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Gus_the_Unglued
2014-04-06, 09:11 PM
I was looking through the various classes for Pathfinder, and I came across the Magus. For those that are not familiar with this class, it is basically the base class version of the Eldritch Knight. The Magus got me thinking about making a base class version of the Arcane Archer. I always liked the idea of the Arcane Archer, but thought it was inefficient (at best). Not being able to be effective until level 6-8? No thank you. A friend of mine suggested making it a Magus archetype, but I liked it better as a base class. That being said, some of the abilities are carry overs of that original approach.

Originally called the Arcane Deadeye, now called the Spellbow. I still have some tweaking to do to it. I need to create the capstone ability. I would appreciate any additional effects or thoughts on that mechanic. The list of Spellbow Arcana is basically the Magus arcana list, and I'm working on making it more in keeping with the class. The spell list is also being worked on, with an emphasis on ranged spells.

Spellbow

Alignment: A Spellbow can be any alignment, although they tend to be chaotic.

HD: d8

Class Skills: The Spellbow's class skills are Climb (Str), Craft (Int), Knowledge (arcana) (Int), Knowledge (Dungeoneering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int Modifier

Class Features



Level
BAB
Fort Save
Ref Save
Will Save
Special
Spells per Day














0
1
2
3
4
5
6


1
+0
+2
+0
+2
Arcane Pool, Cantrips, Spellshot
3
1
-
-
-
-
-


2
+1
+3
+0
+3
Spellbow Feat
4
2
-
-
-
-
-


3
+2
+3
+1
+3
Spellbow Arcana
4
3
-
-
-
-
-


4
+3
+4
+1
+4
Spell Recall
4
3
1
-
-
-
-


5
+3
+4
+1
+4
Arcane Ammunition
4
4
2
-
-
-
-


6
+4
+5
+2
+5
Spellbow Feat
5
4
3
-
-
-
-


7
+5
+5
+2
+5
Spellbow Arcana
5
4
3
1
-
-
-


8
+6
+6
+2
+6
Cunning Intuition
5
4
4
2
-
-
-


9
+6
+6
+3
+6
Diverse Training
5
5
4
3
-
-
-


10
+7
+7
+3
+7
Spellbow Feat
5
5
4
3
1
-
-


11
+8
+7
+3
+7
Spellbow Arcana
5
5
4
4
2
-
-


12
+9
+8
+4
+8
Deadly Shot
5
5
5
4
3
-
-


13
+9
+8
+4
+8
Improved Arcane Ammunition
5
5
5
4
3
1
-


14
+10
+9
+4
+9
Spellbow Feat
5
5
5
4
4
2
-


15
+11
+9
+5
+9
Spellbow Arcana
5
5
5
5
4
3
-


16
+12
+10
+5
+10
Improved Spell Recall
5
5
5
5
4
3
1


17
+12
+10
+5
+10
Greater Arcane Ammunition
5
5
5
5
4
4
2


18
+13
+11
+6
+11
Spellbow Feat
5
5
5
5
5
4
3


19
+14
+11
+6
+11
Spellbow Arcana
5
5
5
5
5
5
4


20
+15
+12
+6
+12
Master Spellbow
5
5
5
5
5
5
5




Weapon and Armor Proficiency: A Spellbow is proficient with all simple and all ranged martial weapons. A Spellbow is also proficient with light armor. He can cast Spellbow spells while wearing light armor without incurring the normal arcane spell failure chance. A multiclass Spellbow still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Spellbow casts arcane spells drawn primarily from the Spellbow spell list presented at the end. A Spellbow must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Spellbow must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a Spellbow’s spell is 10 + the spell level + the Spellbow’s Intelligence modifier.

A Spellbow can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellbow. In addition, he receives bonus spells per day if he has a high Intelligence score. A Spellbow may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Spellbow decides which spells to prepare.

Arcane Pool (Su): At 1st level, the Spellbow gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his Spellbow level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the Spellbow prepares his spells.

At 1st level,a Spellbow can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level,these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the Spellbow uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Spellbow.

