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| Qwicksilver04-23-07, 06:53 PM | Note: Please forgive my formatting, I've been trying to get the templates down, but it may not be right. I"ll continue to try and fix them. Short Forward: This is a variant prc based off of the arcane archer, that myself and a friend have been toying with. I've been contemplating putting it up here on the boards for further refinement, and since I see another thread on arcane archers, I figured this would be as good a time as any. I don't consider this to be a done deal, so constructive criticism is always welcome. Basically, I have based the arcane archer's imbue arrow ability on the "spellstoring" enhancement, which can be applied to ammunition. It dawned on me the irrelevance of this prc when a +1 arrow of spellstoring has a similar effect, and greater flexibility. I've played down the arrow enhancement effects, as I feel they are not as necessary or even fun to have, and we've added spell casting progression as well. All of these changes are only preliminary, but the general idea was to widen the number of classes who would want to take this prc and use their archery ability as a sort of toolbox approach. note: Changes to the original arcane archer concept are in bold. Arrow-spell Archer Legends of the elven arrowspell archers abound in the cities and towns that boarder their forested domain. The stories of small hunting bands, even armies with arrowspell archers abound with tails of their various arrows. They say that such an archer, should you come by one, will be marked by his ability to have an arrow for anything, to shock, to entangle, even to heal and kill. Their versatility comes most from their ability to imbue their arrows with their either arcane or divinely magical spells and incantations. They have been noted as cunning specialists and devastating artillery, however they are unified by their philosophy of sewing the nature of the arrow with the nature of their magic. In parties, they are often best in the aforementioned specialist roles and help to provide good cover and backup for his allies. Hit Die: d6 Requirements: To qualify to become an arrowspell archer, a character must fulfill all the following criteria. Race: Elf or half-elf. Base Attack Bonus: +6 Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow). Spells: Ability to cast 1st-level arcane or divine spells. Class Skills The arrowspell archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Abilities 1st 0 2 2 0 Enhance Arrow +1, Entangling Arrow 2nd 1 3 3 0 Imbue Arrow, Craft magic arrows, +1 level of existing casting class 3rd 2 3 3 1 Silence arrow 4th 3 4 4 1 Enhance Arrow +2, Seeker Arrow +1 level of existing casting class 5th 3 4 4 1 Greater Imbue Arrow 6th 4 5 5 2 Phase Arrow +1 level of existing casting class 7th 5 5 5 2 Enhance Arrow +3, Arrowspell accuracy 8th 6 6 6 2 Hail of Arrows +1 level of existing casting class 9th 6 6 6 3 Supreme Imbue Arrow 10th 7 7 7 3 Enhance Arrow +4, Death Arrow +1 level of existing casting class Class Features All of the following are Class Features of the arrowspell archer prestige class. Weapon and Armor Proficiency: An arrowspell archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. Enhance Arrow (Su): At 1st level, every nonmagical arrow an arrowspell archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. At levels 4, 7, and 10, the enhancement bonus on the enhance arrow improves by +1. Entangling Arrow (Sp): At 1st level, an arrowspell archer can imbue his arrow with an entangling effect, as the spell entangle 3/day. If the arrow hits, the foe is entangled with (DC 10 + ½ the arrowspell class level + the arrowspell’s main spell modifier) Imbue Arrow (Sp): At 2nd level, an arrowspell archer gains the ability to place a spell on his arrow as the “spell storing” weapon enhancement. As a standard action, he can draw one arrow back, and cast one targeted spell of third level or lower into the arrow as it flies. If the arrow strikes the opponent (ie. overcomes their AC), the spell is triggered. The arrow must properly strike the opponent for it to be triggered. Once triggered, whoever it strikes must still make the proper save, if applicable. Any spell that has a target, even healing spells, may be cast into an arrow for an arrowspell archer. Craft Magic Arrows (Sp): You are able to craft arrows with the spell-storing capability or with regular enhancement bonuses at 3/4ths the cost and 3/4ths the xp penalties. The type of arrows you can craft in this fashion is limited by the maximum enhancement bonus or spell-storing abilities that your character currently has access to. You may craft an arrow of Greater spell-storing at a +2 bonus, and an arrow of Supreme spell-storing at a +4 bonus. (note: you cannot craft an arrow with the seeker or special entangle ability, or any abilities other than spell storing or enhancement bonuses) Silence Arrow(Sp): At 3rd level, an arrowspell archer can launch an arrow three times per day that will be imbued with a magical silence spell. This spell acts exactly like silence except that the arrow cannot break upon hitting a target. The arrow is now given hardness of 10/ 10 and requires a DC of (DC 10 + ½ the arrowspell class level + the arrowspell’s main spell modifier) + to break the arrow and end the spell. Seeker Arrow (Sp): At 4th level, an arrowspell archer can launch an arrow three times per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). Greater Imbue Arrow (Sp): At 5th level, an arrowspell archer has learned the ability to imbue his arrows with even greater levels of spells. He may now imbue his arrows with spells of 4th level or lower. The arrow must still hit cleanly in order to activate, and characters in that area still get saves to avoid the spell effects, as usual. Phase Arrow (Sp): At 6th level, an arrowspell archer can launch an arrow three times a day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). Arrowspell Accuracy(Su): An arrowspell archer of 8th level or higher may now shoot all arrows that provide a magical effect, against an opponent’s touch AC, in order to trigger the spell. The player must declare his decision to shoot in this fashion, and if the arrow hits, he deals no damage to the opponent. An arrowspell archer may now select to shoot an arrow at the opponent’s regular AC, but has learned to use his arrow to increase the dc of his spell by +1, if the arrow hits. Hail of Arrows (Sp): In lieu of her regular attacks, three times per day an arrowspell archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arrowspell archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. Supreme Imbue Arrow (Sp): At 9th level, an arrowspell archer has learned the ability to imbue his arrows with some of his highest levels of spells. He may now imbue his arrows with spells of 6th level or lower (provided he has spells of this level), and may now imbue spells with area affects, as well. Arrow of Death (Sp): At 10th level, an arrowspell archer can create an arrow of death that forces the target, if hit (touch or otherwise) by the arrow’s attack, to make Fortitude (DC 10 + the arrowspell class level + the arrowspell’s main spell modifier) or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arrowspell archer who created it. The arrow of death lasts no longer than one year, and the archer can only have three such arrows in existence at a time. |
| Qwicksilver04-23-07, 06:54 PM | Things to look at: My friend has noted that the entangle ability at 1st level may be too much. The Arrowspell Accuracy ability has been noted to be a bit too confusing. There may be too many abilities Casting progression may need to be tweaked. |