Void Archer (3.5e Class)

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Void Archer[edit]

Making a Void Archer[edit]

Abilities: Dexterity and Intelligence are the most important things to focus on. While more Dexterity is better for focusing on the use of less techniques. At the same time more Intelligence is needed to raise DC's and the power of their abilities. Another ability to look for is Constitution to cover the lower AC and health. Strength, Wisdom, and Charisma don't add much beyond the normal.

Races: Almost all human or elves. It's possible for some other races to become void archers, but it's rare.

Alignment: Due to their origins, Void Archers lean more towards neutral or evil.

Starting Gold: 2d8 ×10 gp (90 gp).

Starting Age: Simple.

Table: The Void Archer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Void Shot, Void Armor, Void Bow 1 1
2nd +2 +0 +3 +3 Bonus Archer Feat 2 1
3rd +3 +1 +3 +3 Void Inheritance 2 2
4th +4 +1 +4 +4 Bonus Archer Feat 2 2 1
5th +5 +1 +4 +4 Power of the Comet Beings/1 2 2 2
6th +6 +2 +5 +5 Bonus Archer Feat 2 2 2 1
7th +7/+1 +2 +5 +5 The Shot of the Negative Energy Storm 2 2 2 2
8th +8/+2 +2 +6 +6 Bonus Archer Feat 2 2 2 2
9th +9/+3 +3 +6 +6 Orb of the Void/1 2 2 2 2 1
10th +10/+4 +3 +7 +7 Power of the Comet Beings/2 2 2 2 2 1
11th +11/+5 +3 +7 +7 Orb of the Void/2, Additional Domain 2 2 2 2 2 1
12th +12/+6/+1 +4 +8 +8 Bonus Archer Feat 2 2 2 2 2 1
13th +13/+7/+2 +4 +8 +8 Favor of the Infinity Cities, Orb of the Void/3 2 2 2 2 2 1
14th +14/+8/+3 +4 +9 +9 Bonus Archer Feat 2 2 2 2 2
15th +15/+9/+4 +5 +9 +9 Power of the Comet Beings/3, Orb of the Void/4 2 2 2 2 1 1
16th +16/+10/+5 +5 +10 +10 The Shot of the Negative Energy Storm 2 2 2 2 1 1
17th +17/+11/+6/+1 +5 +10 +10 Orb of the Void/5 2 2 2 2 1 1 1
18th +18/+12/+7/+2 +6 +11 +11 Bonus Archer Feat 3 2 2 2 2 1 1 1
19th +19/+13/+8/+3 +6 +11 +11 Orb of the Void/6 3 3 2 2 2 2 1 1 1
20th +20/+14/+9/+4 +6 +12 +12 Power of the Comet Beings/4 4 3 3 2 2 2 1 1 1 1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Knowledge (Any) (Int),

Class Features[edit]

All of the following are class features of the void archers.

Weapon and Armor Proficiency: Void archers are proficient with no armor or shields. As well they are proficient with all simple weapons and martial weapons.

Void Shot: As a being of the descendant of the Void, Void Archers arrows automatically fire with the energy of the Void this adds their Intelligence modifier to damage.

Void Armor: When in no armor nor carrying more than a medium load he may use his Intelligence Modifier as a bonus to his Armor Class.

Void Bow: Being of the Void the archer may channel his bow, this bow is constantly empowered with negative energy dealing 1d4 to a good or lawful character/creature when picked up. It is able to be channeled even through the effects of an anti-magic field or any restraints not allowing him to. All he must do is want it in his hand and there it shall be, it will come in the form of a masterwork dark wood composite long bow with dexterity to damage.

Void Inheritance The Void Archers natural home is the Void whether he was born there or not, his home is the Void. When in contact or vision of anything of/from/or produced by the Void he gains a temporary +2 to one skill of his choosing, a temporary bonus to all saving throws of +2, and the feeling of being well rested. He must "enact" this ability once every 24 hours or he will be fatigued.

Power of The Comet Beings The Void is home to a various amount of creatures the strongest being the Comet Beings every 5 levels the Void Archer gains a power of the creatures listed below. The abilities granted are each outweighed by its next with the exception of the Void Dragon. Meaning when you hit level 10 you loose the Power of the Wendigo and gain the Power of the Ice Para-Elemental.

The Wendigo- Once per day the Void Archer may infect one target with the "Wendigo Fever" which if failing a Will Save of DC 20 + the Void Archer's Intelligence Modifier. This fever will make the target crave human flesh and attack the nearest Humanoid Type to him.

Ice Para-elemental- Once per day the Void Archer may choose to shoot one target and instantly freezing the appendage shot if not beat by a Reflex Save of DC 20 + the Void Archer's Intelligence Modifier. Every round there fore after the target is granted another Reflex Save to avoid the freeze from spreading to the next closest part of their body. If the ice is not shattered within 2 rounds of it being applied the limb is then considered Disabled and will be incurable after 3 hours of the infliction.

Void Dragon- Upon unlocking this ability the Void Archer will be able to after 1d8 hours hunt for a lone Void Dragon that is considered to be Young. He will raise this dragon as his familiar and if the dragon be slain he may make a ritual in solitude to resurrect it with it having the same stats and abilities as it was as it died.

