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Requirements
Alignment: Any non-evil
Skills: Craft Weapon 10.
Feats: Weapon Focus (Longbow), Rapid Shot, Dodge
Class Features
HD: d8
BAB: High
High Saves: Fort, Ref
Weapon and Armor proficiency: None
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot, Survival, and Tumble.
Skill points: 4 + Int modifier
Class Abilities
Level 1: Live by the Bow
Level 2: Hide in Plain Sight
Level 3: Sharp Shooting (+1 AB)
Level 4: Sneak attack +1d6
Level 5: Deflect Arrow, Solonor's Ward
Level 6: Transmute Metal
Level 7: Entangle (2 minute cooldown)
Level 8: Sneak attack +2d6
Level 9: Sharp Shooting (+2 AB)
Level 10: Solonor's Gift, Arrow of Death (1/day)
Live by the Bow: Wildbow's gain spellcasting progression with Ranger spells (9/10) and their class level stacks with Ranger levels for the Ranger's bonus weapon feats if they chose the archery path as well as their animal companion.
Sharp Shooting: Beginning at 3rd level a wildbow gains a +1 attack bonus with a longbow as a result of focused study on accuracy with her treasured weapon. This bonus improves to +2 at 9th level.
Solonor's Ward: The wildbow has developed such an intense focus on the battlefield that she can anticipate the shots of enemy archers and avoid them when possible. She gains DR 10/- against ranged weapons.
Transmute Metal: Solonor has granted his follower the ability to alter the material in a stack of arrows to better suit her hunting needs. She may alter a stack of arrows to be either alchemical silver, cold iron, or mithral. This ability has a 5 minute cooldown.
Entangle: The wildbow may use the Entangle spell to snare her enemies, affording more opportune shots with her bow. This is an instantly activated ability with a two minute cooldown. Her caster level is equal to her character level.
Solonor's Gift: Solonor's quiver never runs out of arrows and he shares a bit of this magic as a gift to wildbows that follow his teachings. The wildbow may create five stacks of non-magical arrows. This ability has a 5 minute cooldown.
Arrow of Death: A 10th level wildbow may fire a special arrow imbued with powerful necromantic magic. If the target is hit, it must immediately make a Fortitude save (DC 20) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day.
Future content:
New Feats: Improved Transmute Metal: Alter a stack of arrows to either alchemical silver, cold iron, mithral, or adamantine. 5 minute cooldown.
New Feats: Rapid Transmutation: Cooldown becomes 3 minutes. Requires Improved Transmute Metal.





