Ultimate Archer (3.5e Class)
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Making an Ultimate Archer
Starting Gold: ×10 gp ( gp).
Starting Age: .
|1st||+1||+2||+2||+0||Archer’s Imperative, Ultimate Archer Feat, Archery Style, Enhance Arrows, Dexterous Impact||+2|
|2nd||+2||+3||+3||+0||Imbue Arrow, Evasion, Ultimate Archer feat||+3|
|3rd||+3||+3||+3||+1||Archer’s Imperative, Close Combat Shot, Eagle Eyes||+4|
|4th||+4||+4||+4||+1||Deep Wounds, Seeker Arrow, Thorn’s Aura, Ultimate Archer Feat||+5|
|5th||+5||+4||+4||+1||Archer’s Imperative, Improved Archery Style, Studied Aim||+6/+1|
|6th||+6/+1||+5||+5||+2||Phase Arrow, Uncanny Dodge, Ultimate Archer Feat||+7/+2|
|7th||+7/+2||+5||+5||+2||Archer’s Imperative, Piercing Aim, Remon Aura||+8/+3|
|8th||+8/+3||+6||+6||+2||Ultimate Archer Feat||+9/+4|
|9th||+9/+4||+6||+6||+3||Archer’s Imperative, Improved Evasion||+10/+5|
|10th||+10/+5||+7||+7||+3||Ghostly String, Greater Archery Style, Special Archer Ability, Ultimate Archer Feat||+11/+6/+1|
|11th||+11/+6/+1||+7||+7||+3||Archer’s Imperative, Elemental Shot||+12/+7/+2|
|12th||+12/+7/+2||+8||+8||+4||Improved Uncanny Dodge, Special Archer Ability, Ultimate Archer Feat||+13/+8/+3|
|13th||+13/+8/+3||+8||+8||+4||Archer’s Imperative, Hail of Arrows, Safe Shooting||+14/+9/+4|
|14th||+14/+9/+4||+9||+9||+4||Hide In Plain Sight, Special Archer Ability, Ultimate Archer Feat||+15/+10/+5|
|15th||+15/+10/+5||+9||+9||+5||Archer’s Imperative, Archery Style Supremacy, Punishing Reflexes||+16/+11/+6/+1|
|16th||+16/+11/+6/+1||+10||+10||+5||Arrow of Death, Special Archer Ability, Ultimate Archer Feat||+17/+12/+7/+2|
|18th||+18/+13/+8/+3||+11||+11||+6||Camouflage, Golden Arrow, Special Archer Ability, Ultimate Archer Feat||+19/+14/+9/+4|
|20th||+20/+15/+10/+5||+12||+12||+6||Final Archery Style, Headshot, Special Archer Ability, Ultimate Archer Feat||+21/+16/+11/+6|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Ultimate Archer is proficient with all simple and martial weapons, as well as bows, light and medium armor.
Ultimate Archer’s Aptitude: The Ultimate Archer excels at archery at the expense of combat with other weapons. While wielding any bow, the ultimate archer substitutes his Base Attack Bonus (BAB) with her Archery Attack Bonus (AAB). An ultimate archer also uses his AAB in lieu of her BAB for qualifying for archery feat. Finally, his Ultimate Archer levels are applied as fighter level for accessing feat in the Weapon Focus tree.
Ultimate Archer Feats [1st / 2nd / 4th / 6th / 8th level] the archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the Ultimate Archer can select a feat from the following list: Deadeye Shot, Far Shot, Improved Critical (Any bow), Improved mounted archery, Improved Precise Shot, Improved rapid shot, Manyshot, Greater Manyshot, Mounted Archery, Penetrating Shot, Point Blank Shot, Precise Shot, Power Critical, Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon Focus (Any bow), Greater Weapon Focus (Any bow), Weapon Specialization (Any bow), or Greater Weapon Specialization (Any bow).
Dexterous Impact (Ex): An Ultimate Archer adds his Dexterity modifier to all damage dealt with bows, this damage is multiplied on a critical strike, and if using a Composite bow he adds half of his strength modifier. (Ex... Ultimate Archer has 14 strength, and 18 dexterity and is using a composite longbow, on an average hit he deals 5(1d8) +2(half his strength modifier) +4(full dex. modifier) for an average of 11, if he were to critically strike, then it'd be 33) An ultimate archer's levels count as levels in fighter when qualifying for feats.
Archer's Imperative: An Ultimate Archer gets a +1 to hit with all bows, this bonus rises every odd level (1 at 1, 2 at 3, 8 at 15. etc.) Ultimate Archers do not have this bonus on any attacks made with any extra attacks from feats or abilities that give extra attacks (ex... at level 7 with a bow, you have a +9 to hit, using Rapid Shot you have two attacks at a +3 to hit)
Enhance Arrow (Su): At 1st level, every magical arrow an ultimate archer nocks gains a +1 enhancement bonus. Unlike magic weapons created by normal means, the ultimate archer need not spend experience points or gold pieces to accomplish this task. However, an ultimate archer’s magic arrows only function for him.