A Spellbow can only enhance one weapon in this way at one time. If he uses this ability again, thefirst use immediately ends.
Spellshot (Ex): At 1st level, a Spellbow learns to cast a spell and wield his ranged weapon at the same time. This functions much like Spell Combat, with the hand used to draw the bow being used to cast the spell. To use this ability, the Spellbow must be wielding a ranged weapon. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the Spellbow spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Spellbow can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spells cast in this way can not have material components, although the feat Eschew Materials negates this need for most spells.

Spellbow Feat: A Spellbow is an expert in both the arcane and martial arts. The Spellbow's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. If the feat chosen is in the archery list, he does not need to have the normal prerequisites of that feat.
Until 6th level, the feats available are limited to those on the initial lists. At 6th and 10th level, their respective lists become available.



Archery List
Arcane List


Initial
6th level
10th level
Initial
6th level


Far Shot
Crossbow Mastery
Pinpoint Targeting
Spell Focus
Greater Spell Focus


Focused Shot
Improved Precise Shot
Shot on the Run
Extra Arcana
Greater Spell Penetration


Point Blank Shot
Parting Shot
Point Blank Master
Extra Arcane Pool
Spell Specialization


Precise Shot
Point Blank Master


Metamagic or Item Creation Feat




Rapid Shot
Manyshot


Spell Mastery




Deadly Aim




Spell Penetration





Spellbow Arcana: As he gains levels, a Spellbow learns arcane secrets tailored to his specific way of blending martial and magical skill. Starting at 3rd level, a Spellbow gains one Spellbow arcana. He gains an additional Spellbow arcana for every four levels of Spellbow attained after 3rd level. Unless specifically noted in a Spellbow arcana’s description, a Spellbow cannot select a particular Spellbow arcana more than once. Spellbow arcana that affect spells can only be used to modify spells from the Spellbow spell list unless otherwise noted.

The Spellbow Arcana list is pretty much the magus arcana list with some alterations and additions.

http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana

Spell Recall (Su): At 4th level, the Spellbow learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single Spellbow spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Arcane Ammunition (Su):At 5th level, a Spellbow gains the ability to magically create ammunition of odd materials or unusual power. When a Spellbow is preparing his spells, he also forms this ammunition from the latent arcane energy he stores for his spells. A Spellbow may create a number of Arcane Ammunitions equal to his Spellbow level plus his Intelligence modifier. There are two types of qualities he can imbue into this ammunition. When a Spellbow is creating his Arcane Ammunition, he may imbue ammunition with both of these qualities. If he does so, that piece of Arcane Ammunition uses up three uses of Arcane Ammunition instead of one.

Guided Accuracy: Arcane Ammunition of this type is amazing in that it helps guide the bow arm of the Spellbow. If a Spellbow fires this type of ammunition, he treats his BAB for that attack as if he had a fast BAB. This does not affect damage in any way, and cannot grant extra attacks from the increase in effective BAB.

Unusual Material: The Arcane Ammunition of this type is usefull in that it summons material that is usually scattered around the Material Plane and creates itself from that material. When a Spellbow creates this type of Arcane Ammunition, he chooses a material from the following list: Adamantine, Mithral, Alchemical Silver, Cold Iron. That piece of Arcane Ammunition is made of that material.

Extraordinary Power: The weapon damage of this piece of ammunition is increased by one step.

The unstable nature of this ammunition makes them impossible to sell, impossible for others to use, and they fizzle into the etherial plane after 24 hours. All ammunition created this way is considered magic for DR purposes.

Cunning Intuition (Ex): At 8th level, a Spellbow gets a bonus on initiative rolls equal to his Intelligence modifier.

Fighter Training (Ex): At 9th level, half of his Spellbow levels, rounded down, count as Fighter levels for the purpose of qualifying for feats.

Deadly Shot (Ex): At 12th level, when the Spellbow uses the feat Deadly Aim, the bonus is increased by 50%. If the Spellbow does not have the feat Deadly Aim, he gains the effect of the feat as long as the Spellbow is wearing light armor or no armor.

