Trick Archer (3.5e Prestige Class)

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Author: Leziad (talk)
Date Created: 26th November 2018
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A verison of the arcane archer intended to be used by rogues.

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7



Sneak Attack Full

Trick Archer[edit]

It just take a bit of... ingenuity. But yes, I do believe I can solve most of my problems with the right arrow.
—Véronique Leclair, Half-Elf Trick Archer

This class is meant to be a sort of Arcane Archer for Rogue. Instead of relying on spell they place on arrows, they rely on technological or magical gimmicky arrows, which turn out can be extremely effective.

Becoming a Trick Archer[edit]

Entry Requirements  
Base Attack Bonus: +6. 
Feats: Point Blank Shot, Precise Shot, Weapon Focus (any bows).. 
Sneak Attack: Sneak Attack +2d6.

Table: The Trick Archer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Craft Magic Arrows, Trick Shot
2nd +2 +0 +3 +3 Marksman Expertise, Sneak Attack +1d6
3rd +3 +1 +3 +3 Bonus Trick, Trick Shot
4th +4 +1 +4 +4 Gimmick Shot, Sneak Attack +2d6
5th +5 +1 +4 +4 Trick Shot
6th +6/+1 +2 +5 +5 Bonus Trick, Sneak Attack +3d6
7th +7/+2 +2 +5 +5 Trick Shot
8th +8/+3 +2 +6 +6 Rapid Assembly, Sneak Attack +4d6
9th +9/+4 +3 +6 +6 Bonus Trick, Trick Shot
10th +10/+5 +3 +7 +7 Amnesia Arrow, Sneak Attack +5d6

Class Skills (8 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

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

Craft Magic Arrows: A 1st level Trick Archer receive Mundane Crafter (Craft Magic Arms and Armor) as a bonus feat but only to craft magical projectile weapon or magical ammunition. She may also craft enhanced ammunition in batch of five for the price of two, all the ammunition create so must be of the same type with the same enhancement. If she has to provide a spell from a scroll she may enhance up to 10 batches with the same scroll.

Trick Shot: Once per round as an attack action, an trick archer may fire a heavily modified arrow. The trick archer start knowing two trick shots of her choice and she learn another each odd level thereafter. A trick archer must prepare her trick shot ahead of time, doing so require 1 minute per arrow and she may have a maximum amount of trick arrows prepared equal to her class level + her Intelligence modifier. She does not have a daily limit of prepared trick arrow, instead as soon as an arrow is used she may prepare another to take it place, alternatively she can change one of her prepared arrow for another with 1 minute of work.

Some trick shot allow the trick archer to sacrifice sneak attack to increase it effectiveness, this can only be done if the trick arrow is the first one fired in the round and the reduction apply to all attacks made until the start of the trick archer's next turn. The trick archer cannot sacrifice more sneak attack dice than she currently possess.

The DC of a Trick Archer's Trick Shot is DC 10 + 1/2 Character Level + her Intelligence or Charisma modifier and have an effective caster level equal to the trick archer's character level. She choose her Trick Shot from the following list:

