Elven Sharpshot
Mar 31, 2014 7:56:29 GMT
Post by Adele on Mar 31, 2014 7:56:29 GMT
The Elven Sharps are the very best of Enoriel's marksmen for they are a special operative group of elves that work independently from the Enoriel Army though they take orders from their head of command, although they have command within their own small ranks. This elite task force is charged with everything from times of warfare where they run secret missions behind enemy lines, target sights on leaders, or cut off supply routes- to the protection of nobles, or even in the Quarlen where they track poachers and protect the forests. Whatever the mission is, these brave Faekin fight hard, knowing they will not see their full ages- that they will fall in duty and will always be remembered and honored. To be part of the elite of the elite you must prove your worth and have already sworn your oaths. To be a human amongst their ranks is rare indeed and these are fewer than few, often having to push themselves harder than the elves to prove themselves prior to joining.
Racial Restrictions: Human, Elf, or Half-Elf.
Special Prerequisites: You must be an Elven Sharpshot to take this PrC. (done In Character)
Prerequisites:
BAB +6
Skills: 8 ranks Hide, 5 ranks Listen, 8 ranks Move Silently, 5 ranks Spot, 8 ranks Survival
Feats: Precise Shot, Point Blank Shot, Rapid Shot, Die Hard, Many Shot
Hit Die: d8
Class Skills: The Elven Sharp's class skills (and key ability for each skill) are as followed: Climb (Str), Handle Animal (Wis), Heal(Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Str), Swim (Str), and Use Rope (Dex)
Skill Points: 6 + Int Mod
Midnight Raider: The Elven Sharpshot is now completely comfortable in Darkness. It is both ally and companion. Secrets are revealed the more the Sharpshot trains. For every level of Sharpshot, they gain Darkvision 15', ending at 75' at level 5. Such vision comes with a price however - if someone creates light with the strength of a torch or brighter, the Sharp is blinded for 1d3 rounds. At level 3, this penalty last only a single round as their eyes become more efficient. At level 5 they suffer no penalty at all.
Skirmish: A Sharpshot relies on mobility to deal extra damage and improve his defenses. She deals an extra 1d6 damage if he moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the Sharpshot has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the Sharpshot's turn. This extra damage increases by 1d6 for every other level he gains after 1st. (1st, 3rd, 5th). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Sharpshot must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The Sharpshot can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Trackless Step: Spending much time in nature on exploits with his team has made the Sharpshot swift in covering his tracks. At 1st Level, the Sharpshot cannot be tracked in natural surroundings. He can choose to leave a trail, though, if so desired.
Bow Specialization: At 2nd Level, the Sharpshot chooses one type of bow. They gain Weapon Specialization with that bow even if they do not meet the prerequisites. This bonus stacks if he already has selected the Weapon Specialization Feat.
Last Man Standing: When utilizing the Diehard feat to remain standing during combat, the Sharpshot is not considered Staggered when HP is from 0 to -9. However, once combat ends, they drop unconscious and automatically stabilize.
Swift Tracker: Beginning at 3rd level, a Sharpshot can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
To the Last: You have proven yourself amongst your team. You eat, live, and breathe your duty and would readily die for your cause. You are a strong member of your team and would never leave a man behind...You are brave and headstrong, to almost a fault. You have said your oath beneath your breath many times as you take aim upon your enemies and while running countless of miles during drills... And when you die, you will strengthen The Bow and join the others of your kind, keeping a watchful eye upon your loved ones below. You will be honored and remembered, Sharpshot. Ferverently do you protect your allies and no fear do you hold for death with your bow at their back. Hail Enoriel! At 5th Level, a Sharpshot gains the ability as follows:
During combat, if an ally has taken damage within the last round, the Sharpshot can take a full attack action, applying their Skirmish bonus when attacking that specific enemy with their bow. In addtion, if an ally falls in combat (Negative HP), on Sharp's Initiative he can then use his Skirmish ability on all attacks until the End of Combat (OOI) to all enemies. When using To the Last, there is no movement required to gain the damange bonus, and the target(s) must still have a Discernible Anatomy.
