Order of the Swift Arrow [Archive] - Wizards Community

Post/Author/DateTimePost
Mordin

09-09-07, 02:06 PM
Order of the Swift Arrow

Requirements:

Base Attack Bonus: +7

Skills: Craft (bowyer) 4 ranks, Survival 8 ranks, Tumble 2 ranks.

Feats: Endurance, Point Blank Shot, Rapid Shot, Run, Tracking, Weapon Focus (any bow [except crossbow]).

Class Features:
BAB: Good (as fighter)
Good Saves: Fort and Reflex Poor Saves: Will
Hit Dice: 1d8

Class Skills: Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography), Knowledge (nature), Listen (Wis), Move Silent (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 4+ Int modifier.

LEVEL ABILITIES:

1. Swift tracker.
2. Shot on the run, secret of the order.
3. Archer’s focus.
4. Fast movement +10 feet.
5. Deadly precision.
6. Secret of the order.
7. Sprinting volley.
8. Fast movement +20 feet.
9. Archer’s focus.
10. Deadly aim, secret of the order.

Swift Tracker (Ex): At 1st level, an order of the swift arrow can now move at his/her normal speed while tracking without taking the normal -5 penalty. He/she only takes a -10 penalty (instead of the normal -20) when moving at up to twice his/her normal speed while tracking.

Shot on the Run: At 2nd level, an order of the swift arrow gains the Shot on the Run feat as a bonus feat even if he/she dose not meet the prerequisites. An order of the swift arrow loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Secrets of the Order (Ex): Starting at 2nd level, an order of the swift arrow begins to learn the secrets of the order. He/she may choose to learn one of the fallowing secrets (see below). He/she learns an additional secret at 6th and 10th level.
• Penetrating Shot (Ex): As a swift action, an order of the swift arrow can choose to fire his arrows with a more spin than normal causing his/her arrows to bore into its target, in order to penetrate harder defenses. All arrows fired this round ignore one point of DR per two class levels. For example, a 6th level order of the swift arrow would ignore 3/- of any creatures DR rating. However, using this ability halves the arrows normal range.
• Rain of Arrows (Ex): An order of the swift arrow can make additional attacks in a round equal to ½ his/her class level (round down), for every additional attack made in this way the order of the swift arrow suffers a cumulative -2 penalty. For example, an 8th level order of the swift arrow could take 4 extra attacks in a round suffering a -8 penalty to all his/her attacks that round. An order of the swift arrow must be stationary while using this ability making him/her self an easier target, the order of the swift arrow loses his/her Dex modifier to his/her AC while using this ability. An order of the swift arrow must be at least 6th level in order to learn this secret.
• Suppressing Fire (Ex): Sometimes, knowing that an arrow is being fired at you can give one pause. An order of the swift arrow can make a single well placed attack against a target within range, if the arrow hits the target the order of the swift arrow can make an Intimidate check against the target and all enemies within 30 feet of the target that was hit, if the target(s) fails it is shaken for one round per two class levels to a maximum of 5 rounds at 10th level. If the target succeeds its check the target is immune to this ability for the next 24 hours.
• Plunging Shot (Ex): While sprinting towards a target an order of the swift arrow can attempt to fire on his/her opponent while leaping over it (suffering attacks of opportunity normally). In order to do this an order of the swift arrow must move at least 20 feet and succeed a DC 20 tumble check. An order of the swift arrow can leap over a target up to one size category larger than him/her self; if the attack succeeds the target takes triple damage from the attack.

Archer’s Focus (Ex): At 3rd level, an order of the swift arrow begins to truly master his/her bow of choice. He/she gains a +1 competency bonus to all attack rolls made with the bow he/she has Weapon Focus with, this bonus increases to +2 at 9th level. However because of his/her intense focus on archery his/her abilities with melee weapons begins to suffer and he/she suffers a -1 penalty to all melee attacks at 3rd level this penalty increases to -2 at 9th level.

Fast Movement (Ex): At 4th level, a border guard must strike at their enemies swiftly often times in terrain not suited for a mount. A border guard gains an enhancement bonus to his/her base land speed. This bonus is +10 feet at 4th level and +20 feet at 8th level. A border guard loses this bonus if wearing medium or heavy armor or when carrying a medium or heavy load.

Deadly Precision (Ex): At 5th level, an order of the swift arrow knows were to fire an arrow to make it hurt the most. An order of the swift arrow treats the threat range and the critical multiplier on his/her bow of choice as if was one higher. For example, a normal longbow in the hands of an order of the swift arrow would have a threat range and critical multiplier of 19-20 x4 (normal 20 x3). This ability stacks with other similar abilities such as those granted by the Improved Critical feat (and other similar abilities).

Sprinting Volley (Ex): At 7th level, an order of the swift arrow has mastered the use of a bow while on the move. An order of the swift arrow can take a Full-Attack action with a bow during a move action. While doing this the order of the swift arrow takes a -4 penalty on all attacks that round. This ability can be used with the Rapid Shot feat but the penalties stack (-6 to all attacks).

Deadly Aim (Ex): At 10th level, if an order of the swift arrow deals a creature enough damage to make it drop (reducing its hit point to 0 or below) he/she can immediately make an extra missile attack against another creature within 30 feet. This ability only functions while the order of the swift arrow is wielding a bow he/she has the Weapon Focus feat with.