Fae Marksman (3.5e Class)

Requirements

Race: Born a Fae

Table: Fae Marksman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0Bonus Feat, Fae's Flight
2nd+2+3+3+0Sneak Attack +1d6, Fae's Dexterity, Bonus Feat
3rd+3+3+3+1Bonus Feat, Sight of The Fae
4th+4+4+4+1Sneak Attack +2d6, Critical
5th+5+4+4+1Bonus Feat, Hail of Arrows
6th+6/+1+5+5+2Sneak Attack +3d6
7th+7/+2+5+5+2Bonus Feat, Fae's Aim, Impossible Shot
8th+8/+3+6+6+2Sneak Attack +4d6, Hail of Arrows +2
9th+9/+4+6+6+3Bonus Feat, Magic of the Fae
10th+10/+5+7+7+3Sneak Attack +5d6, Fae's Nimbleness
11th+11/+6/+1+7+7+3Bonus Feat, Hail of Arrows +3
12th+12/+7/+2+8+8+4Sneak Attack +6d6 Great Critical
13th+13/+8/+3+8+8+4Bonus Feat, Haste
14th+14/+9/+4+9+9+4Sneak Attack +7d6, Hail of Arrows +4
15th+15/+10/+5+9+9+5Bonus Feat, Tiny Stature
16th+16/+11/+6/+1+10+10+5Sneak Attack +8d6, Quick Hands
17th+17/+12/+7/+2+10+10+5Bonus Feat, Hail of Arrows +5
18th+18/+13/+8+3+11+11+6Sneak Attack +8d6, Blurr
19th+19/+14/+9/+4+11+11+6Bonus Feat, Flyby Attack
20th+20/+15/+10/+5+12+12+6Sneak Attack +9d6, Hail of Arrows +6, Master Critical

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Gather Information(Cha), Listen(Wis), Move Silently(dex), Search(Int), Spot(Wis), Hide (Dex).

Class Features

All of the following are class features of the Fae Marksman.

Bonus Feat: Starting at 1st level and continuing every other level, the Fae Marksman gains a bonus feat.

Sneak Attack: As the rogue's sneak attack, however may use this if the Fae Marksman is shooting from the shadows or from Invisibility regardless of catching the opponent flat-footed.

Fae's Flight: The Fae Marksman increases their flying speed by 10' every 2 levels.

Fae's Dexterity: The Fae Marksman may add his/her Dexterity Mod to their Fortitude, Reflex and Will saves as long as they are wearing light to no armor. This ability stacks with other abilities.

Sight of The Fae: The Fae is a magical creature that uses magic to see. The Fae Marksman acts under having the True Spell and Arcane Sight, Greater as always being active, this is an Extraordinary ability.

Critical: The Fae Marksman increases their critical strike range and multiplier by 1.

Hail of Arrows: Arrows fired by the Fae Marksman are not subjected to any wind walls, gusts, heavy winds etc. Additionally the Fae Marksman may fire an additional arrow each attack. The number of arrows fired increases by 1 ever three levels after 5th level.

Fae's Aim: The Fae Marksman may add his/her Dexterity Mod to all attacks and damage. This ability stacks with other abilities and can only be used while wearing light to no armor.

Impossible Shot: The Fae Marksman now imposes only a -4 on any shot that receives penalties from shots such as called shots, firing through combat, line of site, and over range increments.

Magic of The Fae: The Fae is considered to have a caster level equal to their Wisdom Modifier. Their Caster levels is Arcane. In addition when hiding or invisible, the Fae Marksman may only be detected by those who have True Seeing, no other abilities may lead to detecting or seeing the Fae Marksman.

Fae's Nimbleness: The Fae Marksman can no longer be caught flat-footed. In addition the Fae Marksman may add twice his Dexterity Mod into their Armor Bonus from Dexterity.

Great Critical: The Fae Marksman increases their critical strike range and multiplier by an additional 1. Also they are now able to score critical strikes upon targets they normally couldn't such as Undead, Constructs, Oozes etc.

Haste: The Fae Marksman is considered to act as if under the Haste spell. This is an extraordinary ability and may only be present while the Fae Marksman wears light to no armor.

Tiny Stature: The Fae Marksman is small enough to gain a dodge bonus to AC equal to a quarter of their reflex save. This can only be present while the Far Marksman is wearing light to no armor.

Quick Hands: The Fae Marksman gains an extra attack at their highest BAB.

Blurr: The Fae Marksman takes up the Blurr trait causing all physical attacks to have a miss chance of 40% and all magical attacks to have a miss chance of 30%. This can only be negated by True Seeing.

Flyby Attack: The Fae Marksman gains Flyby Attack as a bonus feat, allowing him/her to take a move action and another standard action during any point in the move.

Master Critical: Increases the critical strike range and multiplier by an additional 1. Also in addition to being able to score a critical hit upon targets not prone to critical strikes, the Fae Marksman may score critical strikes on targets having Light, Medium and Heavy Fortification.

Campaign Information

Playing a Fae Marksman

Religion: Fae's generally worship the queen of Faes.

Other Classes: Long range classes such as rangers are good for faes, so is druid classes seeing how they tend to be neutral and nature loving.

Combat: Hide in the shadows or turn invisible and fire at the targets, or turn invisible then hide in the shadows to attack targets.


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