I'm still working on this, as you can tell but I would like an opinion on this. Is it overpowered, just right, or underpowered?
Comments and suggestions on improvements welcome.
Akh
Veiled Archer
Background:
Can't type what I have this class in my head as, but here is a brief description
Veiled Archer’s are often loners, hunting enemies, shadowing them and causing them as much mayhem in as short of time as possible before running off and doing it again from another side. When working in groups of other Veiled Archer, they are terrifying, decimating enemies in quick order. When working with other characters, they are the cover fire, allowing the fighters to retreat or infiltrate as needed or giving the wizards time they need to finish casting their spells.
Hit Dice: d8
Requirements: To qualify as a Veiled Archer, a character must fulfill all of the following criteria.
Base Attack:
+5
Skills:
Craft: Bowmaking +8
Hide +6
Move Silently +6
Feats:
Weapon Focus: Longbow or Composite Longbow
Precise Shot
Endurance
Point Blank Shot
Special:
Must possess a bow for which they spent a month training with it, after which they give a name to their bow.
Class Skills:
The Veiled Archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Saves
will - low
Ref - high
Fort - low
Base Attack
As fighter
Abilities
1 - Steady Hand, Liliandel’s Flurry
2 - Deadly Arrow +1d6, Shot on the Run
3 - Ducking Shot
4 - Opportunist Strike
5 - Deadly Arrow +2d6
6 - Expert Aim
7 -
8 - Deadly Arrow +3d6
9 -
10 - Penetrating Shot
Class Features
All the following are class features of the Veiled Archer prestige class.
Weapon and Armor Proficiency:
Veiled Archer gains no new weapon or armor proficiencies.
Restrictions:
When becoming a Veiled Archer, the character spends a month of training in which they become familiar with it’s use, often creating a bond with the weapon. Once a Veiled Archer has became bonded to his weapon, certain restrictions apply to the character.
The Veiled Archer is so familiar with their bow that they can tell if their bow has been violated by another character’s use. For each person, other then the Veiled Archer who uses the bow, the Veiled Archer must spend at least an hour in practice with the bow, removing the taint of another’s touch or loose the benefits of this class until they have spent the hour.
Furthermore, if the Veiled Archer ever acquires a new bow, they must spend at least an hour a day for a week with the bow before they are able to gain the benefits from this class. If the character should use another bow during the week, the Veiled Archer has to start the week over again.
When making their bow magical, the Veiled Archer must be present every day and remain in constant contact with the bow. Due to their protectiveness towards their bow, the Veiled Archer would rather pay for any experience cost then have another’s taint upon their bows.
Sneak Attack: bow:
This ability is similar to the Rogue's Sneak Attack, though it only applies for bows.
The Veiled Archer has become so adapt at strike vital areas with her bow that any time the Veiled Archer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Veiled Archer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points at level 5 and again at level 8 but can only be applied to attacks made with a bow. Should the Veiled Archer score a critical hit with a deadly arrow, this extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 60 feet away or less.
A Veiled Archer can only use deadly arrows on living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to deadly arrows. Also, the Veiled Archer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Veiled Archer cannot use deadly arrow while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If an Veiled Archer gets a similar bonus from another source (such as rogue’s sneak attack), the bonuses to damage stack.
Steady Hand:
When using a bow the Veiled Archer’s point blank shot range increases to 60 feet.
Liliandel’s Flurry:
Twice per day per level, the Veiled Archer can shoot an arrow from a bow and have two other arrows appear alongside it in mid-flight. This ability allows the attacker to make three separate attack rolls on the target of the original arrow. After inflicting their damage, all three arrows disappear, consumed by the spell. The two additional arrows created by this ability are treated as +1 magic items for determining damage reduction. However, the arrows themselves confer no magical bonus to the Veiled Archer’s attack or damage rolls. This ability can only be performed when using the full attack option. The character can still use the Rapid Shot feat, though only the first arrow fired is thus enchanted.
Shot on the Run:
The Veiled Archer gains the feat Shot on the Run at second level, even if they do not meet the normal requirements.
Ducking Shot:
The Veiled Archer gets a +4 dodge bonus to their AC against attacks of opportunity caused while making a ranged attack in an area threatened by your enemies. If the Veiled Archer should lose their Dex bonus, they also lose this dodge bonuses.
Opportunist Strike:
Whenever an ally makes an attack of opportunity against a foe, the Veiled Archer can opt to make an attack against that same foe as long as they are within 60ft. This ability counts towards the limited number of attacks of opportunities a character can make per round.
Expert Aim:
If you take the Full Attack action when using the named bow, you may choose to make a single attack with a range of 60 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead).
This ability is usable with Liliandel’s Flurry, though the increase of damage is divided evenly among the three arrows, with any extra damage being applied to the original arrow. Thus, a character with 20 Dex using Expert Aim with Liliandel’s Flurry would apply a +1 to the 2 bonus arrows, and +3 being applied to the original arrow.
This ability may also be used with Deadly Strike, though the extra damage does not get multiplied.
Penetrating Shot:
A total of 1 + WIS modifier per day, any threat roll that the Veiled Archer makes and is also is a successful attack will results in a Critical Hit. This feat only applies to attacks made with the Veiled Archer's bonded weapon (see Restirction) and with ranges up to 60 feet.
**EDIT** Added a name, the Veiled Archer!
**EDIT** Added a brief description and changed the requirements and when they receive the Deadly Strike.
**EDIT** Edited the class with the suggestions from below
Comments and suggestions on improvements welcome.
