Master Archer (D&D)

Hit Die: d8.

Requirements
To qualify to become a Master Archer, a character must fulfill all of the following criteria.

Feats: Weapon Proficiency (any kind of bow), Point Blank Shot, Far Shot, Improved Critical (any kind of bow), Manyshot, Mounted Archery, Mounted Combat, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (any kind of bow), Weapon Specialization (any kind of bow).

Base Attack Bonus: +12.

Class Skills
The Master Archer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Generalist
Arcane Schooling: If the Generalist uses Material Components he does not need, the DC of his spells are raised by 1.

Arcane Counterspell: The Generalist may counter any spell with one of his own spells of the same or higher level.

Arcane Knowledge: The Generalist gains an extra spell per day per level.

Arcane Versatility: The Generalist may apply any metamagic feat to one of his spells as a free action if he uses material components he doesn't need, as it is being cast. Only one feat may be applied per spell cast.