Spellshot Marksman"Go ahead and run. It'll be funny."--Maaya Vangren, spellshot marksman
Much as a spellshape champion channels magical potential through weapons in close combat, the spellshot marksman wields her power through ranged weapons. Training simultaneously as a magic-user and a ranged combatant, a spellshot marksman imbues her every shot with magic, devastating enemy fighters without ever allowing them to approach.
While spellsages and other spellshapers might view her reliance on a ranged weapon as a deficiency, mastery with such a weapon allows a spellshape marksman greater precision and control than any other spellshaper. Though she may look like a simple archer, her ability to shape formulae at a distance and with her unparalleled skill with her chosen weapon make a spellshot marksman a force to be reckoned with.
Making a Spellshot MarksmanThe spellshot marksman is an unusual character, combining spellshaping prowess with a mastery of ranged weapons. Her magical abilities set her apart from common archers, while her reliance on a weapon makes her an oddity among spellshapers. However, these idiosyncrasies are far from a disadvantage: a spellshot marksman's magic allows her to perform supernatural maneuvers with her weaponry, while her use of a ranged weapon allows her to shape her formulae against foes from a greater distance than most spellshapers.
Abilities: Your two most important ability scores are Dexterity and Intelligence, which govern your ranged attacks and your spellshaping, respectively. A high Charisma score can also be helpful in allowing you to take full advantage of your command projectile ability, and the extra hit points from a high Constitution score are always desirable.
Races: As the magical talent necessary to practice spellshaping can be found in members of nearly every race, a spellshot marksman can belong to any race that is not entirely cut off from arcane energies. Spellshot marksmen are especially common in regions where hunting for food is the norm.
Alignment: Spellshot marksmen tend towards no specific alignment. The precision and care required to effectively wield a ranged weapon is more common among those of a lawful world-view, but the combination of magic and weaponry is a concept that buds more often in the minds of the chaotic.
Starting Gold: 4d4x10 (100 gp).
Starting Age: As ranger.
Hit Die: d8
Level | Base Attack Bonus | Fort | Ref | Will | Special | Formulae Known | Formulae Prepared |
1st | +0 | +0 | +2 | +2 | Careful aim (+1, +10 ft.), spellshot channeling | 3 | 3 |
2nd | +1 | +0 | +3 | +3 | Uncanny dodge | 4 | 3 |
3rd | +2 | +1 | +3 | +3 | Evasion | 5 | 4 |
4th | +3 | +1 | +4 | +4 | Careful aim (+2, +20 ft.), command projectile | 6 | 4 |
5th | +3 | +1 | +4 | +4 | Opportunity shot 1/day | 7 | 4 |
6th | +4 | +2 | +5 | +5 | Imbued shots | 8 | 5 |
7th | +5 | +2 | +5 | +5 | Ammunition mastery | 9 | 5 |
8th | +6/+1 | +2 | +6 | +6 | Careful aim (+3, +30 ft.) | 10 | 6 |
9th | +6/+1 | +3 | +6 | +6 | -- | 11 | 6 |
10th | +7/+2 | +3 | +7 | +7 | Opportunity shot 2/day | 12 | 6 |
11th | +8/+3 | +3 | +7 | +7 | -- | 13 | 7 |
12th | +9/+4 | +4 | +8 | +8 | Careful aim (+4, +40 ft.) | 14 | 7 |
13th | +9/+4 | +4 | +8 | +8 | -- | 15 | 8 |
14th | +10/+5 | +4 | +9 | +9 | Countershot | 16 | 8 |
15th | +11/+6/+1 | +5 | +9 | +9 | Opportunity shot 3/day | 17 | 8 |
16th | +12/+7/+2 | +5 | +10 | +10 | Careful aim (+5, +50 ft.) | 18 | 9 |
17th | +12/+7/+2 | +5 | +10 | +10 | -- | 19 | 9 |
18th | +13/+8/+3 | +6 | +11 | +11 | Free movement | 20 | 10 |
19th | +14/+9/+4 | +6 | +11 | +11 | -- | 21 | 10 |
20th | +15/+10/+5 | +6 | +12 | +12 | Careful aim (+6, +60 ft.), opportunity shot 4/day | 22 | 11 |
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Weapon and Armor Proficiency: As a spellshot marksman, you are proficient with all simple weapons and with martial and exotic ranged weapons. You are also proficient with light armor, but not with shields.
