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Prestige Class: Divine Archer “Make our path straight as an arrow...” The Divine Archer is a holy and upright man, blessed by higher powers with uncanny skill in the bow. Many were once archers who took up the cloth; others were crusaders who discovered their talents with the bow through the course of their ministry. Regardless of their background, they all have two things in common: mastery of the bow, and a strict allegiance to their deity. They are the hunters of the undead and demons, and are the bane of those who would practice or spread evil. Most Divine Archers are human, but elves of Good alignment often take up the path. They are patient and careful fighters, preferring peaceful solutions to violence...but do not hesitate to let arrows fly toward the hearts of demons and the undead. Almost all Divine Archers are Paladins and Clerics who took it upon themselves to master the bow. These characters see their skill with the bow as a divine blessing from their higher power and considering it their duty to use this blessing against the forces of evil. Prerequisites To qualify for the Divine Archer Prestige Class, the character must satisfy all of the following requirements: Alignment: Any good Base Attack Bonus: +6 or higher Feats: Weapon Focus (any bow), Extra Turning Spellcasting: The character must be able to Turn the undead, and must be able to cast divine spells. Hit Dice: d8 Class Skills: The Class Skills for the Divine Archer (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis). Skill points per level: 4 + Int. modifier Class Abilities: The following are the class abilities of the Divine Archer Prestige class: Weapon and Armor Proficiency: Divine Archers gain no new weapon, shield, or armor proficiencies by taking the Divine Archer Prestige Class. Paladin Path: Paladins who take this Prestige Class do not suffer any of the restrictions and penalties that a multiclassed Paladin might normally incur, and may continue advancement in Paladin levels at the player’s discretion. Turn Undead (Ex): Divine Archers are equally devoted to the destruction of undead as clerics or paladins are. For each level of Divine Archer achieved, the character may Turn the Undead as if he had also gained a level of cleric or paladin. The character gains no other benefits of an increased level (such as spells per day, uses of the remove disease ability, etc.). Divine Guidance (Ex): When fighting with a bow, the Divine Archer may use his Wisdom bonus instead of his Dexterity bonus for attack rolls (whichever is higher). This is an extraordinary ability. Divine Arrows (Su): At 1st Level, the Divine Archer has gained great favor with his deity, and may pray to his deity for arrows. By whispering a short prayer while pulling back his bowstring, the Divine Archer is given a magical arrow from his deity. This divine arrow is an arrow +1, and appears to be normal in every way. This arrow disappears seconds after impacting its target, or immediately if the bow is unloaded without firing. This supernatural ability may be used any number of times per day. At 5 th level, and again at 9 th level, the enhancement bonus for the Divine Arrows increases by +1 (to a max of +3 at 9 th level). Smite Evil (Su): Once per day, a Divine Archer of 2nd Level or greater may attempt to smite evil with one ranged attack with his favored bow. He adds his Charisma modifier (if positive) to the attack roll and deals one extra point of damage per Divine Archer level (to a maximum of +10). If the Divine Archer accidentally smites a creature that is not evil, the smite has no effect but is still used up for that day. This damage does not stack with Holy damage (below). This is a supernatural ability. Paladins who take the Divine Archer Prestige Class may use this Smite Evil ability twice a day, once for each class. They do not add both their Paladin and Divine Archer levels to the damage inflicted by the Smite; damage for each is calculated using the highest applicable class level. Archery Domain (Ex): At 3 rd Level, the Divine Archer gains access to the Archery Domain (below), even if the character has no previous levels of cleric. The character gains the granted power for the domain (Point Blank Shot as a bonus feat), and may prepare one extra spell from the Archery Domain spell list for each level of spell he can cast. For more information, see “Clerics and Domains,” in the Core Rulebook I. Bolt of Divine Power (Ex): Beginning at 4 th Level, the Divine Archer has learned to channel divine power through his arrows to specifically target the Undead. By spending one Turn Undead attempt for that particular day, the Divine Archer may attempt to Turn a single undead monster struck by his arrow. The player must state that he wishes to use this ability before the attack roll is made (thus, a miss ruins the attempt). If the attack roll hits, the player rolls damage as normal and adds his Divine Archer level to the result. If this number is equal to or greater than the Hit Dice of the monster struck, the Turn attempt is automatically successful. If the Hit Dice rolled is TWICE that of the Hit Dice of that particular monster, the undead is destroyed instead. Effectively, this ability allows the Divine Archer to use his attack roll in place of the Turning Check when turning the undead. Please note that the undead creature still takes any applicable damage from the arrow, regardless of whether the Turn attempt is successful. Undead monsters may not be Rebuked or Commanded by the use of this ability. Extra Turning (Ex): A Divine Archer’s hatred for the undead grows within him, and he cries out to his deity for more power against their kind. The deity of a Divine Archer recognizes his strength against the undead, and answers this prayer. At 6 th level, the Divine Archer gains the Extra Turning feat for free as a bonus feat. Holy Arrow (Sp): Beginning at 7 th Level, the Divine Archer can empower his arrows with a powerful burst of holy energy by spending a normal Turn Undead attempt. All arrows fired from the bow on the round that the Turn Undead slot is spent are

