Nightskies
|
| 3 people marked this as a favorite. |
I've made this for a player along with his help, and I'd like some extra input. The concept is going for a more martial archer than the inquisitor or cleric can achieve while maintaining a decent caster capability. The martial ability is achieved through Diversified Training, the bonus feats and Divine Strike. Some things I'm particularly wondering: is the 10th level ability enough to keep leveling Divine Archer past 8th? Likewise, is Greater Bane, Graceful Reach, and Blindsense enough to keep one past 4th? Or is it all too powerful? Advice sought.
Edit (note): Kept the fluff down to a minimum.
Divine Archer
Hit Die: d8
Requirements
Base Attack Bonus: +6
Feats: Weapon Focus (any bow or crossbow), Point-Blank Shot
Skills: Knowledge (religion) 6 ranks, and Craft (bow) 6 ranks or Craft (weapons) 6 ranks
Spells: Able to cast 1st level divine spells.
Class Skills
Perception, Ride, Survival, Knowledge (arcana), Knowledge (nature)
Skill Ranks at Each Level: 4 + Int modifier.
Table: Divine Archer
Level BAB Fort Ref Will Spells Special
1st - +1 +1 +0 - Bane (Su), Diversified Training
2nd +1 +1 +1 +1 +1 Monster Knowledge (Ex)
3rd +2 +2 +2 +1 +1 Bonus Feat
4th +3 +2 +2 +1 +1 Divine Strike (Su)
5th +3 +3 +3 +2 - Blindsense (Ex) 30 feet
6th +4 +3 +3 +2 +1 Bonus Feat
7th +5 +4 +4 +2 +1 Graceful Reach (Ex)
8th +6 +4 +4 +3 +1 Greater Bane (Su)
9th +6 +5 +5 +3 - Bonus Feat
10th +7 +5 +5 +3 +1 Destined Shot (Ex)
Class Features
Weapon and Armor Proficiency: A divine archer gains no weapon or armor proficiency.
Spells per Day: At the indicated levels, a divine archer gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Bane (Su): At 1st level, a divine archer can imbue a bow or crossbow with which he has weapon focus with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the divine archer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the divine archer before the duration expires. This ability lasts for a number of rounds per day equal to the divine archer’s level. These levels stack with any other class with the Bane ability to determine the number of rounds per day. These rounds do not need to be consecutive.
Diversified Training: A divine archer adds his divine archer level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his divine archer levels as levels of fighter). He also adds his level to any levels in a divine spellcasting class for the purpose of meeting the prerequisites for feats.
Monster Knowledge (Ex): At 2nd level, a divine archer adds half his divine archer level to all Knowledge skill checks when making skill checks to identify the abilities and weaknesses of creatures and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Bonus Feat: At 3rd level, a divine archer may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A divine archer gains an additional combat feat at 6th and 9th level.
Divine Strike (Su): As a swift action, the divine archer can imbue a bow or crossbow with which he has weapon focus with a fraction of his power. For 1 round, his weapons deal +1 sacred damage and are treated as magic for the purpose of overcoming damage reduction. For every five divine caster levels he possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Blindsense (Ex): The divine archer learns to be more aware of his surroundings even while focused on his target. He gains the blindsense ability with a range of 30 feet. If the divine archer has the blind fight feat, he also gains blindsight with a range of 15 feet.
Graceful Reach (Su): Trying to stay out of melee, the divine archer's ability to give aid to his allies is improved. Spells with the (harmless) discriptor gain short range of 30 feet + 5 per divine caster level. The target must be willing, or the spell fails automatically.
Greater Bane (Su): At 8th level, whenever a divine archer uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. If the divine archer gains Greater Bane through another class, this damage increases to 6d6.
Destined Shot (Ex): At 10th level, once per day, a divine archer may consider the last attack roll of any iteration to be a natural 20 (before the roll is made). He then rolls twice for the critical confirmation roll and takes the higher result.
| Writer |
| 1 person marked this as a favorite. |
Alright since nobody's posted on this I think i'll go ahead and do my best to help you out: yes, it appears this is some form of "wanna be arcane archer." There's nothing this prestige class really offers that you can't almsot get from another class. A Divine equivilant of Arcane Strike would be nice, but that's the job of a feat and not a prestige class. Other things, like the imbue arrow, don't work well with divine casting as there isn't a good selection of divine blasting spells to choose from. No hard feelings, but I never learned how to beat around the bush T_T
Though I think it is worth mentioning the list of archer classes, from pure martial to least martial/most divine, would be as follows.
