How to Turn 10LV PrCs Into 20LV Base Classes.

Post/Author/DateTimePost
#1

oakspar77777

Dec 30, 2003 1:13:34
How many times have you, as a DM, been frustrated by a PC who says, "My character is aiming to become an Assassin!!!" and thinks that it is an acceptably role-playing goal?

How many times have you, as a Player, been frustrated by having to "Cherry Pick" classes and metagame abilities, feats, and skills just to reach the class you have wanted to role play from day one?

The solution to these problems, is, of course, to turn PrCs into base classes. This process works best with 10 level PrCs, due to the fact that other PrCs are limited to so few classes for a reason. Therefore, to aid DMs and Players alike, I will put a few guidelines here on how to go about this process, followed by a few examples of PrCs from the SRD.

[Questions on how to adapt other PrC's should either be PMed to me or posted on the PrC board].

HD: This one is easy. The same as the PrC for every level. While the 3.5 Dragon Disciple [DrD] has set HD of d12, in 3.0 the DD had an increasing progression. If such a progression is retroactive (such as a PrC that turned the PC into an Undead, where all HD are d12s) then it should start at the minimum HD possible to progress to the highest HD intended. Thus, if there are three increases, max HD d12, then the class should start at d6. If the HD are not retroactive, (like the 3.0 DrD) then the HD should be the highest possible (as per the 3.5 DrD).

BAB: Note whether the PrC has +1/2 (Wiz), +3/4 (Clr, Rog), or +1BAB (Fght). Usually this will just be expanded to 20 levels. Some classes, however, have unusual BABs. The example that comes to my mind is the War Hulk [WH] (from the Mini's Handbook, but put out as a teaser on the WoTC web sight). The WH has a BAB of +0, but gains a +2 to ST at every level (giving a +1 to Att and Dmg with melee attacks). Of course, this would not do well over 20 levels (+0BAB, so no iterative attacks, and +40ST). In this case, the class would get +1/2 BAB, and would get the +2 to ST on ever odd level when the +1/2 BAB does not yield an increase.

Weapons and armor including anything in the PrCs descriptions and requirements. Also, if the BAB is +1, then it includes all simple and martial weapons. Other than that, use the "base class" that the PrC most directly "feeds" off of as a guide.

Saves: Saving throws, good and bad, are expanded to 20 levels. I can think of no exceptions.

Requirements: Requirements of Race and Alignment stand. Arcane Archers [AA] must be Elven, Dwarven Defenders [DwD] must be Dwarven, Blackguards [BG] must be evil.

BAB, Skills, and most "special" requirements are waived.

Most other class requirements are worked into the class as low level abilities.

Spellcasing The spellcasting progression of most PrCs will continue in a base class. These spellcasting abilities no longer stack with previous spellcasting abilities, but are considered to be part of the class. Thus, a Lv 3 Sorcerer and Lv 3 Eldrich Knight [EK] modified into a LV 20 class would cast spells as Lv 3 Sorcerer / Lv 2 Wizard. Where multiple classes could give access to a PrC (the EK could be either Wiz or Sorc), the PrC can have the spell progression of either when chosen as a 20 Lv class. Once chose it can not be changed. This could make a character with two separate spell books (Multi-Class Wiz/ Modified Loremaster [LM]). These spells known and spells per day lists are kept separately (unlike a Wizard with levels of the LM PrC, where it is a single progressing list).

Skills: Just use the PrC's skill list and skill points.

Minimum Levels: Where an ability does not progress at regular intervals, the minimum level at which that ability should be put in the PrC's 20 level progress is the PrC level at which it is gained + the minimum number of levels needed to acquire the PrC. Thus, the DD's "Dragon Apotheosis", which the DD gets at level 10 would be at level 15 for a 20 Lv DD progression (10+5). Abilities with progression do not use Minimum Levels, but instead spread out over the levels or expand to the levels. See the AA for an example of spreading and the Arcane Trickster [AT] for an example of expanding.

