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Gus_the_Unglued
2014-06-19, 12:51 AM
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.

Originally called the Arcane Deadeye, now called the Spellbow. I still have some tweaking to do to it. I am looking for ideas for Arcane Ammo qualities. Any other constructive criticism would be appreciated as well.

Spellbow

Alignment: A Spellbow can be any alignment, although they tend to have at least one neutral aspect.

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 Ammo, Cantrips, Spellshot
3
1
-
-
-
-
-


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


3
+2
+3
+1
+3
Expanded Knowledge
4
3
-
-
-
-
-


4
+3
+4
+1
+4
Ammo Quality
4
3
1
-
-
-
-


5
+3
+4
+1
+4
Spellbow Feat
4
4
2
-
-
-
-


6
+4
+5
+2
+5
Deadly Shot
5
4
3
-
-
-
-


7
+5
+5
+2
+5
Improved Arcane Ammo, Ammo Quality
5
4
3
1
-
-
-


8
+6
+6
+2
+6
Spellbow Feat
5
4
4
2
-
-
-


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


10
+7
+7
+3
+7
Ammo Quality
5
5
4
3
1
-
-


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


12
+9
+8
+4
+8
Cunning Initiative
5
5
5
4
3
-
-


13
+9
+8
+4
+8
Greater Arcane Ammo, Ammo Quality
5
5
5
4
3
1
-


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


15
+11
+9
+5
+9
Arcane Siphoning
5
5
5
5
4
3
-


16
+12
+10
+5
+10
Ammo Quality
5
5
5
5
4
3
1


17
+12
+10
+5
+10
Spellbow Feat
5
5
5
5
4
4
2


18
+13
+11
+6
+11
Arcane Recollection
5
5
5
5
5
4
3


19
+14
+11
+6
+11
Superior Arcane Ammo, Ammo Quality
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.

Cantrips: A Spellbow can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Spellbow under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A Spellbow must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all Spellbows can prepare from memory. A Spellbow begins play with a spellbook containing all 0-level Spellbow spells plus three 1st-level Spellbow spells of his choice. The Spellbow also selects a number of additional 1st-level Spellbow spells equal to his Intelligence modifier to add to his spellbook. At each new Spellbow level, he gains two new Spellbow spells of any spell level or levels that he can cast (based on his new Spellbow level) for his spellbook. At any time, a Spellbow can also add spells found in other spellbooks to his own.

A Spellbow can learn spells from a wizard’s spellbook, just as a wizard can from a Spellbow’s spellbook. The spells learned must be on the Spellbow spell list, as normal. An alchemist can learn formulae from a Spellbow’s spellbook, if the spells are also on the alchemist spell list. A Spellbow cannot learn spells from an alchemist.

Arcane Ammo (Su): At 1st 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 Ammunition equal to his Spellbow level plus his Intelligence modifier.

A Spellbow begins play knowing two of these qualities. A Spellbow learns a new ammo quality every third level after 1st. At this time a Spellbow can lose a known quality for a unknown quality, provided the two qualities are of the same tier.

The following are ammo qualities that the Spellbow has initial access to.

Guided Accuracy: Arcane Ammunition of this type is amazing in that it helps to 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.

Long Range: Arcane Ammunition of this type acts like ammunition with the Distance weapon enhancement. It does stack with the Distance weapon enchantment.

Brightflame Bolts: Ammunition with this quality acts like ammunition with the Flaming weapon enhancement with one additional ability. Targets hit by this ammunition shed light like a torch for a number of rounds equal to the Spellbow’s Intelligence modifier. The Flaming or Flaming Burst weapon enhancement and Brightflame Bolts do not stack.

Rimebound: Ammunition with this quality acts like ammunition with the Frost weapon enhancement. A target hit with this ammunition also takes a 2 Dex penalty for 1 round. This penalty does not stack with itself. The Frost or Icy Burst weapon enhancement and Rimebound do not stack.

