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Arcana Archer

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oslecamo:
Arcana Archer

If someone ever tells me it's a mistake to have hope, well then, I'll just tell them they're wrong. And I'll keep telling them til they believe! No matter how many times it takes...
-Madoka Kaname, Arcana Archer
Arcana Archers are those that combine innate magic with the art of the bow and arrow.

(click to show/hide)So doing this for a request.


--- Quote ---So, playing in a gestalt game using your Eshin agent and going into the awesome nightlady prc you so gracefully made for me in a couple levels.
On the other side of the gestalt I have been using http://www.giantitp.com/forums/showthread.php?332782-Base-Prestige-classes-(Arcane-Archer), However the arcane archer feels so very flat and devoid of interesting stuff compared to the bounty of fun your classes provide.
So I am reaching out in the hopes you will have the time to make a more interesting arcane archer base class, I personally like the kensai like magic arrows, but the rest feels so much like just +1 with no real flavor or fun.
The very best
--- End quote ---

Arcane Archer as a base class intrigued me, and Madoka Magica was a good show so here it is, basically bard spellcasting with a bunch of picks to make spells+magic mix better. The original arcane archer abilities are among the picks, although most of the X/day stuff has been buffed to X/minute because really there's a lot more OP stuff out there than simple seeking/phasing arrows. May add more options later, but for now the "basic" chassis should be all there.

Class Skills
The Arcana Archer’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Spellcraft, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice:d8

LevelBase
Attack BonusFort
SaveRef
SaveWill
Save
Special1st+1+0+2+2Spellcasting, Beautiful Bow2nd+2+0+3+3Beautiful Bow3rd+3+1+3+3Beautiful Bow4th+4+1+4+4Beautiful Bow5th+5+1+4+4Beautiful Bow6th+6/+1+2+5+5Beautiful Bow7th+7/+2+2+5+5Beautiful Bow8th+8/+3+2+6+6Beautiful Bow9th+9/+4+3+6+6Beautiful Bow10th+10/+5+3+7+7Beautiful Bow11th+11/+6/+1+3+7+7Beautiful Bow12th+12/+7/+2+4+8+8Beautiful Bow13th+13/+8/+3+4+8+8Beautiful Bow14th+14/+9/+4+4+9+9Beautiful Bow15th+15/+10/+5+5+9+9Beautiful Bow16th+16/+11/+6/+1+5+10+10Beautiful Bow17th+17/+12/+7/+2/+5+10+10Beautiful Bow18th+18/+13/+8/+3+6+11+11Beautiful Bow19th+19/+14/+9/+4+6+11+11Beautiful Bow20th+20/+15/+10/+5+6+12+12Dream Arrow, Beautiful BowWeapon and Armor Proficiencies: Simple and martial weapons, Light and Medium Armor

Spellcasting: An Arcana Archer learns and casts spells as a bard of her Arcana Archer level, except she learns spells from the wizard spell list and does not suffer from Arcane Spell failure from Light and Medium armor.

Beautiful Bow: An Arcana Archer can blend magic and archery in fantastic ways. At each level the Arcana Archer picks two of the following abilities. Each may be picked only once unless noted otherwise. When “bow” is mentioned, it means any weapon able to launch arrows. Any arrows boosted by Beautiful Bow only last until the arrow hits the target or misses, dissipating into pretty colors afterward.

(click to show/hide)Arcana Arrow-Every nonmagical arrow an Arcana Archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus to attack and damage rolls.  You can pick this multiple times, but no more than half your Arcana Archer level, rounded up (twice at 3rd level, thrice at 5th level, etc), for each pick the magic arrows she uses gain +1 greater potency (+1 for one pick, +2 for two picks, +3 for 3 picks, and so on). You can only have an enhancement bonus to attack and damage rolls up to +5, but you can also invest the enhancement bonus on special abilities of equivalent level such as Keen (+1) or Holy (+2) . The specific choice must be the same for all Arcana Arrows but can be changed when you prepare spells.

