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Table of Contents

Introduction ................................................................................................................................... 3

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ADVANCED CHARACTER GUIDE ARCANE ARCHER Giltnio Santos Development Team - Ig Barros, Rafael Rocha, Tiago Marinho Editor - Tiago Marinho Cover Artists - Glauco Nobre, Ig Barros, Kenzo Abeki Interior Artists - Fernanda Chiella, Glauco Nobre, Kenzo Abeki, Pulyx. Graphic Designer - Leonardo Bracarense, Rafael Rocha Playtesters: David Duarte, Leonardo Atma Cyber, Marcelo Krunk, Marcos Vinicius, Paulo Kof-Luxo, Rodrigo Lenin, Ulisses Lacerda. Advanced Character Guide - Arcane Archer is copyright 2005 Secular Games. All artwork is copyright 2005 Secular Games, www.seculargames.com. All rules text from chapters 1, 3, and 5 is designated as open game content. All rules text from chapter 2, except for archery school feats, is designated as open game content. You may not distribute this PDF without permission of Secular Games.

Chapter One: The Core Arcane Archer .............................................................. 4 Chapter Two: Feats of Archery ................................................................................ 8 Archery School Feats ......................................................................................... 10 Chapter Three: Other Traditions ........................................................................... 12 Arcane Crossbowman ..................................................................................... 13 Blizzard Archer ...................................................................................................... 14 Deepwood Guardian ............................................................................................ 15 Divine Archer .......................................................................................................... 16 Eldritch Bow ............................................................................................................... 18 Psychic Archer ....................................................................................................... 19 Untamed Hunter ................................................................................................... 21 Chapter Four: Archers of Note ............................................................................... 22 Aleyna Shadowlily .............................................................................................. 22 Eredon, The Artisan ............................................................................................ 24 Haya Sunbringer ................................................................................................. 26 Ottis, The Vulture .................................................................................................. 28 Chapter Five: Archery Tricks ...................................................................................... 31 New Spells ................................................................................................................. 33 New Magic Itens .................................................................................................... 33 OGL ................................................................................................................................................ 35

Table of Contents

INTRODUCTION
The orcs entered the grove feeling de smell of our scouts. Quickly, our group moved through the trees without making a noise. Their leader stopped for a moment and said grimly Prepare to fight in the shade - An ancient elven anecdote What does it take for an individual to reach true mastery of archery and magic? The elves know the answer for this question, but like any other elven lore, their best efforts are always in keeping this a secret. The real arcane archery is one of the most demanding elven fighting styles, and those who show perfection on the path always become elite warriors in the best service of their nations. These are the heroes of fable, and they are called Arcane Archers. The Arcane Archer prestige class, as written in Core Rulebook II, represents the standard elven mage-warrior whose training is dedicated to arcane archery. Levels gained in that class mean the evolution of various aspects of the mystical archery practiced by elves. The perspective we adopt here is that the abilities associated with the core arcane archer are, by no means, exhaustive. Through this book, you will find options that make it possible to customize the standard arcane archer, or even to create entire new paths using abilities that blend bow and sorcery to create magic-powered combat machines.

What will you f ind here?


This isnt a book of archers; its a book of arcane archers! With the rules presented here, youll optimize the choices related to these characters, particularly aimed at long-time development, since arcane archer is probably a choice available at mid to high levels (maybe earlier, as youll see soon). The Advanced Character Guide: Arcane Archer includes: - A 20-level arcane archer core class, if you want to play one from the very first level. -New feats that improve the arcane archer in what she excels. - Alternative arcane archers that better suit nonstandard elf sub-races or character choices - Sample arcane archers to be used as ready-toplay NPCs or inspiration for your own characters. - New spells and magic items for characters that take the bow as a favorite weapon. This material was created not only with players in mind, but is also worth a GMs time and energy. With this book in hands, we hope you get the best out of your next arcane archer. From now on, get ready to fire some arrows eldritch style!

The Bow and The Way


Why create a book about characters so focused? Well, the bow is more than a simple weapon; its actually a successful path of strategy that can change the outcome of a war The greatest archers form elite squads inside powerful armies. In the core rules, no character represents the sheer power of ranged combat more than the Arcane Archer; so we come to the conclusion that a book about the arcane archer would be, in fact, a book about the power of the bow.

What is the Advanced Character Guides Series?


This book is the first in the series by Secular Games called Advanced Character Guides, a collection that takes a standard prestige class and brings new rules and concepts to improve your experience with it. Each of the SRD prestige classes will get its own volume, and offer new and exciting variants every time, toned accordingly to all of them.

Introduction

Chapter One

The Core Arcane Archer


Although training to become an arcane archer is almost always represented by multiclassing between an arcane spellcaster and a warrior class, then taking levels in the arcane archer prestige class, this isnt the only possible path for character willing to take in the abilities and role of this character option. Here we have a 20-level core class whose powers are built taking the shorter level progression of a prestige arcane archer as base. Different from the traditional core classes, the core arcane archer presents a racial restriction. Only those races that qualify for the prestige class can take levels in the core version (only the elf and half-elf races, therefore). If you use this variant, characters are not allowed to take levels in both core and prestige arcane archer. Also, elves can choose to treat either arcane archer or wizard as their favored class. Arcane archers are the true terrors on elven war bands, with their powerful mix of magic and ranged combat power. For one of these warriors, theres not such a thing as separation between magical and combative training; if she wants to thrive, its necessary to perfect both aspects of ones abilities. The path of an arcane archer is one of aim and precision, and the bow is a choice as natural as as the elven way of life. Adventures: An arcane archer will almost always find out that theres no better way to improve her abilities than adventuring beyond the borders of elven land. An experienced archer will serve the needs of her folk for greater results, and its a matter of fact that most of the enemies of the ancient folk will cross roads with the adventurer arcane archer as she adventures for experience. Although this is a rare occurrence, an outcast archer could easily find her way into a mercenary company as well, and none but the wealthiest warlords would be able to pay for his fine craft and deadly skills. Characteristics: The power of an arcane archer lies in her relationship with the bow and the power she can awaken from it. As an arcane archer advances, the power of her arrows grows, and the same happens to her spells and combat tricks. Though she relies on them as a secondary resource, the arcane archer has a decent choice of spells, even offensive, but mostly combat related ones. Alignment: The abilities of an arcane archer are not at all associated with any kind of moral or ethic choice, thus theyre not specially inclined to any alignment more than a non-archer elf is inclined toward chaos and good. Evil archers nevertheless quickly find their way out of elven

society, and become merciless bounty hunters or soldiers without an army, eager to serve those ready to offer the most and question the least. Background: The typical elven kingdom is the training ground of master arcane archers, so almost all archers have a strong background in nations of elven rule. The abilities associated with arcane archer are not innate, and only a place with structure to offer a school, or at least an above average tutor, would be able to train candidates. Although all masters teach the same basic concepts, its interesting to outline the different styles practiced and taught at different archer training grounds. Religion: Arcane archers are prone to worship elven pantheons in any form available in your campaign. In worlds where elves commonly worship the same pantheon as other races, the arcane archers find out that gods related to magic, war, hunting and some aspects of nature are somehow related to their philosophies and expectations. Some arcane archers believe truly and solely in the power of arcane magic, and those ones are known to reject or avoid the worship of divine beings. Since the classic archer is a protector of the elven ways, they will probably respect, while not necessarily follow, the standard religion assumed by their elven nations. Races: Only elves and half-elves can become arcane archers. Not even by a twist of fate a member of a different race would be allowed into the secrets associated with the mystical archery practiced by the ancient folk. To elven mage-warriors the path of an arcane archer is one of pride and honor, which take directly to an elite position

The Core Arcane Archer The Core Arcane Archer

inside elven society. When a half-elf decides to become an archer, she is probably trying to prove herself for those around her, and fulfilling this goal is always taken to the latest consequences. Other Classes: An arcane archer will almost always find her companions between classes that somehow keep true to elven tradition. Wizards are appreciated as friends and fellow adventurers, as well as rangers, druids and clerics of the deities typically worshiped by elves. The presence of a strong frontline man is a relief to archers, and makes sure theyre left on themselves, since theyre not commonly prepared to act as a partys front warrior. Role: Bearing in mind her field of specialization, the arcane archer doesnt work well as the main warrior, and neither as the primary arcane spellcaster. She works best as a support combatant, removing foes from a safe distance, while sometimes casting offensive or utilitarian spells to help the party. As members of parties composed primarily of characters that strongly rely on skirmishing tactics, such as rogues and rangers, an arcane archer has a real chance to shine, getting ground to use her abilities to the fullest potential.

gence. Dexterity improves the chances of an arcane archer when fighting with her primary weapon of choice, the bow, and also improves her armor class, a good thing for a character that cannot rely on heavy armor. Intelligence determines which spells an arcane archer can cast, and how hard those spells are to resist. Archers who want to benefit from a mighty bow will also keep a good score for Strength, and they benefit from a high Constitution score as well, which can provide some meaningful extra hit points. Alignment: Any. Hit Die: d8. Starting Gold: 5d4x10 GP. Class Skills: The arcane archers class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the arcane archer. Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, with light armor and bucklers. An arcane archer can cast arcane archer spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane

Game Rule Information

Arcane archers have the following game statistics. Abilities:Arcane archers benefit from high scores in Dexterity and Intelli-

Ottis, the Arcane Archer

The Core Arcane Archer

spellcaster, an arcane archer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass arcane archer still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bonus Feat: At 1st level, an arcane archer gets Point Blank Shot as a bonus feat. At 2nd level, she may select Weapon Focus with any bow as a bonus feat. At 3rd level, she gets Precise Shot as a bonus feat. An arcane archer need not have any of the prerequisites normally required for these feats to get them. Enhance Arrow (Su): At 4th level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers magic arrows only function for her. For every three levels the character advances past 4th level in the class, the magic arrows she creates gain +1 greater potency (+1 at 4th level, +2 at 7th level, +3 at 10th level, +4 at 13th level, and +5 at 16th level). Imbue Arrow (Sp): At 5th level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spells area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bows range rather than the spells range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Seeker Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrows range prevents the arrows flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus Fort Ref Will

the arrow is part of the action). At 12th level and every six levels thereafter, she can use seeker arrow one additional time per day (to a maximum of three times per day at 18th level). Phase Arrow (Sp): At 9th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way.

