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The Demented One
2007-03-20, 09:53 PM
Star-Eyed Archer

Every martial adept knows the tale of Reshar, and his unification of all martial disciplines in the Temple of Nine Swords. Very few, however, know that Reshar’s unification was incomplete. There was one discipline that he failed to bring to his temple, one that he never even knew of. That was the Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707) discipline, the sublime art of archery and bowcraft. Few have heard of it, fewer still have mastered it. The guardians of the discipline are the Star-Eyed Archers, master bowmen and keepers of the secrets of the Falling Star discipline. They are capable f feats of archery no other can achieve, and guard their lore fiercely. Only the most worthy of adepts can hope to be trained in the ways of the Star-Eyed Archer; for to become such is to be at once master and guardian of the most secret discipline.

d8 HD

Requirements
To qualify to become a Star-Eyed Archer, you must fulfill all the following criteria.
BAB: +6
Feats: Point Blank Shot, Precise Shot
Skills: Martial Lore 10 ranks, Spot 5 ranks
Martial Maneuvers: Must be able to initiate fourth level martial maneuvers; must know two Falling Star maneuvers.
Special: Must seek out a Star-Eyed Archer and train under him for at least a month.

Class Skills
The Star-Eyed Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Man. Known|Man. Readied|Stances Known|Special

1st|+1|+0|+2|+0|1|0|0|Arcing Fire

2nd|+2|+0|+3|+0|0|0|0|Examine Foe

3rd|+3|+1|+3|+1|1|1|0|Counterfire

4th|+4|+1|+4|+1|0|0|0|Meteoric Impact

5th|+5|+1|+4|+1|1|0|1|Utter Precision

6th|+6|+2|+5|+2|0|1|0|Dispelling Arrows

7th|+7|+2|+5|+2|1|0|0|Uncanny Aim

8th|+8|+2|+6|+2|0|0|0|Horizon’s Gaze Stance

9th|+9|+3|+6|+3|1|1|0|Piercing Arrows

10th|+10|+3|+7|+3|0|0|1|Wrath of the Falling Sky[/table]

Class Features
All the following are class features of the Star-Eyed Archer prestige class.

Weapon and Armor Proficiency
You proficiency with all simple and martial ranged weapons, and with the hand crossbow.

Maneuvers
At each odd-numbered level, you gain a new maneuver known from the Falling Star discipline. You must meet a maneuver’s prerequisites to learn it. You add your whole Star-Eyed Archer class level to your initiator level from other classes to determine your total initiator level and highest level maneuver known. At 3rd, 6th, and 9th levels, you gain an additional maneuver readied.

Stances Known
At 5th and 10th levels, you gain a new stance known from the Falling Star discipline. You must meet a stance’s requirements to learn it.

Arcing Fire (Ex)
At 1st level, you learn to shoot your weapon in long arcs to rain down arrows on your foes. As a standard action, you may make a single attack with a ranged weapon, targeting a single square 50 ft. or further away from you. You must roll a total of 20 or higher on your attack roll to accurately hit the square; if you roll less, you hit another square, determined using the table on page 158 of the Player’s Handbook. All creatures occupying the square hit take damage from the attack, though they may attempt a Reflex save, DC 10 + your class level + your Dexterity modifier, for half damage. A projectile shot with the arcing fire ability ignores obstacles between it and its target, except those that have a height greater than or equal to 10 ft. times your class level.

In addition, whenever you use a martial strike that allows you to make a single attack roll with a ranged weapon, you may use the arcing fire, rather than shooting it normally. If you do so, that maneuver’s initiation time increases to a full round action. All creatures damaged by the arrow suffer the added effects of the strike unless they make their Reflex save. Even those that fail their saves can make any saves allowed by the strike itself to reduce or negate its effect.