Most of this will become clearer with EXAMPLES:

Arcane Archer (Minimum Level +7)

Must be Elven (or Half-Elven).
HD: d8
BAB: +1
Good Saves: Fort, Ref

1: Enhance Arrow +1
2: Bonus Feat (Wpn Focus: Long or Short Bows)
3: Spellcasting (LV1 Any Arcane)
4: Enhance Arrow +2
5:
6: Bonus Feat (Point Blank Shot)
7: Spellcasting (LV2)
8: Enhance Arrow +3
9: Imbue Arrow
10: Bonus Feat (Precise Shot)
11: Seeker Arrow
12: Enhance Arrow +4
13: Phase Arrow
14: Spellcasting (LV3)
15: Hail of Arrows
16: Enhance Arrows +5
17: Arrow of Death
18: Spellcasting (LV 4)
19:
20: Enhance Arrow +6 (Epic Enhancement)

Arcane Trickster (Minimum Level +8)

Cannot be Lawful.
Must choose "Mage Hand" as one of his LV 0 Spells Known.
HD: d4
BAB: +1/2
Good Saves: Ref, Will
1: Spellcasting (Any Arcane LV1), Ranged Legerdemain (1/Day)
2: Sneak Attack (+1d6)3: Spellcasting (LV2), Impromptu Sneak Attack (1/Day)
4: Sneak Attack (+2d6)
5: Spellcasting (LV3), Ranged Legerdemain (2/Day)
6: Sneak Attack (+3d6)
7: Spellcasting (LV4), Impromptu Sneak Attack (2/Day)
8: Sneak Attack (+4d6)
9: Spellcasting (LV5), Ranged Legerdemain (3/Day)
10: Sneak Attack (+5d6)
11: Spellcasting (LV6), Impromptu Sneak Attack (3/Day)
12: Sneak Attack (+6d6)
13: Spellcasting (LV7), Ranged Legerdemain (4/Day)
14: Sneak Attack (+7d6)
15: Spellcasting (LV8), Impromptu Sneak Attack (4/Day)
16: Sneak Attack (+8d6)
17: Spellcasting (LV9), Ranged Legerdemain (5/Day)
18: Sneak Attack (+9d6)
19: Spellcasting (LV10), Impromptu Sneak Attack (5/Day)
20: Sneak Attack (+10d6)

Assassin: (Minimum Level +5)

Must be Evil.
HD: d6
BAB: +2/3
Good Save: Ref

1: Sneak Attack (+1d6), Death Attack (Now limited to 1/Day/LV), Poison Use, Spells
2: +1 Sv vs. Poison
3: Sneak Attack (+2d6)
4: +2 Sv vs. Poison
5: Sneak Attack (+3d6)
6: +3 Sv vs. Poison
7: Sneak Attack (+4d6), Uncanny Dodge
8: +4 Sv vs. Poison
9: Sneak Attack (+5d6)
10: +5 Sv vs. Poison, Improved Uncanny Dodge
11: Sneak Attack (+6d6)
12: +6 Sv vs. Poison
13: Sneak Attack (+7d6), Hide in Plain Sight
14: +7 Sv vs. Poison
15: Sneak Attack (+8d6)
16: +8 Sv vs. Poison
17: Sneak Attack (+9d6)
18: +9 Sv vs. Poison
19: Sneak Attack (+10d6)
20: +10 Sv vs. Poison

Note on spellcasting: for "weak" spellcasting PrC's with there own Spell listing (like the Assassin [As] or BG), replace the "Spells per day" and "Spells Known" list with the numbers from the Bard. Choose appropriate 5th and 6th level spells for their Spell List.
Blackguard: (Minimum Level +6)

Must be Evil.
HD: d10
BAB: +1
Good Save: Fort

1: Aura of Evil, Detect Good, Poison Use, Spells (See note on As).
2: Dark Blessing, Smite Good (1/Day)
3: Command Undead, Aura Of Despair
4: Sneak Attack (+1d6)
5: Smite Good (2/Day)
6: Bonus Feat: Power Attack
7: Sneak Attack (+2d6)
8: Bonus Feat: Cleave
9:
10: Smite Good (3/Day), Sneak Attack (+3d6), Lay on Hands
11: Fiendish Servant
12: Bonus Feat: Improved Sunder
13: Sneak Attack (+4d6)
14: Fiendish Summoning
15: Smite Good (4/Day)
16: Sneak Attack (+5d6), Undead Companion
17:
18:
19: Sneak Attack (+6d6)
20: Smite Good (5/Day)

