Darkfeather (3.5e Prestige Class)

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Darkfeathers

You can never run far enough from me, undead scum!
—Lillypons Haberdasher, elven Darkfeather

Darkfeathers are the archer-warriors of the Church of Modroben, specializing in the use of ranged weapons - mainly but not entirely limited to longbows - to snipe at undead creatures from afar. They focus on Modroben's guise as Buzzard-King, and, as they grow in experience and talent, they are blessed with increasingly powerful eyes, granting them a range commensurate with that of a buzzard. Darkfeather's all keep pet buzzards, and even travel with them as much as possible.

Becoming a Darkfeather

Darkfeathers are typically drawn from the ranks of the Swordclaine, the Fighter-based class of Claine. However, any of the Claine classes are potentially eligible to join.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +7.
Race: Any with normal or better vision.
Feats: Weapon Proficiency (longbow or other ranged weapon), Weapon Focus (ranged weapon of your choice)
Patron: Modroben.
Special: Must keep pet buzzards (see below).
Table: The Deathwright


Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+2 +1 Buzzard Brood, Eyes of the Buzzard
2nd+2+3+0+3 +1 Buzzard Brood, Weapon Specialization
3rd+3+3+1+3 +1 Buzzard Brood, Quick Draw
4th+4+4+1+4 +1 Buzzard Brood, Quick Shoot
5th+5+4+1+4 +1 Buzzard Brood, Second Range of the Buzzard
6th+6+5+2+5 +1 Buzzard Brood, Speak With Brood
7th+7+5+2+5 +1 Buzzard Brood, Horizon of the Buzzard
8th+8+6+2+6 +1 Buzzard Brood, Celestial Buzzard
9th+9+6+3+6 +1 Buzzard Brood
10th+10+7+3+7 +1 Buzzard Brood, Sight of the Buzzard

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features

Like all members of the Church of Modroben, Darkfeathers are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Darkfeather powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Darkfeather.

Buzzard Brood: Every level, starting at first, the Darkfeather receives a new normal buzzard follower. These buzzards follow her wherever possible. They do not attack unless provoked but otherwise are trainable. They have 15 hp, AC 21, 2 attacks, claw/bite, +7/+5, 2d4/1d6+1.

Eyes of the Buzzard: Beginning at first level, the Darkfeather can cast Eyes of the Vulture once per day. They call it Eyes of the Buzzard, however.

Range of the Buzzard: Beginning at first level, once per day, the Darkfeather can magically enhance her weapon for ten rounds. This enhancement triples the range increment, so a longbow can reach up to 300' with no minus.

Weapon Specialization: At second level, the Darkfeather gains Weapon Specialization in the bow or chosen ranged weapon. If he already has that feat, he may choose any feat that has it as a prerequisite instead.

Quick Draw: At third level, the Darkfeather gains Quick Draw in the bow or chosen ranged weapon. If he already has that feat, he may choose any other Fighter Bonus Feat.

Quick Shoot: At fourth level, the Darkfeather can shoot one additional time per round at his highest attack bonus.

Second Range of the Buzzard: At fifth level, the Darkfeather can magically enhance her range three times per day.

Speak With Brood: At sixth level, the Darkfeather can telepathically communicate with his brood of buzzards at will. They need only be on the same planet and in the same universe. The buzzards still do not have more than an animal intelligence, so they can not communicate anything complex.

Horizon of the Buzzard: At seventh level, the Darkfeather's range increment with her weapon of choice doubles. Thus, a Darkfeather using the longbow now has a range of 600' with no minus. This enhancement can still only be activated three times a day for ten rounds at a time.

Celestial Buzzard: At eighth level, the Darkfeather can transform her brood into Celestial Buzzards for one hour. This power can only be used one time per week.

Sight of the Buzzard: At tenth level, the Darkfeather's eyes literally transform into those of a buzzard (giving her constant Eyes of the Vulture), and her enhanced range increment now becomes permanent.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

Back to Main Page 3.5e Homebrew Classes Prestige Classes

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