Ice Devil- A Void Archer may shoot the ground infront of him and summon one Ice Devil to fight for him for 1d4 + Intelligence Modifier of rounds. After use of this ability this ability is exhausted for 1d2 days.

The Shot of the Negative Energy Storm- A number of times per day equal to the Void Archers Intelligence Modifier he may choose to deal an extra 2d6 of negative energy towards someone with his arrows.

Orb of the Void- A number of times per day equal to the Void Archers Intelligence Modifier he may shoot blankly from his bow creating an orb of pure blackness that is considered to be the Void. Every increase of level of this ability is an increase to the DC to avoid being trapped in the Void and forced to spend depending of the level of ability rounds trying to escape. DC is a Reflex Save of 20 + the Void Archers Intelligence Modifier. Each level increases the rounds spent in the Void from 1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 1d20. Finally the character/creature may choose to stay in the Void and try to find his way to an Infinity City. The Void Archer may use these as portals in and out of the Void as he pleases bringing any allies he chooses in with him all he need to do is shoot blankly from his bow again to make a portal back to the Mortal Plane.

Additional Domain- At level 11 and only level 11 (Except for epic levels and his first chosen domain at level 1) he is granted access to a second domain and has spells for that domain per day equal to his current "spells per day" amount.

Favor of the Infinity Cities While in the Void the Archer and allies will be treated as allies to anyone or thing living in the Void. While on the Mortal Plane he will have the power of the cities hes been to in the Void behind him. He may add his Intelligence Modifier to attack and damage rolls made with his void bow.

Spells- A Void Archer may choose a domain that is aligned with either chaos or evil (DM choose).

Epic Void Archer[edit]

Table: The Epic Void Archer

Hit Die: d8

Level Special
21st Bonus Feat 3rd Domain
22nd Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Bonus Feat
26th Bonus Feat
27th Bonus Feat
28th Bonus Feat
29th Bonus Feat
30th Bonus Feat

4 + Int modifier skill points per level.

Skill Ranks Ability Armor
Concentration 4 (Con) -
Move Silently 4 (Dex) -
Hide 4 (Dex) -
Spot 4 (Wis) -

Campaign Information[edit]

Void Archers aren't nice but, have a respect for those who have it for them.

Playing a Void Archer[edit]

Religion: Void archers do not worship any deity. Though they do believe in gods, void archers only trust in the Void and its endless power. They believe that nothing is stronger than the Void, it consumes all.

Other Classes: In general void archers don't harbor animosity towards any class in general. Though they do tend to keep their distance from Cleric's and Paladin's as their constant talk of gods annoys them.

Combat: Staying at medium to long range, void archers excel at hitting and moving with their quick mobility.

Advancement: Void archers stay as far away from multiclassing as possible. The reason is because they must devote their life and soul to being a void archer, if they spend time to focus on other things they would lose their mastery over the void and cease to be able to level up as a void archer.

Void Archers in the World[edit]

"My life for the void."
—Ludolf, Human Void Arhcer

Void archers tend to stay on the move. Few know who these people are even if they witness their power as they are such a rare group. Though those who do know who they are hate their belief, so it's always better to just keep moving. As well void archers go where the money leads as most are either assassins or mercenaries. Void archers are also insanely secretive about their group, most just refer to themselves as archers as people hate the Void. Never do they reveal information about their training or past that relates to the Void, if they do they take d20+15 damage per piece of information said to any non-void archer. Still most void archers don't even know much about the location they were trained and where it was other then in the Void. As well void archers were trained to have a strong sense of loyalty so they almost never betray someone after taking a job or swearing to do something.

Daily Life: Most of the void archers day is used by sitting around as they don't see reasons to have a big social interaction. As well they spend a lot of time either looking for a job, or following and hunting a target.

Notables: Leoneiros, The father of the void archers. He trained the first group of void archers ages ago, and continues to train void archers to this day. Few that don't become void archers see his face, as he usually kidnaps children in the dead of night and takes them away to train. He runs his training camp in the void away from any eyes. Some say hes as old as time it'self, a few believe this is because the Void gave him endless life in exchange for him to train soldiers to spread and grow the Void. Though most things known about him are just rumors, only void archers know the truth, but even they know little about their "father".

Organizations: After they are trained they are released to go do as they pleased. Almost never have void archers met after finishing their training and leave the Void. Only once in the history of the group have they been recalled, and this was not a choice as they were all summoned back to the Void to defend it.

NPC Reactions: Most know nothing of void archers, so they treat them as any other of that race. Most just assume they are some sort of Wizard with a mix of Ranger thrown in. If the NPC knows who void archers are that all changes, as most everyone hates the Void so any Warrior of the Void is their enemy.

Void Archers Lore[edit]

Characters with ranks in Knowledge (Technicians) can research Void Archers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Technicians)
DC Result
15 Understand their power relates to the Void..
20 Knows of the intense training of the void archers.
30 Has information about the location of the void archers training camp.
40 Knows the history of the void archers, as well knows information on Leoneiros.

Void Archers in the Game[edit]

They play a lot of assassin roles, using their mobility to get in kill the target or targets and get out before getting into any direct confrontation. Most are hard to come in contact with unless you know a special guy who has their contact information. As well they go for a high price, but have a strong sense of loyalty so they don't stop until the job is done.

Adaptation: It's possible for void archers to be more thief then archer. Using the techniques they have to have a high mobility and get in and out without been seen or even heard.

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