Spellarchers belong to a fraternity of half-elves fighting prejudice and oppression. They fight to change the rules of society with both arms and magic. They combine the two, using their arrows to increase the range of some spells.
Requirements:
Spellarchers must have a Strength of 9 or greater, and Dexterity and Intelligence scores of 15 or higher. They must be chaotic in alignment.
Role:
Spellarchers are a self-proclaimed group of half-elven freedom fighters. They study magic in an unusual way; combining it with archery. The method of spellarchery has so far remained a mystery to all but these half-elves. If a Spellarcher tries to teach this to someone of another race, other Spellarchers will hunt her down and put an end to student and teacher permanently.
Secondary skills:
Required: Bowyer/Fletcher.
Weapon proficiencies:
Required: Spellarchers must specialize with the long bow. They may not specialize in any other weapon. The remaining weapon proficiency slot may be filled as the player wishes.
Nonweapon proficiencies:
Bonus: Bowyer/Fletcher, Spellcraft. Recommended: Fire-building, Herbalism, Reading/Writing, Blind-fighting, Hunting, Running, Survival.
Equipment:
All Spellarchers start out with a finely crafted long bow (+1 bonus to material saving throws) and a quiver of flight arrows free of charge.
Special benefits:
Spellarchers have the ability to cast touch-delivered spells onto their arrows, and fire those arrows normally. This allows such touch-delivered spells to affect targets out of reach of the Spellarcher. Obviously, spells that can be cast only on the character's self, such as change self or chill touch are ineligible for this ability. The spell-carrying arrow must strike its target (i.e., a successful attack roll) for the spell to take effect. All normal saving throw attempts are allowed. Note that even if the target makes his save vs. the spell, he still takes damage from the arrow. If the arrow misses its target, the spell is lost. (DMs: One possible exception to this is if the spell-carrying arrow strikes a viable target for the spell other than the one the Spellarcher intended to hit. Use the grenade-like missile rules and scatter diagram on pages 62-63 of the DMG to determine where the errant missile falls.)
Special hindrances:
Spellarchers may not cast spells from the school of divination. They may never wear any armor. Spellarchers must aid the cause of half-elves over the rules of elves, humans, and other races.