Alternate Arrows-You need at least two picks of Arcana Arrow to pick this. You can set up an extra “configuration” of magic enhancements for your arrows when preparing spells and use either when you fire an arrow. You may pick this multiple times, each extra one allows you to set up an extra configuration of arrows.

Amazing Arrows-You need at least two picks of Arcana Arrow to pick this. Once per day as a free action you may change one of the Arcana Arrow +1 bonus to another of your choice. You may pick this multiple times, each extra one allows you to use this another time per day. You may spend X uses to change a +X enhancement.

Awesome Arrows-You need both Alternate Arrows and Amazing Arrows to pick this. 1/minute as a free action you may swap one of the +1 bonus of one of your Arcana Arrow configurations for another +1 from another of your Arcana Arrow configurations.

Spell Arrow-The Arcana Archer gains the ability to place a zero-level spell upon an arrow. If it is an area spell, 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. If it is a cone spell, the Arcana Archer is treated as standing right on the closest adjacent square to the struck creature and casting the spell. If it is a line spell, the line goes from the Arcana Archer as normal, and terminates when it hits the target. If the spell is single-target, the target is affected as normal, even if the spell would normally only affect the caster.

This ability allows the Arcana 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, but only spells with a standard action cast time can be used in this way. The arrow must be fired in the round the spell is cast, or the spell is wasted. If the spell has more than one target, instead the spell can be cast through several arrows as part of a full attack action; if it affects a single target a full attack action can still be made with the spell as part of one of the attacks, and increase the DC and SR penetration by 2 for each of your non-spell arrows from that full attack that hit the target before the spell arrow. At the Arcana Archer’s choice, a Spell Arrow may not deal any damage.

You can pick this multiple times, each extra one allows the Arcana Archer to apply it to spells one level higher.

Fantastic Arrow- The Arcana archer's arrows can count as dealing either slashing or bludgeoning damage if it would be advantageous, or a specific alignment or a specific special material such as Cold Iron or Silver but not Adamantine. You may pick this multiple times, each extra one allowing you to pick another option, and all your choices can be applied simultaneously to each of your arrows. If you are level 8+, you can also choose this to make your arrows count as adamantine. If you are level 18+, you can also choose this to make for your arrows to count as Epic. The specific choices can be changed when the Arcana Archer recovers her spells.

Seeking Arrow-You need at least character level 4 to pick this. Once per minute the Arcana Archer can launch an arrow 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). You can pick this multiple times up to ¼ your character level, each extra one grants an extra use of this ability per minute.

Seeking Spell Arrow-If you have both Seeking Arrow and Spell Arrow, you can combine both as a standard action for a single shot (or a fullattack for a multi-target spell, in which case all the arrows benefit from ignoring cover/concealment).

Phasing Arrow-You need at least character level 10 to pick this. The Arcana Archer can launch an arrow once per minute 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/natural armor/shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). You can take this option again at 15th and 20th character level, each extra one allows you to use this ability another time per minute.

Spell Phasing Arrow-If you have both Phasing Arrow and Spell Arrow, you can combine both as a standard action for a single shot (or a fullattack for a multi-target spell, in which case all the arrows benefit from Phasing Arrows). In addition a Spell Phasing Arrow will ignore magical barriers of the same level or lower than the spell imbued on it. You can pick this multiple times, each extra one makes the level of the spell imbued count as 1 higher for the purpose of ignoring Magical barriers.

Hope of Arrows-You need at least character level 14 to pick this. In lieu of her regular attacks, once per minute an Arcana Archer can fire an arrow at each and every target within range, to a maximum of one target for every Arcana 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.

Hope Quiver-The Arcana Archer can create arrows out of residual ambient magic and her hopes and desires as a free action, which can be used with all Beautiful Bow abilities but can only be be used by herself and are only good for one attack each. Those are otherwise basic arrows as per the core rules, but you can pick this option multiple times, each extra one allows you to also create one other type of non-magic arrow of your choice from a non-core source as long as their price isn't higher than the Arcana Archer's level squared, in GP.