Archery Style (Ex): At 1st level, an ultimate archer chooses one of two styles of archery, the Volley Ultimate Archer who fights through sheer number of arrows rather than pure damage, or the Sniper Ultimate Archer who fights through the single, strong, devastating shot, usually under safety of cover. Once this choice is made, it effects the progression of all further archery style benefits. At 1st level, the Volley Ultimate Archer gains the Rapid Shot feat, even if he does not qualify for it. The Sniper Ultimate Archer instead gains Darkstalker feat from Lords of Madness (Pg. 179), enabling him to hide from creature's alternate senses.
Darkstalker: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid. Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremor sense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality. Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures.
Imbue Arrow (Sp): At 2nd level, an ultimate 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 ultimate 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.
Evasion (Ex): At 2nd level and higher, an ultimate archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ultimate archer is wearing light armor or no armor.
Close Combat Shot (Ex): At 3rd level, an ultimate archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Eagle Eyes (Ex): At 3rd level, the ultimate archer’s senses enable superior shooting. He gains a +1 competence bonus to ranged attack rolls. Every 3 levels afterward, he gains an additional +1 to attack.
Deep Wounds: Starting at 4th level critical hits deal 1d8 extra damage, this bonus is increased by 1d8 every 4 levels for a total of 5d8 (4,8,12,16,20)
Seeker Arrow (Sp): At 4th level, an ultimate archer can launch an arrow once per day at a target known to him 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).
Thorns Aura (Su): Starting at 4th level, enemies who attack an ultimate archer or any of his allies within a 40ft-radius circle must make a Reflex Save (DC 10+Cha+half Ultimate Archer level) or damage equal to the minimum that they could have inflicted with their attack. (I.e. an Orc with a falchion and Str. 16 would take 5 damage: 2 from the falchion, considering a 1 on both dice rolls, and 3 from the orc's strength).
Studied Aim (Ex): A ultimate archer may add his intelligence modifier to his bows critical threat range, this is not effected by improved critical or keen (ex... int modifier of 2 gives an 18-20x3 critical threat range, with improved critical it becomes 17-20x3 critical threat range)
Improved Archery Style (Ex): At 5th level, an ultimate archer’s archery style advances. Volley Ultimate Archer gains Manyshot as a bonus feat. A Sniper Ultimate Archer instead gains the Power Shot ability detailed below.
Power Shot: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. This ability can be used in place of power attack to qualify for a feat, class, or other special ability.
Phase Arrow (Sp): At 6th level, an ultimate archer can launch an arrow once per day at a target known to him 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).
Uncanny Dodge (Ex): Starting at 6th level, an ultimate archer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an ultimate archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge.
Piercing Aim (Ex): An ultimate archer's arrows ignore up to 5DR per arrow.
Remon Aura (Su): Beginning at 7th level, the ultimate archer and all allies within a 40 ft-radius circle around him reduce their chance of arcane spell failure by 10%. This aura and Thorns Aura can be active at the same time.
Improved Evasion (Ex): At 9th level, an ultimate archer becomes even more difficult to hit with magic and other attacks. This ability works like evasion, except that while the ultimate archer still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless ultimate archer does not gain the benefit of improved evasion.
Ghostly String (Su): At 10th level, an ultimate archer is able to apply Ghost Touch to all arrows fired from his bow.
Greater Archery Style (Ex): At 10th level an ultimate archer’s archery style advances once more. A Volley Ultimate Archer gains Improved Rapid Shot (Complete Warrior, Pg. 101). A Sniper Ultimate Archer instead gets the ability to retain cover easier when sniping. He only takes a -10 penalty to hide checks after an attack instead of -20.
Special Archery Ability [10th/12th/14th/16th/18th/20th level] the ultimate archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every 2 levels thereafter, he may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:
- Barrage: (Rapid Shot, and Manyshot) this ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the ultimate archer to make one attack against each creature within the target area at his highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.
- Called Shot: The ultimate archer can attempt to strike a specific body part on a targeted creature, to cause various effects. The ultimate archer must declare his intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll. The ultimate archer then makes a single standard attack at the ultimate archer's highest BAB. A successful attack deals weapon damage normally, but if the ultimate archer's attack roll, exceeds the target's AC by 2 or more, or resulted in a successful called shot, striking the targeted body part causes a debilitating secondary effect. Conditions and penalties incurred by called shot lasts for 24 hours or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effect:
- Arm: An ultimate archer using this ability receives a –2 penalty on his attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.
- Hand: An ultimate archer using this ability receives a –5 penalty on his attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck.
- Eye: An ultimate archer using this ability receives a –10 penalty on his attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks, and search checks and deals critical damage. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blind sight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.
- Gut: Creatures struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.
- Leg: An ultimate archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five-foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize its legs. Bipeds also incur a –5 movement penalty. A creature with more than 4 legs is unaffected.
- Neck: An ultimate archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round.
- Wing: Reduces target’s creatures fly speed by five and their maneuverability by go down one-step. A creature brought to zero speed or below very poor maneuverability losses the ability to fly and falls.
Devastating Strike: When wielding any bow in which he has Weapon Focus or Improved Critical, the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increased from 15 to 20.
