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| AnarTirith05-09-07, 09:32 PM | 've been finding my created prestige class rather... well boring... so I thought I would throw it on here, and see if anyone has a suggestion. Really i'm looking for ways to make my character more... interesting. This is Based on a level 7 Ranger, Level 2 Andar Vodaen... so yeah, here it is, i'm new here, but don't hold back, all suggestions really are welcomed Andar Vodaes After many years, decades, even centuries the secluded regiment of the Army of the Dawn has emerged. Steeped in the earthen magics of the world, combined with the deadly accuracy of these horsed bowmen, the Army of the Dusk has been turned and foiled time and time again. Rooted deep in history, this Regiment has remained reclusive of it=s selection of members, more waiting for a prodigy of the world to either show his true potential, or seeking out those with extraordinary talent. The path of the Andar Vodaes is not an easy one, in the least, for the regiment has dedicated its very existence to the destruction of the darkness that now plagues the earths lands. Having created a bond with their steeds, the rider and mount of an Andar Vodaes are inseparable, except in the eventuality of death. Dedicating their lives to both the art of the bow, as well as the complete devotion to their steeds, the Andar Vodaes has no need for the martial or combat weapon, more relying on the piercing strength of their bows, then the slicing edge of a sword. Hit Die: 1 D8 Requirements To Become an Andar Vodaes, a character must fulfill all of the following criteria. Race: Elf or Half Elf Alignment: Any Lawful Base Attack Bonus: +6 Skills: Balance 4 Ranks, Diplomacy 7 Ranks, Handle Animal 5 Ranks, Jump 5 Ranks, Ride 5 Ranks, Survival 4 Ranks Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow) Spells: Ability to Cast 1st Level Divine Spells Special Requirement: To become an Andar Vodaes, the applicant of such a feat, must first be found to have incredible archery and animalistic tendencies to one=s mount. When this requirement is fulfilled, a tribunal of elder Andar Vodaes members will find the applicant, and offer him/her the opportunity to take the test to become an Andar Vodaes themselves. If accepted, the applicant must then go through the gauntlet of the Andar, a test designed to test both the spirits of the character, as well as the definitive bond between the character and his mount. If both the steed and the character are found to be of merit and valor, and survival the trials and tests of the gauntlet, then they shall be permitted to become an Andar Vodaes, and strengthen that bond between themselves, and their mount. The connection between An Andar Vodaes and his mount is unexplainable. The connection these two, character and beast, whether being a horse or some other mount makes no difference. The only thing that is important is a mutual dedication to each other, and the driving devotion of the rider, to a specific duty, or cause. Table Custom 1.1 The Andar Vodaes Level Attack Fort Ref Will Special 1st +1 +2 +2 +0 Enhance Arrow + 1, +1 to Selected weapon 2nd +2 +3 +3 +0 Imbue Arrow, Ride By Attack 3rd +3 +3 +3 +1 Enhance Arrow +2, Burst of Speed 4th +4 +4 +4 +1 Seeker Arrow, Combined Attack 5th +5 +4 +4 +1 Enhance Arrow +3, Empathic Bond 6th +6 +5 +5 +2 Phase Arrow, Daring Display 7th +7 +5 +5 +2 Enhance Arrow +4, Wild Fury 8th +8 +6 +6 +2 Hail of Arrows, Amazing Horsemanship 9th +9 +6 +6 +3 Enhance Arrow +5, Psionic Bond 10th +10 +7 +7 +3 Arrow of Death, Blood Bond *Note: Because of an Andar Vodaens commitment to the art of the bow, for each level gained as a prestige class character, the applied character takes a B1 to the usage of ALL simple, martial, or exotic melee weapons. This is to balance the said class out. Weapon and Armour Proficiency: An Andar Vodaes is proficient with all simple and martial weapons, light or medium armour, and shields Enhance Arrow(Su): At 1st level, and every two levels thereafter, every non-magical arrow that an archer nocks and lets fly becomes magical, gaining a +1 enchantment bonus. Unlike magic weapons created by normal means the archer need not spend experience points or gold to accomplish this task. However, an archers magic arrows only work for them. Imbue Arrow(Sp): At 2nd level, an Andar Vodaes gains the ability to place an area spell upon an arrow. An attack spell, such as magic missile, or burning hands, may not be placed upon the arrow, but aiding spells, such as cure light wounds or entangle, may be. When the arrow is fired, the spell takes effect upon the area where the arrow lands, or upon the person the arrow is shot onto. This ability allows the archer to use the bow=s range, rather then be restricted by the spell=s range limitations. It is a standard action to place the spell upon the arrow and fire the arrow, also the arrow must be fired in the same turn the spell is placed upon it, otherwise the spell is wasted. Ride By Attack: An Andar Vodaen may ride by an opponent and hit them as they pass, if they win a rolled off D6 roll against the opponent, they may strike the opponent without any reprisal. If they loose the roll they are involved in a passing skirmish with there Opponent and all attack of opportunity are valid. Andar Vodaens may only attack one person even if they pass through a large group of opponents. Burst of Speed: At 3rd level, an Andar Vodaen may >urge= on his mount to move faster, this is to allow the rider to either run from an enemy whom is pursuing him, or to move to a more strategic point of attack more quickly. Also, because of the bond between mount and rider, the rider need not make Handle Animal checks while in combat. This ability allows the mount to move double it=s normal speed. Seeker Arrow: At 4th Level, an Andar Vodaen may launch an arrow once per day at a target known to him/her within range, and the arrow will travel to the target, even around corners. Only an unavoidable obstacle or the limit of the arrows range prevents the accomplishment of the shot. For Example, if va target is in a windowless room and the door is shut, the arrow cannot pass through. This ability negates cover and concealment modifiers, but otherwise the attack is rolled as normal. Using this skill is a standard action ( firing the arrow is included in the action) Combined Attack: Because