More to come...
#2

l337_monkey_dup

Jan 09, 2004 16:53:37
I was not aware that a base class could have racial prerequisites. In fact I didn’t think a base class could have prereqs at all.
Basically I like the idea of them enforcing racial prereqs, but that sort of specialization pretty much points to prestige status. If you really want to go that route and enforce them, then you should still do away with the requirements of mage hand, as part of the Arcane Trickster's spells, simply make it part of his spell list (give him a limited one like a paladin's or ranger's) and be done with it.
Making little spell lists is more work but in the end far more rewarding.
#3

Ertai_Planeswalker

Jan 10, 2004 1:24:31
I can understand your intention, but prc's can usually be obtained in different ways.

In your Arcane Trickster for example, you assume rogue/wiz, but one could just as easily use rogue/bard.

Although your idea has some merit this would basically just allow anyone to pick all abilities form classes he wants, put it in one class, and ignore xp penalties. Things are not always as simple as they seem.
#4

zombiegleemax

Jan 10, 2004 15:18:35
You could also just merge the PRC progression onto a Core Class progression and call it a Kit. By example, you could take a rogue to level 10, then switch him to an assassin, write down the progression like that in a chart and say, "This is the assassin kit. It requires these things by level 10, but usually they're already active by then."
#5

toptomcat

Jan 10, 2004 17:05:00
Alignment prereqs for base classes are actually rather common: witness the Bard, Barbarian, Paladin, Monk...
#6

zombiegleemax

Jan 11, 2004 5:39:34
I was not aware that a base class could have racial prerequisites. In fact I didn’t think a base class could have prereqs at all.

Then how about a paladin's LG alignment? Or a barbarian's nonlawful prereq?

I like this idea, but it's a lot of work.
#7

oakspar77777

Jan 11, 2004 16:06:45
Well, non of the current base classes have racial prereqs, but several have Alignment restrictions (Paladin, Barbarian, Monk). In other words, they have alignment prereqs.

PrCs are, even when made into base classes, are restrictive. It would be silly to have a Good 20LV Blackguard, or a Dwarven Defender who wasn't a Dwarf.

In responce to the next post, I will have to give it some review. I like that you don't have to expand the spell list. At the same time, I worry about the fact that the Paladin progression is too slow for a PrC whose power is meant to have spellcasting as a signifigant part of its power. The PrC gives up power at every level in abilities to have spellcasting progression.
#8

nakou_the_saiyan

Jan 11, 2004 23:48:27
Note on spellcasting: for "weak" spellcasting PrC's with there own Spell listing (like the Assassin [As] or BG), replace the "Spells per day" and "Spells Known" list with the numbers from the Bard. Choose appropriate 5th and 6th level spells for their Spell List.

Shouldn’t these classes have paladin/ranger/hexblade spell progression?
#9

reignfire_dup

Jan 12, 2004 5:58:32
Originally posted by l337_monkey
I was not aware that a base class could have racial prerequisites. In fact I didn’t think a base class could have prereqs at all.

The Paladin, Druid, Barbarian, Bard all have the prerequisites with alignments. And some 3rd parties have classes that are race specific, but don't know them off of the top of my head.
#10

zombiegleemax

Jan 12, 2004 11:00:52
Most PrCs are much more powerful than core classes. The trixster is insanly powerful in comparison to a rogue or a wizard. I don’t think its a good idea especially since some PrCs are balanced with their 10 levels in mind of 20 pre epic levels. For instance, a Red Wizard by 20th level would be very strong as would a Mystic Thurge or a trixster (mystic thurge would be possibly the most broken). I would strongly recommend not doing this
#11

zombiegleemax

Jan 12, 2004 18:44:18
I am really happy to see something like this. I like a lot of the PrC's that I see out there and wish that I could get more from them, but have not had the fortitude or concentration to make this leap my self.

The guidelines that you have set down should work very well for those folks who want to be specialized from the start. The only downside I could see would be the natural changes in personality and perhaps outlook that PC's undergo as they adventure, but I this is not a large downside at all. (Count it as a credit to your work that that is the worst downside I could come up with ).

H-D
#12

Qube

Jan 16, 2004 6:48:40
Originally posted by l337_monkey
I was not aware that a base class could have racial prerequisites. In fact I didn’t think a base class could have prereqs at all.