Table 1-1: The Arcane Archer

Special Point Blank Shot Weapon Focus Precise Shot Enhance Arrow +1 Imbue Arrow Seeker Arrow 1/day Enhance Arrow +2 Phase Arrow 1/day Enhance Arrow +3 Seeker Arrow 2/day Enhance Arrow +4 Hail of Arrows Arrow of Death Enhance Arrow +5 Seeker Arrow 3/day Phase Arrow 2/day Greater Arrow of Death

Spells per Day 1st 2nd 3rd 4th - - - 0 - 0 - 1 - 1 - 1 0 1 0 1 1 1 1 0 1 1 1 1 1 1 2 1 1 0 2 1 1 1 2 2 1 1 2 2 2 1 2 2 2 1 3 3 3 2 3 3 3 3

Save +1 +2 +2 +3 +3 +3 +4 +4 +5 +4 +6/+1 +5 +7/+2 +5 +8/+3 +6 +9/+4 +6 +10/+5 +7 +11/+6/+1 +7 +12/+7/+2 +8 +13/+8/+3 +8 +14/+9/+4 +9 +15/+10/+5 +9 +16/+11/+6/+1 +10 +17/+12/+7/+2 +10 +18/+13/+8/+3 +11 +19/+14/+9/+4 +11 +20/+15/+10/+5 +12

Save Save +2 +0 +3 +0 +3 +1 +4 +1 +4 +1 +5 +2 +5 +2 +6 +2 +6 +3 +7 +3 +7 +3 +8 +4 +8 +4 +9 +4 +9 +5 +10 +5 +10 +5 +11 +6 +11 +6 +12 +6

The Core Arcane Archer

(Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. At 19th level, the arcane archer launches an additional phase arrow per day. Using this ability is a standard action (and shooting the arrow is part of the action). Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 14th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every two arcane archer levels she has earned. Each attack uses the archers primary attack bonus, and each enemy may only be targeted by a single arrow. Arrow of Death (Sp): At 15th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrows attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. Upon reaching 20th level, the arcane archer can create a greater arrow of death. The Fortitude save DC against a greater arrow of death is 23. Spells: An arcane archer casts arcane spells, which are drawn from the arcane archer spell list. An arcane archer must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the arcane archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a

saving throw against an arcane archers spell is 10 + the spell level + the arcane archers Intelligence modifier. Like other spellcasters, an arcane archer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-1: The Arcane Archer. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table 1-1: The Arcane Archer indicates that the arcane archer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Much like a wizard, an arcane archer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nights sleep and spending 1 hour studying her spellbook. While studying, the arcane archer decides which spells to prepare. Through 3rd level, an arcane archer has no caster level. At 4th level and higher, her caster level is one-half her arcane archer level. Spellbooks: An arcane archer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all arcane archers can prepare from memory. At 4th level, an arcane archer gets a spellbook containing three 1st-level arcane archer spells. At each new arcane archer level, she gains one new spell of any spell level or levels that she can cast (based on her new arcane archer level) for her spellbook. At any time, an arcane archer can also add spells found in other arcane archers or wizards (providing the spell is also an arcane archer spell) spellbooks to her own.

Game balance is intricate; but we believe core arcane archers are well-balanced. In the beginning theyre much like rangers, with good feats and dishing out some damage on the field, as you would expect from a support warrior. As levels go she gets magic arrows, in the same level a usual adventurer would take a magic weapon. To levels above, we cared that her arrows never had a power greater to what should be expected from adventuring pals. Other abilities come at the same ECL theyd come for a prestige archer entering the class as soon as possible. The Greater Arrow of Death is an exception, the payout for those who played straight to the 20th level. We could also raise a question about using core and prestige archers, and the answer is all about the way you feel them in your game. Should the path be considered a difficult one? Result of an entire life of dedication? If the answer is yes, you should go for the core version we present in this chapter. If you believe arcane archers are more like elven elite troopers and something one becomes during the course of life, then you should stick to the prestige version (and we sure have a lot going for it in this book). Still, maybe in your campaign both paths are traveled, resulting in different visions, which can coexist in elven tradition, be studied separately by different elven branches, or even be the source of rivalry between the diverse schools.

Core Archers and Your Campaign

The Core Arcane Archer

Chapter Two

Feats of Archery
Feats are the point where an adventurers abilities tend to diversify from those owned by others of same class or role. They provide new combat options, advance class features, offer entire new abilities or improve on a previous feat in the same tree. The feats presented here are intentionally aimed at arcane archers, but some of them will prove useful to any character wielding a bow in combat, while others could be selected by spellcasters. ARCHERS EYES [GENERAL] Your perception is highly trained to do the archers job. Benefit: You get a +2 bonus on all Craft (Bowmaking) checks and Spot checks. ARROW COMPONENT [GENERAL] You can use a magical arrow to increase the power of a spell. Prerequisites: Knowledge (Arcana) 6 ranks. Benefit: You can use a magical arrow as an additional material component in any spell you cast. If you do, the caster level of that spell increases by an amount equal to the enhancement bonus of the magical arrow. ARROW SPELL [METAMAGIC] You can shape area spells into arrows and shot them at single targets. Prerequisites: Craft (Bowmaking) 6 ranks, Spellcraft 6 ranks. Benefit: You can shape any area spell you know. It affects a single target, which is allowed a saving throw if the spell would normally allow one. You must succeed in a ranged touch attack to deliver the spell at the target. In addition to any other material components, you must spend a common arrow. An arrow spell uses up a spell slot two levels higher than the spells actual level. CUNNING ARCHERY [GENERAL] You are skilled in firing a bow out of pure astuteness and insight, instead of hand coordination. Prerequisites: Base attack bonus +1. Benefit: With any kind of bow, you may use your Intelligence modifier instead of your Dexterity modifier on attack rolls. Special: A fighter may select Cunning Archery as one of his fighter bonus feats. FLAMES OF MAGIC [GENERAL] You have an ability to ignite the arcane power inside magical arrows. Prerequisite: Cha 13, ability to enhance an arrow.

Benefit: You are allowed to enhance a magical arrow with the enhance arrow class feature. In the moment you enhance the arrow the magic previously found in it ignites transforming an arrow of +1 enhancement in an arrow with the flaming special ability, and an arrow with +2 or greater enhancement in an arrow with the flame burst special ability. Normal: The enhance arrow class feature can only be used in a nonmagical arrow. IMPROVED ARROW COMPONENT [GENERAL] You can use a magical arrow to more easily defeat your opponents with your spells. Prerequisites: Arrow component, Knowledge (Arcana) 9 ranks. Benefit: Whenever you use an arrow component, the DC to resist the spell you cast is increased by two. IMPROVED LOW-LIGHT VISION [GENERAL] Your vision goes even farther than that of a common elf. Prerequisites: Wis 13, Elf or half-elf Benefit: You can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions. You also get a +2 bonus on spot checks made to detect opponents in conditions of poor illumination. Normal: An elf can see twice as far as a human in the same conditions of poor illumination.

Feats of Archery

IMPROVED MOUNTED ARCHERY [GENERAL] Youve trained for even better results when firing your bow from horseback. Prerequisites: Ride 9 ranks, Mounted Archery, Mounted Combat. Benefit: The penalty you take when using a ranged weapon while mounted is further reduced: its completely negated if your mount is taking a double move, and 2 instead of 4 if your mount is running. Special: A fighter may select Improved Mounted Archery as one of his fighter bonus feats. LONGBOW SHOT [GENERAL] Your longbow skills let you find your targets much farther than it would be possible for other archers. Prerequisites: Far Shot, Point Blank Shot, base attack bonus +9. Benefit: When you use a longbow or its composite version, its range increment is doubled. Special: A fighter may select Longbow Shot as one of his fighter bonus feats. MIGHTY ARROW OF DEATH [GENERAL] You are able to deliver a large amount of damage, even for those strong enough to resist death by your arrow. Prerequisites: Ability to create an arrow of death. Benefit: Whenever a target successfully saves against your arrow of death, she takes 5d6 points of extra damage from the attack. If the attack is a greater arrow of death, she takes 7d6 extra damage instead. Creatures normally immune to the effect of an arrow of death are also immune to this effect.

POWER SHOT [GENERAL] You can charge your ranged attacks with additional damage potential. Prerequisite: Arcane spellcaster 3rd, Point Blank Shot. Benefit: To use this feat, you must spend a 2nd level or higher spell slot. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack, and can only use it once per round. If your attack misses, you still spend the spell slot. REPEATING HAIL [GENERAL] Your outbreak of arrow strikes last longer than normal. Prerequisites: Dex 19, Hail of Arrows class feature. Benefit: During the combat round following the use of the Hail of Arrows class feature, in lieu of your regular attacks, you are allowed to fire an arrow at each and every target within range that was dealt damage by you in the previous round. Each attack uses your primary attack bonus. SECOND ARROW [GENERAL] You can use the power of your mystical arrows more often than the common archers. Prerequisite: Ability to use a seeker arrow or phasing arrow. Benefit: Chose seeker arrow or phasing arrow. You are able to use the chosen ability one more time per day. Normal: Without this feat, arcane archers can use phasing arrow and seeker arrow each once per day.

Special: You can gain this feat multiple times. Its effects stack. SUPERIOR BOWMAKING [GENERAL] You are specially attuned to create magical bows and arrows. Prerequisites: Craft magic arms and armor, Craft (Bowmaking) 9 ranks. Benefit: When you use craft magic arms and armor to create bows and arrows the base price is halved if you craft yourself the masterwork item to receive magical properties. SURE STRIKER [GENERAL] You are specialist in finding weak spots on opponents armor. Prerequisites: Point blank shot, Spot 9 ranks. Benefit: As a full-round action, you can make a ranged attack that ignores the targets armor and shield bonuses to AC. To benefit from this, you must succeed in a spot check (DC 10 + targets reflex save modifier). Special: A fighter may select Sure Striker as one of his fighter bonus feats. UNAVOIDABLE FIRE [GENERAL] You can strike your foe with a ranged weapon as if making a touch attack. Prerequisite: Dex 13, Power Shot, base attack bonus +4. Benefit: To use this feat, you must spend a 2nd level or higher spell slot. You can resolve your ranged attack as a ranged touch attack. Unavoidable fire can only be used once per round, and never in conjunction with Power Shot.