of the bond created between a rider and his mount, as well as the countless battles they have ventured in and out of together, the rider and mount share a knowledge of enemies. Any enemies that are attacked by the rider, and are within ten feet of the mount, shall be attacked by the mount as well with two hoof attacks, although at a B1 to hit if the mount is required to move more then the 5 foot normal free action movement. Empathic Bond: At 5th Level, As long as a Andar Vodaen is alive his or her mount may not be stunned by an attack, nor will it be affected by the fear table, although the spell of fear could still effect it. The Wild Rider now has an empathic bond and no longer needs to use verbal communication to have the mount complete tricks that are known to it. Phase Arrow: At 6th Level, an Andar Vodaen may launch an arrow once per day at a target that is known to him/her within normal shooting range, and the arrow shall travel to the target in a straight path, passing through any magical barrier or wall in it=s way.( A wall of Force, a wall of fire, or other magical barrier stops the arrow) This ability negates cover, concealment, even armor modifiers, but otherwise the attack is rolled as normal. Using this ability is a standard action (and shooting the arrow is part of the action). Daring Display: This feat allows the rider to choose to do one of two things. Either, the rider may ride by and pick up an ally without provoking attacks of opportunity, so long as a D6 roll is higher then the enemies, or the rider may double the mounts speed 1/Level per day. Wild Fury At 7th Level, an Andar Vodaen has connected with his/her mount on such an intimately close level, that when wounded by an enemy, the rider will jump in an enraged fury and attack the enemy who has dared to attack the closest friend. This fury allows the archer to fire two arrows, with varying effects. See custom Table 1.2 to see possible effects of the arrows. For both arrows, a D6 is rolled, the results checked on the table and applied to said arrow. Custom Table 1.2 Wild Fury Arrow Effects Number rolled on a D6 Effect 1, 4 No effect of rage upon the arrow. Normal Damage occurs if the arrow hits 2, 5 Arrow does Double Damage, including all magical modifiers 3, 6 Arrow has an increased Critical range of 18 B 20 instead of the normal 20 Critical roll. Hail of Arrows (Sp): In Lieu of their regular attacks, once per day an Andar Vodaen of 8th Level of higher can fire an arrow at each and every target within range. To a maximum of one target for every Andar Vodaen level he/she has earned each attack uses the archers primary attack bonus, and a single arrow may only target each enemy. Amazing Horsemanship: Through many years of battle, the Andar Vodaen and his mount will have trained and battled together. The mount=s hooves will have strengthened from many a skull cracking, and knows when to charge. Hence an Andar Vodaen of 8th level or higher receives the Trample rules, even if he/she does not meet the prerequisites for the skill/feat. Also, the steed will attack with a bonus equal to the level of the rider, up to a maximum of 10. Psionic Bond: At 9th Level the close bonds of the mount with the Andar Vodaen give his or her mount intelligence equal to the rider and may perform complex moves as described in the table 1.3, see Below. Custom Table 1.3 Psionic Bond Retreating Valor In the event of a battle going horribly wrong, the purpose of this skill is to allow the Andar Vodaen to retreat with as much honor as can be bestowed. Hence when the mount feels the battle is lost, sometimes the rider will not be willing to retreat, so it is up to others to make the decision. In this eventuality, the horse does the daring display, taking the rider to his ally/allies, to try and retreat to safety. Victorious Charge When the Day is dark, and all seems lost, do not despair. For there is always hope to be found. The charging of an Andar Vodaens steed brings courage to his ally, strengthening the bond between horse and rider. When this is done, an enemy stupid enough to get in an Andar Vodaens way shall be impactly hit as if it were a chariot, with modified rules, along with a single arrow from the Andar Vodaen himself. The mount will also move at double speed, to implement the most >pack for his punch=. Strategic Advantage The mount, having better intelligence then most creatures, will immediately at the offront of a battle, find the most strategic point to place themselves, to do as little damage to themselves, and allow his/her rider to get the best possible shot. As we all know, the movements of battle will open up many different opportunities to find better places. Hence a steed of an Andar Vodaen will automatically, without being asked to by the rider, move to said places of strategic advantage. Arrow of Death(Sp): At 10th Level, an Andar Vodaen can create an arrow of death that forces the target, is damaged by the arrows attack, to make a DC 20 Fortitude Save, or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the archer whom created it. The arrow of death lasts no longer then one year, and the archer may only have three such arrows in existence at one time. Blood Bond: The Andar Vodaes now shares an amazing bond with his or her mount and the two may help each other in various ways. Both rider and mount benefit from any immunities that one or the other possess, in addition they get two rolls to resist a spell if either one of the other fails. Again, let me know what you think, and thanks for your comments! |
| AnarTirith05-13-07, 08:50 PM | :bump: Any Advice? or is this that boring? ;) |
| Darth Sephiroth05-15-07, 12:22 AM | Well, the problem is that it causes other problems and the prerequisites skip the two feats any mounted archer needs, namely Mounted Archery and Improved Mounted Archery. Also, I would ditch the spellcasting prerequisites, not everyone wants to be a caster or a Ranger. It would also let someone with the Wild Cohort feat to enter the class, perhaps just have a prerequisite for an Animal Companion or Special Mount (Wild Cohort allows you to use it as an Animal Companion for prerequisites if I remember right). Also you ought to state that the Animal Companion/Special mount continues its progression. But anyway, glad to see others playing mounted archers, I've got a Desert Elf archer who fights from horseback. |