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Prestige Class: Divine Archer “Make our path straight as an arrow...” The Divine Archer is a holy and upright man, blessed by higher powers with uncanny skill in the bow. Many were once archers who took up the cloth; others were crusaders who discovered their talents with the bow through the course of their ministry. Regardless of their background, they all have two things in common: mastery of the bow, and a strict allegiance to their deity. They are the hunters of the undead and demons, and are the bane of those who would practice or spread evil. Most Divine Archers are human, but elves of Good alignment often take up the path. They are patient and careful fighters, preferring peaceful solutions to violence...but do not hesitate to let arrows fly toward the hearts of demons and the undead. Almost all Divine Archers are Paladins and Clerics who took it upon themselves to master the bow. These characters see their skill with the bow as a divine blessing from their higher power and considering it their duty to use this blessing against the forces of evil. Prerequisites To qualify for the Divine Archer Prestige Class, the character must satisfy all of the following requirements: Alignment: Any good Base Attack Bonus: +6 or higher Feats: Weapon Focus (any bow), Extra Turning Spellcasting: The character must be able to Turn the undead, and must be able to cast divine spells. Hit Dice: d8 Class Skills: The Class Skills for the Divine Archer (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis). Skill points per level: 4 + Int. modifier Class Abilities: The following are the class abilities of the Divine Archer Prestige class: Weapon and Armor Proficiency: Divine Archers gain no new weapon, shield, or armor proficiencies by taking the Divine Archer Prestige Class. Paladin Path: Paladins who take this Prestige Class do not suffer any of the restrictions and penalties that a multiclassed Paladin might normally incur, and may continue advancement in Paladin levels at the player’s discretion. Turn Undead (Ex): Divine Archers are equally devoted to the destruction of undead as clerics or paladins are. For each level of Divine Archer achieved, the character may Turn the Undead as if he had also gained a level of cleric or paladin. The character gains no other benefits of an increased level (such as spells per day, uses of the remove disease ability, etc.). Divine Guidance (Ex): When fighting with a bow, the Divine Archer may use his Wisdom bonus instead of his Dexterity bonus for attack rolls (whichever is higher). This is an extraordinary ability.

