Psychic Archer (3.5e Class)

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Author: konkon (talk)
Date Created: June 10, 2011
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{{#set:Summary=Fast, Accurate, and Deadly. This ranged combatant specializes at maintaining distance while using a variety of ranged attacks. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Psionics |Class Ability Progression=Full


Psychic Archer[edit]

Psychic Archers are a rarity. While using their powerful psionic abilities for support, they use their impressive ranged attacks and heightened speed to maintain distance from their enemies. Unlike Psychic Warriors, Psychic Archers rely on mobility rather than armor.

Making a Psychic Archer[edit]

Psychic Archers are great when it comes to fighting at a range and keeping distance from enemies. With their enhanced speed, they can easily stay out of an enemy's reach. With their increased ranged attack bonus, they can make the most of that distance. Unfortunately, this comes at the cost of training in many close-quarters techniques and melee weapons. When working in a party, a Psychic Archer's primary role is to provide support fire for allies.

Abilities: Dexterity and Intelligence are the two most crucial ability scores for a Psychic Archer. Dexterity determines their ranged attack accuracy, and Intelligence determines their bonus power points, the highest level power they can use, and the DC for saving throws against powers they use.

Races: Humans are the most common Psychic Archers. Other races can become psychic archers, but the art of combining the two disciplines started with humans.

Alignment: Any Starting Gold: As Fighter Starting Age: As Wizard

Table: The Psychic Archer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +1 +0 +2 +2 Fast Movement +10, Ranged Combat Focus, Narrow Mind 2 2 1st
2nd +2 +0 +3 +3 Long-Distance Accuracy 5 3 1st
3rd +3 +1 +3 +3 Shot on the Run 8 4 2nd
4th +4 +1 +4 +4 Psionic Shot 13 6 2nd
5th +5 +1 +4 +4 Fast Movement +15 19 7 3rd
6th +6/+1 +2 +5 +5 Psionic Meditation 27 8 3rd
7th +7/+2 +2 +5 +5 Ranged Combat Specialization 35 10 4th
8th +8/+3 +2 +6 +6 Fell Shot 44 11 4th
9th +9/+4 +3 +6 +6 Shot on the Run (2 Attacks) 54 12 5th
10th +10/+5 +3 +7 +7 Fast Movement +20 66 14 5th
11th +11/+6/+1 +3 +7 +7 Endurance 80 15 6th
12th +12/+7/+2 +4 +8 +8 Psionic Meditation II 95 16 6th
13th +13/+8/+3 +4 +8 +8 Greater Psionic Shot 111 18 7th
14th +14/+9/+4 +4 +9 +9 Shot on the Run (3 shots) 128 19 7th
15th +15/+10/+5 +5 +9 +9 Fast Movement +25 147 20 8th
16th +16/+11/+6/+1 +5 +10 +10 Greater Psionic Focus 166 22 8th
17th +17/+12/+7/+2 +5 +10 +10 Archer's Precognition 188 23 9th
18th +18/+13/+8/+3 +6 +11 +11 Freedom of Movement 210 24 9th
19th +19/+14/+9/+4 +6 +11 +11 Perfect Accuracy 234 26 9th
20th +20/+15/+10/+5 +6 +12 +12 Superior Psionic Shot, Fast Movement +30 258 27 9th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Psychic Archer.

Weapon and Armor Proficiency: Psychic Archers are proficient with all simple and martial ranged weapons (both projectile weapons and thrown weapons). However they are only proficient with simple melee weapons. They are proficient with light armor, but not shields.

Power Points/Day: A Psychic Archer’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Psychic Archer. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: Psychic Archer's use Intelligence to determine the bonus power points and saving throw DC's of powers known. At every even level, they may trade any power they know for another power that they have access to the given power's level and it appears on the Psion/Wilder power list. Psychic Archer's choose their powers from the Psion/Wilder class list.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Psychic Archer must have an Intelligence score of at least 10 + the power’s level.

Fast Movement (Ex): At first level, the Psychic Archer's speed increases by 10 feet. This bonus to speed increases by 5 feet every 5 levels. This bonus only applies when the Psychic Archer is wearing Light or No Armor and carrying no more than a light load.

Ranged Combat Focus (Ex): A Psychic Archer's has a Good Base Attack Bonus when making ranged attack rolls, and a poor base attack bonus when making melee attack rolls. Additionally, the Psychic Archer gains a +1 on all Ranged Attack rolls. This does not stack with the Weapon Focus feat, and counts as the Weapon Focus feat for the purpose of meeting the prerequisites of other feats, class abilities, prestige classes, etc.

