"The traditional warriors of the sublime way wave their axes, but who is to say similar beauty cannot be found in the precise flight of an arrow?"
Sublime archers grew from a need to elevate the arts of ranged combat to the same level as the more traditional sublime artists. They set out to perfect everything abut archery, and to account for every need of an archer, and integrate it into their training. Now, sublime archers come from all walks of life, with their uniting factor being their choice of weapons. However, many of them take their skills to ranging the woods, as the skills of an archer are naturally suited for that.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|First Shot +1, Archery Focus: Weapon Focus|
|Mind of Soaring Steel|
|Bonus Feat, Fast Movement +10ft, Silent Sniper +3|
|Archery Focus: Weapon Specialization|
|First Shot +2|
|Evasion, Silent Sniper +6|
|Archery Focus: Precise Shot|
|First Shot +3, Silent Sniper +9|
|Archery Focus: Canny Shot|
|Fast Movement +20ft|
|Silent Sniper +12|
|Bonus Feat, Archery Focus: Ranged Defense|
|First Shot +4|
|Silent Sniper +15|
|Archery Focus: Archer's Recovery|
|Bonus Feat, Silent Sniper +20|
|First Shot +5, Archery Focus: Dual Strike|
: The sublime archer gains 6+int modifier skill points per level (4x at first level).
: The class skills for a sublime archer are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex)
Weapon and Armor proficiency
: A sublime archer starts play with proficiency in light armor, all simple weapons and all martial ranged weapons.
A Sublime Archer chooses maneuvers from the disciplines of Iron Rain
, Falcon's Eye
, True Arrow
, Phoenix Arrow
and Diamond Mind.
A Sublime Archer has 4 maneuvers at the start of his career, and gains more as he gains levels.
Once you know a maneuver, you must ready it before you can use it (See maneuvers readied). A maneuver useable by a sublime archers is considered an extraordinary ability unless otherwise is indicated on the maneuver description. Maneuvers are not affected by spell resistance and initiating them does not provoke attacks of opportunity. However, the associated ranged attack often does.
You learn additional maneuvers as you gain levels, as indicated in the the table below. You must be high enough level to learn a maneuver and you must fulfill all the prerequisites for a maneuver before you can learn it.
Upon reaching fourth level, and every even numbered level after that, you may replace a maneuver you already have with another maneuver that you qualify for. Essentially, you lose the old maneuver to gain a new one. The new maneuver may be any maneuver you qualify for and you can exchange a lower level maneuver for a higher level one this way.
You can ready three of your four maneuvers at first level and as you gain levels, you can ready more maneuvers, but you must still choose maneuvers to ready. You ready maneuvers by exercising and practicing shooting for 5 minutes. The maneuvers remain readied until you decide to exercise to ready them again. You need not sleep or rest to ready maneuvers.
You begin an encounter with all maneuvers unexpended, regardless of how many times you may have already chosen to use them. When you initiate a maneuver, it becomes expended, and must be recovered to be used again (see below).
You can recover all expended maneuvers by making one ranged attack as a full-round action. You may not initiate a maneuver or change stance, but you can remain in a change in which you started your turn.
You begin play with knowledge of one first level stance open to sublime archers. At levels indicated in the table, you can choose additional changes. Unlike maneuvers, stances are not expended and you do not have to ready them. All the stances you know are available to you at all times, and changing stance is a swift action. A stance is a extraordinary ability unless otherwise indicated in the description.
Unlike with maneuvers, you may not learn new stances in the place of old ones.
|Level||Maneuvers Readied||Maneuvers Known||Stances Known|
The Sublime Archer gains the indicated bonus to initiative checks.
The sublime archer may choose one of these three categories, bows, crossbows or slings and thrown weapons. As she gains levels, she gains the benefits described below when using her chosen group of weapons.
The sublime archer gains weapon focus with her chosen group of weapons.
The sublime archer gains weapon specialization with her chosen group of weapons.
The sublime archer gains her wisdom modifier to attack rolls when initiating maneuvers using her chosen group of weapons.
The sublime archer gains her wisdom modifier to damage rolls when using her chosen group of weapons.
The sublime archer does not provoke attacks of opportunity for shooting in melee while using her chosen group of weapons.
Times per day equal to her wisdom modifier (minumum 1), the sublime archer may recover maneuvers as a free action when using her chosen group of weapons.
Times per day equal to her wisdom modifier (minumum 1), the sublime archer may initiate two strike maneuvers at the same time with the initiation action of the one that takes a longer time to initiate when using her chosen group of weapons.
The sublime archer gains a bonus feat from the following list. She must meet all prerequisites for the feat.
From Player's Handbook
Point Blank Shot, Manyshot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Lightning Reflexes and Improved Initiative.
From Tome of Battle
From Complete Warrior
Improved Rapid Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Zen Archery.
From Expanded Psionics Handbook
From Player's Handbook 2
Crossbow Sniper and Deadeye Shot
As the rogue ability.
As the rogue ability.
The Sublime Archer gains the indicated bonus to her land speed as an untyped bonus.
Mind of Soaring Steel
The sublime archer may use diamond mind strikes with ranged weapons and at range, even if the maneuvers would not normally allow that when initiating as a sublime archer.
The sublime archer gains the indicated bonus on hide checks to conceal herself after attacking at range. In short, sniping. This does not stack with any other bonus to hide checks made while sniping.
When wielding a ranged weapon, the sublime archer may have two stances active at the same time. When using a swift action to change or initiate stance, you may initiate or change both stances.
So here it is. I had a bit of trouble making the last abilities, so I essentially nicked the capstone from the warblade. This uses quite a lot of homebrew.