Fighter - the archer archaetype is the most obvious, but the straight archer or weaponmaster archer have some mettle to them as well.
Ranger - Trapsmith ranger for the "no magic" feel, but as a primarily martial class with a splattering of divine spells this is it.
Inquisitor - This could almsot be equal to the Paladin, but in the end I decided some of the Inquisitor's abilities are pure martial, therefore putting him closer than the Pally in that regard. Still, he makes a devestatingly efficient Archer.
Paladin - I know he has the spellcasting of a Ranger, but every single special ability about this guy is a result of his faith and divine nature. The only thing martial about him is his BAB. That said, he still makes a great archer. He's also the most efficient you can be with "divine" before you start sacrificing some martial ability for pure divine castyness.
Cleric - The default divine spellcaster. Wasn't even a consideration in 3rd or 3.5, but with the buffs to archery in Pathfinder this guy does pretty well. Just don't expect him to outshine any of those above with his arrows.
Oracle - If you take some of the mysteries better suited to combat they become quite effective. More effective than the cleric in certian instances, but those are few. He's below the cleric due to the idea of clerc = divinity through devoution whereas oracle = divinity incarnate.
With so many classes with different splashes of divine casting and archery I'm not seeing how they are lacking, except for the ability to imbue your spells into your arrows. Which would be neat, if divine casters could blast to begin with.
Sadly, there's no way to blend full casting with full martial apart from Eldritch knight. The only class that comes close would be the Cleric (if you take one of the more martial archetypes) and, to be frank, it comes close enough imho.
Edit: A Divine Hunter Paladin also fits this concept very well. Only thing it doesn't have is the spell list.
| proftobe |
I gotta second the post above. Between paladins, inquisitors, oracles and clerics its already to easy to be a "divine archer" Yes archery requires a lot of feats, but everyone of those classes has at least a decent BAB if not the best combined either with awesome spell buffs, class abilities, or in the pallys case damn being damn near unkillable.
Nightskies
|
Thanks to what was pointed out. I have to agree with it, but since it's around, makes a decent spot between clerics and paladins.
Selfish update to the class, in our game, the requirements are reduced to +4 BAB and skills need 4 ranks instead of 6, and the BAB progression upped to full and skill points per level reduced to 2+int.
If anyone has any other insights, I'd like to hear them, especially if it comes to how to make this divine casting archer specialist class fit that spot between paladin and cleric, much like the Arcane Archer, Eldritch Knight and Holy Vindicator does. With the reduced requirements, the player in question is about to get it.
| Writer |
Thanks to what was pointed out. I have to agree with it, but since it's around, makes a decent spot between clerics and paladins.
Selfish update to the class, in our game, the requirements are reduced to +4 BAB and skills need 4 ranks instead of 6, and the BAB progression upped to full and skill points per level reduced to 2+int.
If anyone has any other insights, I'd like to hear them, especially if it comes to how to make this divine casting archer specialist class fit that spot between paladin and cleric, much like the Arcane Archer, Eldritch Knight and Holy Vindicator does. With the reduced requirements, the player in question is about to get it.
Inquisitor is pretty much the exact in-between of cleric and paladin. Go with Inquisitor.
Nightskies
|
The problem, I agree, is that it was not bringing much unique to it to the table. It should grant a cleric/divine archer the martial ability to match an inquisitor. An inquisitor/divine archer should come close to the paladin's martial prowess. A reminder, that this is for a player, and he is going to have this class, assuming his character doesn't die. None the less, I want it to be well balanced to fit it's role as "divine archer". Some changes have occurred to try to address this.
- Divine Archer now requires 2nd level divine spells, and BAB and skill ranks requirement bumped up to 5.
- Skill points per level are 4 as it was originally.
- Monster Training is now Monster Hunting. It now applies to survival checks to track creatures in addition to its former ability.
- Blindsense no longer needs Blind Fight feat to give Blindsight. However, Blindsight must be activated as a free action.