Narrow Mind (Ex): At 1st level, the Psychic Archer gains the Narrow Mind feat, even if they do not meet the prerequisites.

Long Distance Accuracy (Ex): The Psychic Archer gains a +1 to attack and damage when they are at least 60ft from their target. This ability counts as Point-Blank Shot for the purpose of meeting prerequisites of other ranged combat feats.

Shot on the Run (Ex): At 3rd level, the Psychic Archer gains the Shot on the Run feat for free, even if they do not meet the prerequisites. At level 9, they can make 2 attacks, though they must move between each attack, and still cannot exceed their normal movement speed for the round. At level 14, they can make 3 attacks. They must still move between each attack and cannot exceed their normal movement speed for the round.

Psionic Shot (Ex): At 4th level, the Psychic Archer learns to release a burst of Psychic Energy through their ranged attacks. They gain the Psionic Shot feat for free, even if they do not meet the prerequisites.

Psionic Meditation (Ex): At 6th level, the Psychic Archer learns to become psionically focused more quickly. They gain the Psionic Meditation feat for free, even if they do not meet the prerequisites. At 12th level a psychic archer can attempt to become psionically focused as a swift action, but the DC to become psionically focused increases by 10.

Ranged Combat Specialization (Ex): The Psychic Archer gains a +2 Dodge bonus to Armor Class against attacks that originate from at least 30ft away. Additionally, they gain a +2 bonus to damage with ranged attacks.

Fell Shot (Ex): The Psychic Archer gains the Fell Shot feat for free, even if they do not meet the prerequisites.

Endurance (Ex): Running and shooting takes a long time to kill more powerful enemies. As the Psychic Archer advances in power, these enemies become more commonplace, constantly testing his ability to keep fighting until the job is done. The Psychic Archer gains the Endurance feat for free, even if he does not meet the prerequisites.

Greater Psionic Shot (Ex): The Psychic Archer gains the Greater Psionic Shot feat for free, even if they do not meet the prerequisites. The Psychic Archer has learned to make each shot count for as much as they can.

Greater Psionic Focus (Ex): When the Psychic Archer expends their Psionic Focus, they can activate two abilities simultaneously, such as Fell Shot and Greater Psionic Shot.

Archer's Precognition (Su): Once per day per point of Intelligence Modifier, the Psychic Archer may add her class level to attack and damage rolls made as part of a ranged attack.

Freedom of Movement (Su): The Psychic Archer learns that a quick retreat is the best retreat, and is constantly affected by a Freedom of Movement effect.

Perfect Accuracy (Ex): The Psychic Archer can negate any concealment less than total concealment when making ranged attacks. Against targets who have no concealment, this ability instead allows the Psychic Archer to add his Dexterity Modifier to damage with ranged attacks.

Superior Psionic Shot (Ex): When the Psychic Archer uses any Psionic Shot feat, the feat adds an additional 2d6 + his Intelligence Modifier in damage.


Epic Psychic Archers[edit]

Table: The Epic Psychic Archer

Hit Die: d6

Level Special
21st
22nd
23rd Bonus Feat
24th Psionic Shot +1d6
25th Fast Movement +35
26th Bonus Feat
27th
28th Psionic Shot +2d6
29th Bonus Feat
30th Fast Movement +40

6 + Int modifier skill points per level.

Psionic Shot: At ever 4th level, the Psychic Archers Psionic Shot damage increases by 1d6.

Fast Movement: At Every 5th level, the Psychic Archer's Fast Movement ability increases by 5ft.

Bonus Feats : The epic Psychic Archer gains a bonus feat (selected from the list of epic Psychic Archer bonus feats) every 3 levels after 20th.

'Epic Psychic Archer Bonus Feat List: Epic Prowess, Great Dexterity, Epic Reflexes, Epic Will, Epic Fortitude, Epic Expanded Knowledge, Epic Psionic Focus, Improved Manifestation, Improved Metapsionics, Power Knowledge, Psicrystal Power, Epic Weapon Focus (TBC).





Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
Authorkonkon +
Identifier3.5e Class +
Rated ByEiji-kun +
RatingRating Pending +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Disguise +, Escape Artist +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Psicraft +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
TitlePsychic Archer +