Hope Arrow-The Arcana Archer’s arrows ignore specific anti-arrow effects such as Deflect Arrows and Protection from arrows as long their origin’s CL/HD(whichever’s higher) is lower than the Arcana Archer’s own CL. For each range increment you’re suffering while attacking, you take a -1 penalty on your CL for the purpose of this check. You may take this multiple times, each extra one allows you to count your CL as 1 higher for the purpose of this ability.

Hope Feat-The Arcana Archer gains Point Blank Shot as a bonus feat, or any feat that demands Point-Blank-Shot as a prerequisite or is directly related to using arrows. You may take this multiple times, each extra one gaining another such feat, but they're all only good for arrow attacks.

Hope Proficiency-The Arcana Archer can use any magic/relic/artifact bows she finds at full power regardless of alignment/god/race/class/similar restrictions. In addition if she isn't holding anything as a swift action she can materialize any one masterwork basic bow she's proficient with in her hands, although it'll dissipate in pretty colors if it leaves her grip.

Hope Storm-The Arcana Archer’s arrows ignore ill weather conditions, even magic ones such as Wind Wall.

Ironhope Bowyer-You must be at least character level 7 to pick this option. You gain the Craft Magic Arms and Armor feat, though the only magical weapons you may craft by the feat gained this way are bows and arrows, as well as Heavy Armor proficiency plus allowing you to ignore Arcane Spell Failure on Heavy Armor.

Beautiful Arbalester-Your Beautiful Bow choices can apply to Crossbows (light, heavy, repeating, etc) and Crossbow Bolts.

Hope Grip-You may use bows and crossbows as if they were one size larger or smaller. You must still use appropriately sized arrows and bolts, respectively.

Meta Arrow-You need Spell Arrow to pick this. You gain one of the following metamagic feats as a bonus feat that can be applied when using spell arrow with no need of extra prepratation and gain the respective extra benefit. You may pick this multiple times, each time choosing a different metamagic feat from the list.
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[Empower Spell] can be applied by taking a -4 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and increases the arrow damage by 50% as well as all the spell’s variable, numeric effects.

[Enlarge Spell] can be applied by taking a -2 penalty on the arrow attack roll with no need of spending a higher level spell slot and doubles range increment.

[Maximize Spell] can be applied by taking a -6 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and maximizes the arrow damage as well as all the spell’s variable, numeric effects.

[Heighten Spell] can be applied by taking a -X penalty on the spell arrow attack roll with no need of spending a higher level spell slot and increase’s the spell’s effective spell level by an amount equal to half X, rounded down.

[Quicken Spell] can be applied by taking a -8  penalty on the spell arrow attack roll with no need of spending a higher level spell slot and allows Spell Arrow to be used as a swift action.

[Silent Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and makes the arrow produce no sound besides ignoring vocal components.

[Still Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and allows the Arcana Archer to use Beautiful Bow even if physically unable to move by some other force like being grappled/pinned or tied up or under a Hold spell or similar (but nof if they’re dead) besides ignoring somatic components.

[Widen Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and applies the normal benefits to the spell delivered by the arrow.


Laws of Sacae-You never provoke melee Aoos when using Beautiful Bow abilities.

Bindings of Sacae-Your spell arrows can automatically hit willing allies, and when you use Spell Arrow to apply a positive benefit to an ally, you can also benefit from it.

Dreams of Sacae-You gain an animal companion as 1st level druid and gain Mounted Archery while riding it even if you do not meet the prerequisites. It is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type, has Int 10 and can speak your languages (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). Also they often have one or a few mystic marks on their fur, although they still gain a +10 bonus to disguise as a "normal" animal. You can take this up to half the number of Arcana Archer levels you have, rounded up, each extra time beyond the first increasing your effective level for your animal companion by 2.

