Please comment on my custom Divine Archer PrC

Wyrmcrest

First Post
I've created this Prestige Class for my homebrew world. I wanted to make a divine version of the Arcane Archer that could work well for someone multiclassing Ranger/Cleric or Fighter/Cleric. You'll notice that some of its class features are straight from the Arcane Archer, though I've tweaked some of those and also added new ones. I'm interested in any comments or suggestions you might have. Particularly, I'd like to know if anyone thinks it's particularly overpowered or underpowered. Thanks for your help.

EXALTED ARCHER OF ETORU
Exalted archers are the elite bow-wielding priestesses who follow Etoru, god of sky and thunder. They use their specially crafted bows not only as weapons, but as integral components in their complex worship ceremonies. The extreme discipline and god-granted powers unique to this order grant the exalted archer with unequalled bow fighting abilities. They can use arrows to deliver their cleric spells or fire arrows that bend around corners or always strike the heart of a creature. The exalted archers are a female-only order. They worship Etoru at the secret Khael Illvyrr (or Tower of the Sky) and, from there, embark on quests to fulfill the will of Etoru.
Hit Die: d8

Requirements
Gender: Female.
Alignment: Must follow the same requirements as a cleric of Etoru.
Base Attack Bonus: +5
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st level divine spells and have access to the air domain.
Special: Must have Etoru as a patron deity.

Class Skills
The exalted archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Wis), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography), Knowledge (history), Knowledge (religion), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Code:
Level	BAB	Fort	Ref	Will	Special			Spells per Day
1st	+1	+0	+2	+2	Bless arrow		—
2nd	+2	+0	+3	+3	Bonus domain		+1 level of existing divine spellcasting class
3rd	+3	+1	+3	+3	Endow arrow		—
4th	+4	+1	+4	+4	Uncanny dodge		+1 level of existing divine spellcasting class
5th	+5	+1	+4	+4	Etoru’s aim		—
6th	+6	+2	+5	+5	Evasion			+1 level of existing divine spellcasting class
7th	+7	+2	+5	+5	Hail of arrows 1/day	—
8th	+8	+2	+6	+6	Improved uncanny dodge	+1 level of existing divine spellcasting class
9th	+9	+3	+6	+6	Hail of arrows 2/day	—
10th	+10	+3	+7	+7	Heartarrow		+1 level of existing divine spellcasting class

Class Features
Weapon and Armor Proficiency: all simple, all martial weapons, light armor, medium armor, and shields.

Bless Arrow (Sp): At 1st level, an exalted archer gains the ability to place a touch spell that they can cast upon an arrow. This ability allows touch spells to be delivered by the arrow. The exalted archer must make a ranged attack with the blessed arrow and beat the target’s touch AC in order to deliver the spell effect and beat the target’s full AC to deal the arrow’s normal damage. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the same round that the spell is cast, or the spell is wasted.

Bonus Domain: At 2nd level, an exalted archer gains the Weather domain. She can use the power of the new domain as well as choose between the spells of three domain when choosing her domain spells for the day.

Endow Arrow (Sp): At 3rd level or higher, an exalted archer is able to place an area or ranged spell upon an arrow. When an arrow endowed with a ranged spell is fired, the spell is then cast from where the arrow lands, effectively extending the spells range. When an arrow endowed with an area spell is fired, the spell is centered on the spot where the arrow landed, even if the spell could normally be centered only on the caster. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the same round that the spell is cast, or the spell is wasted.

Etoru’s Aim (Sp): At 5th level, an exalted archer gains the ability to launch an arrow once per day at a target know to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the range prevents the arrows flight. For example, if they target is within a windowless chamber with the door closed, the arrow cannot enter. 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). If the exalted archer wishes to use this ability in conjuncture with bless arrow or endow arrow, she must spend a standard action to effect Etoru’s aim and then, on her next turn, use her next standard action to bless or endow the arrow and fire it. She may not, however, take a move action between those two standard actions.

Hail of Arrows (Sp): In lieu of her regular attacks, once per day an exalted archer of 7th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every level of exalted archer she has achieved. Each attack uses the archer’s primary attack bonus, and each enemy can only be targeted by a single arrow. EDIT: An Exalted archer can use this ability twice per day starting at 9th level.

Heartarrow (Sp): Once per day, an exalted archer of 10th level who has unrestricted line-of-sight to the target, and the target has no concealment or cover modifiers, can fire an arrow that will automatically hit and automatically do its maximum amount of damage. If the target is vulnerable to critical hits, the target will take the maximum amount of critical damage as well. Using this ability is a standard action and shooting the arrow is part of the same action.
 
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Hail of Arrows should be usable 2/Day at 10th level. It isn't terribly over powered considering what the Exalted Archer should be facing off against by the point.

Everything looks decent. Since none of my "EEP! OVERPOWERED!" bells are going off, I'm going to have to rule this as clean. I don't have OotBI or DWS handy to compare it against, but it seems fine.
 

Very good. Not too much, and I don't think too little. May want to boost it a hair, but that is only a guess. Try it out in actual play.

Later!
 

Thanks for your suggestions. I've increased Hail of Arrows to twice per day at 9th level.

I'm also considering increasing the times per day for the Heartarrow feature. Would it be way too powerful to automatically hit for max damage a number of times equal to ones Wisdom modifier per day?

The other thing I was thinking was allowing Heartarrow to be combined with Bless Arrow or Endow Arrow, so not only do you automatically hit for max, but it could also deliver your best inflict wounds spell at the same time. There would be an extra cost in actions in order to do this, much like I've set up Etoru's Aim.

I would probably only do one or the other of these changes. Let me know what you think.

Anyway, thanks again.
 

I would not base any of the class abilities on stat modifiers. I personally do not like doing that for anything because I like levels granting more abilities as opposed to stats... Just personal opinion though. The extra hail of arrows is cool. I would leave it at that and play it a couple of times.

Later!
 

I'm with Mirivor; leave Heart Arrow as your hole card. Being able to combo that into Heaven Knows What (Banishment comes to mind, and whatever else they can get their hands on) is edging on the powerful side. Once per day to nearly unfailingly deliver your bacon saver? It doesn't need more uses. Make it special, and run it through the Play Test mill.
 

Fair enough. I'll keep it as is for now. I'm hoping that one of my players in my current campaign takes the PrC, and I'm going to be building a few NPC's with it at various levels as well, so hopefully it will receive some good testing soon.

Thanks for the help.
 

I really like this PrC. My only question is this...

When do clerics get cure (x) arrows that don't hurt your firends when you shoot them? ;)
 

Herobizkit said:
When do clerics get cure (x) arrows that don't hurt your firends when you shoot them? ;)

At level 1 of the PrC if you use arrows with rubber plungers on the ends. =)

Just don't tell my players. I want them to try it the hard way a few times before they figure that out.
 

I'd suggest modifying endow arrow to be area or emanation spells. Extending the range of close range spells by arrow distance is pretty out of hand, in my opinion. Also, I like the idea of an invisibility purge arrow or an antimagic field arrow.
 

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