Thunderbow: Ammunition with this quality acts like ammunition with the Shock weapon enhancement. A target hit with this ammunition is shaken for 1 round. The Shock or Shocking Burst weapon enhancement and Thunderbow do not stack.

Ammo of Unusual Size: The weapon damage of this piece of ammo is increased by one step. This does not stack with the spell Gravity Bow.

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.

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.

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, 5th, 8th, 11th, 14th and 17th level. If the feat chosen is in the archery list, he does not need to have the normal prerequisites of that feat.
Until 5th level, the feats available are limited to those on the initial lists. At 5th and 10th level, their respective lists become available.



Archery List
Arcane List


Initial
5th level
11th level
Initial
5th level


Far Shot
Crossbow Mastery
Pinpoint Targeting
Spell Focus
Greater Spell Focus


Focused Shot
Improved Precise Shot
Shot on the Run
Extra Arcane Ammo
Greater Spell Penetration


Point Blank Shot
Manyshot


Spell Penetration
Spell Specialization


Precise Shot
Point Blank Master


Metamagic or Item Creation Feat




Rapid Shot




Spell Mastery




Deadly Aim











Expanded Knowledge (Ex): At 3rd level, choose two knowledge skills. Those two skills are now considered class skills. These represent the increased experience and learning the Spellbow has gained.

Martial Training (Ex): Starting at 6th level, a Spellbow counts half of his total Spellbow level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Improved Arcane Ammunition (Su): At 7th level, a Spellbow becomes better at using arcane energy to create his ammunition. Arcane Ammo qualities listed under Arcane Ammo now create 5 pieces of ammo per use of Arcane Ammo. Through practice the Spellbow begins to find additional effects he can infuse into the ammunition, now expanding the list he can choose from when learning ammo qualities.

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.

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.

Sapping Poison: A target that is struck by this ammo takes a -1 penalty to all saves for a number of rounds equal to the Spellbow's Intelligence modifier.

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.

Distruptive: Any caster hit by this Arcane Ammunition suffers a -4 penalty to concentration checks to cast defensively until your next turn.
In addition, a Spellbow learns how to combine two qualities into one piece of ammo. 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.

Deadly Shot (Ex): At 9th 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.

Cunning Intuition (Ex): At 12th level, a Spellbow gets a bonus on initiative rolls equal to his Intelligence modifier.

Greater Arcane Ammunition (Su): At 13th level, a Spellbow becomes a master at creating Arcane Ammunition. He gains additional qualities for his Arcane Ammunition. Arcane Ammo qualities listed under Improved Arcane Ammo now create 5 pieces of ammo per use of Arcane Ammo.

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 other foe that is within 20 ft of the original target with a -5 penalty. This attack roll has all the same bonuses and penalties of the previous attack roll. If the attack roll is successfull, the Fated ammunition swerves to connect with its new target and does damage as normal.

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

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.

Arcane Siphoning (Su): At 15th level, a Spellbow learns how to siphon his arcane energy into momentum behind his attacks. As a swift action, a Spellbow can sacrifice a spell of a level up to one less than the highest level of spell he can cast. In return, the Spellbow gains a bonus to damage roll equal to the spell level of the spell sacrificed until the end of his turn.

Arcane Recollection (Su): A number of times per day equal half to the Spellbow’s Intelligence modifier, rounded down, he can recall a spell of a level up to one level less than the maximum spell level he can cast. Activating this ability is a standard action that provokes attacks of opportunity.

Superior Arcane Ammo (Su): At 19th level, Arcane Ammo becomes second nature to the Spellbow. He gains additional ammo qualities he can learn. In addition, Arcane Ammo qualities listed under Greater Arcane Ammo now create 5 pieces of ammo per use of Arcane Ammo. Qualities listed under
Superior Arcane Ammo cannot be combined with any other Arcane Ammo qualities, and cannot be made spontaneously.