Friend of Sacae-You gain a familiar as a sorceror of your Arcana Archer level except it doesn't cost any gold to summon, you don't lose any exp if it dies, and you can replace it in 24 hours, but it must be the same one and can only be changed at level-up. At your discretion your Friend of Sacae may look like an animal plushie instead of a normal animal and when standing still may pass as a toy with a disguise check to which it gains a +10 racial bonus. If you have Dreams of Sacae, your animal companion and familiar are the same being simply with two different forms, and can change between them as a swift or move action. 

Dream Arrow: At 20th level, an Arcana Archer can create an arrow of dream that forces the target, if damaged by the arrow’s attack, to make a Fortitude, Reflex or Will save (Arcana Archer’s choice when the arrow is created) or be sent into a personal dream dimension immediately where they’ll experience a peaceful and happy existence for eternity, not worry about anything else anymore, with only a Miracle or Wish able to pull them back to the cold and cruel reality. The DC for this save is 10+1/2 HD+Arcana Archer's charisma modifier. It takes one day to make a Dream Arrow, and the arrow only functions for the Arcana Archer who created it. The Dream Arrow lasts no longer than one year, and the Arcana Archer can only have one such arrow in existence at a time.

(click to show/hide)Magical Archer
Some Arcana Archers create a deeper connection with the bow, allowing them to tap into even greater magics, but at the cost of only being able to channel their magic through their bows.
Gain: You learn and cast spells as a sorceror of your Arcana Archer level instead of as a bard of your Arcana Archer level, plus you gain Spell Arrow up to the level of spells you can cast.
Lose: You can only cast spells through the Spell Arrow Beautiful Bow option. You also can't use scrolls/wands/staves, even through abilities such as Use Magic Device.

Mystic Fencer
Some Arcana Archers prefer it more close and personal.
Gain: Each level you may pick two of the following Beautiful Blade abilities, where "Blade" refers to any single-handed martial melee weapons and any simple melee weapons.

(click to show/hide)Arcana Fencing-Every nonmagical blade a Mystic Fencer wields becomes magical, gaining a +1 enhancement bonus to attack and damage rolls.  You can pick this multiple times, but no more than half your Arcana Archer level, rounded up (twice at 3rd level, thrice at 5th level, etc), for each pick the blade she uses gain +1 greater potency (+1 for one pick, +2 for two picks, +3 for 3 picks, and so on). You can only have an enhancement bonus to attack and damage rolls up to +5, but you can also invest the enhancement bonus on special abilities of equivalent level such as Keen (+1) or Holy (+2) . The specific choice must be the same for all Arcana Fencing but can be changed when you prepare spells. Only one wielded weapon may benefit from Arcana Fencing at a time.

Alternate Fencing-You need at least two picks of Arcana Fencing to pick this. You can set up an extra “configuration” of magic enhancements for your Blades when preparing spells and use either when you swing a Blade. You may pick this multiple times, each extra one allows you to set up an extra configuration of Blades.

Amazing Fencing-You need at least two picks of Arcana Fencing to pick this. Once per day as a free action you may change one of the Arcana Fencing +1 bonus to another of your choice. You may pick this multiple times, each extra one allows you to use this another time per day. You may spend X uses to change a +X enhancement.

Awesome Fencing-You need both Alternate Fencing and Amazing Fencing to pick this. 1/minute as a free action you may swap one of the +1 bonus of one of your Arcana Fencing configurations for another +1 from another of your Arcana Fencing configurations.

Spell Blade-The Arcana Archer gains the ability to place a zero-level spell upon a Blade. If it is an area spell, when the blade is swung, the spell’s area is centered on where the blade hits, even if the spell could normally be centered only on the caster. If it is a cone spell, the Arcana Archer is treated as standing right on the closest adjacent square to the struck creature and casting the spell. If it is a line spell, the line goes from the Arcana Archer as normal, and terminates when it hits the target. If the spell is single-target, the target is affected as normal, even if the spell would normally only affect the caster. If the Arcana Archer charges, she may move through any creatures in her path (still causes attacks of opportunity) and count her starting position as the origin point for a cone/line's spell area.