Feats of Archery

Archery School Feats


Archery school feats represent training in on of the elven schools of arcane archery. A character can only choose one of them as a 1st Level elf or half-elf, and cannot have more than one. At game masters discretion, they can provide social benefits when dealing with elves or those especially in good terms with elves, such as an allied neighbor kingdom of humans. A character that chooses an archery school feat at 1st level can ignore one of the prerequisite feats of the arcane archer prestige class; the same is true for the racial variants of the class, presented in Chapter Three: Other Traditions. SCHOOL OF THE ASCENDING MOON [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Ascending Moon, an advanced archery training ground whose students are adept of wild combat and brute force. Prerequisites: Str 17, base attack bonus +1. Benefit: The damage of your arrows fired from mighty composite bows increases by one step, as if your bow was actually on size category larger. Arrows fired from a shortbow deal 1d8 points of damage. Those fired from a longbow deal 2d6 points of damage. Special: A fighter may select School of the Ascending Moon as one of his fighter bonus feats. SCHOOL OF THE BITTER SHADOW [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Bitter Shadow, an advanced winter elf training ground whose students take mastery of cold environments as ones life duty. Prerequisites: Winter elf or half-elf of winter elf ascendance, Wis 15, Survival 4 ranks. Benefit: You may, once per day per three character levels, make an attack using you survival modifier in place of your total ranged attack bonus. SCHOOL OF THE DRAGONBITE ARROW [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Dragonbite Arrow, an advanced archery training ground whose students mainly learn the secrets of close-combat archery. Prerequisites: Dodge. Benefit: Against attacks of opportunity generated by firing a bow in melee, you get a +4

circumstance bonus to Armor Class. Also, you can use a bow as a melee weapon. Treat it as a club of the same size category and you are automatically proficient with it. Special: A fighter may select School of the Dragonbite Arrow as one of his fighter bonus feats. SCHOOL OF THE ETERNAL NIGHT [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Eternal Night, an advanced drow training ground whose students are adept of dirty fighting and poison use. Prerequisites: Drow or half-elf of drow ascendance, sneak attack +1d6, craft (poison making) 4 ranks. Benefit: DC of saving throws against poison you apply to your arrows is increased by two. SCHOOL OF THE MYSTICAL SONG [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Mystical Song, an advanced archery training ground whose students take the training on arcane archery as a refined form of art. Prerequisites: Cha 13, Knowledge (Arcana) 4 ranks, Perform 4 ranks. Benefit: Once per day, you may fire an arrow song at no specific target. Enemies caught in a straight line of 30feet in the chosen direction are forced to make a Fortitude

Feats of Archery

10

save (DC 10 + your character level + your Cha modifier) or become deafened for three rounds. For more information on the deafened condition, see Core Rulebook II. SCHOOL OF THE PURPLE BOW [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Purple Bow, an advanced archery training ground whose students blend magic and combat prowess to a degree of true excellence. Prerequisites: Int 13, Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks. Benefit: As long as you have at least one 1st level or higher spell slot lasting, you gain a +1 competence bonus on attack and damage rolls with a bow.

feet with a special stunning arrow. It forces the target, if damaged by the arrows attack, to make a Fortitude save (DC 10 + your character level + your Wis modifier) or become stunned for one round, in addition to dealing damage normally. For more information on the stunned condition, see Core Rulebook II. SCHOOL OF THE SILVERY LEAF [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Silvery Leaf, an advanced archery training ground whose students are champions of the elven nation taking the wonders of its way of life wherever they go. Prerequisites: Dex 13, Cha 13, Diplomacy 4 ranks, any good alignment. Benefit: Once per day, you may attempt a true elf shot with one normal ranged attack against an evil enemy. Add your Charisma bonus to attack roll and it deals 1 extra point of damage per character level. If you accidentally strike a creature that is not evil, the elf shot has no effect, but the ability is still used up for that day. SCHOOL OF THE SILENT WIND [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Silent Wind, an advanced archery training ground whose students rely heavily on shadow arts to fulfill the most obscure goals of the elven nation.

Prerequisites: Dex 17, Int 15, Hide 4 ranks, Move Silently 4 ranks. Benefit: Whenever you catch an opponent flatfooted at a distance of up to 30 feet, you are entitled a special debilitating ranged attack with a bow. It forces the target, if damaged by the arrows attack, to make a Fortitude save (DC 10 + your character level + your Int modifier) or become silent for three rounds. Affected characters cannot properly speak, and thus, are not allowed to cast spells with verbal components. School Feats Beyond 1st Level Styles takes time to learn, so we ruled that PCs can only learn them at 1st level. This decision is related to background, but also has balance issues to discuss. By denying access to School Feats after 1st level we deny characters access to more than one; fair, as we believe each one is a very strong choice. You can let players take School Feats after 1st level, but not without reflection. Elves should have good reasons to attend a school of archery after adulthood, and some better yet to take training in two, if you allow it. Characters shouldnt ignore more than one feat to qualify for Arcane Archer, however, even if they take more than one Archery School Feat.

SCHOOL OF THE SERENE RIVER [GENERAL, ARCHERY SCHOOL] You were trained in the School of the Serene River, an advanced archery training ground whose students are contemplative warriors sworn to protect the elven tradition. Prerequisites: Dex 13, Wis 13, any lawful alignment. Benefit: Once per day per six character levels, you may attempt to strike an opponent at up to 30

Feats of Archery

11

Chapter Three

Other Traditions
Not all traditions of arcane archery are bound to the same teachings. In different elven nations, the archers are trained in disparate techniques that relate better to the cultural aspects of each specific sub-race. Drows imbue magical power into their poisoned bolts, while winter elves are willing to freeze their opponents, and gray elves strive to keep their magical power at the same time they advance the arcane archery prowess. This chapter presents each of these different traditions with a new prestige class, using the arcane archer in Core Rulebook II as its base. Since high-elves are the most common sub-race of elves, treat the standard archer as the tradition typically associated with them. Still, not all archers are arcane, and some of them find out that there are other paths that take to nice blends of mystical power and combat prowess. The Divine Archer is almost an elven paladin, with arrows guided by faith, to the heart of the enemies of the nation. At the same time, the Psychic Archer uses a powerful combination of psionics and archery to cause the nastiest wounds and destroy an enemys mind at the same time. To use her though, youll need the Psionic SRD.

Other Traditions

12

Arcane Crossbowman
The arcane crossbowman relates to the drow archery tradition. Long ago, this sub-race of elves was cast out of the elven nation and sent to live underground, where they had to abandon most of the elven traditions in an effort to succeed. Soon, the bow style proved a sub-optimal one, while the hand crossbow had the characteristics necessary for the skirmishing tactics of subterranean wars. The arcane crossbowman is the result of the perfect blend between drow ranged combat style and magical power. Drow rangers, rogues and fighters become arcane crossbowmans to add some magic to their combative tactics. Drow wizards become arcane crossbowmans to enforce their spell aptitude with some combat power. Other drows rarely become crossbowmans. Hit Die: d8 Requeriments To qualify to become an arcane crossbowman, a character must fulfill all the following criteria. Race: Drow or half-elf of drow ascendance. Base Attack Bonus: +5. Skills: Craft (poison making) 10 ranks. Feats: Point Blank Shot, Rapid Reload, Weapon Focus (hand crossbow). Spells: Ability to cast 1st-level arcane spells. Class Skills The arcane crossbowmans class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are Class Features of the arcane crossbowman prestige class. Weapon and Armor Proficiency: An arcane crossbowman is proficient with all simple and martial weapons, light armor, and shields. Enhance Bolt (Su): At 1st level, every nonmagical bolt an arcane crossbowman nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the crossbowman need not spend experience points or gold pieces to accomplish this task. However, a crossbowmans magic bolts only function for her. For every three levels the character advances past 1st level in the prestige class, the magic bolts she creates gain +1 greater potency (+1 at 1st level, +2 at 4th level, Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+3 at 7th level, and +4 at 10th). Poison Use: Crossbowmans are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt is +1d6 at 2nd level and increases by +1d6 every three levels thereafter (+2d6 at 5th, and +3d6 at 8th). If an arcane crossbowman gets a sneak attack bonus from another source the bonuses on damage stack. Imbue Bolt (Sp): The arcane crossbowman gains this ability at 3rd level. Its identical to Imbue Arrow, but must be used with a bolt and a hand crossbow instead. Seeker Bolt (Sp): The arcane crossbowman gains this ability at 6th level. Its identical to Seeker Arrow, but must be used with a bolt and a hand crossbow instead. Phase Bolt (Sp): The arcane crossbowman gains this ability at 9th level. Its identical to Phase Arrow, but must be used with a bolt and a hand crossbow instead.

Table 3-1: The Arcane Crossbowman

Base Attack +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Poison use, Enhance bolt +1 Sneak attack +1d6 Imbue bolt Enhance bolt +2 Sneak attack +2d6 Seeker bolt Enhance bolt +3 Sneak attack +3d6 Phase bolt Enhance bolt +4

Other Traditions

13

Blizzard Archer
The blizzard archer is an arcane archer variant best suited for Winter Elves, detailed in the forthcoming supplement Lines of Legend: Winter Elves. Forced to adapt in an utterly cold environment, they learned to bend the eternal winter to their own will, and have since developed it into a powerful weapon. The blizzard archer tries to trap her opponents into this eternal winter and her abilities reflect this. Barbarians and Rangers become blizzard archers to make cold magic a part of their already long repertoire of combat tactics. Wizards and Sorcerers adopt this prestige class to improve their chance of success in the eternal ice with combat abilities. Winter elves of different inclinations hardly become blizzard archers. Hit Die: d8 Requeriments To qualify to become a blizzard archer, a character must fulfill all the following criteria. Race: Winter elf or half-elf of winter elf ascendance. Base Attack Bonus: +6. Skills: Survival 8 ranks. Feats: Endurance, Point Blank Shot, Weapon Focus (longbow or shortbow). Spells: Ability to cast 1st-level arcane spells. Class Skills The blizzard archers class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier.

Class Features All of the following are Class Features of the blizzard archer prestige class. Weapon and Armor Proficiency: A blizzard archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. Enhance Arrow (Su): At 1st level, every nonmagical arrow a blizzard archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers magic arrows only function for her. For every four levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 5th, and +3 at 9th level). Imbue Arrow (Sp): At 2nd level, the blizzard archer gains the arcane archers ability of same name. Frost Arrow (Su): At 3rd level, every nonmagical arrow a blizzard archer nocks and lets fly becomes magical, gaining the Frost special ability. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

archers magic arrows only function for her. Winter Wolf Bite (Sp): At 4th level, a blizzard archer can launch an arrow once per day that forces the target, if damaged by the arrows attack, to make a Reflex save (DC 10 + archers class level + archers Int modifier) or immediately fall prone. Freezing Arrow (Sp): At 6th level, a blizzard archer can launch an arrow once per day that forces the target, if damaged by the arrows attack, to make a Fortitude save (DC 10 + archers class level + archers Int modifier) or become paralyzed for 1d4 rounds. Any character with cold immunity is also immune to Freezing Arrow. Icy Burst Arrow (Su): At 7th level, every nonmagical arrow a blizzard archer nocks and lets fly becomes magical, gaining the Icy Burst special ability. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers magic arrows only function for her. Hail of Arrows (Sp): At 8th level, the blizzard archer gains the arcane archers ability of same name. Arrow of Death (Sp): At 10th level, the blizzard archer gains the arcane archers ability of same name. Special Enhance arrow +1 Imbue arrow Frost arrow Winter wolf bite Enhance arrow +2 Freezing arrow Icy burst arrow Hail of arrows Enhance arrow +3 Arrow of death

Base Attack +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Table 3-2: The Blizzard Archer