As a spellshot marksman, you can shape formulae while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure when wearing medium or heavy armor or when using a shield. This only applies to the formulae you know as a spellshot marksman, and you might incur arcane spell failure chance for formulae received from other spellshaper classes.
Formulae: You begin your career with knowledge of three arcane formulae. You have access to three circles of your choice, which you select at 1st level.
Once you know a formula, you must prepare it before you can use it (see Formulae Prepared, below). A formula usable by a spellshot marksman is considered a spell-like ability unless otherwise noted in its description. Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described in Weapon and Armor Proficiency above. The save DC for a formula that allows a save is 10 + formula level + your Intelligence modifier.
You learn additional formulae at higher levels, as shown on the class table. To learn or shape a formula, you must have an Intelligence score equal to at least 10 + the formula level, as well as meeting the formula's prerequisite. See page 36 of
The Codex of Spellshaping: The Twelve Circles to determine the highest-level formula you can learn.
Upon reaching 4th level, and at every even-numbered spellshot marksman level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula in place of one you already know. In effect, you lose the old formula in exchange for the new one. You can choose a new formula of any level you like, as long as you observe your restriction on the highest-level formulae you know; you need not replace the old formula with a formula of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level formula for a formula of 5th level or lower. You can swap only a single formula at any given level.
Formulae Prepared: You can prepare all three of the formulae you know at 1st level, but as you advance in level and learn more formulae, you must choose which formulae to prepare. You prepare your formulae by meditating and exercising for 5 minutes. The formulae you choose remain prepared until you decide to meditate again and change them. You need not sleep or rest for any long period of time to prepare your formulae; any time you spend 5 minutes in meditation and exercise, you can change your prepared formulae.
You begin an encounter with all of your prepared formulae unexpended, no matter how many times you might have already used them since you chose them. When you shape a formula, you expend it for the current encounter, so each of your prepared formulae can be used once per encounter (unless you recover them, as described below).
You can recover your expended formulae by using a move action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you recover all of your expended formulae, with the exception of any that you shaped in the current round. If you have not shaped any formulae in the current round, you instead recover all of your expended formulae with the exception of any that you shaped in the previous round.
In addition, once per encounter, you can change your prepared formulae with a swift action. However, changing your prepared formulae in this way leaves all of your formulae expended--even those that had already been prepared.
Careful Aim (Ex): You can aim your shots with uncanny precision, allowing you to strike well-defended and distant foes. You gain a +1 competence bonus on all ranged attacks and a 10 ft. increase to your range increment with all ranged weapons as long as you have not moved since the beginning of your last turn. These bonuses increase to a +2 competence bonus and a 20 ft. increase at 4th level, a +3 competence bonus and a 30 ft. increase at 8th level, a +4 competence bonus and a 40 ft. increase at 12th level, a +5 competence bonus and a 50 ft. increase at 16th level, and a +6 competence bonus and a 60 ft. increase at 20th level.
The competence bonus only applies to ranged attacks made against enemies that you have been able to see since the beginning of your last turn. If you have the Far Shot feat, apply the increase to your range increment after the benefits of the feat.
You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If you gain the careful aim ability from another class, the bonuses stack.
Spellshot Channeling (Sp): As a spellshot marksman, you have the ability to shape magical energy into attacks with a ranged weapon. You learn to use the three spellshape attacks associated with the circles to which you have access. However, unlike other spellshapers, you cannot simply manifest these energies freely. Instead, you channel this energy into a ranged weapon and shape your formulae through arrows, bolts, or bullets.
Once per round during your turn, you can channel a spellshape attack into a ranged or thrown weapon as a free action that does not provoke attacks of opportunity. Until the end of your turn, your ranged attacks with that weapon deal their damage as the damage type of the spellshape attack of your choice. This damage is equal to your normal ranged damage, and you still gain all the normal benefits from feats and other effects that increase your ranged weapon damage. If the spellshape attack you are channeling normally allows spell resistance, you must succeed on a shaper level check in order to damage a creature with spell resistance with your attack. If you fail to overcome a creature's spell resistance, your attack deals normal weapon damage, but any channeled formula fails to affect your target. You otherwise attack with your weapon as normal, and you do not gain any bonuses on your attack roll from the channeled spellshape attack.