So you can play with a chaotic neutral monk or paladin?
#13

oakspar77777

Jan 18, 2004 22:16:03
Thank everyone for their criticisms and compliments.

(1) On the issue of PrC being more powerful that Core Classes, the answer is "Yes they are." I am not putting out hard rules so much as fluid guidelines for the transformation. I also did not touch 3 or 5 LV PrC's as they are often power loaded or do not have the depth for 20 levels of play.

If a PrC has an ability that is super-powerful, then it should be delayed until an appropriate level, and I gave suggestions for putting it at the level at which it could be acquired the earliest.

Some things also do not work when expanded to 20 levels, such as the Mystic Theurges spell progression. You will see how I deal with this when I get to it.

(2) On the issue of there being more than one way to reach a PrC, the answer is "I know, but . . . ". Most PrCs have an intended base class, in which case, I run off of that. Other PrCs have intended base classes, like the Arcane Trickster. While you can build an AT with more than 10 spellcasting levels, or a Mystic Theurge weighted towards Divine or Arcane, the PrC's themselves balance abilities (alternating Sneak Attack and Spellcasting, or splitting Arcane and Divine evenly). Thus, I go with the build that the class itself favors, not someone's favorite Min/Max build.

(3) Minimum Level. I think some people mistook this as a prerequisite for the class, like a kit. By Minimum Level, I mean the adjustment for which a PrC ability should be delayed before being allocated as a base class. In other words, a class with a ML of +8 and a special ability gained at PrC level 10 should not get that ability when made as a base class until level 18.

(4) All that said, I promised more, and here they are:

Dragon Disciple (Minimum Level +5)

Must Choose a Dragon Type
Alignment must correspond with Dragon Type's Alignment
Must be Non-Dragon
Gains Language: Draconic as a bonus language (as a second/third racial language)
HD: d12
BAB: +2/3
Saves: Fort and Will
Weapon and Armor: Simple, Martial, Light, and Medium

1: Spellcasting - The DD cast spells spontaneously like a Bard or Sorc. The DD's spellcasting level is 1/2 his total DD level. The DD knows one LV1 spell per point of CH bonus (items that temporarily affect CH like items or non-permanent spells do not affect this number). This spell must be taken from the combined Bard and Sorcerer list of SPLV 0 and 1. If the DD chooses to take a LV0 Spell from that combined list, it is considered a LV1 spell for him. The DD's spells per day is 1 and increases by 1 every level NOT divisible by three (3, 6, 9, etc). The DD does not get bonus spells for high CH. Save DCs are based on CH.

2:
3:
4: Low-Light Vision
5: Immune to Sleep
6: NAC +1
7: Claws and Bite attack
8: Darkvision 60', ST +2
9: Breath Weapon 2d8 (DC = DD LV + CN mod)
10: NAC +2, Immune to Paralysis, CN +2
11:
12:Blindsense 30', ST +2
13:Breath Weapon 4d8
14: NAC +3, IN +2
15: Wings, Immune to Energy of Breath Weapon Type
16:Blindsense 60', Dragon Type, ST +2
17:Breath Weapon 6d8
18: NAC +4, CH +2
19:
20: ST +2

[This was a hard one, though much easier than the 3.0 one would have been. You will notice that I spread out Apotheosis over several levels, making some things start below ML (Low Light Vision, Immunities, etc) and some extend beyond (LV 20 before that last +2 to ST. The Spellcasting was interesting, and I think I put forward a good compromise. The DD will never know many spells, but will be able to cast 14 spells by level 20 at caster level 10. I expect most will take Magic Missile, Cure Light Wounds, and boosting spells like Expedious Retreat, Enlarge, Shield, etc. Also with the capped spell list, the DD can only use Wands and Scrolls of LV0-1 Bard and Sorc spells. Everything else I just spread as best I could. It still looks to be a very attractive class, and surprisingly, probably not as powerful as a Sorc1, Martial Class 9, DD 10 build.]


Duelist (Minimum Level +6)

HD: d10
BAB:+1
Saves: Ref
Wpn & Armor: Simple and Martial, no Armor or Shields
Multiclass restriction: Like the Paladin or Monk.