Other Traditions

14

Deepwood Guardian
Of all elven sub-races, the wood elves are indeed the most secluded and unfriendly to outsiders. Keepers of primordial woods, they rarely come in contact with civilization, thus gaining more time to practice their own unique blends of archery and arcane magic. The deepwood guardian fights to take down enemies quickly, and she doesnt want to get detected while doing so. Arcane magic can help in this effort, and the deepwood guardian uses all kinds of magically enhanced arrows in her skirmishes. Rangers, fighters and barbarians become deepwood guardians to diversify their abilities; sorcerers and wizards find this prestige class to be a great way to improve their otherwise poor combat abilities. Characters coming from other classes will almost never choose the deepwood guardian path. Hit Die: d8 Requeriments To become a deepwood guardian, a character must fulfill all of the following criteria: Race: Wood elf or half-elf of wood elf ascendance. Base attack bonus: +6. Skills: Hide 8 ranks, Move Silently 8 ranks. Feats: Point blank shot, Precise shot, Track. Spells: Ability to cast 1st-level arcane spells. Class Skills The deepwood guardians class skills (and the key ability for each skill) are Craft (Int), Hide (Dex),

Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the deepwood guardian. Weapon and Armor Proficiency: A deepwood guardian is proficient with all simple and martial weapons, light armor, and shields. Enhance Arrow (Su): At 1st level, every nonmagical arrow a deepwood guardian nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the guardian need not spend experience points or gold pieces to accomplish this task. However, a guardians magic arrows only function for her. For every two levels the character advances past 1st level in the class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Imbue Arrow (Sp): At 2nd level, the deepwood guardian gains the arcane archers ability of same name. True Strike (Sp): At 4th level, the deepwood guardian gains True Strike as a spell-like ability usable once per day. This only works for ranged attacks. Arrow of Sleep (Sp): At 6th level, a deepwood guardian can launch an arrow once per day that forces the target, if damaged by the arrows attack, to make a Will save (DC 10 + guardians class level + guardians Int modifier) or fall asleep. Arrow of Slow (Sp): At 8th level, a deepwood guardian can launch an arrow once per day that forces the target, if damaged by the arrows attack, to make a Will save (DC 10 + guardians class level + guardians Int modifier) or become slow (as the spell) for 1 round per guardians class level. Arrow of Death (Sp): At 10th level, the deepwood guardian gains the arcane archers ability of same name. Special Enhance arrow +1 Imbue arrow Enhance arrow +2 True Strike Enhance arrow +3 Arrow of sleep Enhance arrow +4 Arrow of slow Enhance arrow +5 Arrow of death

Base Attack +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Table 3-3: The Deepwood Guardian

Other Traditions

15

Divine Archer
Its a very rare occurrence, but sometimes the elven gods will search for an archer of unmatched ability and inspire her. When this happens, its common for the holy archer to go one step forward and embrace the path of divine archery, one relatively unknown between the elves, and not recognized by purists of traditional schools. The majority of divine archers begun their career as paladins or clerics, and have made the choice of upholding the elven standards of life with pious devotion and a precise shot. Rangers and druids are also strong candidates to join the ranks, but are typically more concerned with nature matters, not the protection and evolution of their already enlightened folk. Hit Die: d8 Requeriments To qualify to become a divine archer, a character must fulfill all the following criteria. Race: elf or half-elf. Alignment: any good. Base Attack Bonus: +5. Skills: Concentration 5 ranks, Knowledge (religion) 10 ranks. Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow). Spells: Ability to cast 1st-level divine spells. Class Skills The divine archers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis). Skill Points at Each Level: 4 + Int modifier.

Other Traditions

16

Class Features All of the following are Class Features of the divine archer prestige class. Weapon and Armor Proficiency: A divine archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. Enhance Arrow (Su): At 1st level, every nonmagical arrow a divine archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers magic arrows only function for her. For every four levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 5th, and +3 at 9th level). Imbue Arrow (Sp): At 2nd level, the divine archer gains the arcane archers ability of same name, but it applies to divine spells only. Otherwise, the ability is the same. Blessed Strike (Su): At 3rd level, every arrow a divine archer nocks and lets fly becomes blessed as if affected by the Bless Weapon spell. That means its treated as a good weapon for the purpose of overcoming damage reduction, and all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. An arrow that already has an effect related to critical hits doesnt benefit from this effect. Sacred Power (Su): The divine archer of 4th level or higher embodies the power of elven divinity. Half of the damage dealt by her arrows is converted into sacred damage.

True Elf Shot (Su): Once per day, a divine archer of 6th level or higher can attempt to strike an evil opponent with a true elf shot. She adds her Charisma bonus to attack roll and it deals 1 extra point of damage per class level. If the divine archer accidentally strikes a creature that is not evil, the elf shot has no effect, but the ability is still used up for that day. Holy Enhancement (Su): At 7th level, every nonmagical arrow a divine archer nocks and lets fly becomes magical, gaining the Holy special ability. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers magic arrows only function for her. Hail of Arrows (Sp): At 8th level, the divine archer gains the arcane archers ability of same name. Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Arrow of Death (Sp): At 10th level, the divine archer gains the arcane archers ability of same name, usable only against evil characters. If the archer accidentally strikes a creature that is not evil, the arrow of death has no effect. Ex-Divine Archers A divine archer who ceases to be good, who willfully commits an evil act, or who hurts a member of the elven nation without a good reason loses all divine archer abilities. She may not progress any farther in levels as a divine archer. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Table 3-4: The Divine Archer

Base Attack +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Enhance arrow +1 Imbue arrow Blessed Strike Sacred power Enhance arrow +2 True elf shot Holy Enhancement Hail of arrows Enhance arrow +3 Arrow of death

Other Traditions

17

Eldritch Bow
The gray elves have their own set of arcane archers, but these warriors wield greater magical power than that of ordinary archers found in other elven nations. The eldritch bow is the elite warrior of the must secluded of elven sub-races. She wants to perfect magical abilities, while keeping in mind that combat prowess is very important for an elite combatant to grow. The eldritch bow is almost always a former wizard, but sometimes an elven fighter or ranger will want to diverge from her natural choices to pursue the arcane path. If that is the case, she will highly benefit from this prestige class. Sorcerers, although rare in elven society, can benefit as much as a wizard from the Eldritch Bow. Other characters have better options to follow. Hit Die: d6 Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Requeriments To qualify to become an eldritch bow, a character must fulfill all the following criteria. Race: Gray elf or half-elf of gray elf ascendance. Base Attack Bonus: +4. Skills: Knowledge (arcana) 8 ranks. Feats: Cunning Archery, Point Blank Shot, Weapon Focus (longbow or shortbow). Spells: Ability to cast 3rd-level arcane spells. Class Skills The eldritch bows class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are Class Features of the eldritch bow prestige class. Special Enhance arrow +1 Imbue arrow Seeker arrow Enhance arrow +2 Phase arrow Hail of arrows Enhance arrow +3 Arrow of negation Spells per Day

Weapon and Armor Proficiency: An eldritch bow is proficient with all simple and martial weapons, with light armor and bucklers. An eldritch bow can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an eldritch bow wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). Spells per Day/Spells Known: When an even eldritch bow level is gained, the character gains spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an eldritch bow, she must decide to which class she adds the new level for purposes of determining spells per day.

Table 3-5: The Eldritch Bow

Base Attack +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class

Other Traditions

18

Enhance Arrow (Su): At 1st level, every nonmagical arrow an eldritch bow nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the eldritch bow need not spend experience points or gold pieces to accomplish this task. However, an eldritch bows magic arrows only function for her. For every four levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 5th, and +3 at 9th level). Imbue Arrow (Sp): At 2nd level, the eldritch bow gains the arcane archers ability of same name. Seeker Arrow (Sp): At 4th level, the eldritch bow gains the arcane archers ability of same name. Phase Arrow (Sp): At 6th level, the eldritch bow gains the arcane archers ability of same name. Hail of Arrows (Sp): At 8th level, the eldritch bow gains the arcane archers ability of same name. Arrow of Negation (Sp): At 10th level, an eldritch bow can create an arrow of negation that forces the target, if damaged by the arrows attack, to make a DC 20 Will save or immediately lose all available spell slots. It takes one day to make an arrow of negation, and the arrow only functions for the eldritch bow that created it. The arrow of negation lasts no longer than one year, and the eldritch bow can only have one such arrow in existence at a time.

Psychic Archer
Some elves find that psionic abilities fall more in their taste than arcane teachings. In the past, they were judged unworthy of the greatest elven tradition, and alternatives to combine feats of archery and psychic powers were not studied at all. A group of visionaries, though, decided to change this, creating a colony of elven psionics, who were all ex-magic users and arcane archers, and decided to abandon the old path to pursue the exotic path of the mind. This group was never recognized as a true school of archery, and their style is still unknown to all but a few of the elven scholars. Psychic Warriors are the students of the style per excellence, but some wilders and psions also join the prestige class, while searching for new ways to improve their otherwise poor combat skill. Hit Die: d8 Requeriments To qualify to become a psychic archer, a character must fulfill all the following criteria. Race: Elf or half-elf. Base Attack Bonus: +5. Skills: Knowledge (psionics) 10 ranks. Feats: Point Blank Shot, Psionic Shot, Weapon Focus (longbow or shortbow). Spells: Ability to manifest 3rd-level psionic powers. Special: Since psychic archery isnt a well spread

style, its impossible to learn it without formal training. Thus, a character cannot qualify for the prestige class without finding a Psychic Archer willing to teach the secrets related to it. Class Skills The psychic archers class skills (and the key ability for each skill) are Autohypnosis (Int), Craft (Int), Hide (Dex), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are Class Features of the psychic archer prestige class. Weapon and Armor Proficiency: A psychic archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. Enhance Arrow (Su): At 1st level, every nonpsionic arrow a psychic archer nocks and lets fly becomes psionic, gaining a +1 enhancement bonus. Unlike psionic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archers psionic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the psionic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). Imbue Arrow (Sp): At 2nd level, the psychic archer gains the arcane archers ability of

Other Traditions

19

same name, but it applies to psionic powers instead of spells. Otherwise, the ability is the same. Psychic Strike (Su): As a move action, a psychic archer of 4th level or higher can imbue an arrow with destructive psychic energy. This effect deals an extra 1d8 points of damage to a living, nonmindless target he successfully hits with it. Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogues sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects).Once a psychic archer prepares an arrow to psychic strike, it must be used in the next round or the energy will be lost, making it necessary to go through the whole process again. At 8th level, the extra damage from a psychic archers psychic strike increases to 2d8 (as shown on table 3-5: The Psychic Archer). Mind Burn (Su): At 6th level, the psychic archer gains the ability to burn the power out of the mind from anyone she strikes with her arrows. Any target damaged by the strike from a psychic archers arrow immediately loses 1d4 power points or one spell slot from the lowest level available. Mind Burn has no ill effects on characters that have no power points or prepared spells. Arrow of Coma (Sp): At 10th level, a psychic archer can create an arrow of coma that forces the target, if damaged by the arrows attack, to make a DC 20 Will save or immediately

have one of his mental abilities (intelligence, wisdom or charisma) reduced to 0. It takes one day to make an arrow of coma, and the arrow only functions for the psychic archer that created it. The arrow of coma lasts no longer than one year, and the psychic archer can only have one such arrow in existence at a time.

Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Enhance arrow +1 Imbue arrow Enhance arrow +2 Psychic Strike +1d8 Enhance arrow +3 Mind Burn Enhance arrow +4 Psychic Strike +2d8 Enhance arrow +5 Arrow of coma

Table 3-6: The Psychic Archer

Other Traditions

20

Untamed Hunter
The traditions associated with the feral wild elves are furious to say the least. When they decide to travel the path of arcane archery, is almost always after the discovery of some great magical powers hidden in ancient lineages. Thus, the so called untamed hunters are an order composed solely of multiclass barbarian/sorcerers. Their strange style tries to catch the best of both worlds, and perfect this in feats of primitive, but effective archery. Wild elves with origin in other character classes are best suited in the standard arcane archer. Hit Die: d10 Requeriments To qualify to become an untamed hunter, a character must fulfill all the following criteria. Race: Wild elf or half-elf of wild elf ascendance. Base Attack Bonus: +6. Feats: Point Blank Shot, Weapon Focus (longbow or shortbow). Spells: Ability to cast 1st-level arcane spells. Special: Ability to rage, must be able to cast arcane spells without preparation. Class Skills The untamed hunters class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier.

Class Features All of the following are Class Features of the untamed hunter prestige class. Weapon and Armor Proficiency: An untamed hunter is proficient with all simple and martial weapons, light armor, medium armor, and shields. Enhance Arrow (Su): At 1st level, every nonmagical arrow an untamed hunter nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the hunter need not spend experience points or gold pieces to accomplish this task. However, a hunters magic arrows only function for her. For every two levels the character advances past 1st level in the class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). Imbue Arrow (Sp): At 2nd level, the untamed hunter gains the arcane archers ability Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

of same name. Dragon Arrow (Ex): As long as she is in rage, an untamed hunter of 4th level or higher can add her full strength modifier to an arrows damage when using a mighty composite longbow. She can use half this value when using a mighty composite shortbow. Seeker Arrow (Sp): At 6th level, the untamed hunter gains the arcane archers ability of same name. Arrow of Fury (Sp): At 8th level, an untamed hunter can launch an arrow once per day that repeats its damage in the following rounds, up to a number of round equal to the hunters Con modifier + 3. The target is allowed a Fortitude save (DC 10 + hunters class level + hunters Cha modifier) each round for half damage. Arrow of Death (Sp): At 10th level, the untamed hunter gains the arcane archers ability of same name.

Base Attack +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Enhance arrow +1 Imbue arrow Enhance arrow +2 Dragon arrow Enhance arrow +3 Seeker arrow Enhance arrow +4 Arrow of fury Enhance arrow +5 Arrow of death

Table 3-7: The Untamed Hunter

Other Traditions

21

Chapter Four

Archers of Note
Throughout the campaign world, lots of elves and half-elves take on the path of arcane archery. Some of them are legendary; others not so much, but each one has a unique story of life, and probably some of them will appeal to you. The NPCs described here should provide interesting encounters, ideas for your own characters, or even ready-to-go antagonists in campaigns going in any level. We present each character in three versions, being the first a newbie adventurer, the second an experienced one and the third a highpowered enemy or ally, and they make use of the optional rules for archers presented in this book. During her elven adolescence, Aleyna was sent to the legendary training ground known as the School of the Silent Wind. She always knew her destiny was coming. One day, no matter what her own will was, she would become a shadow arts lady in the best service of the elven nation, always working behind the veil of night. After a long period of guidance by the heralds of the silent wind, Aleyna was finally left alone in the world for her final test. Aleyna Shadowlily: Female Elf Ranger 2; CR 2; Medium humanoid (elf); HD 2d8; HP 13; Ini +4; Spd 30ft; AC 18, touch 14, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d8+1/1920, longsword) or +7 ranged (1d8/x3, masterwork longbow); Full Atk +5/+5 ranged within 30 ft. (1d8/x3, masterwork longbow); SA combat style (archery), favored enemy humans +2; SQ elf traits, low-light vision, wild empathy +3 (-1 magical beasts); AL LN; SV Fort +3, Ref +7, Will +1; Str 12, Dex 19, Con 10, Int 15, Wis 13, Cha 12. Skills and Feats: Bluff +3, Climb +3, Disguise +3, Hide +9, Jump +3, Knowledge (geography) +4, Knowledge (nature) +4, Listen +6, Move Silently +9, Search +6, Spot +6, Survival +4, Swim +3; Rapid Shot, School of the Silent Wind, Track.

Possessions: Longsword, masterwork buckler, masterwork longbow, masterwork studded leather armor. The first mission assigned to Aleyna was supposed to be an easy one, but her enemy proved greater than the heralds expected him. The elven assassin found her target asleep in his bedroom, but was surprised by an abrupt strike from a surprisingly intelligent hawk, which gave its master the edge necessary to wake up and start fighting the young elf with spells that easily take her out of combat. Much to Aleynas despair, she discovered too late that Taxys, the human noble she was sent to kill, was actually a sorcerer, wielder of innate and powerful magic. With some luck, she was able to escape the final blow and go back with the bad news. Aleyna would bring reports from her mission to the heralds, to discover not only that her failure was expected (returning alive and without pursuit was the real test), but also that Taxys Eylio was heir to a collection of artifact weapons known collectively as The Arsenal. Bringing the parts together, the elf realized the danger represented by the sorcerer. If the northern nobles finally convinced the prince to join their crusade for the forest kingdom, the balance on war would shift aggressively, with the weapons of Taxys being used against the elven nation. On the other side, the assassination of the heir would probably bring chaos into human lands, with warlords fighting for the pieces of The Arsenal. Aleyna had no doubt, Taxys Eylio had to die. Taking to herself the burden of bringing

Aleyna Shadowlily In the deepest havens of the northern for-

est kingdom, the shadow lily grows in the groves cared by the family that takes the flowers name. Though they were always seen as a clan of peaceful and nature lover elves, the secret behind them was as dark as the flowers grown inside their houses. Aleyna Shadowlily was born in a family of assassins, people cold and loyal enough to taint their hands and their minds with agendas that the elven kingdom must accomplish, but are best left secret.

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Eylios demise, Shadowlily started training on a new level. Arcane Archery was the final objective of all students at the Silent Wind, and that was the route to take. After a long period of intensive magical learning and combat improvement, she felt herself prepared to hunt down her nemesis. Aleyna Shadowlily: Female Elf Ranger 5/Wizard 2; CR 7; Medium humanoid (elf); HD 5d8 plus 2d4; HP 33; Ini +5; Spd 30ft; AC 21, touch 15, flat-footed 16; Base Atk +6; Grp +7; Atk +8 melee (1d8+1/19-20, masterwork longsword) or +13 ranged within 30 ft. (1d8+3/x3, +1 mighty composite longbow); Full Atk +8/+3 melee (1d8+1/19-20, masterwork longsword) or +11/+11/+6 ranged within 30 ft. (1d8+3/x3, +1 mighty composite longbow); SA combat style (archery), favored enemy humans +4, favored enemy orcs +2; SQ animal companion (wolf), animal companion benefits, elf traits, familiar benefits, low-light vision, summon familiar (raven), swift tracker, wild empathy +6 (+2 magical beasts); AL LN; SV Fort +4, Ref +9, Will +5; Str 12, Dex 20, Con 10, Int 15, Wis 13, Cha 12. Skills and Feats: Bluff +4, Climb +4, Disguise +4, Hide +14, Jump +3, Knowledge (geography) +7, Knowledge (nature) +6, Listen +9 (+11), Move Silently +14, Search +10, Spot +9 (+11), Survival +6, Swim +4; Endurance, Point Blank Shot, Rapid Shot, School of the Silent Wind, Scribe scroll, Track, Weapon Focus (Composite Longbow). Possessions: Amulet of natural armor +1, masterwork longsword, +1 buckler, +1 mighty composite longbow, +1 studded leather armor, wand of cure light wounds (50 charges). Ranger Spell Prepared (caster level 2nd): 1st pass without trace.

Wizard Spells Prepared (caster level 2nd): 0 detect magic, light, open/close, prestidigitation 1st true strike, color spray, disguise self. Arcane spell failure: 20% Shadowlily started traveling with a group of adventurers coming from distant lands. Those were times of imminent conflict, and a powerful alliance would help her accomplish a hidden agenda. She traveled south, just to discover the human kingdoms already rampant in war preparations. Through widespread contacts, she discovered Taxys Eylio once more coming to the northern lands, this time bringing The Arsenal with him, ready to use it after the deflagration of open warfare. There was no time to think, only to act; tricking her fellow adventurers into helping in the assassination plot, Aleyna traveled to find the prince in the road to the enemy lands. Here a powerful conflict begun and the sorcerer showed the apotheosis of his magical power. Aleyna was prepared for the surge, and let her arrows fly to strike truly to the heart of the enemy, before he was able to finish her with his magic. Lying dead, Taxys was not able to give the final power boost to the human armies, and the land once more fell into chaos with each of the various warlords trying to rule over the others. At the same time, the elven lady rode to the forest kingdom, bringing with her a magically locked chest. Inside it, a secret she needed to uncover: the mightiest of all weapons, The Arsenal. The Arcane Archer just needed to open it; how she would do it was still a mystery Aleyna Shadowlily: Female Elf Arcane Archer 7/Ranger 5/Wizard 2; CR 14; Medium humanoid (elf); HD 7d8 plus 5d8 plus 2d4; HP

65; Ini +10; Spd 30ft; AC 26, touch 18, flatfooted 20; Base Atk +13; Grp +15; Atk +16 melee (1d8+2/19-20, masterwork longsword) or +25 ranged within 30 ft. (1d8+1d6+8/x3, +1 frost mighty composite longbow); Full Atk +16/+11/+6 melee (1d8+2/19-20, masterwork longsword) or +23/+23/+23/+18 ranged within 30 ft. (1d8+1d6+8/x3, +1 frost mighty composite longbow); SA combat style (archery), favored enemy humans +4, favored enemy orcs +2, phase arrow, seeker arrow; SQ animal companion (wolf), animal companion benefits, elf traits, enhance arrow +4, familiar benefits, imbue arrow, low-light vision, summon familiar (raven), swift tracker, wild empathy +6 (+2 magical beasts); AL LN; SV Fort +9, Ref +14, Will +7; Str 14, Dex 22, Con 10, Int 15, Wis 13, Cha 12. Skills and Feats: Bluff +5, Climb +5, Disguise +4, Gather Information +4, Hide +22, Jump +4, Knowledge (geography) +7, Knowledge (nature) +6, Listen +16 (+18), Move Silently +22, Search +10, Spot +15 (+17), Survival +13, Swim +5; Endurance, Improved Initiative, Point Blank Shot, Rapid Shot, School of the Silent Wind, Scribe scroll, Sure striker, Track, Weapon Focus (Composite Longbow). Possessions: Amulet of natural armor +1, bracers of archery (greater), gauntlets of ogre power, masterwork longsword, +1 mithral buckler, +1 frost mighty composite longbow, +1 mithral shirt, ring of protection +2, wand of cure light wounds (25 charges). Ranger Spell Prepared (caster level 2nd): 1st pass without trace. Wizard Spells Prepared (caster level 2nd): 0 detect magic, light, open/close, prestidigitation 1st true strike, color spray, disguise self. Arcane spell failure: 10%

