Main» Cherkess Master Archer
The Cherkess Master Archer
Level Base Attack Bonus Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Spells, imbue arrow,
consecrated bow +1
2nd +2 +0 +3 +0 Bullseye
3rd +3 +1 +3 +1 Consecrated bow +2
4th +4 +1 +4 +1 Trackless step
5th +5 +1 +4 +1 Consecrated bow +3
6th +6 +2 +5 +2 Poison use
7th +7 +2 +5 +2 Consecrated bow +4
8th +8 +2 +6 +2 Crippling strike
9th +9 +3 +6 +3 Consecrated bow +5
10th +10 +3 +7 +3 Master of the wind and shadow

The Cherkess are known not only for their skilled woodsmen, but for their magic. A few trained souls have managed to master both. These "master archers" roam the wilds, putting their powers to use protecting the Cherkess borders.

Hit Die

d8.

Requirements

To qualify to become a Cherkess master archer, a character must fulfill all the following criteria.

Base Attack Bonus: +5.
Skills: Craft (bowmaking) 3 ranks, Hide 8 ranks, Move Silently 8 ranks, Ride 5 ranks, Survival 8 ranks.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Track.
Special: Must be Cherkess, or spend at least one year training from a Cherkess archer. Must craft his own consecrated bow.

Class Skills

The Cherkess master archer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Poisonmaking (Int), Ride (Dex), Spot (Wis), Survival (Wis), Use Rope (Dex).

Cherkess master archers gain 1 free skill rank in the Poisonmaking skill at each class level. (This skill rank costs no skill points; it is in addition to any other skills the master archer purchases with skill points.)

Skill Points at Each Level

4 + Int modifier.

Class Features

All of the following are class features of the Cherkess master archer prestige class.

Weapon and Armor Proficiency

Master archers are proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells

Spells per Day
Level 1st 2nd 3rd 4th
1st 0
2nd 1
3rd 2 0
4th 3 1
5th 3 2 0
6th 3 3 1
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3
Spells Known
Level 1st 2nd 3rd 4th
1st 2*
2nd 3
3rd 3 2*
4th 4 3
5th 4 3 2*
6th 4 4 3
7th 4 4 3 2*
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4

Beginning at 1st level, the Cherkess master archer gains the ability to cast a small number of divine spells without preparation. Wisdom is his primary spellcasting attribute; it determines the level of spells he can cast, as well as bonus spells per day. The master archer uses his consecrated bow as the divine focus for any spell that requires one.

Imbue Arrow (Sp)

The master archer can imbue any spell he knows that has a single target, or has a range of touch, or requires an attack roll, into an arrow. Casting the spell and firing the arrow is a standard action. If the arrow hits, the spell takes effect as though the creature or object struck by the arrow was the target of the spell. Alternatively, the master archer can imbue any area spell he knows into an arrow. Casting the spell and firing the arrow is a standard action. The spell's area is then centered where the arrow lands.

Consecrated Bow (Su)

This ability works like the Ancestral Relic feat in the Book of Exalted Deeds. At every other level (see table), the master archer may enhance his bow, such that the total equivalent bonus from enhancements produced by this ability total no more than the bonus on the table.

Bullseye (Ex)

At 2nd level, the master archer becomes capable of firing an arrow at vital areas of a target. Each round, the archer may take a penalty to ranged attack rolls that lasts the entire round. This penalty cannot exceed the master archer's base attack bonus. The archer gains an equivalent bonus to ranged weapon damage for the duration of the round. This is precision damage, and thus does not apply to creatures without a discernible anatomy that are otherwise immune to critical hits.

Trackless Step (Ex)

Starting at 4th level, the master archer leaves no trail in natural surroundings and cannot be tracked.

Poison Use (Ex)

A 6th level master archer no longer risks accidentally poisoning himself when applying poison to a weapon.

Crippling Strike (Ex)

Starting at 8th level, every time the master archer scores a hit on any opponent within 30 feet who is denied his Dex bonus to AC, he also damages the opponent's Strength, causing the foe to advance one step on the Strength damage track (but this ability cannot kill a creature). This ability may only be used when making an attack at the master archer's highest base attack bonus (not iterative attacks). Creatures that are immune to critical hits are also immune to the effects of Crippling Strike.

Master of the Wind and Shadow (Ex)

A 10th level master archer can take 10 on Hide and Move Silently checks in any situation. Additionally, he gains the benefits of the ranger's Hide in Plain Sight and Camouflage abilities.

Spell List

Cherkess master archers choose their spells from the following list.

Level 1

cause fear, doom, chill touch, entangling touch, faerie fire, feather fall, flame arrow, inflict light wounds, jump, longstrider, magic weapon, mount, produce flame, ray of enfeeblement, shocking grasp, sleep, true strike

Level 2

cat's grace, curse of arrow attraction, inflict moderate wounds, lesser acid orb CA, lesser cold orb CA, lesser electric orb CA, lesser fire orb CA, owl's wisdom, shatter, shillelagh, spider climb, whispering wind, wind wall

Level 3

binding winds SpC, contagion, darkvision, hold person, inflict serious wounds, invisibility, phantom steed, poison, ray of exhaustion, see invisibility

Level 4

bestow curse, dimensional anchor, dispel magic, freedom of movement, inflict critical wounds