Eagle Eye: While wielding a bow you are considered one range increment closer to your target for all attack rolls made outside of your first range increment. In addition, aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft. Hunter’s Shot: (Prerequisite: Survival 12 ranks) the ultimate archer can take a shot, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the ultimate archers Wis. mod.
Mighty Draw: The ultimate archer is consider to have +4 Str. for the purposes of wielding a composite bow
Pepper Shot: (Prerequisite: Rapid Shot) you can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for one round. If you miss with this attack and have 10 or better on your D20 roll, daze is negated but you still deal half damage. This attack expends 5 arrows. Creatures with evasion receive no protection from this attack.
Piercing Strike: When wielding any bow in which he has Weapon Focus or Improved Critical, the net threat range is increased by one, and is allow to take ten on rolls to confirm crit.
Ranged Flank: On a successful attack made with a bow against a target within 40ft, you may declare a ranged flanking position. You are treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether you and allies are flanking the target, so long as you maintain a position that is known to and within 40ft of the target. You may only use this ability once per round and only against one target at a time.
Ranged Sneak Attack: (Prerequisite: Hide 5 ranks, Move Silently 5 ranks) The ultimate archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet, that is flanked, or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the Sneak Attack ability.
Ricochet Shot: As a standard action the ultimate archer can attempt to strike a target within 60 feet with a Ricochet Shot, allowing him to ricochet his arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the ultimate archers highest base attack bonus –2.
Sniper: (Prerequisite: Hide 12 ranks) When the ultimate archer uses the hide skill then attacks he can immediately roll another hide check to remain hidden without incurring the normal penalty so long as he makes only a single attack.
Elemental Shot (Su): At 11th level, the ultimate archer begins to grasp energy beyond that of normal people, using their inner Ki, force of will, or hidden magical talents to bring elemental fury to their arrows. At 11th level the ultimate archer may, as a free action, (that is part of an attack) imbue an arrow with either fire, cold, electric, or acid damage. All the damage the arrow normally does instead becomes the appropriate elemental damage, plus an additional +5d6 in elemental damage. He may do this 1/day and an additional time per day for every two levels. The player must declare that he is using this ability prior to rolling the attack. A failed attack still uses up the Elemental Shot.
Improved Uncanny Dodge (Ex): An ultimate archer of 12th level or higher cannot be flanked.
Hail of Arrows (Sp): In lieu of his regular attacks, once per day an ultimate archer of 12th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every ultimate archer level he has earned. Each attack uses the ultimate archer’s primary attack bonus, and a single arrow may only target each enemy.
Safe Shooting (Ex): At 13th level and beyond, an ultimate archer may fire even in the midst of melee. The ultimate archer no longer provokes attacks of opportunity for firing in melee.
Hide in Plain Sight (Ex) at 14th level, an ultimate archer can use the Hide skill even while being observed. As long as he is within 10 feet of some form of growth of at least small size (be it a tree, small animal, or brambles), he can hide himself from view without actually having anything to hide behind. He cannot, hide however, with his own body.
Archery Style Supremacy (Ex): At 15th level, an ultimate archer's archery reaches the best of his kind. A Volley Ultimate Archer gains the ability to rain arrows from the sky, the arrow splitting into many mid-flights. As a standard action, he may target a 20 ft. radius area and deal his normal damage, with a Reflex save DC 10 + 1/2 class level + Dex. (Or other applicable to-hit modifier) for half. A Sniper Ultimate Archer likewise gains a similar power, but instead attacks in a 120 ft. line, striking all opponents within the line with a Reflex save DC 10 + 1/2 class level + Dex. (Or other applicable to-hit modifier) for half.
Punishing Reflex: An ultimate archer's threat range with a bow becomes 30ft, otherwise the basic attack of opportunity rules apply. Arrow of Death (Sp) at 16th level, an ultimate archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 30 Fortitude save or be slain immediately. It takes one day to make an arrow of death and the arrow only functions for the ultimate archer who created it. The arrow of death lasts no longer, than one year, and the ultimate archer can only have one such arrow in existence at a time.
Camouflage (Ex): An ultimate archer of 18th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Golden Arrow (Su): At 18th level, the ultimate archer's ability to strike at his opponents is uncanny. As long as the ultimate archer targets the correct square, he will hit. 1/day, he may choose one of his attacks as his Golden Arrow, which strikes without fail. He must choose his golden arrow before he makes the attack roll.
Final Archery Style (Ex): At 20th level, an ultimate archer's archery style exceeds all others. Regardless of which style he has chosen, he may select one of the following two abilities. He may increase his critical hit range by +1 (thus a longbow would be 19-20/x 3 and a crossbow 18-20/x 2). This increase stacks with Improved Critical and Keen effects. Alternatively, he may increase the critical multiplier by one (giving a longbow x4 critical, or a crossbow, x3). This increase represents his keen ability to place his shots just right to make it more likely to hit a vital organ, or strike with that extra force.
Headshot All critical hits performed by an Ultimate Archer has a 30% chance of instantly killing his target.
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Ultimate Archer
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Ultimate Archers in the World
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Ultimate 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.
Ultimate Archers in the Game
Sample Encounter: .
EL : .