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Eredon, The Artisan


Life is always hard for a half-elf, but worse yet for those born between gray elves, an elitist branch of the ancient folk. Fruit of an interracial marriage, Eredon had an elven wizard as mother and a human warrior as father. After his fathers death, the young was obligated to find home at the house of those who rejected him, and so, he was grown up in the middle of despise and prejudice. By the beginning of his adolescence, Eredon didnt had a lot of choices, and the opportunity to join a training ground seemed like the best thing he would eventually be able to do. When his grandfather, in an effort to get the bastard out of his home, offered the half-elf a chance to enter the School of the Purple Bow, he didnt hesitate for a second. In his first days at school, Eredon would discover that things there were not very different, although he was left alone to practice the skills he loved. He already played with some arcane tricks taught by his mother, and also took some time to perfect his personal passion: the creation of the most superb bows. With all this, Eredon also started training to one day become worth of a major honor: becoming an elite arcane archer, proving his worth to those who despised him because of his human blood. Eredon: Male Hal-elf Fighter 1/Wizard 1; CR 2; Medium humanoid (elf); HD 1d10+1 plus 1d4+1; HP 12; Ini +3; Spd 30ft; AC 13, touch 13, flat-footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d8/19-20, longsword) or +5 ranged (1d8/x3, masterwork longbow); SA none; SQ familiar benefits, half-elf traits, low-light vision, summon familiar (hawk); AL CG; SV Fort +3, Ref +3, Will +2; Str 11, Dex 16, Con 12, Int 18, Wis 10, Cha 11. Skills and Feats: Concentration +4, Craft (bowmaking) +9, Diplomacy +3, Gather Information +4, Knowledge (arcana) +8, Listen +5 (+7), Spellcraft +8, Spot +5 (+7); Cunning Archery, School of the Purple Bow, Scribe Scroll. Possessions: Artisans tools, longsword, masterwork longbow, wand of magic missile (10 charges). Wizard Spells Prepared (caster level 1st): 0 detect magic, mage hand, mending 1st charm person, mage armor.

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The following years would finally bring some relief to the young artisan. Quickly ascending into his main vocation, Eredon conquered respect from his elf fellows, creating bows renowned for accuracy and perfect arrows to go with them. He was more than a simple artisan; his art was magical, and not for those who couldnt afford the best. At the same time, Eredon gathered the power he needed to apply as an arcane archer initiate, but he was not really sure if that was the right path. The artisan started thinking of making a life of his craft, and never becoming a true archer. These thoughts took a major part of Eredons time, until he was surprised with unpleasant news. From home, Eredon received the reports that his mother was killed during an orcish raid in elven lands. The half-elf arrived too late even to mourn her, and felt everything that bounded him to that people soon depart. In that spring, the artisan took his last lessons at the Purple Bow. Packing his weapons, spellbook and artisan tools, the only things he felt as a property, Eredon walked away from elven lands, searching for something he had lost long before. Riding west, the half-elf intended to find the relatives of his dead father. Eredon: Male Hal-elf Fighter 2/Wizard 5; CR 7; Medium humanoid (elf); HD 2d10+2 plus 5d4+5; HP 33; Ini +3; Spd 30ft; AC 13, touch 13, flat-footed 10; Base Atk +4; Grp +4; Atk +5 melee (1d8/19-20, masterwork longsword) or +10 ranged within 30 ft. (1d8+3/x3, +2 longbow); SA none; SQ familiar benefits, half-elf

traits, low-light vision, summon familiar (hawk); AL CG; SV Fort +5, Ref +4, Will +4; Str 11, Dex 16, Con 12, Int 19, Wis 10, Cha 11. Skills and Feats: Concentration +8, Craft (bowmaking) +16, Diplomacy +6, Gather Information +6, Knowledge (arcana) +12, Listen +6 (+8), Spellcraft +11, Spot +8 (+10); Archers eye, Craft magic arms and armor, Cunning archery, Point blank shot, School of the Purple Bow, Scribe scroll, Superior bowmaking. Possessions: 25 +1 Frost arrows, Masterwork artisans tools, masterwork longsword, +2 longbow. Wizard Spells Prepared (caster level 5th): 0 detect magic, mage hand, mending, prestidigitation 1st charm person, mage armor, obscuring mist, true strike 2nd darkness, foxs cunning, invisibility 3rd flame arrow, haste. The artisan discovered a new world in human lands. Not only were the humans ready to receive Eredon without prejudicing him for his elven lineage, but his abilities were truly respected and priced accordingly. He could easily make a comfortable life of his craft, yet his true intents were still clear in his mind. The half-elf would find his human origins, and maybe finally make a home for him. Eredon joined an adventurer party hoping that would improve his chances. Ever since, he have traveled different countries and made some important contacts and friends. Eredon, the artisan, is a name known for magical skill and undisputed bowmaking. Still, the artisan got no clue at the current

position of his human family. Eredon returned to the elven lands sometimes, but the world has become his home. A mighty arcane archer and master bowmaker he is now, and the arcane magic he commands is feared by those who dare call him an enemy. As the years pass, Eredon become even more afraid that the memory of his human family will pass away before he gets a chance to find them. To this day, the quest is an obsession, one he will do anything to carry out. Eredon: Male Hal-elf Eldritch Bow 10/ Fighter 2/Wizard 5; CR 17; Medium humanoid (elf); HD 2d10+2 plus 5d4+5 plus 10d6+10; HP 80; Ini +3; Spd 30ft; AC 23, touch 13, flatfooted 20; Base Atk +11; Grp +11; Atk +12 melee (1d8/19-20, masterwork longsword) or +22 ranged within 30 ft. (1d8+4/x3, +1 thundering longbow); Full Atk +12/+7/+2 melee (1d8/1920, masterwork longsword) or +22/+17/+12 ranged within 30 ft. (1d8+4/x3, +1 thundering longbow); SA arrow of negation, hail of arrows, phase arrow, seeker arrow; SQ enhance arrow +3, familiar benefits, half-elf traits, imbue arrow, low-light vision, summon familiar (hawk); AL CG; SV Fort +8, Ref +7, Will +11; Str 11, Dex 16, Con 12, Int 24, Wis 10, Cha 11. Skills and Feats: Concentration +18, Craft (bowmaking) +31, Diplomacy +12, Gather Information +12, Knowledge (arcana) +25, Listen +10 (+12), Spellcraft +24, Spot +18 (+20); Archers eye, Craft magic arms and armor, Cunning archery, Point blank shot, Power shot, School of the Purple Bow, Scribe scroll, Skill Focus Craft

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(bowmaking), Superior bowmaking, Unavoidable fire. Possessions: Bracers of armor +6, headband of intellect +2, masterwork artisans tools, masterwork longsword, +3 mithral buckler, ring of wizardry II, +1 thundering longbow*, wand of lightning bolt (10 charges). Wizard Spells Prepared (caster level 10th): 0 detect magic, mage hand, mending, prestidigitation 1st charm person, color spray x2, obscuring mist, true strike x2 2nd blindness/deafness, darkness, foxs cunning, invisibility, mirror image, protection from arrows, rope trick, scorching ray x3, summon swarm, whispering wind 3rd flame arrow, fly, haste, lightning bolt, suggestion 4th dimension door, greater invisibility, ice storm, stoneskin 5th cone of cold, telekinesis, teleport. * Eredon carries a longbow of his own craft. The save DC to avoid deafness from this bow is 18.

during her days of young, accepted the call and took the mantle of a holy warrior, a paladin. Not all of Hayas relatives could understand the mission she called upon herself, but it became clearer when she traveled far to join the ranks of the School of the Silvery Leaf, an isolated training ground for those as special as herself. Haya would quickly learn that the path of a holy warrior was not an easy one. Temptation to abandon the vows came in all forms, as she was aware, but even with all reasons to quit and pursue a course more typical of her race, she gave her best and thrived. Only the students of Silvery Leaf could become powerful in archery at the same time they direct ed their effort to contemplate and understand the mysteries of the self-assigned mission of paladinhood. As expected, Haya became powerful in both. When she was judged prepared, the elf was given a horse, a sword, a bow and a mission. As all other students, Haya would not come back until she became a master herself. Haya Sunbringer: Female Elf Paladin 3; CR 3; Medium humanoid (elf); HD 3d10; HP 22; Ini +3; Spd 30ft; AC 17, touch 13, flat-footed 14; Base Atk +3; Grp +4; Atk +5 melee (1d8+1/1920, masterwork longsword) or +8 ranged within 30 ft.(1d8+1/x3, masterwork longbow); SA detect evil, lay on hands, smite evil; SQ aura of courage, aura of good, divine grace, divine health, elf traits, low-light vision; AL LG; SV Fort +5, Ref +6, Will +4; Str 13, Dex 17, Con 10, Int 11, Wis 13, Cha 15.

Skills and Feats: Diplomacy +4, Handle animal +4, Knowledge (nobility and royalty) +2, Knowledge (religion) +2, Ride +5, Sense motive +3; Point blank shot, School of the Silvery Leaf. Possessions: Heavy warhorse, masterwork buckler, masterwork longbow, masterwork longsword, masterwork studded leather armor. She traveled far before stopping. Haya Sunbringer discovered the lands outside the elven kingdoms for the first time, and was intri gued by the nature of those short-lived races, such as the ambitious humans and daring halflings. She joined a party of adventurers, feeling that as a nice way to testing herself, while also helping those in need. Not all adventurers had a pure heart, most were on their own pursuits, sharing nothing of the ideals for which the young paladin was bound. For the first time in her life, Haya started questioning her previous choices, but destiny moved on, and so, her party entered a journey into the heart of the mountains investigating evidences of a powerful evil dwelling there. During the explorations, Haya Sunbringer found herself lost in the infinite number of caves, and ended up in a place she never dreamed of: a golden dragons den. Graith was young, as herself, and immediately they recognized each other in a powerful lineage of creatures dedicated to righteousness and goodness. Haya herself had the line of the golden dragons running through her veins, and finding Graith was the trigger to all that hidden power. In that day, she awakened the sorcery in her blood.

