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Archer of the Elements

This unique order is known only to druids, rangers and a few wizards. Its more common for elves to be Archers of the Elements, but it is open to any class or race that can shoot arrows and has access to elemental magic. In order to become an Archer of the Elements, a person must have made peaceful contact with a highly intelligent and powerful elemental being (such as a genie or an elemental weird). If the person desires, that powerful elemental being can bless the person with the ability to shoot arrows (or throw spears) through specific elements and materials as if they did not even exist.

The Archer also spends an intensive period of time regularly shooting their bow and practicing their magical skills, in order to increase their ability to shoot and also their ability to understand the different elements on the magical level. Some arcane Archers of the Elements also become Arcane Archers (see the DMG).

Hit Die: d6
Requirements: Ability to cast 3rd level divine and/or arcane spells (of these spells, there must be at least one spell of each elemental type: Air/Wind, Earth, Fire, Water), +6 Base Attack, Point Blank Shot, Rapid Shot, Precise Shot.
Class Skills: 4 Skill Points/level.
Weapon & Armour Proficiency: No new weapon or armour proficiency.
Spells per Day: When a new Archer level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the Archer of the Elements prestige class. She does not however gain any other abilities that the previous class would have gained. If the character had more than one arcane or divine spellcasting class, they must choose which one gains the bonus permanently.

Level    Base Attack Bonus    Fort Reflex Will Special                                                Spells per Day
1st               +0                           +0       +2     +2     Weapon Focus Bow                            +1 level
2nd              +1                           +0       +3     +3     Shoot Thru Air/Wind                             +1 level 
3rd               +2                           +1       +3     +3     Far Shot                                               +1 level
4th               +3                           +1       +4     +4     Shoot Thru Water                                +1 level
5th               +3                           +1       +4     +4     Shot on the Run                                   +1 level
6th               +4                           +2       +5     +5     Shoot Thru Fire                                    +1 level
7th              +5                            +2       +5     +5     Mounted Archery                                 +1 level 
8th               +6/+1                      +2       +6     +6     Shoot Thru Wood                                 +1 level
9th               +6/+1                      +3       +6     +6     Deflect Arrows                                    +1 level
10th            +7/+2                       +3       +7     +7     Shoot Thru Stone                                 +1 level

Bonus Feats: The Archer gains bonus feats at specific levels, even though they may not have the prerequisites.
Shoot Thru: The Archer gains the ability to shoot right through specific elemental materials without hindrance. The arrow does not harm the substances it goes through, instead it simply phases through the material. This does not grant the ability to see thru materials, and is basically only useful for getting rid of cover bonuses for enemy archers (they would still have concealment bonuses). Other uses are possible, such as shooting through trees at a moving target, shooting a signal arrow right through a building's roof, etc.