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Aredel

Elemental Archer

(This is based loosely on the Order of the Bow Initiate in Sword and Fist pg 32 and the Arcane Archer in the DMG)

Elemental Archers are warriors with an arcane elemental flavor. Elemental Archers represent a melding of the elements(Air, Earth, Fire, Water), Arcana, and Archery disciplines. They have learned how to unleash the elements in conjunction with mastering Archery. They are often found with Elementalist Wizard and Sorcerers. They view the world as being at the mercy of the Elements and take almost a quasi religious view in this respect. Most tend to be introspective.

Sorcerers, Bards, Fighters and Rangers are excellent candidates for this class.

Requisites

Race: Any
Alignment: Any chaotic
Base attack: +8
Skills: Knowledge (Arcana) 4 ranks
Craft (Bowyer/Fletcher): 4 Ranks
Feats: Weapon focus, Weapon Specilization, Energy Substitution
Spells: Ability to cast Arcane spells, knowing at least 4 elemental spells.

Class Features

Class skills: Concentration (Con), Craft (Int), Knowledge (Arcana, Planes, Nature, Religion) (Int), Spellcraft (Int), Wilderness Lore (Wis)
Skill points per level: 3+Int modifier.
Hit Die: d8
Elemental Archer can use all Martial Weapons and Armor. Bonus Feats must be either General or Meta Magic. Elemental Archer can use any elemental based magic items. Using such an item, the Elemental Archer gets a +2 or +10% to any such Item. For example, a wand of Fireballs, normally does 8d6, in an Elemental Archer's hands the Wand would do 10d6.
Elemental Spells cast by an Elemental Archer receive a extra +2 on spell penetration rolls. Bonus Feats maybe General or Meta Magic (Elemental Only). Elementals will show improved reaction with +4 checks for Elemental Archer.

Progression

LevelBase attackFort SaveRef SaveWill SaveSpecial
1+1+2+0+2Elemental Arrows +1, Resist Elements (1/day)
2+2+3+0+3Close Combat Shot, +1 Level to existing spellcasting
3+3+3+1+3Elemental Arrows +2, Protection from Elements (3/day)
4+4+4+1+4Imbue Arrows I, +1 Level to existing spellcasting
5+5+4+1+4Elemental Arrows +3
6+6+5+2+5Imbue Arrows II, +1 Level to existing spellcasting
7+7+5+2+5Elemental Arrows +4
8+8+6+2+6Imbue Arrows III, +1 Level to existing spellcasting
9+9+6+3+6Elemental Arrows +5
10+10+7+3+7Imbue Arrows IV, +1 Level to existing spellcasting

Special Feats and Abilities

Elemental Arrows
Elemental Archer have the ability to imbue various elemental properties into their Arrows. Provided these Arrows can be prepared daily, the Elemental Archer can add the bonus to both attack and damage rolls. This damage is elemental damage (fire, water(cold, ice), earth(acid), air (electrical)) as determined by the Knight at the beginning of the round. This damage is expressed in dice (d4). For example, Elemental Arrow +2 gives +2 to hit and +2d4 to damage. If the creature is especially susceptible to the elemental type (ie..undead to fire, fire using to cold, etc.) the damage bonus is computed as dice d6 per bonus. Different types of Elemental Energy can be employed each arrow. Improving each arrow requires masterwork or magical arrows. Preparing Arrows requires the use of a Cantrip (0-level Spell Slot) for each 6 arrows, 12 Arrows for a 1st Level Slot. Maximum 12 Arrows per Level.
Close Combat Shot
As with OofBI: ranged attacks do not provoke an attack of opportunity.
Protection From Elements (Sp)
As the spell.
Evasion
Grant the Evasion Feat, or if the character already has Evasion, Improved Evasion applied to elemental effects (fire, cold, acid, earth, water and electricity)
Imbue Arrows(Su)
As a free action, the Elemental Archer can channel a memorized elemental spell through his arrow as she attacks with it. This is a supernatural ability. The channeled spell counts against the Elemental Knight's normal daily limit and must be prepared into the arrow beforehand. That is a Burning Hands spell could be placed on an arrow. The arrow releases the spell upon a hit, using the target as the center/caster position for the spell. The spell can be cancelled by the Archer, but the spell cannot be cast normally once it is imbued into an arrow.
The maximum allowable spell level increases as noted below.
  • Imbue Arrow I - 1st level spell
  • Imbue Arrow II - 2nd level spell
  • Imbue Arrow III - 3rd level spell
  • Imbue Arrow IV - 4th level spell
An imbued spell targets the creature hit by the Elemental Archer's arrow. The spell still gets a saving throw if the spell allows one. If a spell can target more than one creature, channeling it through the weapon centers the effect on the target. Eg. A burning hands on an arrow effects the target creature and any creatures in the area treating the target as the caster (in this case), radiating away.

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