This ability allows the Arcana Archer to use her blade's reach rather than the spell’s range. It takes a standard action to cast the spell and swing the blade or a fullround action in the case of a charge, but only spells with a standard action cast time can be used in this way. The blade must be swung in the round the spell is cast, or the spell is wasted. If the spell has more than one target, instead the spell can be cast through several blade swings as part of a full attack action; if it affects a single target a full attack action can still be made with the spell as part of one of the attacks, and increase the DC and SR penetration by 2 for each of your non-spell blade swings from that full attack that hit the target before the spell blade. At the Arcana Archer’s choice, a Spell Blade may not deal any damage.

You can pick this multiple times, each extra one allows the Arcana Archer to apply it to spells one level higher.

Fantastic Fencing- The Arcana archer's Blades can count as dealing either slashing, piercing or bludgeoning damage if it would be advantageous, or a specific alignment or a specific special material such as Cold Iron or Silver but not Adamantine. You may pick this multiple times, each extra one allowing you to pick another option, and all your choices can be applied simultaneously to each of your blades. If you are level 8+, you can also choose this to make your Blades count as adamantine. If you are level 18+, you can also choose this to make for your Blades to count as Epic. The specific choices can be changed when the Arcana Archer recovers her spells.

Seeking Blade-You need at least character level 4 to pick this. Once per minute the Arcana Archer can perform a Charge at a target known to her within her charge range, and she travels to the target, even around corners. Only an unavoidable obstacle or the limit of the charge range prevents this. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and swinging the blade is part of the action). You can pick this multiple times up to ¼ your character level, each extra one grants an extra use of this ability per minute.

Seeking Spell Blade-If you have both Seeking Blade and Spell Blade, you can combine both as a standard action for a single Blade charge (or a fullround action for a multi-target spell, in which case you can full attack at the end of the charge and all the blade swings benefit from ignoring cover/concealment).

Phasing Blade-You need at least character level 10 to pick this. The Arcana Archer can make a charge with a Blade once per minute at a target known to her within range, and she charges to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the charge.) This ability negates cover, concealment, and even armor/natural armor/shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and swinging the Blade is part of the action). You can take this option again at 15th and 20th character level, each extra one allows you to use this ability another time per minute.

Spell Phasing Blade-If you have both Phasing Blade and Spell Blade, you can combine both as a standard action for a single blade attack charge (or a fullround action for a charge where you can fullattack at the end for a multi-target spell, in which case all the Blade swings benefit from Phasing Blade). In addition a Spell Phasing Blade will ignore magical barriers of the same level or lower than the spell imbued on it. You can pick this multiple times, each extra one makes the level of the spell imbued count as 1 higher for the purpose of ignoring Magical barriers.

Hope of Fencing-You need at least character level 14 to pick this. In lieu of her regular attacks, once per minute an Arcana Archer can swing a Blade at each and every target within reach, to a maximum of one target for every Arcana Archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single Blade swing.

Hope Pocket-The Arcana Archer can create simple weapons out of residual ambient magic and her hopes and desires as a free action, which can be used with all Beautiful Blade abilities but can only be be used by herself and are only good for one attack each. Those are otherwise basic simple weapons as per the core rules.

Hope Fencing-The Arcana Archer’s blades ignore specific ill effects that trigger when you hit a target in melee such as Fire Shield spell as long their origin’s CL/HD(whichever’s higher) is lower than the Arcana Archer’s own CL. You may take this multiple times, each extra one allows you to count your CL as 1 higher for the purpose of this ability.

Fencing Feat-The Arcana Archer gains Weapon Expertise as a bonus feat, or any feat that demands Expertise as a prerequisite or is directly related to using Blades. You may take this multiple times, each extra one gaining another such feat, but they're all only good for Blade attacks.

Fencing Proficiency-The Arcana Archer can use any magic/relic/artifact Blade she finds at full power regardless of alignment/god/race/class/similar restrictions. In addition if she isn't holding anything as a swift action she can materialize any one masterwork basic single handed martial weapon she's proficient with in her hands, although it'll dissipate in pretty colors if it leaves her grip.

Hope Step-The Arcana Archer’s charges ignore all hard terrain.

Ironhope Arsenal-You must be at least character level 7 to pick this option. You gain the Craft Magic Arms and Armor feat, though the only magical weapons you may craft by the feat gained this way are Blades, as well as Heavy Armor proficiency plus allowing you to ignore Arcane Spell Failure on Heavy Armor.

Beautiful Bladesmith-Your Beautiful Blade choices can apply to all melee martial weapons and any exotic weapons you're proficient with..

Hope Hold-You may use melee weapons as if they were one size larger or smaller.

Meta Blade-You need Spell Blade to pick this. You gain one of the following metamagic feats as a bonus feat that can be applied when using Spell Blade with no need of extra prepratation and gain the respective extra benefit. You may pick this multiple times, each time choosing a different metamagic feat from the list.
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[Empower Spell] can be applied by taking a -4 penalty on the spell blade attack roll with no need of spending a higher level spell slot and increases the blade damage by 50% as well as all the spell’s variable, numeric effects.

[Enlarge Spell] can be applied by taking a -2 penalty on the spell blade attack roll with no need of spending a higher level spell slot and doubles melee reach as well as movement speed if performing a charge.

[Maximize Spell] can be applied by taking a -6 penalty on the spell blade attack roll with no need of spending a higher level spell slot and maximizes the blade damage as well as all the spell’s variable, numeric effects.

[Heighten Spell] can be applied by taking a -X penalty on the spell blade attack roll with no need of spending a higher level spell slot and increases the spell’s effective spell level by an amount equal to half X, rounded down.

[Quicken Spell] can be applied by taking a -8  penalty on the spell blade attack roll with no need of spending a higher level spell slot and allows Spell Blade to be used as a swift action.

[Silent Spell] can be applied by taking a -2 penalty on the spell blade attack roll with no need of spending a higher level spell slot and makes the blade produce no sound besides ignoring vocal components.

[Still Spell] can be applied by taking a -2 penalty on the spell blade attack roll with no need of spending a higher level spell slot and allows the Arcana Archer to use Beautiful Blade even if physically unable to move by some other force like being grappled/pinned or tied up or under a Hold spell or similar (but nof if they’re dead) besides ignoring somatic components.

[Widen Spell] can be applied by taking a -2 penalty on the spell blade attack roll with no need of spending a higher level spell slot and applies the normal benefits to the spell delivered by the blade.


Laws of Caelin-You never provoke melee Aoos when charging with Beautiful Blade abilities.

Bindings of Caelin-Your spell blade swings can automatically hit willing allies, and when you use Spell Blade to apply a positive benefit to an ally, you can also benefit from it.

Dreams of Caelin-You gain an animal companion as 1st level druid and gain Ride-By Attack while riding it even if you do not meet the prerequisites. It is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type, has Int 10 and can speak your languages (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). Also they often have one or a few mystic marks on their fur, although they still gain a +10 bonus to disguise as a "normal" animal. You can take this up to half the number of Arcana Archer levels you have, rounded up, each extra time beyond the first increasing your effective level for your animal companion by 2.

Friend of Caelin-You gain a familiar as a sorceror of your Arcana Archer level except it doesn't cost any gold to summon, you don't lose any exp if it dies, and you can replace it in 24 hours, but it must be the same one and can only be changed at level-up. At your discretion your Friend of Caelin may look like an animal plushie instead of a normal animal and when standing still may pass as a toy with a disguise check to which it gains a +10 racial bonus. If you have Dreams of Sacae, your animal companion and familiar are the same being simply with two different forms, and can change between them as a swift or move action. 