Racial Restrictions: Human, Elf, or Half-Elf.
Special Prerequisites: You must be an Elven Sharpshot to take this PrC. (done In Character)
Prerequisites:
BAB +6
Skills: 8 ranks Hide, 5 ranks Listen, 8 ranks Move Silently, 5 ranks Spot, 8 ranks Survival
Feats: Precise Shot, Point Blank Shot, Rapid Shot, Die Hard, Many Shot
Hit Die: d8
Class Skills: The Elven Sharp's class skills (and key ability for each skill) are as followed: Climb (Str), Handle Animal (Wis), Heal(Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Str), Swim (Str), and Use Rope (Dex)
Skill Points: 6 + Int Mod
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +1 | +2 | +2 | +0 | Midnight Raider I Skirmish +1d6 Trackless Step |
2 | +2 | +3 | +3 | +0 | Midnight Raider II Bow Specialization |
3 | +3 | +3 | +3 | +1 | Midnight Raider III Skirmish +1d6 Swift Tracker |
4 | +4 | +4 | +4 | +1 | Midnight Raider IV Last Man Standing |
5 | +5 | +4 | +4 | +1 | Midnight Raider V Skirmish +1d6 To the Last |
Midnight Raider: The Elven Sharpshot is now completely comfortable in Darkness. It is both ally and companion. Secrets are revealed the more the Sharpshot trains. For every level of Sharpshot, they gain Darkvision 15', ending at 75' at level 5. Such vision comes with a price however - if someone creates light with the strength of a torch or brighter, the Sharp is blinded for 1d3 rounds. At level 3, this penalty last only a single round as their eyes become more efficient. At level 5 they suffer no penalty at all.
Skirmish: A Sharpshot relies on mobility to deal extra damage and improve his defenses. She deals an extra 1d6 damage if he moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the Sharpshot has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the Sharpshot's turn. This extra damage increases by 1d6 for every other level he gains after 1st. (1st, 3rd, 5th). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Sharpshot must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The Sharpshot can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Trackless Step: Spending much time in nature on exploits with his team has made the Sharpshot swift in covering his tracks. At 1st Level, the Sharpshot cannot be tracked in natural surroundings. He can choose to leave a trail, though, if so desired.
Bow Specialization: At 2nd Level, the Sharpshot chooses one type of bow. They gain Weapon Specialization with that bow even if they do not meet the prerequisites. This bonus stacks if he already has selected the Weapon Specialization Feat.
Last Man Standing: When utilizing the Diehard feat to remain standing during combat, the Sharpshot is not considered Staggered when HP is from 0 to -9. However, once combat ends, they drop unconscious and automatically stabilize.
Swift Tracker: Beginning at 3rd level, a Sharpshot can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
To the Last: You have proven yourself amongst your team. You eat, live, and breathe your duty and would readily die for your cause. You are a strong member of your team and would never leave a man behind...You are brave and headstrong, to almost a fault. You have said your oath beneath your breath many times as you take aim upon your enemies and while running countless of miles during drills... And when you die, you will strengthen The Bow and join the others of your kind, keeping a watchful eye upon your loved ones below. You will be honored and remembered, Sharpshot. Ferverently do you protect your allies and no fear do you hold for death with your bow at their back. Hail Enoriel! At 5th Level, a Sharpshot gains the ability as follows:
During combat, if an ally has taken damage within the last round, the Sharpshot can take a full attack action, applying their Skirmish bonus when attacking that specific enemy with their bow. In addtion, if an ally falls in combat (Negative HP), on Sharp's Initiative he can then use his Skirmish ability on all attacks until the End of Combat (OOI) to all enemies. When using To the Last, there is no movement required to gain the damange bonus, and the target(s) must still have a Discernible Anatomy.