When channeling a spellshape attack through a ranged weapon, you may treat attacks with that weapon and its ammunition as though they were made with the spellshape attack for the purpose of shaping major and minor formulae. Shaping a formula in this way provokes attacks of opportunity normally. When shaping a formula in this way, you can use your weapon to complete the formula's somatic components.
Though you do not shape them in the same way as other spellshapers, you still possess a basic knowledge of your spellshape attacks, and are treated accordingly for the purposes of learning formulae and qualifying for feats or prestige classes. If an ability refers to the damage that you would deal with a spellshape attack, it refers to the damage that you would deal with that spellshape attack according to your shaper level and any feats or class features that increase a spellshape attack's damage, such as the Spellshape Focus feat. Additionally, if a feat or class feature would add damage or an effect to one of your spellshape attacks, you deal that extra damage or apply that effect with any attack that channels that spellshape attack.
If you learn a new spellshape attack, such as from a prestige class, you can shape that spellshape attack normally or channel it through your weapon as you choose.
Uncanny Dodge (Ex): Starting at 2nd level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. See the barbarian class feature, page 26 of the
Player's Handbook.
Evasion (Ex): Beginning at 3rd level, you can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the
Player's Handbook.
Command Projectile (Su): When you reach 4th level, you gain the ability to exert your will on projectiles that you fire. As a free action following a ranged attack, you can choose to command your projectile, keeping it aloft and allowing it to follow impossible trajectories.
A commanded projectile is not destroyed, even if it hits its target. Instead, it remains in the air under your command. You can make attacks and channel spellshape attacks and formulae through the projectile as though you were firing it normally, except that you determine range, cover, and other combat modifiers as though you were firing the projectile from any square adjacent to the projectile's most recent target.
You may only command one projectile at a time, and you can only maintain control for a number of rounds equal to your Charisma modifier. Maintaining control of a commanded projectile is a free action. You can abandon a commanded projectile at any time as a free action, destroying the projectile in the process.
Opportunity Shot (Su): Once per day beginning at 5th level, when a creature within 60 feet performs an action that would normally provoke attacks of opportunity, you can take an immediate action to channel the energies of a spellshape attack through your weapon and use a ranged attack to deliver an arcane formula, as with your spellshot channeling ability. You may only shape a single formula, and it must be directed against the creature that performed the provoking action.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
Imbued Shots (Su): Starting at 6th level, you imbue every projectile that you fire with the force of your personality. You add your Charisma modifier as a bonus on damage rolls with all ranged weapons.
Ammunition Mastery (Ex): When you reach 7th level, you master the art of loading and reloading ranged weapons. The time required for you to reload any ranged weapon that you carry is reduced to a free action, no matter how long it normally takes to reload such a weapon. You may fire such a weapon as many times in a full attack as you could attack if you were using a bow.
You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Countershot (Ex): Starting at 14th level, your skills with ranged weaponry allow you to counter the ranged attacks of your foes. Once per round when you would normally be hit with any ranged attack (including spells or abilities that require ranged touch attacks), you may make an attack with your own ranged weapon at your highest base attack bonus. Use the higher of your AC or your attack roll as your effective AC against the incoming attack, using the full result of your attack roll even against touch attacks.
Countering a ranged attack in this way takes no action. You can't use this ability if you are denied your Dexterity bonus to AC against your attacker, or if you are wearing medium or heavy armor or carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, you can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effects of a
freedom of movement spell, except that it is always active. You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Playing a Spellshot MarksmanWhile you must train carefully in order to master both your magic and your weaponry, you are not possessed of the single-minded drive of most spellshape champions. As you fight from a great distance, you must be able to analyze the whole battlefield quickly, leading you to a very open-minded approach to most problems. Though you cannot make attacks without your weapon, your ability to do so from far away allows you to remain safe from even the most monstrous of foes.
Your motivations are often personal, rather than ideological. While you certainly don't mind fame and renown, you do not charge into action simply in order to hear the bards sing your name. Instead, you look out for yourself and your well-being. Just as you fire your projectiles with pin-point accuracy, you precisely plan events to suit your needs.
ReligionThe path of the spellshot marksman is not ideologically restrictive, so you can pursue religion--or not--as you choose. Of those spellshot marksmen who do actively worship gods, most revere Wee Jas, Boccob, or Vecna out of gratitude for their magical gifts.
Other ClassesWhile spellsages view you as foolish and spellshape champions might view you as unwilling to commit to the warrior's path, you get along well with most other spellshapers. In general, you are friendly towards those who are friendly towards you, as you are more interested in the individual than in their ideology.