Lose: You cannot learn Beautiful Bow abilities
Special: You can combine this with the Magical Archer ACF, in which case it applies to Beautiful Blade and Spell Blade instead of Beautiful Bow and Spell Arrows.

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(click to show/hide) (click to show/hide)Baggins Arcana Scout
TN Female halfling Arcana Archer 4
Init +4, Senses: Listen +10, Spot +8
Languages Common, Halfling
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AC 19, touch 14, flat-footed  15 (10 base+1 size+4 Dex+5 armor-1 Vulnerable)
HP 22 (4d8+4)
Fort +4 Ref +10, Will +7
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Speed  20 ft. (4 squares)
Melee +3 Dagger 1d3-1 piercing/slashing damage
Ranged +11 small Light Crossbow 120 ft 1d6+1 piercing +1d6 Cold+1 Electricity
Base Atk +4, Grp -2
Atk Options Spellcasting
Combat Gear Dagger, Light Crossbow
(click to show/hide)Arcana Arrow (x2) -Every nonmagical arrow an Arcana Archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus to attack and damage rolls.  You can pick this multiple times, but no more than half your Arcana Archer level, rounded up (twice at 3rd level, thrice at 5th level, etc), for each pick the magic arrows she uses gain +1 greater potency (+1 for one pick, +2 for two picks, +3 for 3 picks, and so on). You can only have an enhancement bonus to attack and damage rolls up to +5, but you can also invest the enhancement bonus on special abilities of equivalent level such as Keen (+1) or Holy (+2) . The specific choice must be the same for all Arcana Arrows but can be changed when you prepare spells. [Current(+2): Basic+1, Frost(+1)]

Seeking Arrow-You need at least character level 4 to pick this. Once per minute the Arcana Archer can launch an arrow 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). You can pick this multiple times up to ¼ your character level, each extra one grants an extra use of this ability per minute.

Hope Storm-The Arcana Archer’s arrows ignore ill weather conditions, even magic ones such as Wind Wall.

Beautiful Arbalester-Your Beautiful Bow choices can apply to Crossbows (light, heavy, repeating, etc) and Crossbow Bolts.

Laws of Sacae-You never provoke melee Aoos when using Beautiful Bow abilities.

Hope Feat-The Arcana Archer gains Point Blank Shot as a bonus feat, or any feat that demands Point-Blank-Shot as a prerequisite or is directly related to using arrows. You may take this multiple times, each extra one gaining another such feat, but they're all only good for arrow attacks. [Far Shot, Precise Shot]
(click to show/hide)2nd level (1/day)
-Invisibility
-Glitterdust

1st level (3/day)
-Expeditious retreat
-True Strike
-Shield

0th level (3/day)
-Mage Hand
-Message
-Ghost Sound
-Dancing Lights
-Detect Magic
-Prestidigitation


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Abilities Str 6, Dex 18, Con 12, Int 10, Wis 13, Cha 14 
SQ +2 on saves against fear, +1 to attack rolls with ranged weapons, Spellcasting, Beautiful Bow (Arcana Arrow x2, Seeking Arrow, Hope Storm, Beautiful Arbalester, Laws of Sacae, Hope Feat x2)
Feats Improved Initiative, Rapid Reload, Point Blank Shot, Rapid Shot,  Far Shot(BB), Precise Shot(BB)
Flaws Noncombatant, Vulnerable
Skills Hide+15, Listen +10, Move Silently+15,  Spot +8
Possessions(3300) Dagger(1), Light crossbow(35), Bolts x140 (14)  +1 chainshirt(1400), cloak of resistance+1(1000), Least Crystal of Electricity Assault (600), Least Crystal of Lifekeeping (200), smooth boots MW tool of Move Silently (50)
Motto ”Everybody has  a wish to follow!"