Akh
Veiled Archer
Background:
Can't type what I have this class in my head as, but here is a brief description
Veiled Archer’s are often loners, hunting enemies, shadowing them and causing them as much mayhem in as short of time as possible before running off and doing it again from another side. When working in groups of other Veiled Archer, they are terrifying, decimating enemies in quick order. When working with other characters, they are the cover fire, allowing the fighters to retreat or infiltrate as needed or giving the wizards time they need to finish casting their spells.
Hit Dice: d8
Requirements: To qualify as a Veiled Archer, a character must fulfill all of the following criteria.
Base Attack:
+5
Skills:
Craft: Bowmaking +8
Hide +6
Move Silently +6
Feats:
Weapon Focus: Longbow or Composite Longbow
Precise Shot
Endurance
Point Blank Shot
Special:
Must possess a bow for which they spent a month training with it, after which they give a name to their bow.
Class Skills:
The Veiled Archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Saves
will - low
Ref - high
Fort - low
Base Attack
As fighter
Abilities
1 - Steady Hand, Liliandel’s Flurry
2 - Deadly Arrow +1d6, Shot on the Run
3 - Ducking Shot
4 - Opportunist Strike
5 - Deadly Arrow +2d6
6 - Expert Aim
7 -
8 - Deadly Arrow +3d6
9 -
10 - Penetrating Shot
Class Features
All the following are class features of the Veiled Archer prestige class.
Weapon and Armor Proficiency:
Veiled Archer gains no new weapon or armor proficiencies.
Restrictions:
When becoming a Veiled Archer, the character spends a month of training in which they become familiar with it’s use, often creating a bond with the weapon. Once a Veiled Archer has became bonded to his weapon, certain restrictions apply to the character.
The Veiled Archer is so familiar with their bow that they can tell if their bow has been violated by another character’s use. For each person, other then the Veiled Archer who uses the bow, the Veiled Archer must spend at least an hour in practice with the bow, removing the taint of another’s touch or loose the benefits of this class until they have spent the hour.
Furthermore, if the Veiled Archer ever acquires a new bow, they must spend at least an hour a day for a week with the bow before they are able to gain the benefits from this class. If the character should use another bow during the week, the Veiled Archer has to start the week over again.
When making their bow magical, the Veiled Archer must be present every day and remain in constant contact with the bow. Due to their protectiveness towards their bow, the Veiled Archer would rather pay for any experience cost then have another’s taint upon their bows.
Sneak Attack: bow:
This ability is similar to the Rogue's Sneak Attack, though it only applies for bows.
The Veiled Archer has become so adapt at strike vital areas with her bow that any time the Veiled Archer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Veiled Archer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points at level 5 and again at level 8 but can only be applied to attacks made with a bow. Should the Veiled Archer score a critical hit with a deadly arrow, this extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 60 feet away or less.
A Veiled Archer can only use deadly arrows on living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to deadly arrows. Also, the Veiled Archer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Veiled Archer cannot use deadly arrow while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If an Veiled Archer gets a similar bonus from another source (such as rogue’s sneak attack), the bonuses to damage stack.
Steady Hand:
When using a bow the Veiled Archer’s point blank shot range increases to 60 feet.
Liliandel’s Flurry:
Twice per day per level, the Veiled Archer can shoot an arrow from a bow and have two other arrows appear alongside it in mid-flight. This ability allows the attacker to make three separate attack rolls on the target of the original arrow. After inflicting their damage, all three arrows disappear, consumed by the spell. The two additional arrows created by this ability are treated as +1 magic items for determining damage reduction. However, the arrows themselves confer no magical bonus to the Veiled Archer’s attack or damage rolls. This ability can only be performed when using the full attack option. The character can still use the Rapid Shot feat, though only the first arrow fired is thus enchanted.
Shot on the Run:
The Veiled Archer gains the feat Shot on the Run at second level, even if they do not meet the normal requirements.
Ducking Shot:
The Veiled Archer gets a +4 dodge bonus to their AC against attacks of opportunity caused while making a ranged attack in an area threatened by your enemies. If the Veiled Archer should lose their Dex bonus, they also lose this dodge bonuses.
Opportunist Strike:
Whenever an ally makes an attack of opportunity against a foe, the Veiled Archer can opt to make an attack against that same foe as long as they are within 60ft. This ability counts towards the limited number of attacks of opportunities a character can make per round.
Expert Aim:
If you take the Full Attack action when using the named bow, you may choose to make a single attack with a range of 60 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead).
This ability is usable with Liliandel’s Flurry, though the increase of damage is divided evenly among the three arrows, with any extra damage being applied to the original arrow. Thus, a character with 20 Dex using Expert Aim with Liliandel’s Flurry would apply a +1 to the 2 bonus arrows, and +3 being applied to the original arrow.
This ability may also be used with Deadly Strike, though the extra damage does not get multiplied.
Penetrating Shot:
A total of 1 + WIS modifier per day, any threat roll that the Veiled Archer makes and is also is a successful attack will results in a Critical Hit. This feat only applies to attacks made with the Veiled Archer's bonded weapon (see Restirction) and with ranges up to 60 feet.
**EDIT** Added a name, the Veiled Archer!
**EDIT** Added a brief description and changed the requirements and when they receive the Deadly Strike.
**EDIT** Edited the class with the suggestions from below
Last edited: