class)
From D&D Wiki
Hit Die: d8.
Becoming a Psychic Archer
To qualify to become an psychic archer, a character must fulfill all the following criteria.
- Race: Any race able to use psionics.
- Base Attack Bonus: +6.
- Psionics: Ability to use 1st-level psionic powers.
Skill Points at Each Level: 4 + Int modifier.
|1st||+1||+2||+2||+0||Enhance arrow +1||0*||1||1st|
|3rd||+3||+3||+3||+1||Enhance arrow +2||3||2||1st|
|5th||+5||+4||+4||+1||Enhance arrow +3||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.
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
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.
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
|11th||Enchant arrow +6|
|13th||Enchant arrow +7|
|15th||Enchant arrow +8|
|17th||Enchant arrow +9|
|19th||Enchant arrow +10|
BAB, Saves, Psionic Powers advance according to the pattern set in the base class table.
Playing a Psychic Archer
Psychic Archers in the World
Psychic Archer Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Psychic Archers in the Game