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Flying Spell Archer

Level 1 2 3 4 5 6 7 8 9 10 BAB 0 1 2 3 4 5 6/1 7/2 8/3 9/4 Fort 0 0 1 1 2 2 3 3 4 4 Reflex 2 3 4 5 5 6 6 7 7 8 Will 0 0 1 1 2 2 3 3 4 4 Special, +1 to exisisting spell level Choosen by flying familar Enhance Arrow +1, Imbue Arrow, +1 to exisisting spell level Mounted Spellcasting Ranged Precision +1d8, Flying Combat, +1 to exisisting spell level Enhance Arrow +2 Flying Archery Ranged Precision +2d8, +1 to exisisting spell level Flying Spellcasting

Coosen by familiar During the first months a flying familiar will chose his Spell Archer to be his rider. The familiar must choose the Spell Archer to insure the right bond has been made. Your soul is linked to your familiar, when death comes to one it will come to another. Enhanced Arrow At 2nd level, every nonmagical arrow a Spell Archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experiance points or gold pieces to accomplish this task. However, an archer's magic arrows only function for her. At level 7 the Spell Archer gains an additional +1 to his Enhancement. Imbue Arrow At 3rd levels a Spell Archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spells area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. Theis ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrows. The arrow must be fired in the round the spell is cast or the spell is wasted. Mounted Spell Casting At 4th level you are skilled at casting spells while mounted. Prerequisites: Ride 12 ranks, Mounted Combat, Mounted Archery Benefits: The penalty you take when casting a spell while mounted is halved (See Mounted Combat, page 99 PHB) Ranged Precision At 5th level, as a standard action, a Spell Archer may make a single precisely aimed attack with a ranged wearpon, dealing and extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Spell Caster must be within 30 feet of his target. The ranged precision attack, only works against living creatures with discerniable anatomies. Any creature that is immune to critical hits (including undead, construcsts, oozes, plants, and incorporal creatures) is not vunerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as the armor with fortification special ability) also protects a creature from extra damage. (Page 69 Complete Warrior) Flying Combat At 6th level you are skilled at mounted flying combat. Prerequisites: Ride 14 ranks, Mounted Combat, Mounted Archery Benefits: Once per round when your flying mount is hit in combat, you may attempt a Ride check to negate the hit. The hit is negated if you Ride check result is greater than the opponent's attack roll. (Essentially, the Ride Check result becomes the mount's Armor Class if it's higher than the mount's regular AC)

(Page 99 PHB) Flying Archery At 8th level you are skilled at using ranged weapons while mounted on a flying animal. Prerequisites: Ride 16 ranks, Mounted Combat, Mounted Archery, Flying Combat Benefit: The penalty you take when using a ranged weapon while mounted is halved: (Page 99 PHB) Flying Spell Casting At 10th level you are skilled at casting spells while mounted on a flying animal. Prerequisites: Ride 18 ranks, Mounted Combat, Mounted Archery, Flying Combat, Flying Archery Benefits: The penalty you take when casting a spell while mounted is halved (See Mounted Combat, page 99 PHB)

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