Showing posts with label wizards. Show all posts
Showing posts with label wizards. 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.

Sunday, November 22, 2015

Arcane School of Radiance

From D&D 3.5's Spell Compedium. WotC

Rather than follow one of the classic arcane schools of philosophy (such as illusion or evocation), some wizards specialize in a school of effect (such as elementalism).  The school of radiance is such a school of effect.  Wizards who follow the school of radiance, known to some as light mages, specialize in spells of all philosophies that deal with light and color patterns.  Famous wizards of this school include Nchaser, Nolzer and Nystul.

Like a classic arcane school of philosophy, the school of radiance grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the school’s spell list. Instead of selecting a classic arcane school as an opposition school, light mages instead must expend two spell slots to prepare spells of shadow and darkness.  In addition, a light mage takes a –4 penalty on any skill checks made when crafting a magic item that has a shadow or darkness spell as a prerequisite.

Light Magic
Add the following spells to your wizard spell list at the listed spell level:
1st faerie fire, 2nd blinding ray, 3rd searing light, 6th blazing rainbow, 7th sunbeam

Light Mastery (Su)
Even a small glimmer can offer you hope and guidance.  You can have up to one light spell per class level active at any one time.  Also, as a move action, you can double the amount of light shed by any non-magical light source within 60’.  This doubling lasts until the light source extinguishes, or until the light mage spends a move action to end it.  If a creature is holding the light source you are trying to affect, the creature can attempt a Reflex save to avoid the effect.

Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30’ as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Nimbus (Sp)
At 8th level, you can emit a 30’ nimbus of light for a number of rounds per day equal to your class level. This acts as a daylight spell. In addition, evil creatures within this radius take an amount of damage equal to your class level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

School of Radiance Wizard Spells
1st:  color spray, chromatic orb, lesser*, dazzling blade, faerie fire, flare burst, flashing shield*, pearl of brilliance (3PP), snapdragon fireworks, sparkling shower*
3rd:  armor of light (3PP), brilliant blade*, campfire wall, daylight, dazzling blade - mass, loathsome veil, prismatic mist*, scintillating cloud*, searing light, sunglobe (3PP)
5th:  aurora borealis*, coruscating spear*, luminous form*, prismatic armor*, wall of light
6th:  blazing rainbow, chains of light, rainbow pattern - greater*
9th:  luminous form - greater*, prismatic blade (3PP), prismatic ray (3PP), prismatic sphere

School of Radiance New Spells
New spells.