Showing posts with label archetypes. Show all posts
Showing posts with label archetypes. Show all posts

Monday, September 5, 2016

Arcane Archer (wizard; elf or half-elf)

Design Background: This archetype is based upon both the spellslinger archetype and the arcane archer prestige class.

Combining archery with considerable magical skill, an arcane archer forms a powerful bond with his bow.  Not only do arcane archers possess the ability to strike at targets from afar, they are also able to focus spells through their bow and imbue arrows with magical powers.  Arcane archers can typically only be found where elves travel, but not all are allies of the elves. A rare few, notably half-elven arcane archers, have used this elven tradition solely for their own gain.  Arcane archers tend to be free-spirited and are rarely lawful (and even more rarely evil).

Weapon Familiarity
Arcane Archers, if they don’t already possess it, gain proficiency with longbows (including composite longbows) and shortbows (including composite shortbows).  They gain the Weapon Focus feat with one of those.

Archery
At 1st, 5th, 10th, 15th and 20th level, the arcane archer gains a bonus feat.   At 1st level, the feat comes from the following list: Deflect Arrows, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.  At 10th level, the following feats are added to the list: Improved Critical, Improved Precise Shot, Parting Shot, Pinpoint Targeting, Point Blank Master, Manyshot, Shot on the Run and Snap Shot.  The arcane archer must meet prerequisites normally required for these feats to select them.  

This ability replaces Scribe Scroll and Bonus Feats.

Arcane Bow (Su)
The arcane archer begins play with a masterwork bow as his bonded object.  In an arcane archer’s hands, his bow can both fire arrows and spells.  He can cast any ranged touch attack, cone, line, or ray spell through his arcane bow. When he casts through the arcane bow, the bow’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs.  For the purpose of criticals, the spell uses the archer’s crit range and multiplier for the bow.

At 4th level, every nonmagical arrow an arcane archer nocks and lets fly from his arcane bow becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons crafted by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.

At 8th level, the arcane archer gains the ability to place a melee touch attack or an area spell upon an arrow. Touch attacks are resolved against a target’s touch AC, and area attacks target a specific grid intersection and are treated as a ranged attack against AC 5.  When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting.

This ability replaces arcane bond.

School of the Bow (Su)
The rigor of their dual pursuits is so great that arcane archers forsake four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. An archer who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the archer takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

At 4th level, an arcane archer can launch an arrow that seeks a target known to him 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 concealment, total concealment and cover modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level.

At 8th level, such an arrow can also phase through any barrier or wall in its way, not only negating concealment, total concealment and cover, but also total cover, armor and shield modifiers.  The attack is otherwise rolled normally.  The ability can now be used twice per day.

At 12th level, the archer can launch a hail of such arrows.  He can fire one seeking, phasing arrow at any target within range, to a maximum of one target for every wizard level he has earned. Each attack uses the archer's highest attack bonus, and each enemy may only be targeted by a single arrow.  The ability can now be used three times per day.

At 16th level, an arcane archer can craft a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fort save or be slain immediately. The DC to resist is equal to 10 + 1/2 the wizard's level + Int modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.

This ability replaces arcane school.

Monday, October 26, 2015

Alienist: An Archetype for the Summoner

From D&D 3.5's Complete Arcane, WotC.
Design Background:  This souped-up archetype for the summoner class is at take on the D&D3.5 alienist.  It is intended for NPC villains in the Lovecraftian tradition.

Most summoners have a close connection to creatures from the farthest reaches of the planes. A few instead have sought a connection to the Dark Tapestry. Little is known of the Dark Tapestry—the darkness between the stars where some believe true madness lies. The few beings able to survive in the vast, cold void of space are too alien for even the wise to comprehend. Some believe that the Great Old Ones dwell in the darkness between the stars. They hold that they are poorly understood beings that are truly ancient and predate the regular human-like gods. To them, the Great Old Ones are a vast incomprehensible intelligence that can be drawn upon for incredible power. These summoners who would delve deeply into the darkness between the stars do so at their own peril. In touching the void, the void touches them, and then their body, mind and spirit yearn to span the gulf between worlds. They embrace the madness that lurks both out there in the Dark Tapestry and in the depths of their own minds.

A Thing from Beyond: An alienist’s eidolon is a thing from beyond. It resembles an unusually deformed and grotesque animal, or some variety of aberration that was not meant to be seen by mortal eyes, such as that of a shoggoth, starspawn, or something even worse. At 1st level, the eidolon gains a tentacle as a bonus evolution. At 5th level, the eidolon gains a second tentacle, and at 10th level a third tentacle.

Pseudonatural Summons: When casting Summon Monster, the alienist summons unusually deformed and grotesque animals. Instead of applying the celestial/fiendish/entropic/resolute templates, use the pseudonatural template. A pseudonatural creature’s CR increases by +1 only if the base creature has 5 or more HD. It gains SR equal to new CR +5, and gains DR and energy resistance according to the table.  True strike 1/day as a swift action (+20 insight bonus on a single attack roll. It suffers no miss chances vs. concealed targets when making this attack.)


HD
Resist Acid, Cold & Electricity
DR
1-4
5
-
5-10
10
5/magic
11+
15
10/magic


Eldritch Lore (Ex): At 2nd level, an alienist becomes an expert on all matters pertaining to aberrations, old cults, the stars and the Dark Tapestry. An alienist adds half his class level to checks about those topics.

Spawncaller (Ex): At 4th level, an alienist may expend a daily use of their summon monster ability to call forth an aberration from the dark tapestry. It can be any aberration with a CR equal to the alienist’s level or lower, and not already appearing on a summon monster list. The aberration gains the extraplanar subtype. Creatures called by this ability are only tenuously under the alienist’s control. Any time an alienist uses this ability he must pass a concentration check to have control of the creature, otherwise the creature is uncontrolled and acts as it’s natural inclinations lead it. The check is 10 + the creature’s CR.

Alien Anatomy (Ex): At 6th level, all summoned monsters and aberrations gain a +4 pseudonatural bonus to either STR, DEX or CON. At 12th level, choose 2 abilities. At 18th level, all 3 are boosted.

Spells Known:
Alienists automatically know the following as bonus spells known.
0: guidance
1: true strike
2: call the void
3: displacement
4: black tentacles
5: contact other plane
6: walk through space

Expanded Spell List:
0: penumbra, ray of frost,
1: color spray, darkness, gravity bow, pseudopod (3PP), true strike
2: aboleth’s lung, call the void, darkvision, deeper darkness, dust of twilight, guiding star, shooting star (3PP)
3: blacklight, blink, displacement, shelter out of time (3PP)
4: eyes of the void, wandering star motes
5: acidic spray, feeblemind
6: reverse gravity, walk through space