Sun Archer (3.5e Prestige Class)

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Sun Archer[edit]

if it dosn't walk under the sun, shall die.
—<-NPC name->, <-race-> <-class->
<img link>
By [img src link]

<-fluff about this prestige class->

Becoming a Sun Archer[edit]

Those who answer the calling to serve the sun beyond their native plane.

Entry Requirements
Alignment: according to the solar manifestation they worship.
Base Attack Bonus: +8 BAB.
Race: any, must have been born on a plane with a sun.
Skills: Spot 8 ranks, Hide 8 ranks, Move Silently 8 ranks.
Feats: any 4 feats related to ranged attacks and/or track. (may include Mounted combate, skill focus, weapon focus. etc.)
Spellcasting: by Domains
Patron: any solar manifestation.
Domains: Sun, Heal, Travel, Good.
Special: Main weapon must be a bow or crossbow.
Class Skills (6 + Int modifier per level)
Balance (Dex) Concentration (Con), Craft (Int), , Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Hide(dex) Move silently (dex) Tumble(dex) Spot (Wis) Survival(Wis)
Table: The Sun Archer

Hit Die: 1D10

Level Base
Attack Bonus
Saving Throws Special Spellcasting Spells per Day + bonus
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +1 +1 +1 +1 Bonus Feat, Enhance Arrow +1, Divine Grace,Low-Light Vision, the Sun at my back. +1 of existing spellcasting 0 0
2nd +2 +1 +1 +1 Improved Critical (Bow/Crossbow), Flare hide, Wall Walk 1/Day +1 of existing spellcasting 1 0
3rd +3 +2 +2 +2 Improved Precise Shot, Enhance Arrow +2, Searing Arrow, Weapon Focus Bow +1 of existing spellcasting 1 1 0
4th +4 +2 +2 +2 Bonus Feat, Divine Defense, Wall Walk 2/Day, meny shot +1 of existing spellcasting 2 1 0
5th +5 +3 +3 +3 Tongues, Comprehend Languages, Enhance Arrow +3, Dark Vision (thermal), Daylight at will +1 of existing spellcasting 2 2 0 0
6th +6 +3 +3 +3 Bonus Feat, Holy Attack, Wall Walk 3/Day, Fiend Hunter +1 of existing spellcasting 3 2 1 0
7th +7 +4 +4 +4 Evasion, Enhance Arrow +4, Imbue Arrow. +1 of existing spellcasting 4 3 2 1 0
8th +8 +4 +4 +4 Protective Aura, Wall Walk 4/Day, Expert Aim +1 of existing spellcasting 4 4 3 2 1
9th +9 +5 +5 +5 Natural Armor, Enhance Arrow +5, Sunbeam 1/day +1 of existing spellcasting 5 4 3 2 1
10th +10 +5 +5 +5 Sun Apotheosis, Celestial Being, Wall Walk 5/Day, True Sight. +1 of existing spellcasting 5 5 4 3 2


Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

All of the following are class features of The Sun Archer

Enhance Arrow (Su): At 1st level, every arrow an archer knocks and lets fly becomes magical or enhances it's magical properties, by 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 etc..).

Divine Grace (Su): At 1st level, a Sun Archer gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Low light vision : At 1st level the Sun Archer gains the low light vision ability like the elven characteristic.

The Sun behind my back The Sun Archer acquires the reflective ability to place herself in the optimal position to have the Sun at her back and the sunlight in the eyes of her enemies. This will cause all attackers in a cone at 30 feet in front of the Sun Archer to have a -1 to their first attack.

Improved Critical (Bow/Crossbow) At 2nd level the Sun Archer gains the Improved Critical feat for her Bow or Crossbow.

Flare Hide: At the second level, the Sun Archer can use the ability to hide even while being watched. As long as a ray of light dazzles his enemies, a Sun Archer can hide from view in the open, but there always has to be something behind to hide.