CombatYour fighting style is mostly defensive in nature, as you can stay far out of your enemies' range. However, you are most effective when not moving, so keeping a close eye on your surroundings at all time is of paramount importance. Enemies that attempt to sneak up on you during combat may have an easier time of doing so, as you will not be moving very much.
Your careful aim ability allows you to make accurate shots at great distances, so make the most of the advantage that it gives you. While other spellshapers must be within a few dozen feet in order to connect with their attacks, a high-level spellshot marksman with the right weapon can make shots from nearly half a mile away.
AdvancementSpellshot marksmen have no institutions, and only rarely does a master take on a student. For the most part, you must see to your own training, perfecting your skills on your own. In time, your natural talents and quick wits will lead you to mastery of your art.
Invest skill points in keeping your Listen and Spot skills high, as you must always be aware of your surroundings. You would also do well to take feats that enhance your skills with your ranged weapon, such as Precise Shot. Finally, always be sure that your weapon of choice is the best that you can obtain, as you will rely on it heavily.
Spellshot Marksmen in the World“So, she aims at the apple on my head and fires, right? I hear a crunch, then a scream. Turns out, there was an assassin on the other side of the wall. Looked kind of funny with the apple speared on the arrow in his eye.”—Gendo Moonson, traveling bard
Most spellshot marksmen are relaxed, easy-going individuals who are as comfortable firing into combat as they are drinking in the local tavern. Their situational awareness makes them useful contacts, and their skills in battle make them dangerous enemies. Though spellshot marksmen are not openly connected to nature in the way that rangers are, they often wander the wilderness, finding a simple joy in hunting for their food.
The wide range of skills available to a spellshot marksmen make her a useful addition to any party, as she can hold her own in both social settings and physical trails. While she does not adhere to a strict code, her willingness to compromise and think outside of the box can make her an excellent party leader.
Daily LifeSpellshot marksmen, more than other spellshapers, are free to do with their time what they wish. They do not need to train constantly, as spellshape champions do, nor do they feel the need to engage in constant meditation. Instead, a spellshot marksman often spends her time engaged in one hobby or another, or else seeking out adventure.
NotablesThough most spellshot marksmen do not always actively pursue fame, some have become known for their skills in battle. Maaya Vangren, a vampire spellshot marksman, was well-known for her deadly skill with a musket, and often chose to carry only a single bullet at a time.
OrganizationsSpellshot marksmen, for the most part, prefer to develop their skills on their own. As such, they have no schools or other centralized body to which they belong. In rare cases, a master of the craft might train a student, but these relationships are far from the norm.
NPC ReactionsFor the most part, common folk tend not to notice spellshot marksmen unless they draw attention to themselves. A traveller with a bow on her shoulder is far from uncommon, and she is usually treated just like any other adventurer. Some marksmen, however, put on shows and demonstrations of their skills to impress the populace. These demonstrations are often popular among the common folk, who are entertained by such feats as arrows changing course midair, targets exploding into flame, and other such tricks.
Spellshot Marksmen LoreCharacters with ranks in Knowledge (arcana) can research spellshot marksmen to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: Some individuals possess the unique ability to shape arcane formulae through attacks with ranged weapons. Such individuals are known as spellshot marksmen.
DC 15: Spellshot marksmen possess uncanny aiming abilities, allowing them to make more precise attacks from greater distances if they remain completely still.
DC 20: In addition to combining spellshaping with ranged attacks, some spellshot marksmen have demonstrated the unusual ability to exert control over a projectile while it is still in the air, making them incredibly deadly foes.
Spellshot Marksmen in the GameSpellshot marksmen are an easy addition to any game that uses spellshaping material, as they are a natural progression from the precedent set by the spellshape champion. As they are prone to wandering, they are easy to introduce to the party in remote locations. If the party has wronged some powerful person, a spellshot marksman might also show up to collect the bounty on their heads. In either situation, quick thinking and fast talking can prove to be the difference between a new ally and a bloody combat.
AdaptationWhile the spellshot marksman is presented as a generalist class, without any specific views or organizational ties, it could easily be adapted to a campaign setting by aligning it with a particular group or cause. For example, spellshot marksmen with access to the Natural Balance circle could represent an order of ranger-like figures, who revere nature and employ their skills to defend the natural world.