PDA

View Full Version : Elemental Archer (PrC)



Archon-Blade
2007-05-14, 12:56 AM
The basic Idea is to have a Mage/ Archer that does more than just add enhancement bonuses to his arrows. I'm not so sure about everything but, here it goes.


Elemental Archer

Requirements:

To qualify to become an Elemental Archer, a character must fulfill all the following criteria:

Base Attack Bonus:
+4 BAB

Skills: Spellcraft +6, Knowledge (Arcana) +6, Knowledge (planes) +2.

Feats:
Weapon focus (short bow or longbow)
Point Blank Shot
Precise Shot

Spells:
Ability to cast 2nd-level arcane spells

[size=+1]Abilities[b][/size=+1]

[B]Hit Dice
D6

Class Skills:
Spellcraft, Knowledge (arcana), Concentration, Craft, Profession.

Skill points per lvl: 2+int modifier

{table]LvL|BAB|Fort|Ref |Will|Special
1|+0|0|2|2|Weapon Enhancement (basic)
2|+1|0|3|3| Bow Mastery (Provocation)
3|+2|1|3|3| Weapon Enhancement (seeking shot)
4|+3|1|4|4| Elemental Shot (ray) (2/day)
5|+3|1|4|4| Weapon Enhancement (Improved)
6|+4|2|5|5| Elemental Shot (Line or Burst) (3/day)
7|+5|2|5|5|Bow Mastery (Critical)
8|+6/+1|2|6|6|Elemental Shot (Line or burst)(4/day)
9|+6/+1|3|6|6|Bow Mastery (Haste)
10|+7/+2|3|7|7|Weapon Enhancement (Mastery), Elemental Shot (5/day)
[/table]

Class Features

Weapon Enhancement:

Basic:Through his unique combination of powerful arcane magics and marksmanship, the Elemental Archer is able to imbue his arrows with powerful elemental magics, making his arrows channels of elemental power. Arrows fired by the Elemental Archer deal an extra 1d6* energy damage on top of their regular physical damage. Activating this ability is a move action that provokes. Upon activation the player specifies an energy type: Fire, Cold, Lighting, Sonic or Acid. This ability lasts until canceled or changed.
Special:This ability does not stack with the Flaming, Frost, Thundering or Shock properties.
* The sonic energy type deals 1d6-1 extra damage
* The Acid energy type deal 1d4 dmg with an extra 2 acid damage dealt the following round

Seeking Shot: In his mastery of magic, the Elemental Archer learns to curve his shots around obstacles and other hindrances with ease. Any arrow fired by the Elemental Archer is treated as if it had the Seeking quality.

Improved: As the Elemental archer becomes more powerful he learns to imbue more magical energy into every shot. His arrows now deal 2d10* extra elemental damage upon a critical hit in addition to the damage provided by Weapon Enhancement (Basic).
Special: This ability does not stack with the Flaming Burst, Frost Burst, or Shocking Burst properties.
* The sonic energy type deals 2d10-2 extra damage and deafens, Fort DC 16
* The Acid energy type deal 2d8 dmg with an extra 2 acid damage dealt the following two rounds

Mastery: The Elemental Archer has now reached a point of skill where he can balance multiple elemental surges in one projectile. He can now apply two elements to one arrow using his Weapon Enhancement ability. Also, his Weapon Enhancement ability now stacks with all other elemental magics; Weapon Enhancement now stacks with Flaming, Frost, Shock, Thundering ,Flaming Burst, Frost Burst, and Shocking Burst.

Bow Mastery

Provocation Due to both his training as an arcane spellcaster an archer, the Elemental Archer has mastered a technique of quick shots and active defense while shooting. The elemental Archer no longer provokes attacks of opportunity from firing a bow in melee combat.

Critical Due to his intense practice with his weapon, the Elemental Archer becomes able to provide accuracy and deadly efficiency like never before. The critical threat range of his bow is doubled. This ability functions for no one else, and stacks with the Keen Enchantment.
* This ability does not stack with the Improved Critical feat.

Haste As the final merger of his technical skill with his weapon and his magical nature, the Elemental Archer is able to speed up his attacks while using a bow beyond standard capabilities. While using the full attack action with a bow that he has weapon focus with, the Elemental Archer gets an extra attack per round at his highest base attack bonus, as if he were under the effect of the Haste spell.
* This effect does not stack with the Haste spell.

Elemental Shot

Ray The famous expression of the Elemental Archer is the ability to transform mundane arrows into beams of pure elemental energy. Using a full attack action that provokes attacks of opportunity, the Elemental Archer creates a beam of elemental energy that fires as a ranged touch attack. The blast of elemental energy deals his Elemental Archer Levels+ any arcane Spellcaster lvls in d8 to a maximum of 15d8. So Teriek, a level 4 sorcerer/level 2 Fighter/level 4 Elemental Archer would deal 8d8 energy damage.

Line Through manipulation of the final stages of the attack, the Elemental Archer's Elemental Shot can now be fired as a line of elemental energy, 5ft wide and 60ft long. Using Elemental Shot as a line allows a Reflex save with a of DC 10 + a character's Elemental Archer Lvl+Cha for half damage.

Burst Through manipulation of the final stages of the attack, the Elemental Archer's Elemental Shot can now be fired as a burst of elemental energy, in a 20ft globe, centered around the point of the arrow's impact. Using Elemental Shot as a burst allows a Reflex save with a of DC 10 + a character's Elemental Archer Lvl+Cha for half damage.

Jarchh
2007-05-14, 03:27 AM
This class has a nice idea though I cant really see anyone taking it. Someone wanting to play a fighter/melle is going to have to take a level dip in wizard and then still get a reduced bab, and abilities that dont make up for this plus the lack of feats. Someone wanting to play a combat based caster definetly wont want to play it because of the lack of spell progression.. This class is nice.. but I think it might be a little underpowered and an archer would be better off simply playing a straight fighter with access to a large amount of archery based feats.

Archon-Blade
2007-05-14, 10:09 AM
Hmm, so are you suggesting a increase in the BAB and HD to that of a ranger?

Beyond that, the Haste ability gives the character a means to compensate for their lowered Bab, so they still get the 4 attacks per round of a fighter. On top of that, the archer is firing +5 equivalent arrows continuously without provoking.

Finally the Ray ability gives the character a highly damaging spell-like ability.

Human Paragon 3
2007-05-14, 11:01 AM
It looks fine to me, and fun, too.

Matthew
2007-05-18, 08:40 PM
Yeah, with no Caster Advancement, I would be tempted to agree that this would benefit from implementing Full BAB. It could also really do with some fluff.