Wall Walk At 2nd level The Sun Archer gains the spell-like ability Wall Walk once a day, at levels 4th, 6th, 8th & 10th, The Sun Archer may Wall Walk one additional time per day.

Improved Precise Shot: At 3rd level The Sun Archer gains the Improved Precise Shot feat.

Searing Arrow: At 3rd level, The Sun Archer imbues an arrow with a searing power like the spell as many times as its charisma bonus (minimum 1) https://www.d20srd.org/srd/spells/searingLight.htm

weapon focus: (Bow or Crossbow): At 3th level The Sun Archer gains the weapon focus feat.

Divine Defence: at 4th level The Sun Archer gains innate senses around him, his eyes seeing attacks before they strike. The Angel Disciple gains their Wisdom bonus to AC. This ability is identical to the monk and swordsage's class ability, and does not stack with it. Likewise, it can only be used in no or light armor.

Many Shot: At 4th level The Sun Archer gains the Many shot feat.

'Tongues:At 5th level The Sun Archer gains the spell-like ability of tongues, she can speak with any creature that has a language.

comprehend languages: At 5th level The Sun Archer gains the spell-like ability of comprehend language, she can read and write any written language.

Dark Vision: at 5th level The Sun Archer gains the dark vision trait, only in the infrared spectrum (thermal), as a side effect of this trait the eyes of The Sun Archer develop a shine on that iris, always with a silver, gold or a variant of oranges and violet colour.

Daylight: At 5th level The Sun Archer can cast at will the daylight spell, as many times she wants, with the only restriction; the spell can not overlap with the same spell, the duration of the spell must complete or be cancelled before can be casted again.

Holy Atack(Su): At 6th level The Sun Archer inner radiance gives him the power to strike against evil. His attacks, both natural and manufactured, are considered well aligned for the purposes of bypassing damage reduction. When using a Holy weapon, the weapon deals an additional +1d6 damage in The Sun Archer´s hands.

Fiend Hunter (Ex): At 6th level the Sun Archer gains a favored enemy as per a ranger against evil outsiders. The Sun Archer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil outsiders. Likewise, he gets a +2 bonus on weapon damage rolls against them as well.

Évasion (Ex): At 7th level the Sun Archer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Imbue Arrow (Sp): At 2nd level, The Sun archer gains the ability to place a 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.

Protective Aura (Su): At 8th level The Sun Archer is surrounded by holy energy. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Angel Disciple. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Angel Disciple’s HD). This aura can be dispelled, but the Angel Disciple can create it again as a free action on its next turn.

Expert Aim: At 8th level The Sun Archer gains the expert aim feat.

Natural Armor (Ex): The Sun Archer gains a +2 natural armor bonus to his current natural armor as his skin gains a hard metallic sheen.

Sunbeam At 9th level once a day The Sun Archer gains spell-like ability Sunbeam, any 3 level after the 9th the sun archer may use sunbeam one additional time per day https://www.dandwiki.com/wiki/SRD:Sunbeam

Sun Apotheosis: At level 10, The Sun Archer has channeled so much solar energy that it has been completely and forever transformed. The Sun Archer becomes an outsider with the Good subtype and becomes immune to cold, acid, and petrification. The disciple stops aging and no longer receives penalties to his skill scores for aging and cannot magically age. However, the penalties that he has already received remain in effect. The bonuses still add up. Unlike other outsiders, the disciple angel can still be raised from the dead as if he were a member of his previous creature type.

Celestial Being: Upon reaching 10th level, The Sun Archer completes her transformation into a half celesial, infusing herself with the power of her deity. She gains the half celestial template.

True Sight: Upon reaching 10th level, The Sun Archer gain the spell-like ability to use true sight.

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.

Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting 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 manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

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

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against <-class name-> powers is 10 + the power's level + your <-abbreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

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

<-pluralized class name-> in the World[edit]

<-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->

<-class name-> Lore[edit]

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 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-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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