Haya Sunbringer
Though elves are, by nature, free spirits, sometimes they also hear the call of a major force inspiring them with the power to greater deeds in the name of righteousness and goodness. This inspiration (that some call the noblesse oblige) brings a sense of justice and compels the elf to protect the weak and punish the wicked. Haya Sunbringer was this kind of elf, and she quickly,

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Haya Sunbringer: Female Elf Paladin 6/Sorcerer 1; CR 7; Medium humanoid (elf); HD 6d10 plus 1d4; HP 43; Ini +4; Spd 30ft; AC 22, touch 14, flat-footed 18; Base Atk +6; Grp +7; Atk +9 melee (1d6+3/19-20, luckblade) or +14 ranged within 30 ft.(1d8+4/x3, oathbow); Full Atk +9/+4 melee (1d6+3/19-20, luckblade) or +14/+9 ranged within 30 ft. (1d8+4/x3, oathbow); SA detect evil, lay on hands, remove disease, smite evil, turn undead; SQ aura of courage, aura of good, divine grace, divine health, elf traits, low-light vision, special mount, special mount benefits; AL LG; SV Fort +8, Ref +9, Will +8; Str 13, Dex 18, Con 10, Int 11, Wis 13, Cha 15. Skills and Feats: Concentration +4, Diplomacy +5, Handle animal +4, Knowledge (nobility and royalty) +2, Knowledge (religion) +2, Ride +6, Sense motive +4; Point blank shot, School of the Silvery Leaf, Weapon Focus (Longbow). Possessions: +1 Elven chain, luckblade (no wishes lasting), +1 mithral buckler, oathbow. Paladin Spell Prepared (caster level3rd): 1st bless weapon. Sorcerer Spells Known (5/4) (caster level 1st): 0 detect magic, detect poison, flare, light 1st protection from evil, true strike. Arcane spell failure: 20% An age of great adventures and the formation of a true friendship would follow. Haya finally delved into the path of arcane archery, as

her masters had expected her to do since the beginning. Graith was also getting older, and its power was greater than ever; when the city seemed like the best way to go, it would polymorph into an elf magician of golden hair and flickering eyes, daring those fool enough to challenge the power of the party. One day though, this time of high adventure and companionship would come to an end. During a rainy night, while the group was installed in an inn of a western metropolis, Lorin, the shadow arts pro that Haya regarded as a true friend, entered Graiths room and cut the elfmorphed dragons throat with a single strike of her magic longsword, disappearing in the night before the elf paladin could recover from the shock of her bounded friends death. The party took a long ride trying to bring revenge upon the betrayer, but she was nowhere to be found. It was in a strange way that Graith came back in Hayas dreams, to deliver her news that would change her path and her life. The young Lorin was not a willing betrayer, as all of her allies thought. Commanded by the human dark priest called Mayard, she was wandering the world executing his enemies, starting with the mighty golden dragon. Graiths message was also a quest. To free her friend and put an end to the evil plot, Haya needed to gather her friends once more and search for the greatest of all swords: the holy avenger known by the name of Light Spark. Knowing how hard her challenge will yet become, Haya Sunbringer and her fellows now

travel waiting for the time when Light Spark will appear and the wicked will get their deserved punishment. Haya Sunbringer: Female Elf Arcane Archer 9/Paladin 6/Sorcerer 1; CR 16; Medium humanoid (elf); HD 9d8 plus 6d10 plus 1d4; HP 88; Ini +5; Spd 30ft; AC 29, touch 17, flat-footed 24; Base Atk +15; Grp +18; Atk +20 melee (1d6+5/19-20, luckblade) or +27 ranged within 30 ft.(1d8+8/20/x3, oathbow); Full Atk +20/+15/+10 melee (1d6+5/19-20, luckblade) or +27/+22/+17 ranged within 30 ft. (1d8+8/20/x3, oathbow); SA detect evil, hail of arrows, lay on hands, phase arrow, remove disease, seeker arrow, smite evil, turn undead; SQ aura of courage, aura of good, divine grace, divine health, elf traits, enhance arrow +5, imbue arrow, low-light vision, special mount, special mount benefits; AL LG; SV Fort +15, Ref +17, Will +11; Str 16, Dex 20, Con 10, Int 11, Wis 13, Cha 15. Skills and Feats: Concentration +4, Diplomacy +8, Handle animal +7, Knowledge (nobility and royalty) +2, Knowledge (religion) +2, Listen +8, Ride +13, Sense motive +8, Spot +8; Improved Mounted Archery, Mounted Archery, Mounted Combat, Point blank shot, School of the Silvery Leaf, Weapon Focus (Longbow). Possessions: Amulet of natural armor +1, Belt of giant strength +2, heavy warhorse, luckblade (no wishes lasting), +3 mithral breastplate, +2 mithral buckler, oathbow, ring of protection +2.

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Paladin Spell Prepared (caster level 3rd): 1st bless weapon. Sorcerer Spells Known (5/4) (caster level 1st): 0 detect magic, detect poison, flare, light 1st protection from evil, true strike. Arcane spell failure: 15%

Ottis, The Vulture


Is it possible for a true servant of the elven nation to become a scion of evil? All around the world, the story of Ottis Starchild is an example to the elves that such a thing is possible, and they must keep an eye open to avoid the crossroads that take to corruption. He was born in the heart of the elven realms, inside the Starchildren, a noble and influent clan. Ottis was the son of an arcane archer, and his lessons started as soon as he was able to wield a shortbow. The young would pass his best years between archery training and the love of Lyhanya Bayflame, a beautiful moon priestess given in marriage to him when they were born. Ottis and Lyhanya were still young to carry out the vows, but love was true between the couple. Seems though, that those who enjoy happiness are the preferred targets of tragedy, and Ottiss joy finally came to an end. The elf was fighting in skirmishes against orcs in the north, when news of his death in the battlefield came to Lyhanya. Unable to bear the burden of tragedy, the priestess took her own life with a

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blade covered in poison. When Ottis came back alive, there was nothing he could do; death had taken his beloved one, and future seemed pale and uncertain. Ottis: Male Gray Elf Core Arcane Archer 3; CR 3; Medium humanoid (elf); HD 3d8; HP 17; Ini +9; Spd 30ft; AC 19, touch 15, flat-footed 14; Base Atk +3; Grp +4; Atk +5 melee (1d8+1/1920, masterwork longsword) or +11 ranged within30 ft.(1d8+2/x3, masterwork longbow); Full Atk +9/+9 ranged within 30 ft. (1d8+2/x3, masterwork longbow); SA none; SQ elf traits, lowlight vision; AL CG; SV Fort +3, Ref +8, Will +1; Str 13, Dex 20, Con 11, Int 12, Wis 10, Cha 13. Skills and Feats: Craft (bowmaking) +4, Hide +8, Listen +5, Move Silently +8, Ride +8, Spot +5, Survival +3; Improved initiative, Point blank shot, Precise shot, Rapid shot, Weapon Focus (longbow). Possessions: Masterwork buckler, masterwork mighty composite longbow, masterwork longsword, masterwork studded leather armor. Ottis wandered around the world, but found no place where he could just mourn Lyhanya until he passed away as well. One day, while he was traveling through a small village, a wizard that introduced himself as Karson came to Ottis. He seemed to know a lot about the life of the elf, and made him an irrefutable offer: the mage would bring Lyhanya back to life, if Ottis agreed to become his personal servant. Blind at

the opportunity of once again joining his beloved one, the elf promptly accepted. In the following months, as he waited for the time to once again see the priestess, Ottis became a cold murderer in the service of Karson, without knowing that the wizard was, in fact, a vile necromancer. For the resurrection to function, Karson stated, the body of Lyhanya was needed. Ottis traveled back to his lands, decided to open his brides tomb and take the dead priestess with him. When he arrived, the other elves could see the shadow growing behind him, and the Bayflame prohibited the elf from ever coming near the mausoleum where Lyhanyas body was kept. But the elves didnt know that a terrible power came with him. Karson used an artifact to command an army of black dragons upon the elven city bringing devastation upon all, even the Starchildren. With his last words, Dayragh Bayflame, father of Lyhanya, screamed to Ottis that he was not a Starchild anymore; he was nothing but a vulture, and a shame for the elves to remember forever. The archer walked away with the dead Lyhanya without looking behind. Ottis: Male Gray Elf Core Arcane Archer 8; CR 8; Medium humanoid (elf); HD 8d8; HP 40; Ini +10; Spd 30ft; AC 23, touch 16, flatfooted 17; Base Atk +8; Grp +9; Atk +10 melee (1d8+1/19-20, masterwork longsword) or +20 ranged within 30 ft.(1d8+5+2d6/x3, +1 vicious mighty composite longbow); Full Atk +10/+5 melee (1d8+1/19-20, masterwork longsword)

ranged within 30 ft.(1d8+5+2d6/x3, +1 vicious mighty composite longbow); Full Atk +10/+5 melee (1d8+1/19-20, masterwork longsword) +18/+18/+13 ranged within 30 ft. (1d8+5+2d6/ x3, +1 vicious mighty composite longbow); SA seeker arrow; SQ elf traits, enhance arrow +2, imbue arrow, low-light vision; AL CE; SV Fort +6, Ref +12, Will +2; Str 13, Dex 22, Con 11, Int 14, Wis 10, Cha 13. Skills and Feats: Craft (bowmaking) +9, Hide +12, Listen +10, Move Silently +12, Ride +12, Spot +10, Survival +8; Improved initiative, Point blank shot, Power shot, Precise shot, Rapid shot, Weapon Focus (longbow). Possessions: Greater Bracers of Archery, +1 Mithral buckler, +1 mithral shirt, +1 vicious mighty composite longbow, masterwork longsword, ring of evasion. Arcane Archer Spells Prepared (caster level 4th): 1st color spray, true strike 2nd freezing shot. Ottis went to Karsons tower, decided to make the necromancer accomplish his part on the deal. Lyhanya would finally be brought back to life! The wizard seemed tranquil, and prepared to cast a spell to bring the elf back to life. When the spell was finished, though, the woman looking at them was not Ottiss beloved. Karson had used the body to finish a great experiment. He had used his spell to create a vampire, a powerful undead, a spirit of the night. At that point, Ottis finally comprehended the

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scheme of the wizard. He was tricked into helping Karson make a vampire out of a priestess of the moon He was a fool, but now, there was nothing else to do. Looking at Lyhanyas eyes, the archer could see no evil, only his immortal love. Now, they were together one more time. But Karson was an entirely different thing. As long as the necromancer was alive, the undead elf would not be free; Ottis had no doubt. His master had to die, and no other would be able to carry out that. For the first time in his life, the archer created an Arrow of Death, decided to put an end to Karsons life. It was relatively easy to ambush a man that somehow trusted him, but Karson didnt fell to the power of the arrow of death; apparently, he had more than just control over black dragons. The necromancer would easily kill the traitor, but was surprised to see Lyhanya coming out of the shadow and backstabbing her master for the final blow. The couple smiled as fire burned the body of the dead necromancer. Ottis took the strange orb wielded by Karson. In the moment he touched it, everything became clear. That was the powerful Orb of the Black Dragonkind. Ottis and his undead mate now walk around the world, serving no master but themselves. Wielding the power of the orb has made the archer the target to uncountable enemies, both enraged dragons and greedy artifact hunters. In elven lands, theyre not welcome, and some elves take time of their lives to hunt the duo, as they represent something even more vile that the

outcast drow. How far will the vulture fly, is yet to be known. Ottis: Male Gray Elf Core Arcane Archer 15; CR 15; Medium humanoid (elf); HD 15d8; HP 75; Ini +10; Spd 30ft; AC 38, touch 8, flatfooted 38; Base Atk +15; Grp +17; Atk +18 melee (1d8+2/19-20, masterwork longsword) or +29 ranged within 30 ft.(1d8+8+2d6/19-20/x3, +1 vicious mighty composite longbow); Full Atk +18/+13/+8 melee (1d8+2/19-20, masterwork longsword) +27/+27/+22/+17 ranged within 30 ft. (1d8+8+2d6/19-20/x3, +1 vicious mighty composite longbow); SA arrow of death, hail of arrows, phasing arrow, seeker arrow; SQ elf traits, enhance arrow +4, imbue arrow, low-light vision; AL CE; SV Fort +23, Ref +17, Will +20; Str 14, Dex 22, Con 11, Int 14, Wis 10, Cha 13. Skills and Feats: Craft (bowmaking) +13, Hide +16, Listen +14, Move Silently +16, Ride +16, Spot +14, Survival +12; Improved critical (longbow), Improved initiative, Mighty arrow of death, Point blank shot, Power shot, Precise shot, Rapid shot, Unavoidable fire, Weapon Focus (longbow). Possessions: Greater Bracers of Archery,+1 Mithral buckler, +1 mithral shirt, +1 vicious mighty composite longbow, masterwork longsword, orb of the black dragonkind, ring of evasion. Arcane Archer Spells Prepared (caster level 7th): 1st burning hands, color spray, true strike 2nd darkness, freezing shot 3rd Flame arrow 4th Greater Invisibility.

