This is my first draft of a divine archer... I dropped the 'arrow' abilities and added in more 'nature' stuff...
I've dicided that imbuing touch spells isn't that powerful... Inflict Wounds is the only spell (chain) I can see as a problem, but even those aren't that powerful...
Also, this class is more Druid/Ranger than Cleric/Paladin... But I think any divine spellcasting class can be a member eventually...
(this is going to look pretty bad, me thinks...)
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Divine Archer
One who hunts the forest with a passion for nature and the beauty of life and death may become a divine archer. Divine archers respect life and death as cycles in nature. They do not favor one over the other, and seek to preserve a balance. They hunt in forests and natural caverns for creatures foul that intend to shift the balance of life and death. Divine archers use magic to hunt almost exclusively. They often take spells that can be transmitted through arrows or that help them aim and damage targets.
Divine archers are most likely druids who have somehow miraculously lived long enough to meet the requirements. Sometimes divine archers can clerics of nature gods or rangers. No other classes can meet the requirements without delving into druidic ways (poor, poor souls).
Hit Dice: d8
Requirements:
Intuit Direction: 8+ ranks
Knowledge (nature): 4+ ranks
Wilderness Lore: 4+ ranks
Spot: 2+ ranks
Listen: 2+ ranks
Hide: 4+ ranks
Point Blank Shot
Precise Shot
Spells: The ability to cast 3rd level divine spells
Alignment: NG, NE, or N
Proficient in Longbow or Shortbow
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points: 4 + Int mod/level
Class features:
Weapon and Armor Proficiency: All non-exotic bows, light armor, and shields.
Empower Arrow (Sp): Every arrow fired by the divine archer is magical. The arrow gains the enhancement to attack and damage rolls listed at each level. Arrows lose this enchantment one round after being fired by the divine archer and only function for the divine archer who fired them.
Imbue Arrow (Sp): The divine archer may place a spell in an arrow. Only spells with a range of touch may be imbued. Imbuing the arrow and the firing it together take a standard action. If the arrow misses its intended target, the spell is wasted. The arrow must beat the full AC of the target, not merely a touch AC. Thus the arrow deals its normal amount of damage.
Jungle Cover (Ex): While in natural surroundings, divine archers gain ½ cover. This does not inhibit the divine archer.
Forest Vision (Ex): Divine archers may ignore all cover penalties caused by natural surroundings.
Hunter’s Mercy (Su): The divine archer may choose to have his arrows deal subdual damage instead of actual damage. Any creatures damaged by these arrows do not feel pain from that shot. The divine archer may convert all subdual damage dealt this way to real damage as a standard action. If the target dies or is rendered unconscious by this damage, it dies instantaneously without pain.
True Sight (Su): Divine archers may ignore miss chance brought on by natural concealment.
Arrow of Life and Death (Sp): Once per day as a full round action, the divine archer may fire off an arrow imbued with either Heal or Harm. The save for the spell is 10 + divine archer class levels + divine archer’s Wisdom modifier. The arrow deals its normal damage after the spell takes affect.
------------Saves----------
Class Base Attack Fort Ref Will Special
Level Bonus
1 +1 +0 +2 +2 Empower Arrow +1
2 +2 +0 +3 +3 Imbue Arrow
3 +3 +1 +3 +3 Empower Arrow +2, Jungle Cover
4 +4 +1 +4 +4 Forest Vision
5 +5 +1 +4 +4 Empower Arrow +3
6 +6 +2 +5 +5 Hunter’s Mercy
7 +7 +2 +5 +5 Empower Arrow +4
8 +8 +2 +6 +6 True Sight
9 +9 +3 +6 +6 Empower Arrow +5
10 +10 +3 +7 +7 Arrow of Life and Death