Sylvan Archer

"Drawing the bowstring is a spiritual oath. The flight of the arrow is its fulfillment."

Prerequisite: Elf, ranger

Like their eladrin cousins, elves have the time and the will to give everything they do a complex expression. To them, something worth doing at all is worth doing better than well—it’s worth total dedication of body, mind, and soul. Any task merits mastering to the extent that the very process of doing it, even in training, is beautiful. Further, to the fey mind, combining seemingly disparate arts and joys into one form creates something more beautiful in the end. This is as true of archery as it is of any other activity.
    Ages ago, after they entered the world and became separated from the eladrin, elves found it necessary to survive in the hostile wilds. Grace and awareness became their strengths. The bow became their chosen weapon for hunting and stealthy warfare.
    The magic flowing in the fey soul has enabled more than one elf to forge a spiritual tie with the bow. Such archers are practiced at engaging targets in dense forests and areas fraught with cover. The sound of an enemy bowstring being drawn or the hint of movement in the undergrowth is enough to draw a reactive shot faster than any intended attack can come. A master of elven archery easily deals with multiple foes, and in time develops the uncanny ability to make arrows literally track their targets. Elven arrows can be said literally to have an enemy’s name on them.
    You carry on this glorious tradition. Stalking in untamed and dangerous places armed with only quiver and bow, you have become an exemplar of elven marksmanship. Your finely honed senses are second to none, and your aim is ever true. Among the most formidable of hunters, you have a shooting expertise that transcends the mundane skill of other archers. Your spirit reaches out to inform you of the unseen. If your skill and your amazing deeds carry you farther, elves who come to the way of the bow after you will hold you as the example that guides them.


    Archer’s Action (Sylvan Archer) (11th level): When you spend an action point to take an extra action, your ranged attack rolls take no penalties for cover, superior cover, concealment, or total concealment until the end of your next turn.
    Sylvan Senses (11th level): You gain a +2 bonus to Perception checks.
    Intuitive Hunter (16th level): When making ranged attacks, you add your Wisdom modifier to the extra damage dealt by your Hunter’s Quarry class feature.

Sylvan Archer Attack 11Shaft Splitter

As your foe launches his attack, you loose a shot right down his sights.

Encounter        Martial, Weapon
Immediate Interrupt      Ranged weapon

Trigger: An enemy hits you or an ally within 5 squares of you with a ranged attack

Target: The triggering enemy

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage, and the target takes a –5 penalty to the triggering attack roll.

Sylvan Archer Utility 12Elf-Eyed Archery

You can easily divide your attention between chosen targets.

Encounter        Martial
Minor Action      Ranged sight

Target: One creature

Effect: You designate the target as your quarry, even if it isn’t the closest enemy to you. The target doesn’t count against your normal limit of one quarry at a time, although you can still deal your Hunter’s Quarry damage only once per round.

Special: Using this power doesn’t provoke opportunity attacks.

Sylvan Archer Attack 20Named Arrow

Whispering your foe’s name in Elven, you loose your arrow and watch it streak unerringly across the battlefield.

Daily        Martial, Weapon
Standard Action      Ranged weapon

Target: One creature

Effect: If you speak the target’s name when you use this power, you designate the target as your quarry and take no penalties to the attack roll for cover, superior cover, concealment, or total concealment.

Attack: Dexterity vs. Will

Hit: 4[W] + Dexterity modifier damage, and the target is dazed (save ends). If you spoke the target’s name, instead of being dazed, the target is stunned (save ends).

Miss: Half damage, and the target is dazed until the end of its next turn. If you spoke the target’s name, instead of being dazed, the target is stunned until the end of its next turn.

Published in Martial Power, page(s) 68.