- Divine Strike applies to attack instead of damage
- Destined Shot now can be used a number of times per day equal to the Divine Archer's spell casting attribute modifier. The roll to confirm now uses full BAB and rolls once, and still applies to the last attack of the iteration.
- Additional bonus feat.
- Diverse Training removed, now additional feats may be chosen from the following-
at level 1: Weapon Specialization, Manyshot, Craft Magic Arms & Armor, Deadly Aim, Precise Shot, Point Blank Master, Shot On The Run, Snapshot, Far Shot, Clustered Shots, Wind Stance, Rapid Reload.
At level 5: all level 1 feats, Greater Weapon Focus, Greater Weapon Specialization, Improved Snapshot, Impact Critical Shot, Improved Precise Shot, Crossbow Mastery.
At level 8: all level 1 and 5 feats, Greater Snapshot, Pinpoint Targeting
A divine archer need not have any of the prerequisites normally required for these feats to select them. - Divine Archer levels count as divine spellcaster levels. The caster level increase from Spells per Day to another class are not counted when determining total divine caster level. For example, a 7 Cleric/3 Divine Archer has a cleric caster level of 9, and a divine caster level of 10. Spells are cast at CL 9, but is considered CL 10 for the purposes of feats and other requirements.
- Graceful Reach now also applies to spells with area effect centered on self or touch, and are harmless.
- New ability: Swift Grace. Spells affected by Graceful Reach may be cast as a swift action a number of times per day equal to the Divine Archer's spell casting attribute modifier.
- New ability: Banecrafting. The Divine Archer may imbue a bolt or arrow with the bane property as though using the Craft Magic Arms and Armor feat. The caster level required to imbue is reduced by 1, with an additional -1 every 3 levels of Divine Archer thereafter. This does not allow the Divine Archer to circumvent the +1 enhancement bonus required to apply the bane property, though he may imbue +1 bane to a masterwork bolt or arrow at a cost of 120 gold each. The bane type may be changed at no cost, with a successful craft check and time spent as though imbuing a new bolt or arrow. The Divine Archer may only have 10 bolts or arrows per level of Divine Archer that benefit from Banecrafting at any time. Anyone may use these bolts or arrows, but this does not increase the number the Divine Archer may have created at any time. Additionally, when using ammunition with the bane property, the Divine Archer can enhance the effect with his Bane ability. At 1st level, the additional damage increases to 3d6. At 4th level, the enhancement increases to +3. At 7th level, the additional damage increases to 4d6. At 10th level, the enhancement increases to +4. If the Divine Archer has Greater Bane, the additional damage increases by 2d6. If the character has Craft Magic Arms and Armor, when crafting bolts or arrows, the cost of materials needed for the bane property is a quarter, rather than half, thus creating +1 bane from masterwork bolts or arrows is 50 gold each.
- Fewer spells per day gained, as follows:
1 -
2 +1
3 +1
4 -
5 +1
6 +1
7 -
8 +1
9 +1
10 - - Abilities rearranged.
1 Bane, Banecrafting +2+3d6, Bonus Feat
2 Monster Knowledge, Bonus Feat
3 Divine Strike
4 Graceful Reach, Banecrafting +3+3d6
5 Blindsense 30', Bonus Feat
6 Greater Bane
7 Swift Grace, Banecrafting +3+4d6
8 Bonus Feat
9 Blindsight 15'
0 Destined Shot, Banecrafting +4+4d6
Hit Die: d8
Requirements
Base Attack Bonus: +5
Feats: Weapon Focus (any bow or crossbow), Point-Blank Shot
Skills: Knowledge (religion) 5 ranks, and Craft (bow) 5 ranks or Craft (weapons) 5 ranks
Spells: Able to cast 2nd level divine spells.
Class Skills
Perception, Ride, Survival, Knowledge (arcana), Knowledge (nature)
Skill Ranks at Each Level: 4 + Int modifier.
Fast BAB, medium Fort, medium Ref, slow Will.
Spells per Day increased at 2nd, 3rd, 5th, 6th, 8th, 9th.