Using the NPCs Youll note that the sample NPCs on this chapter dont carry the equipments for NPCs of their level. This may mess with their CR a little, but thats ok; Aleyna and her buddies were not created only to challenge PCs in combat, they have rich backgrounds and personal quests for a reason. As named NPCs, we tried hard to make a gear list that matched their story, not a table relating GPs to levels. If you intend to use them as combat opponents, we strongly recommend you to calculate how much they own in equipment and make adjusts accordingly. Well, and dont forget Ottis Orb of the Dragonkind!

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Chapter Five

Archery Tricks
The arcane archery is the result of combination between magical power and combat prowess. One cannot stand without the other, and its natural that the arcane archers have researched spells to improve their main weapon: the bow. Here we have the spell list for the Core Arcane Archer, and also spells well-suited for spellcasters interested in trying their hands in ranged combat. A small number of magic items fit perfectly for such characters. Although few archers will try their hands at magic items creation, preferring to delve into more combative paths, theres always a chance youll find a Rod of the Hunter Might, in the next treasure chest.

1st level Arcane Archer Spells


Arcane Mark: Inscribes a personal rune (visible or invisible). Burning Hands: 1d4/level fire damage (max 5d4). Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Detect Magic: Detects spells and magic items within 60 ft. Eye of the Hawk: +10 on search/spot checks. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Prestidigitation: Performs minor tricks. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Read Magic: Read scrolls and spellbooks. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Sleep: Puts 4 HD of creatures into magical slumber. True Strike: +20 on your next attack roll.

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2nd level Arcane Archer Spells


Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Blur: Attacks miss subject 20% of the time. Bears Endurance: Subject gains +4 to Con for 1 min./level. Cats Grace: Subject gains +4 to Dex for 1 min./ level. Darkness: 20-ft. radius of supernatural shadow. Fog Cloud: Fog obscures vision. Freezing Shot: Ice arrow deals 2d8 damage and paralyzes target. Glitterdust: Blinds creatures, outlines invisible creatures. Gust of Wind: Blows away or knocks down smaller creatures. Hold Person: Paralyzes one humanoid for 1 round/level. Invisibility: Subject is invisible for 1 min./level or until it attacks. Protection from Arrows: Subject immune to most ranged attacks. See Invisibility: Reveals invisible creatures or objects. Summon Swarm: Summons swarm of bats, rats, or spiders. Web: Fills 20-ft.-radius spread with sticky spiderwebs.

3rd level Arcane Archer Spells


Blink: You randomly vanish and reappear for 1 round/level. Daylight: 60-ft. radius of bright light. Deep Slumber: Puts 10 HD of creatures to sleep. Displacement: Attacks miss subject 50%. Flame Arrow: Arrows deal +1d6 fire damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Halt Undead: Immobilizes undead for 1 round/ level. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Weapon, Greater: +1/four levels (max +5). True Strike, Greater: As true strike, but free action. Wind Wall: Deflects arrows, smaller creatures, and gases.

4th level Arcane Archer Spells


Bow of the Ages: Summons a peerless bow of elven ancestry. Confusion: Subjects behave oddly for 1 round/ level. Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves, and checks. Globe of Invulnerability, Lesser: Stops 1stthrough 3rd-level spell effects. Hold Monster: As hold person, but any creature. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Locate Creature: Indicates direction to familiar creature. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Ray of Exhaustion: Ray makes subject exhausted. M Stoneskin : Ignore 10 points of damage per attack. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Ice: Ice plane creates wall with 15 hp +1/ level, or hemisphere can trap creatures inside. Wall of Stone: Creates a stone wall that can be shaped. Waves of Fatigue: Several targets become fatigued.

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New Spells
Bow of the Ages
Conjuration [Creation] Level: Arc 4 Components: V, S, F, XP Range: 0 ft. Duration: 1 round/level (D) Saving Throw: See text This spell calls upon the power of the elven ancestors to transform an existing oathbow (used as an arcane focus to the spell) into the legendary Bow of the Ages. This +6 keen anarchic holy mighty composite longbow (+4 str) stuns any target it hits for 1 round (a fortitude saving throw is allowed to negate this effect), and automatically slays any orc with fewer HDs than the caster it hits. The Bow of the Ages immediately reverts back to the standard oathbow upon leaving the hands of the caster. Focus: An Oathbow. XP Cost: 150 XP.

Divine Focus: An amulet of feathers and silvery ornaments. Focus: A small wooden hawk statue.

New Magic Itens


Bracers of Deadly Strike: Bracers of Deadly Strike are especially popular between the students of the School of the Silent Wind. They have the potential to make an already experienced assassin even more mortal. All bows wielded by the user of the bracers have double threat range and a x4 critical multiplier. This effect doesnt stack with improved critical of the keen magical property. Strong divination and transmutation; CL 12th; Craft Wondrous Item, greater true strike, keen edge; Price 50,000 gp; Cost 25,000 gp + 2000 XP. Hunters Gift: Hunters Gift is a preferred armor among elven elite archers. This +2 Mithral Shirt shows no special property when donned by any character that doesnt have elf blood. When donned by an elf, though, it not only reveals its enhancement bonus to AC, but also allows the user to cast Protection from Evil, Shield, and Heroism, each once per day, with personal range. Moderate abjuration and transmutation; CL 8th; Craft Magic Arms and Armor, creator must be an elf, heroism, protection from evil, shield; Price 27,000 gp; Cost 13,500 + 1080 XP.

Freezing Shot

Evocation [Cold] Level: Arc 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes A magical arrow of ice springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d8 points of cold damage and paralyses the target for 1d4 rounds. A successful save halves the damage and negates the paralyzing effect. Material Component: A nonmagical arrow made with feathers of an artic owl.

Eye of the Hawk

Transmutation Level: Arc 1, Brd 1, Drd 1, Rgr 1 Components: V, S, DF, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gets a +10 enhancement bonus on Spot and Search checks.

True strike, Greater

Divination Level: Arc 3, Sor/Wiz 4 Components: V, S Casting Time: 1 free action Range: Personal Duration: See text This spell functions just like True Strike, but to benefit from the insight bonus to her next attack roll, the caster must attack in the same round the spell is cast.

Metamorphic Stick: Some arcane archers carry these sticks around, together with a Rod of Hunter Might, to create on their enemies the illusion that theyre harmless. Upon command

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(with a free action), a Metamorphic Stick changes into a single ordinary arrow, bullet, or bolt, and can be imbued/enhanced as normal. After hitting or missing the target, the stick reverts back to its original shape. Moderate transmutation; CL 7th; Craft Wondrous Item, polymorph; Price 350 gp; Cost 175 gp + 14 XP. Quiver of Wanted Arrows: The quiver of wanted arrows is a perfect piece of hard leather, carefully ornate with leaves of gold and silver, as well as runes of elven power. An arrow placed inside it immediately disappears into nonexistence. Right arrows for each occasion can be pulled out of the quiver, spending charges accordingly. By speaking the command word and spending one charge, as a free action, the user can take an adamantine or silver arrow out of the quiver. With two charges, the user can call upon an arrow that is therefore treated as an aligned weapon of the chosen type. Each arrow can have more than one property, but the user must pay for each one separately. For example, a good aligned, chaotic aligned adamantine arrow would spend five charges of the quiver. A newly created quiver has 50 charges. When all the charges are expended, the quiver becomes a nonmagical item. Moderate evocation and transmutation; CL 9th; Craft Wondrous Item, secret chest; Price 5,000 gp; Cost 2500 gp + 200 XP.

Rod of Hunter Might: This powerful rod appears as nothing but a short wooden staff, carried around by some elven hunters, especially during long periods far from home. A character that carries the rod for ten or more miles in forest terrain during a day needs no rest, eat or sleep for the following day. Upon the command of its possessor, a Rod of Hunter Might changes into a +2 Composite Longbow. Transforming into a weapon or back into a rod is a move action. While at bow form, the rod has all the spell-like functions listed below. The following are constantly active at the user. -Darkvision -Detect Animals or Plants -Detect Snares and Pits The following can be used three times per day each. -True Strike, the bonus only applies if the rod itself is used on the attack. -Hold Person on a target stroke by an arrow fired from the rod (DC 15 negates) -Shield, on the user only Additionally, once per day, the user may command an arrow to hit its target beyond any obstacle. This ability works exactly like a Seeker Arrow (thus, an arcane archer that already has this ability is able to use it one more time per day). Strong divination and enchantment; CL 15th; Craft Rod, Craft Magic Arms and Armor, creator

must be an elf, hold person, shield, true seeing; Price 60,000 gp; Cost 30,000 gp + 2400 XP. Ring of Projectile Commanding: Some elf wizards carry these rings around to challenge and trick those archers who think too high of themselves. The ring gives the user the power to negate a ranged attack aimed at her (this ability works like the Deflect Arrows feat), or to send the projectile back at the attacker, using her own ranged attack bonus. Each of the abilities is usable once per round. Moderate abjuration; CL 12th; Forge Ring, protection from arrows; Price 23,000 gp; Cost 11,500 gp + 920 XP. The Silver Guardian: This +2 animated heavy shield is made of mithral with details in platinum and gold, and given by elf lords to their best warriors, to help them go into harshest battlefields. It grants the evasion ability to the wielder, but not when floating around him. Once per day, the user may release a 5d6 lightning bolt (reflex DC 14 half) from the shield. Moderate evocation and transmutation; CL 12th; Craft Magic Arms and Armor, animate objects, lightning bolt; Price 35,770 gp; Cost 17,885 gp + 1431 XP.

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OPEN GAME LICENSE Version 1.0a

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