1: Canny Defense
2: Wpn Finesse (Bonus Feat)
3:
4:Dodge (Bonus Feat)
5: Precise Strike +1d6
6:Mobility (Bonus Feat)
7:
8: Grace +2
9: Improved Reaction +2
10: Precise Strike +2d6
11: Enhanced Mobility
12: Acrobatic Charge
13: Elaborate Parry (1/2 LV)
14: Improved Reaction +4
15: Precise Strike +3d6
16: Deflect Arrows
17:
18: Grace +4
19: Improved Reaction +6
20: Precise Strike +4d6

[This one was a challenge as well. After looking at it, I saw that it did not keep its flavor if you waited until level seven to hand out its benefits. Therefore I went ahead and gave it the Stat to AC bonus at level one (like a Monk) and took away the Multiclassing to stop cherry picking (though you still have to have 1 LV / point of IN to AC). I did improve some other abilities as well to fill out the class at higher levels. Personally I think this one turned out as one of the better ones.]

Dwarven Defender (Minimum Level +7)

Must be a Dwarf
Must be Lawful
HD: d12
BAB: +1
Saves: Fort and Will
Weapon and Armor: Simple, Martial, Light, Medium, Heavy, Shields

1: AC Bonus +1, Defensive Stance 1/day
2: Uncanny Dodge
3: Dodge (Bonus Feat)
4: Defensive Stance 2/day
5: AC Bonus +2, DR 1/-, Endurance (Bonus Feat)
6:Improved Uncanny Dodge
7:Toughness (Bonus Feat)
8: Defensive Stance 3/day, DR 2/-
9: AC Bonus +3
10: Trap Sense +1
11:DR 3/-
12: Defensive Stance 4/day
13: AC Bonus +4
14: Trap Sense +2, DR 4/-15: Mobile Defense
16: Defensive Stance 5/day
17: AC Bonus +5, DR 5/-
18: Trap Sense +3
19: DR 6/-
20: Defensive Stance 6/day

[At first I was worried about this class, because it seemed to want to fall so early in the progression. When compared to the Barbarian, however, I found some similarity.]

Eldritch Knight (Minimum Level +6)

HD: d6
BAB: +2/3
Saves: Fort
Wpn & Arm: Simple and Martial, No armors or shields

1: Fighter Feat - gain a bonus feat from the Fighter list. You must have actual Fighter levels to qualify for exclusive feats.

2: Spellcasting LV1 - Choose whether to cast spells as a Wizard (spell book, etc) or a Sorcerer (spontaneously). If as a Wizard, gain Scribe Scroll as a bonus feat at LV 5 and a second Metamagic or Item Creation feat at LV 15.

3: Spellcasting LV2, Familiar
4: Spellcasting LV3
5: Spellcasting LV4, Scribe Scroll (if casting as Wizard)
6: Spellcasting LV5
7: Spellcasting LV6
8: Spellcasting LV7
9: Spellcasting LV8
10: Spellcasting LV9, Fighter Feat
11: Spellcasting LV 10
12: Spellcasting LV11
13: Spellcasting LV12
14: Spellcasting LV13
15: Spellcasting LV14, Metamagic/Item Creation Feat (if as Wiz)
16: Spellcasting LV15
17: Spellcasting LV16
18: Spellcasting LV17
19: Spellcasting LV18
20: Spellcasting LV19

[An interesting mix that looks off balance to begin with, but when compared to a Fighter 1, Wiz/Sorc 9, EK 10 build comes out with only different saves and three more hit points.]


Horizon Walker (Minimum Level +5)

HD: d8
BAB: +1
Saves: Fort
Wpn & Armor: Simple, Martial, Light, Medium, Shields (as Ranger)

1: Endurance
2:
3: Terrain Mastery
4:
5: Terrain Mastery
6:
7: Terrain Mastery
8:
9: Terrain Mastery
10: Planar Terrain Mastery
11: Terrain Mastery
12: Planar Terrain Mastery
13: Terrain Mastery - Choose a new terrain or a previous terrain's attack and damage bonus increase to +3
14: Planar Terrain Mastery
15: Terrain Mastery - Choose a new terrain or a previous terrain's attack and damage bonus increase to +3
16: Planar Terrain Mastery
17: Terrain Mastery- Choose a new terrain or a previous terrain's attack and damage bonus increase to +3
18: Planar Terrain Mastery
19:
20: Planar Terrain Mastery- Choose a new terrain or a previous terrain's attack and damage bonus increase to +3