Divine Archer Abilities by Level
1st: Bane, Banecrafting +2+3d6, Bonus Feat
2nd: Monster Knowledge, Bonus Feat
3rd: Divine Strike
4th: Graceful Reach, Banecrafting +3+3d6
5th: Blindsense 30', Bonus Feat
6th: Greater Bane
7th: Swift Grace, Banecrafting +3+4d6
8th: Bonus Feat
9th: Blindsight 15'
10th Destined Shot, Banecrafting +4+4d6
Class Features
Weapon and Armor Proficiency: A divine archer gains no weapon or armor proficiency.
Spells per Day: At the indicated levels, a divine archer gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine archer, he must decide to which class he adds the new level for purposes of determining spells per day. The divine archer's levels all count as divine spellcasting levels, but does not stack with the increased effective level of spellcasting in determining its effects on feats and prerequisites. For example, a Cleric 7 / Divine Archer 3 would have an effective level of spellcasting of 9, but a divine spellcaster level of 10.
Bane (Su): At 1st level, a divine archer can imbue a bow or crossbow with which he has weapon focus with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the divine archer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the divine archer before the duration expires. This ability lasts for a number of rounds per day equal to the divine archer’s level. These levels stack with any other class with the Bane ability to determine the number of rounds per day. These rounds do not need to be consecutive.
Banecrafting (Ex): The Divine Archer may imbue a bolt or arrow with the bane property as though using the Craft Magic Arms and Armor feat. The caster level required to imbue is reduced by 1, with an additional -1 every 3 levels of Divine Archer thereafter. This does not allow the Divine Archer to circumvent the +1 enhancement bonus required to apply the bane property, though he may imbue +1 bane to a masterwork bolt or arrow at a cost of 120 gold each. The bane type may be changed at no cost, with a successful craft check and time spent as though imbuing a new bolt or arrow. The Divine Archer may only have 10 bolts or arrows per level of Divine Archer that benefit from Banecrafting at any time. Anyone may use these bolts or arrows, but this does not increase the number the Divine Archer may have created at any time. Additionally, when using ammunition with the bane property, the Divine Archer can enhance the effect with his Bane ability. At 1st level, the additional damage increases to 3d6. At 4th level, the enhancement increases to +3. At 7th level, the additional damage increases to 4d6. At 10th level, the enhancement increases to +4. If the Divine Archer has Greater Bane, the additional damage increases by 2d6. If the character has Craft Magic Arms and Armor, when crafting bolts or arrows, the cost of materials needed for the bane property is a quarter, rather than half, thus creating +1 bane from masterwork bolts or arrows is 50 gold each.
Bonus Feats: At 1st, 2nd, and every 3 levels thereafter, a divine archer may select a bonus feat. These feats must be taken from the following list:
Weapon Specialization, Manyshot, Craft Magic Arms & Armor, Deadly Aim, Precise Shot, Point Blank Master, Shot On The Run, Snapshot, Far Shot, Clustered Shots, Wind Stance, Rapid Reload
At 5th level, the following feats are added to the list:
Greater Weapon Focus, Greater Weapon Specialization, Improved Snapshot, Impact Critical Shot, Improved Precise Shot, Crossbow Mastery
At 8th level, the following feats are added to the list:
Greater Snapshot, Pinpoint Targeting
A divine archer need not have any of the prerequisites normally required for these feats to select them.
Monster Hunting (Ex): At 2nd level, a divine archer adds half his divine archer level to all Knowledge skill checks when making skill checks to identify the abilities and weaknesses of creatures and may make such checks untrained. This bonus also applies to Survival skill checks made to follow or identify tracks. The bonuses gained from this ability stack with those gained from Bardic Knowledge and Track.
Divine Strike (Su): At 3rd level, as a swift action, the divine archer can imbue a bow or crossbow with which he has weapon focus with divine guidance. For 1 round, his weapons gain a +1 sacred bonus to attack. For every five divine caster levels he possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Graceful Reach (Su): At 4th level, touch spells and area of effect spells centered on the caster with the (harmless) descriptor gain a range of 25 feet + 5 per divine caster level. A target that resists the spell causes the spell to fail automatically.
Blindsense (Ex): At 5th level, the divine archer learns to be more aware of his surroundings even while focused on his target. He gains the blindsense ability with a range of 30 feet.