Bloodspilling Arrow (Ex): This trick arrow cause intense bleeding, forcing the struck creature to make a Fortitude save or suffer immediate bleedout. On a successful save the target instead suffer 4 points of bleed.
Cursed Arrow (Su): If a creature is struck by this jet black arrow it must make a a Will save or fall under a bestow curse effect.
Dispelling Arrow (Su): Upon being struck by this arrow, the struck creature or effect is the immediate target of a targeted greater dispel magic. This arrow is especially complex and consume two trick shot slot instead of one.
Elemental Arrow (Su): Upon preparing this trick arrow this trick choose between acid, cold, electricity and fire. When fired this arrow deal the chosen energy damage and any sneak attack dealt is also changed to the chosen energy. The arrows also have an additional effect based on the chosen energy type: acid cause the creature to halve sit armor and natural bonus to AC for 1 round, cold freeze a creature in place as a freezing weapon, electricity cause the creature to drop it any held object (Fortitude negate) and fire cause the creature to catch aflame and start burning until they take a standard action to put themselves out (Reflex negate).
Elven Whistling Arrow (Su): This arrow is perfectly silent and invisible until it strike it target, allowing the trick archer to take half penalty on Hide from sniping. This arrow catch any creature without uncanny dodge flat-footed. Only an elf or half-elf may pick this trick shot.
Exploding Arrow (Ex): Upon hitting it target, this arrow explode violently in a 10 ft.-radius, dealing 1d6 fire damage per character level, any creature caught in the explosion is allowed reflex save to halves the damage. If a creature is directly struck by the arrow, it is not allowed a reflex save to halves damage. When using exploding arrow you may reduce your sneak attack by 2d6 or more, each two dices of sneak attack sacrificed increase the radius of the explosion by 5 ft and it damage by 1d6.
Fey Sleep Arrow (Ex): This arrow always deal non-lethal damage and allow for non-lethal sneak attack, if a creature struck by this arrow has non-lethal damage above it current hit point it fall asleep (as per deep slumber) no matter it hit dice with no save. At the trick archer option the sleep may only be lifted by itself as a standard action, or by an effect which can defeat a bestow curse spell.
Grapple Arrow (Ex): Your arrow explode mid-flight, becoming a potent grappling hook designed to entangle your foes. If the arrow strike it target make a grapple check as part of the attack, substitution your Strength for your Dexterity. If the grapple check is successful you opponent fall prone and is entangled for 1 round. A creature may escape early with a standard action to make an escape artist or grapple check using your own grapple check as DC. When using grapple arrow you may reduce your sneak attack by 1d6 or more, each dice of sneak attack sacrificed increase your grapple bonus by +2 and increase the duration by 1 round.
Alternatively the ammunition may be used as a Grappling Hook with rope equal to half the length of your bow's first range increment.
Pyrotechnics Arrow (Ex): One round after lodging itself into a creature or square, it explode as the pyrotechnics spell, if it was lodged inside a creature it take a -4 penalty against the effect and the effect follow it. A creature may attempt to remove the arrow from themselves with a DC 15 Strength check as a standard action.
Splitting Arrow (Su): This trick shot split into two arrows at the last moment, if it hit it deal double weapon damage and double sneak attack damage, other sources of damage are not multiplied.
Tracker Arrow (Sp): This trick arrow place a invisible arcane mark on whatever it strike, which can be divined one. It also cause the struck target to leave invisible magical footprint behind, granting the trick archer find the path toward it, this last for 24 hours or until dispelled.
Wasting Arrow (Ex): This arrow is coated in a mix of deadly germs and poison,for 1 minute a struck creature must make a Fortitude save each round or take 2 Constitution damage, two consecutive save end the effect early. When using wasting arrow you may reduce your sneak attack by 2d6 or more, each two dices of sneak attack sacrificed increase the Constitution damage by 1.

Marksman Expertise (Ex): A 2nd level Trick Archer can inflict sneak attack and precision damage at double her normal range, up to her first range increment. She may now disarm and trip opponents at range, she uses her Dexterity instead of her Strength to determine her bonus on such combat maneuvers.

Sneak Attack: At each even level, an Trick Archer's sneak attack increase by +1d6.

Bonus Trick (Ex): At 3rd level and each 3 levels thereafter, an Trick Archer gain a single rogue trick (or similar ability) from her previous class, if she lacked such class feature she instead gain a skill trick she meet the prerequisite of that do not count against her maximum number of skill tricks. She add her Trick Archer level to her previous class level to determine which trick she may take and their effectiveness.

Gimmick Shot (Su): A 4th level Trick Archer can rapidly prepare a trick arrow and fire it with the same 1 round action, this trick arrow is shoddily built and will crumble on it own 1 round later unless fired. As a side bonus, the trick archer halves the time require to craft mundane or magical ammunition.

Rapid Assembly (Ex): A 8th level Trick Archer can prepare a trick arrow with a single round of work and may use gimmick shot as a standard action. She also quarter the time it require her to craft mundane or magical ammunition instead of halving it.

Amnesia Arrow (Su): A 10th level Trick Archer can fire a Pixie's memory loss arrow as a standard action, it DC is 10 + 1/2 character level + the Trick Archer's Charisma modifier. If a creature succeed on it save it is left confused for 1d4 rounds and is immune to further uses of it from that Trick Archer for 1 years. This ability is usable three times per day.



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Leziad's Homebrew (4432 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionGood +
Class AbilitySneak Attack +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level7 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Magic Device +
Skill Points8 +
SummaryA verison of the arcane archer intended to be used by rogues. +
TitleTrick Archer +
Will Save ProgressionGood +