Improved Arcane Ammunition (Su): At 13th level, a Spellbow becomes better at using arcane energy to create his ammunition. He begins to find additional effects he can infuse into the ammunition. In addition, he becomes more adept at combining multiple qualities into a piece of Arcane Ammunition. When a Spellbow combines qualities, it only uses two uses of Arcane Ammunition. No more than two qualities may be imbued into a piece of Arcane Ammunition.

Arcane Barbs: Those hit with this type of Arcane Ammunition suffer 1d2 bleed damage for a number of rounds equal to the Spellbow's Intelligence modifier

Penetration: This type of Arcane Ammunition ignores DR X/-- where X is the Spellbow's Intelligence modifier. X cannot exceed 5.

Distruptive: Any caster hit by this Arcane Ammunition suffers a -4 penalty to concentration checks to cast defensively until your next turn.

Improved Spell Recall (Su): At 16th level, the Spellbow’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the Spellbow can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The Spellbow cannot apply metamagic feats to a spell prepared in this way. The Spellbow does not need to reference his spellbook to prepare a spell in this way.

Greater Arcane Ammunition (Su): At 17th level, a Spellbow becomes a master at creating Arcane Ammunition. He gains additional qualities for his Arcane Ammunition.

Maximized: This piece of Arcane Ammunition deals the maximum weapon damage possible to its target. For example a sling bullet deals the 4 + Str mod, as opposed to 1d4 + Str mod.

Concussive: Arcane Ammunition of this type convert all non-"weapon enhancement" damage to force damage. A flaming longbow firing this ammunition will deal 1d8 + Str + other damage modifiers force damage, but the 1d6 of fire damage from flaming is uneffected by this quality.

Fated: Fated Arcane Ammunition is rather unique in that it possesses a faint amount of intelligence that is linked to the Spellbow. If an attack using a Fated ammunition misses, the Spellbow can reroll the attack against any foe that is within 20 ft of the original target with a -5 penalty. If the attack roll is successfull, the Fated ammunition swerves to connect with its new target and does damage as normal.

Storing: Storing ammunition works similar to the Spell Storing quality, with the exception that the stored spell must be cast by the Spellbow using the Storing ammunition.

In addition, the Spellbow gains the ability to spontaneously create a piece of Arcane Ammunition. Doing so is a swift action that does not provoke attacks of opportunity. A Spellbow must leave unused slots of Arcane Ammunition when he prepares his spells to use this ability.

Master Spellbow: At 20th level, a Spellbow becomes a expert at both combat and magic. This expresses itself in various ways. When a Spellbow gains this ability, he must choose two ways that this expertise expresses itself from the following list. Once this choice is made, it can not be changed.

Irrepressible (Ex): All Arcane Ammunition the Spellbow possesses are immune to magic supressing effects, and they function normally within such effects. This does not allow a Spellbow to spontaneously create Arcane Ammunition within such an effect.

Deadeye (Ex/Sp): The Spellbow does not suffer penalties for called shots. In addition, the Spellbow gains True Strike as a spell like ability a number of times equal to half his Intelligence modifier, rounded down. Activating this spell like ability is a move action that provokes attacks of opportunity.

Too Close for Comfort (Ex): The Spellbow now threatens the 5 ft squares surrounding him with his ranged attacks. This also allows him to help others flank with him when he uses his ranged weapon.

Arcane Ammunition Mastery (Su): Spontaneously creating Arcane Ammunition is now a free action. In addition, the number of Arcane Ammunition per day is increases to Spellbow level plus twice the Spellbow's Intelligence modifier.

AEthersight (Sp): The Spellbow gains the ability to use True Seeing as a spell like ability a number of times per day equal to half of his Intelligence Modifier, rounded down. The duration of this effect is rounds per level instead of minutes per level. Only the Spellbow can gain the effects of this spell like ability.

Arcane Synergy (Su): When using his Spellshot ability, the Spellbow may choose to target all of his attacks on a single opponent. If he does so, the Spellbow can apply these spell effects to the target of his attacks. He may add up to one effects per attack, not including bonus attacks from effects like haste. Use of these effects uses up a spell slot of their level per effect.



