TEXT:  
   
  ________________________________ 
  has been initiated as a 
   
  Long Arm of Phaulkon 
  Version 1.1 
   
  The Long Arm of Phaulkon is a Yeoman organization created as a result of a joint effort between the Yeoman military and the Church of the 
  Seven Faiths.  Members are expected to use the divine power of Phaulkon, primarily through the use of archery, to defend the Yeoman 
  homeland from internal and external threats.  As such, they are considered to be the most capable and feared archers in the land.  Members 
  are well-respected by government and free folk alike, and many young Yeoman children aspire to become members of the Long Arm in later 
  years.   
   
  Initiates in the Long Arm of Phaulkon use their skills and talents in a number of ways.  Some serve in the militia or army as advanced scouts 
  or commanders of a Yeoman Brace.  Others are given the task of protecting the temples devoted to Phaulkon and the Church of the Seven 
  Faiths within the Yeomanry.    Still others use their skills to join the Border Guard and serve as watchers to provide early warnings of 
  incoming threats to the Yeomanry.  More devout followers might use their healing capabilities on the battlefield, while offering archery 
  support when necessary.   
   
  However, not every aspect of the Long Arm of Phaulkon is military.  Members perform many different tasks that are important to the Church 
  of Phaulkon.  They are sent to investigate any rumors of and retrieve ancient artifacts of destruction.  They train the local populace in archery, 
  for self-defense and hunting.  They also teach farmers how to tell the difference between helpful and harmful birds, how to encourage helpful 
  birds to live nearby, and humane ways to drive away the harmful ones.  
   
  They also practice their archery skills by hunting local wildlife and game as a way to provide food for the poor.  In fact, during each of the 
  four festivals of the year, the Long Arm of Phaulkon sponsors a contest that is open to all, members and non-members alike, to see who can 
  hunt and bring in the most food.  This food is then preserved and distributed to the needy throughout the next three months.  The winner of 
  this contest is given a trophy to keep, and is bestowed with the title of “Phaulkon’s Provider” until the next contest.   
   
  Prerequisites  
  • 
  Characters must either have been created with the Yeomanry as their home region or they must reside in the region for one year before 
  they may join the order.  
  • 
  Must be an active worshipper of Phaulkon.  
  • 
  Must also be a member of the Yeomanry military (militia or army) or the Church of the Seven Faiths. 
  • 
  At the time of initiation, a prospective member must have a minimum of 2 Regional Influence Points from the Yeoman military or the 
  Church of Seven Faiths.  
  • 
  Must have at least three of the following feats: Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (any 
  bow or crossbow), Weapon Specialization (any bow or crossbow).  
   
  Requirements 
  • 
  An initiate must spend 4 TU per year carrying out the various duties of membership.  
  • 
  Initiates are expected to donate a masterwork bow or crossbow (of any type) to the organization when joining.  Each year thereafter, the 
  initiate must donate a further 250gp worth of bows or crossbows to restock the Long Arm's armory.   
   
  Benefits 
  • 
  Initiates gain access to the following prestige classes: Deepwood Sniper, Holy Liberator, Order of the Bow Initiate, Templar, Warpriest.  
  • 
  Initiates gain access to the following feats: Arterial Strike, Hamstring, Power Critical, Sharpshooting, Zen Archery.  
  • 
  Initiates gain access to the following spells: Blessed Aim (MotW), Hawkeye (MotW), Weapon of the Deity (DotF). 
  • 
  Initiates gain access to the following mundane items: tumbling bolts (S&F). 
  • 
  Initiates gain access to the following magic items: Bracers of Archery (Greater) (DMG), Bracers of Archery (Lesser) (DMG), Eyes of the Eagle 
  (DMG), Oathbow (DMG), Quiver of Phaulkon (Ehlonna) (DMG), Screaming Bolts (DMG), Sleep Arrows (DMG). 
  • 
  Initiates may upgrade existing magical bows and crossbows with a +2 enhancement bonus as per the DMG.  The initate must pay the 
  cost difference between the old weapon and the improved weapon. If capable of crafting the new item, the member may pay only half of 
  this difference along with 1 XP for each 25 gp spent. 
  • 
  Initiates may upgrade existing magical bows and crossbows with a +3 enhancement bonus or with the 
  distance (DMG), flaming (DMG), or frost (DMG) special abilities.  This may be done to as many items as they 
  like, however, the initiate must also spend 2 TU for each enchantment as they wait for the magicks to be 
  placed upon their weapon.  The initate must pay the cost difference between the old weapon and the 
  improved weapon. If capable of crafting the new item, the member may pay only half of this difference 
  along with 1 XP for each 25 gp spent. 
   
  Judge Signature _____________________________ 
  RPGA # _______________  Date _______________ 
  Convention _________________________________                          
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/The Long Arm of Phaulkon_3.5.pdf