(click to show/hide)Originally hailing from an ancient halfling community, those young arcana archers go far and wide to both protect their communities and seek fame and fortune, often hiring themselves as mercenaries for other races. Their crossbows make up for their low strength and allow them to rain bolts from a safe distance with great acuraccy and if that's not enough they can cast some arcane spells to support themselves and their allies. Sometimes arcana scouts will not engage after finding an enemy, but rather stealth away to change their fantastic arrow loadout to something more efficient against that particular target.

oslecamo:
Reserved.

~Corvus~:
What a class! Under Spellcasting, this AA currently has Arcane Spell failure in Light Armour but not Med; might want to change that.

oslecamo:
Ups, added Light Armor too. Thanks!

From a PM:

--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Very cool, and much more interesting. I did some of the math and if you ignore the animal companion you can get all the 'can be taken only x times' abilities and each of the 'can be taken as many times as you want' once, and only have to not pick up 9, so perhaps 2 less seeking, 2 less phasing, no blunt/slashing and only half the meta-magics.

Grabbing the full animal companion seems like a complete trap, it costs as much as full arcana arrow, spell arrow, seeking arrow x1, phasing arrow x1 AND Hope of arrows.

The Hope quiver probably needs an 'as a free action' so it can be used, maybe melded with the fantastic arrow into one ability? Also can it produce 'special' arrows like the slashing ones, non-lethal ones, alchemy arrows?

--- End quote ---
Clarified it's free action, also added the option to replicate special materials such as cold iron with the fantastic arrows.

By "slashing ones, non-lethal ones, alchemy arrows" I suppose you mean special splatbook arrows. If you point me to the specific sources and exact names I can add those as extra pick options. Added a more generic clause that should cover all splats with limitation of cost in GP based on Arcana Archer level.


--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Maybe some sort of ability to usurp control of any arrows/bows so that you can have use out of some of the nice relics floating about and not worry about alignment/religion requirements.

--- End quote ---
Good idea, added Hope Proficiency


--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Archery is also really feat intensive, so perhaps throwing in a option to grab some of the feat tax-y feats: point blank, precise shot, woodland archery, that kind of stuff.

--- End quote ---
Added Hope Feat.


--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Is there a reason that it is casting like a bard off of charisma? I realize that giving it full wizard casting would be too much, but perhaps letting it go with that, but making it a strictly 'through arrows' kind of thing? That would of course clash with the buffing...

--- End quote ---
Bardic casting because otherwise yeah it would be fullcaster+, and Cha because that's the usual "magic" stat. Although limiting it to spell arrows only sounds interesting so added ACF for sorceror progression in return for only being able to use magic through bows. As for buffing, notice that Spell Arrow can deal no damage while Bindings of Sacae can auto-hit willing allies and make you benefit from the buffs as well.


--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Overall, really like the feel of it, a bit on the good side of things but such is life with Madoka. Not sure about the implementation of the animal companion, specially since animal companions don't progress every level. Maybe force on the mage-bred template or something to show that it is more a manifestation of a dream than an actual animal?

--- End quote ---
Technically it can already take mage-bred since normal druid companions can too (one of the eberron splats explicitly allowed it). But I can see your points, so made each extra pick plus make it count as magic beast plus able to talk. What's more dreamy than a talking animal after all? And special mark for the sake of it.


--- Quote from: Tjallen on November 09, 2018, 08:11:55 AM ---Thanks a lot of the quick and full class!
I realize the message might come off as overly negative, but I really like all the abilities I did not comment on as is.
And writing constructive criticism is hard so please forgive any negative wording, it was not meant as such.

Best regards
Tjallen

--- End quote ---
Oh that was definitely a lot more on the constructive side than the negative side. :)

Skyrock:

--- Quote ---Arcana Arrow-[...]   For every two levels the character advances past 1st level in the prestige class
--- End quote ---
I thought this was a base class?

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