Greater Bane (Su): At 6th level, whenever a divine archer uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. If the divine archer gains Greater Bane through another class, this damage increases to 6d6.
Swift Grace (Su): At 7th level, the divine archer may cast a spell using Graceful Reach as a swift action. This ability may be used up to his primary spellcasting attribute's modifier per day. Spells with a casting time longer than a full round can not benefit from this ability. Using this ability does not change the spell slot required.
Blindsight (Ex): At 9th level, the divine archer learns to focus his awareness to a degree few can achieve. He gains the blindsight ability with a range of 15 feet, and must be activated as a free action.
Destined Shot (Ex): At 10th level, a divine archer may declare the use of Destined Shot before rolling on a full attack. He then forces the last attack roll of any iteration to be a natural 20. The critical confirmation roll uses his full BAB. This ability may be used a number of times per day equal to his spellcasting attribute's modifier.
These changes should give the Divine Archer enough uniqueness to warrant the prestige class. Graceful Reach+Swift Grace together allow the Divine Archer to use powerful magic aid from a distance spontaneously, and with ease. Banecrafting empowers bane enough to change the play style of the character. The bonus feats could allow more flexibility if the player wanted a little less focus on archery.
Divine Strike, the bonus feats, and Banecrafting give it enough +attack and +damage to make it martial enough to contest with more martial classes from the base class. Destined Shot is a powerful enough ability to ease the troubled mind from loosing 20th level abilities, even with 4 caster levels down at 10th. The synergy seems to work with the divine classes (oracle and ranger not tested). Particularly, an endgame Divine Hunter (paladin) / Divine Archer becomes a devastating BBEG killer.
About divine strike being a feat, that would be bad. Arcane Strike was made for bards and arcane archers to help them compete with other melee/archers with regard to damage output. A paladin especially should not have divine strike, lest they take a three level dip into this.
Nightskies
|
I noticed that Monster Hunting was still called Monster Knowledge on the ability list, that'll be fixed in the next version.
Possibilities on where to hit it with nerf bat:
- Switching Divine Strike back to +damage will lower DPR
- Blindsight and blindsense could be removed entirely (a little 9th level ability in order if this is removed, perhaps?)
- Or they can be reduced to 20' and 10' respectively
- Swift Grace could turn the cast time into a move action, rather than swift action
- It could also prohibit casting 2 spells in the same round, unless one is a swift action through metamagic or the like
- Graceful reach could be limited use, just like swift grace
- Graceful reach could increase the cast time to full round, which can be mitigated by using swift grace, keeping it a standard action, in which case swift grace becomes unlimited use (only applied when using graceful reach)
- Banecrafting could require 2 uses of the Bane ability when applying to a bane bolt/arrow
- Return to 3/4 BAB
- Ditch 1st level feat
- Slower feat progression: 2nd, 4th, 6th, 8th
- Other nerfs potentially?
Channel energy arrow might be in order in replacing Divine Strike, making it exclusive to paladins and clerics. This could be accomplished through feats, I think?
Nightskies
|
I had thought a lot about channel energy when designing it, but it then excludes inquisitors, and this PrC is meant to be for clerics, inquisitors, rangers and paladins primarily (though a druid or oracle might take it too).
Some clarifications... Graceful Reach does not allow personal target spells with no AoO to be used on others, and Banecrafting doesn't stack the bane attribute and the bane ability, but makes the bane ability stronger. To balance it, I'm thinking that these nerfs will do...
- Graceful Reach increases cast time to full round, and Swift Grace reduces it to a move action, can only be used once a turn, and applies only to Graceful Reach.
- Divine Strike, Greater Bane, and Swift Grace gained at different levels.
- Feats gained at 1st, 3rd, 6th, 9th.
- Blindsight removed.
1st: Bane, Banecrafting +2+3d6, Bonus Feat
2nd: Monster Knowledge
3rd: Bonus Feat
4th: Graceful Reach, Banecrafting +3+3d6
5th: Greater Bane
6th: Bonus Feat
7th: Divine Strike, Banecrafting +3+4d6
8th: Swift Grace
9th: Bonus Feat
10th Destined Shot, Banecrafting +4+4d6
SO... this could be the good-to-go version. How does it look?