[Honestly, I just based this classes abilities off of how many terrains there were listed (8 and 6). Then I spread them out on alternating levels odd and even from the bottom (normal) and the top (planar). Since the PrC only allow 5 of each, the extras had the option of being extras or as bonuses to existing ones. Where I to word this at length, I would mention that Planar Terrain Mastery could be used either for a Normal Terrain Master or as the Planar Terrain and that it was not at LV 13, but after five Basic Terrains that any Terrain could be used for the +3 bonus instead of as a new Terrain.]

That's it for now, but as always, there will be more to come . . .
#14

eggplantm

Feb 27, 2004 8:58:37
This is a great idea for creating more base classes. I saw this post quite a while back but it has taken me a long time to respond because I had to get to work on the idea myself. I love the concept and I've made my own versions of all the prestige classes in the DMG. Mine differ from yours in only a couple of ways.

1. I don't like having to choose to cast as a wizard or as a sorcerer for classes like arcane trickster. I'd rather they have a listed spell progression. I don't think core classes should have the "+1 existing spellcasting level thing". My arcane trickster learns spells as a sorcerer but he only gets up to lvl 7 spells. His spells per day and spells known would be the same for a sorcerer who got up to 7th level but they are stretched out among 20 levels.
2. My dragon disciple is quite different. He only get simple weapon and light armor. The bonuses are similar but the breath weapon increases by 2d8 every two levels starting at 3rd. This equals a 18d8 blast that he can only use once a day but can stretch out among multiple blasts. This is not that powerful when you've got wizards of the same level doing very similar damage multiple times a day.

Anyway, I've really enjoyed the idea of this post. I'm currently playing a arcane archer and a mystic theurge (he can cast wizard and cleric spells. eventually up to 9th level but his spell slots for any level spell never get higher than 2 per day) and I'm having a lot of fun.
#15

urbannen

Mar 03, 2004 12:24:42
Oakspar: Yay! I like it. I'm not a fan of PrCs, but I am a fan of base classes. I'm not sure I understood why base classes couldn't have real rather than implied prerequisites, why you can never qualify for a PrC before level 6, and why PrCs can never have more than 10 levels (short of Epic progression).

Eggplantm: I agree that these base classes should have their own spell progression. Why not make a choice between a wizard-like or sorcerer-like Eldritch Knight, etc?
#16

eggplantm

Mar 09, 2004 12:23:12
Here is my version of the Arcane Archer. Sorry about the spacing. It is a direct copy from the word document.

PRESTIGE CORE CLASSES
Presented here is an option to players allowing them to begin play as a prestige class that has been converted into a core class. Those characters who choose this option must begin their characters on this path at 1st level or they will have to meet the normal prerequisites later to gain the prestige class levels.

In addition to being available only at 1st level, prestige core classes , like prestige classes, have requirements. These requirements may be racial, alignment, homeland or more often it requires the character to spend their 1st level feat on a specific choice or the character must assign maximum ranks to certain skills. For example, if a prestige core class had the requirements of Feat: Power Attack and Skills: Hide (dex) and Intimidate (cha) this would mean that the character must choose Power Attack as his or her 1st level feat and must spend at least four ranks in both Hide and Intimidate. Characters who are not able to meet these requirements at 1st level are simply not exceptional enough to follow this career path.

Characters who follow these prestige core classes are assumed to have been trained by some kind of organization at a very early start in their lives and they are likely to still have ties to them. This is another point to keep in mind for the character’s future. Arcane archers and dwarven defenders will have strong ties to their races just as assassins and blackguards are being watched by the evil organizations or churches that taught them their trade.