Examine Foe (Ex)
At 2nd level, you gain the ability to size up your foes in a glance. As a move action, you may attempt to examine any creature within 30 ft. of you. You make a Spot check, DC 10 + the creature’s HD. If the check is successful, you find out the creature’s type, and find out what percentage of its total hp it has, rounded to the nearest 10%. In addition, they DM may choose to reveal any other significant details that a careful examination could reveal.

Counterfire (Ex)
At 3rd level, you are skilled enough to shoot enemy projectiles out of the air. To use this ability, you must be wielding a ranged weapon. Whenever an enemy attacks you with a ranged or thrown weapon, you may, as an immediate action, attempt to deflect it with an projectile. You make a single attack roll at your highest base attack bonus, and use the higher of the roll’s result or your normal armor class to determine whether or not you are hit. You may not use this to counter attacks made with ammunition fired from weapons or thrown weapons more than one size larger than your own.

Meteoric Impact (Su)
At 4th level, you gain the ability to channel tremendous force through your arrows. Once per day, you make, as a standard action, make a single attack with a ranged weapon. If the attack is successful, the creature struck by it is knocked backwards 5 ft. per initiator level, and falls prone. The creature struck may attempt a Fortitude save, DC 10 + your initiator level + your Wisdom modifier. If it is successful, then the distance it is knocked back is halved, and it does not fall prone. You may use this ability two times per day at 7th level, and three times per day at 10th.

Utter Precision (Ex)
At 5th level, no one can hope to hide from you. When attacking with a ranged weapon, you ignore all cover and concealment, with the sole exception of total cover or concealment.

Dispelling Arrow (Sp)
At 6th level, you gain the ability to fire arrows imbued with dispelling energy. As a standard action, you may make a single attack with a ranged weapon. If the attack is successful, then the creature or object hit by it is affected as by a targeted greater dispel magic spell, with caster level equal to your initiator level. You may use this ability once per day. You may use it two times per day at 8th level, and three times per day at 10th level.

Uncanny Aim (Ex)
At 7th level, your aim is beyond what most consider possible. You may make sunder and disarm attempts with ranged weapons at no penalty.

Horizon’s Gaze Stance (Su)
At 8th level, you gain the ability to assume a stance that focuses and expands your perception. While you are in a martial stance, you may, as a swift action, forgo its normal benefit to gain the effects of the horizon’s gaze stance. You can also end the horizon’s gaze stance and resume the normal benefit of the stance you were in as a swift action.

While in the horizon’s gaze stance, you gain the ability to see everything around you, as if you had eyes in the back of your head. You gain a +2 enhancement bonus on Search and Spot checks, and cannot be flanked. In addition, the range of your sight is extended to the horizon itself. Any ranged attack you make while in this stance ignores range penalties, although its maximum range remains unchanged. Finally, while in the horizon’s gaze stance, you gain the ability to see invisible and ethereal objects as if they were solid and visible, similar to the see invisibility spell.

Piercing Arrows (Ex)
At 9th level, you can fire weapons with such force that you can drive arrows through stone walls. Any projectile you fire ignore the first 20 points of hardness of any object they hit. In addition, any projectile you fire overcomes damage reduction as if it were made of adamantine.

Wrath of the Falling Sky (Sp)
At 10th level, the stars themselves are your arrows. As a full-round action, you may fire a single projectile in the air. Upon reaching the zenith of its arc, it explodes in a burst of four clouds of flaming arrows. This functions as the meteor swarm spell, with caster level equal to your initiator level. However, since clouds of flaming arrows are used in place of chunks of stone, it deals piercing, rather than bludgeoning, damage. You may use this ability once per day.

Many thanks to Fax Celestis for letting me use his Falling Star discipline.

Fax Celestis
2007-03-20, 10:43 PM
Do Crusaders who enter this PrC ever gain more Granted Maneuvers?

A suggestion for Piercing Arrows: Perhaps a standard action, fire one arrow, but treat it as if it were a line effect (striking all creatures in it's path, affecting each in turn). Potenitally combine it with a martial strike as a full-round action.

All in all, nice. Glad to see the Discipline used.