0th Level Spells
1st Level Spells


Acid Splash
Color Spray


Daze
Corrosive Touch


Flare
Frostbite


Ray of Frost
Reduce Person




Shocking Grasp





Spellbow Spell List


0th Level Spells


1st Level Spells






Acid Splash


Adjuring Step
Grease
Ray of Enfeeblement


Arcane Mark


Blend
Hydraulic Push
Reduce Person


Dancing Lights


Blood Money
Illusion of Calm
Shield


Daze


Burning Hands
Jump
Shocking Grasp


Detect Magic


Chill Touch
Jury-Rig
Shock Shield


Disrupt Undead


Clarion Call
Keep Watch
Silent Image


Flare


Color Spray
Linebreaker
Stone Fist


Ghost Sound


Corrosive Touch
Lock Gaze
True Strike


Light


Emblazon Crest
Longshot
Unerring Weapon


Mage Hand


Enlarge Person
Magic Missile
Unseen Servant


Open/Close


Expeditious Retreat
Magic Weapon
Vanish


Prestidigitation


Feather Fall
Mirror Strike
Warding Weapon


Ray of Frost


Flare Burst
Mount




Read Magic


Floating Disk
Negative Reaction




Spark


Frostbite
Obscuring Mist






2nd level Spells


Acid Arrow
Bull’s Strength
Elemental Touch
Glitterdust
Mirror Image
Stone Call


Alter Self
Burning Gaze
Fire Breath
Gust of Wind
Pyrotechnics
Web


Bear’s Endurance
Cat’s Grace
Flaming Sphere
Invisibility
Scorching Ray




Blood Transcription
Darkness
Fog Cloud
Levitate
Shatter




Blur
Defensive Shock
Frigid Touch
Minor Image
Spider Climb






3rd Level Spells


Aqueous Orb
Displacement
Gaseous Form
Monstrous Physique I
Vampiric Touch


Arcane Sight
Elemental Aura
Haste
Phantom Steed
Versatile Weapon


Beast Shape I
Fireball
Hydraulic Torrent
Ray of Exhaustion
Water Breathing


Blink
Flame Arrow
Keen Edge
Sleet Storm
Wind Wall


Cloak of Winds
Fly
Lightning Bolt
Slow




Daylight
Force Hook Charge
Magic Weapon (Greater)
Stinking Cloud




Dispel Magic
Force Punch
Major Image
Undead Anatomy I






4th Level Spells




Arcana Theft
Elemental Body I
Phantasmal Killer
Wall of Fire


Ball Lightning
Enlarge Person (Mass)
Reduce Person (Mass)
Wall of Ice


Beast Shape II
Fire Shield
River of Wind
Wall of Sound


Black Tentacles
Firefall
Shout




Detonate
Ice Storm
Solid Fog




Dimension Door
Invisibility (Greater)
Stoneskin




Dragon’s Breath
Monstrous Physique II
Vermin Shape I






5th Level Spells








Acidic Spray
Corrosive Consumption
Monstrous Physique III
Vermin Shape II




Baleful Polymorph
Elemental Body II
Overland Flight
Wall of Force




Beast Shape III
Fire Snake
Telekinesis
Wall of Stone




Cloudkill
Geyser
Teleport






Cone of Cold
Interposing Hand
Undead Anatomy II








6th Level Spells


Acid Fog
Dispel Magic (Greater)
Sirocco


Bear’s Endurance (Mass)
Elemental Body III
Stone to Flesh


Beast Shape IV
Flesh to Stone
Transformation


Bull’s Strength (Mass)
Forceful Hand
True Seeing


Cat’s Grace (Mass)
Form of
the Dragon I
Undead Anatomy III


Chain Lightning
Freezing Sphere
Wall of Iron


Contagious Flame
Mislead




Disintegrate
Monstrous Physique IV

Temji
2014-04-25, 09:35 AM
I bookmarked this... at work today, but I'll look at it tonight!!!

Gus_the_Unglued
2014-04-25, 10:22 AM
After conferring with my round table of D&D nerds, I've altered some aspects of this class. I will post these alterations within a couple of days. The early levels are pretty much the same between this and the altered version.