ARCANE ARCHER
Requirements Race: Elf or half-elf. Feat: Point Blank Shot
Hit Die: d8.
Starting Age: As Wizard
Starting Money: 6d4X10 (150 gp)

Class Skills
The arcane 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 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Arcane Archer
— Spells per Day —
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Weapon Focus: Shortbow or Longbow — — — —
2nd +2 +3 +3 +0 Precise Shot — — — —
3rd +3 +3 +3 +1 Enhance arrow +1 — — — —
4th +4 +4 +4 +1 Imbue arrow 0 — — —
5th +5 +4 +4 +1 0 — — —
6th +6/+1 +5 +5 +2 1 — — —
7th +7/+2 +5 +5 +2 Enhance arrow +2 1 — — —
8th +8/+3 +6 +6 +2 Seeker arrow 1 0 — —
9th +9/+4 +6 +6 +3 1 0 — —
10th +10/+5 +7 +7 +3 1 1 — —
11th +11/+6/+1 +7 +7 +3 Enhance arrow +3 1 1 0 —
12th +12/+7/+2 +8 +8 +4 Phase arrow 1 1 1 —
13th +13/+8/+3 +8 +8 +4 1 1 1 —
14th +14/+9/+4 +9 +9 +4 2 1 1 0
15th +15/+10/+5 +9 +9 +5 Enhance arrow +4 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 Hail of arrows 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 Enhance arrow +5 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Arrow of death 3 3 3 3


Class Features
All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Bonus Feats: The arcane archer gains Weapon Focus (shortbow or longbow), and Precise Shot as bonus feats at the levels shown in the table as long as the character meets the prerequisites. If the character already has these feats or does not meet the prerequisites, no bonus feats are gained at these levels.

Enhance Arrow (Su): At 3rd level, every nonmagical arrow an arcane 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. For every four levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.

Spells Per Day: Beginning at 4th level, the arcane archer gains some spell ability. The arcane archer keeps her spells in a spellbook identically to a wizard and uses the wizard’s spell list. Intelligence is the primary ability for the arcane archer’s spellcasting. At 4th level, the archer has one 1st level spell in her spell book plus one for every point of intelligence bonus she possesses. At each level, the arcane archer can add one additional spell to her spellbook of any spell level she can cast. The arcane archer’s caster level is equal to one-half her class level.

Imbue Arrow (Sp): At 4th level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Seeker Arrow (Sp): At 8th level, an arcane archer can launch an arrow once 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).

Phase Arrow (Sp): At 12th level, an arcane archer can launch an arrow once per 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).
Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 16th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane 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.

Arrow of Death (Sp): At 20th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC=(20+Arcane Archer’s Int modifier) Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
#17

zombiegleemax

May 04, 2004 4:33:01
In fact I didn’t think a base class could have prereqs at all.

Barbarians have to be non-lawful and paladins have to be lawful good.
#18

loopy

May 06, 2004 14:44:04
I like the spirit behind this article, indeed, but I really think that for the most part you aren't paying attention to what the character would have had before the change to prestige class. For instance, a level 20 Arcane Trickster with only 10 levels of spellcasting is damned useless.
#19

nom

May 12, 2004 22:54:55
Comment: Some PrCs could work directly as core classes, without level spreading. The Dragon Disciple (no spells), the Loremaster, the Horizon Walker and perhaps the Dwarven Defender are all approximately the same power as the core classes, thus requiring no special treatment other than extending the chart beyond 10th level.

The "hybrid" PrCs (eg Eldritch Knight, Mystic Theurge, Arcane Trickster) are trickier. Some of the balance from these classes comes from the required dilution of abilities through multiclassing in order to meet the class requirements. These would work with your spreading mechanism.

Finally, the specialists (eg Assassin, Blackguard, Arcane Archer, Archmage, ...). In these cases, the PrC assumes a level of competence from the core class. The simplest solution is to bolt on a number of "core class" levels from 1 to 5 (or 10, or ...), and then maybe overlap a little.
#20

zombiegleemax

May 22, 2004 18:16:16
A very good idea, however, I think the weak spellcasting classes should be handled on a case by case basis. For example: The Assassin has 4 levels of spells, a perfect fit for the Hexblade, Paladin, and ranger 4 level spell progressions

The Blighter (MoTW) has 6 levels of spells, and should be handled like a bard, but with a quickened progression like that of a spellcaster that prepares spells (for example, a Wizard gets his 3rd level spells at 5th level, a sorcerer gets them at 6th level)

The Apostle of Peace (BoED) has 9 levels of spells and should be given a standard Clerical progression, since they have to prepare spells.