Black Arrow: A Spellbow can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the Spellbow’s Charisma modifier. It takes 1 day to make a Black Arrow, and the arrow only functions for the Spellbow who created it. The Black Arrow lasts no longer than 1 year, and the Spellbow can only have one such arrow in existence at a time. While a Spellbow has a Black Arrow active, it takes up one use of Arcane Ammo.

Vampiric Bolt: A Vampiric Bolt drains the abilities of casters. When hit, the target and the Spellbow make opposing caster level checks. If the target loses the opposed roll, he loses a spell slot of the Spellbow’s choosing. The slot cannot be the maximum level slot the caster can cast. A Spellbow cannot use this quality more times per day than his Intelligence modifier.

Extradimensional Head: The arrowhead of this Arcane Ammunition is an extradimensional construct that is similar in composition to a sphere of annihilation. The attack using this ammo has its threat range doubled. This effect stacks with other things that increase the threat range of a weapon, like Keen.

Master Spellbow: At 20th level, a Spellbow becomes an 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 cannot be changed.

Irrepressible (Ex): All Arcane Ammunition the Spellbow possesses is 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 (Ex): 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.

Æthersight (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.

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
Reloading Hands



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
Arrow Erruption



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
Venomous Bolt



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








Feat Description
Extra Arcane Ammo: You gain 2 extra uses of Arcane Ammo per day. This feat can be taken multiple times, their effects stack.

Extra Ammo Quality: You gain one extra ammo quality known.

Xerlith
2014-06-19, 01:37 AM
Seeing as this is very similar to a Magus, wouldn't it fare better as a Magus archetype? You don't need to change much, basically add what ability changes/substitutes what and you're done. In Pathfinder it's a more elegant way of dealing with similarities.

QuackParker
2014-06-19, 03:29 AM
Seeing as this is very similar to a Magus, wouldn't it fare better as a Magus archetype? You don't need to change much, basically add what ability changes/substitutes what and you're done. In Pathfinder it's a more elegant way of dealing with similarities.

I tend to agree. That way, any class specific feats, abilities, flavor text etc. can still apply. Just makes life easier for the player. Its why I was initially hesitant to suggest my favorite third party class, Priest, to a friend as I was worried it would lack all of the great versatility of the cleric. Now that they have added some new archetypes and features, I do not hesitate to recommend it.


(As an aside, I also recommend taking my flumph player race for a spin).

Gus_the_Unglued
2014-06-19, 05:01 PM
While normally I would agree, in this case I do not. Most Magus specific feats, and a good portion of the Magus Arcana, are focused on touch range spells and melee combat. And with good reason. That class is focused on melee combat and close range spell slinging.

This is the exact opposite of what this class is meant to be, a ranged combatant with arcane casting abilities. Just as the Arcane Archer is it's own prestige class, so too should the Spellbow be its own base class. If this was an archetype, most of the class abilities would be moved around or switched out.

After consulting some of my friends, I've decided that the Arcane Pool and Arcana abilities are too similar to the Magus. I want this to be a distinct class with its own flavor and abilities. Not just a Magus clone with ranged alterations.

Gus_the_Unglued
2014-06-20, 09:37 PM
For continuity's sake, I'm just noting the changes since the previous comments. I have done a massive overhaul of the class features.

I have eliminated the following abilities:

Arcane Pool
Spell Recall (and Improved)
Spellbow Arcana (pretty much Magus Arcana)

I have added/changed the following:

Moved various abilities (All the one offs, Arcane Ammo to 1st, Spellbow feats every 3 levels after 2nd as opposed to every 4 levels after 2nd)
One extra Spellbow Feat (To compensate for the need to focus between arcane and ranged feats)
Reworked how Arcane Ammo works (Used to need sacrificing a spell slot to activate, now is based off level and INT mod. Added tiers of Arcane Ammo)
Noodled with Capstone
Added Arcane Siphoning and Arcane Recollection