Divine Arrows (Su): At 1st Level, the Divine Archer has gained great favor with his deity, and may pray to his deity for arrows. By whispering a short prayer while pulling back his bowstring, the Divine Archer is given a magical arrow from his deity. This divine arrow is an arrow +1, and appears to be normal in every way. This arrow disappears seconds after impacting its target, or immediately if the bow is unloaded without firing. This supernatural ability may be used any number of times per day. At 5th level, and again at 9th level, the enhancement bonus for the Divine Arrows increases by +1 (to a max of +3 at 9th level). Smite Evil (Su): Once per day, a Divine Archer of 2nd Level or greater may attempt to smite evil with one ranged attack with his favored bow. He adds his Charisma modifier (if positive) to the attack roll and deals one extra point of damage per Divine Archer level (to a maximum of +10). If the Divine Archer accidentally smites a creature that is not evil, the smite has no effect but is still used up for that day. This damage does not stack with Holy damage (below). This is a supernatural ability. Paladins who take the Divine Archer Prestige Class may use this Smite Evil ability twice a day, once for each class. They do not add both their Paladin and Divine Archer levels to the damage inflicted by the Smite; damage for each is calculated using the highest applicable class level. Archery Domain (Ex): At 3rd Level, the Divine Archer gains access to the Archery Domain (below), even if the character has no previous levels of cleric. The character gains the granted power for the domain (Point Blank Shot as a bonus feat), and may prepare one extra spell from the Archery Domain spell list for each level of spell he can cast. For more information, see “Clerics and Domains,” in the Core Rulebook I. Bolt of Divine Power (Ex): Beginning at 4th Level, the Divine Archer has learned to channel divine power through his arrows to specifically target the Undead. By spending one Turn Undead attempt for that particular day, the Divine Archer may attempt to Turn a single undead monster struck by his arrow. The player must state that he wishes to use this ability before the attack roll is made (thus, a miss ruins the attempt). If the attack roll hits, the player rolls damage as normal and adds his Divine Archer level to the result. If this number is equal to or greater than the Hit Dice of the monster struck, the Turn attempt is automatically successful. If the Hit Dice rolled is TWICE that of the Hit Dice of that particular monster, the undead is destroyed instead. Effectively, this ability allows the Divine Archer to use his attack roll in place of the Turning Check when turning the undead. Please note that the undead creature still takes any applicable damage from the arrow, regardless of whether the Turn attempt is successful. Undead monsters may not be Rebuked or Commanded by the use of this ability. Extra Turning (Ex): A Divine Archer’s hatred for the undead grows within him, and he cries out to his deity for more power against their kind. The deity of a Divine Archer recognizes his strength against the undead, and answers this prayer. At 6th level, the Divine Archer gains the Extra Turning feat for free as a bonus feat. Holy Arrow (Sp): Beginning at 7th Level, the Divine Archer can empower his arrows with a powerful burst of holy energy by spending a normal Turn Undead attempt. All arrows fired from the bow on the round that the Turn Undead slot is spent are

Page 2: Divine Archer

considered to be holy arrows, and will inflict an extra 2d6 points of holy damage to any creature of evil alignment on a successful hit. This is a spell-like ability. Bolt of Banishment (Sp): At 8th Level, the Divine Archer is the ultimate weapon against demons (evil outsiders). By spending a normal turn attempt for the day, the cleric may attempt to banish any evil outsider he hits with an arrow, similar to the spell of the same name. The player must state that he wishes to use this ability before the attack roll is made, and if successful, the evil outsider must make a Will save (DC 20) or be banished to its home plane. Evil outsiders who have more than twice the hit dice of the Divine Archer's level are unaffected by this ability. Please note that the evil outsider still takes damage from the arrow, regardless of whether the Will save is successful or not. This is a supernatural ability. Power Bolt (Sp): At 10th Level, the Divine Archer has gained favor with his deity, and is granted the ability to cripple his foes with a single arrow. Once per day, the Divine Archer may call upon his deity to empower his arrow with a Power Word: Blind or a Power Word: Stun effect. To use this ability, the character states that he is using a Power Bolt ability before making the attack roll (thus, a missed attack ruins the attempt for the day). These Power Word effects are identical to the spells of the same name with one exception: they may only affect evil creatures struck by an arrow. The creature is not allowed a Save throw. This is a spell-like ability.

Archery Domain Granted Power: The character gains the Point Blank Shot feat for free, as a bonus feat. Archery Domain Spells 1. True Strike. Adds +20 to your next attack roll. 2. Protection from Arrows. Subject is immune to most

ranged attacks. 3. Flame Arrow. Shoots flaming projectiles (extra damage)

or fiery bolts (4d6 damage). 4. Greater Magic Weapon. +1 bonus/3 levels (+5 max) 5. True Seeing. See all things as they really are 6. Repel Wood. Pushes away wooden objects. 7. Repulsion. Creatures cannot approach you. 8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil

spells. 9. Foresight. “Sixth sense” warns of impending danger. The DM is free to assign the Archery Domain to any suitable deities in his/her campaign.

THE DIVINE ARCHER Level Bonus Fort Ref Will Special 1 +1 +0 +0 +2 Paladin Path, Divine Guidance, Divine Arrows +1 2 +2 +0 +0 +3 Smite Evil 3 +3 +1 +1 +3 Archery Domain 4 +4 +1 +1 +4 Bolt of Divine Power 5 +5 +1 +1 +4 Divine Arrows +2 6 +6 +2 +2 +5 Extra Turning 7 +7 +2 +2 +5 Holy Arrow 8 +8 +2 +2 +6 Bolt of Banishment 9 +9 +3 +3 +6 Divine Arrows +3 10 +10 +3 +3 +7 Power Bolt