Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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Arcane Archer:

P-Class: Ranger
S-Class: Wizard
HD: D8
Skills: Add 3 of any wizard skills to the ranger list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1: 1st Favored Enemy, Wild Empathy
2: Archery Style Feat
3: Endurance, Enchanted Arrow
4: Archers Bond 0
5:2nd Favored Enemy 1
6: Archery Style Feat, Imbued Arrow 1
7: Spotter for the Shot 1, 0
8: Enchanted Arrow 1, 1
9: Evasion 2, 1
10:3rd Favored Enemy, Archery Style Feat 2, 1, 0
11: Quarry 2, 1, 1
12: 2, 2, 1
13: Enchanted Arrow 3, 2, 1, 1
14: Archery Style Feat 3, 2, 1, 1
15:4th Favored Enemy 3, 2, 2, 1
16: Improved Quarry 3, 3, 2, 1
17: Hide In Plain Sight 4, 3, 2, 1
18: Archery Style Feat, Enchanted Arrow 4, 3, 2, 2
19: Improved Quarry 4, 3, 3, 2
20: 5th Favored Enemy Master Hunter 4, 4, 3, 3
Archery Style Feat: this functions as Combat Style Feat but the Arcane Archer must choose archery this replaces Combat Style Feat.
Enchanted Arrow: At level 3rd and very 5th level after the Arcane Archer arrow becomes more powerful. At level 3 they count as +1 arrow, level 8 every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock, level13 every nonmagical arrow fired by an arcane archer gains the distance weapon quality, and level 18 every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 8th level. This replaces Favored Terrain
Spotter for the Shot: Using his bond with his familiar the Arcane Archer he can deny cover from his target by ether lobbing arrow over cover or bounce the arrow off different obstacles. This difficult shot is made at a -4 to attack bonus and with a -30’ to range. At level 12 he has trained his shot he can make the shot with a -2 bonus. This replaces woodland stride and camouflage.
At 4th level, Arcane Archer forms a powerful bond with a flying creature, which acts as familiar in many ways. The changes are noted on the chart. Also the level of other spell casters does not stack with this familiar. This replaces hunters bond
At level 4 Arcane Archermay start a spell book to casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. An Arcane Archer must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Arcane Archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Archer's spell is 10 + the spell level + the Arcane Archer's Intelligence modifier. An Arcane Archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Archer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).A Arcane Archer 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 spell book. While studying, the Arcane Archer decides which spells to prepare. Like any other arcane spell caster, a Arcane Archer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Arcane Archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Archer bond
1-2/+1NAB/6int: Alertness, Improved Evasion, Share Spells, Eye to Eye
3-4/+2NAB/7int:
5-6/+3NAB/8int: Speak With Master
7-8/+4NAB/9int: Speak With Animals of Its Kind
9-10/+5NAB/10int:
11-12/+6NAB/11int: Spell Resistance
13-14/+7NAB/12int: Scry On Familiar,
15-16/+8NAB/13int:
17-18/+9NAB/14int:
19-20/+10NAB/15int:
Eye to Eye: The bond between the Arcane Archer and his familiar is strongest between their eyes. When the Arcane Archer closes his eye he can see threw the eye of the familiar the commotion is still similar to the way empathic link works in all other ways

ok so not much has changed on this guy (because i am a bad person) how ever i was ting to come up with a way that the Arcane Archer can have ether the Archer bond be a familiar or a pet but was worried about balance between the 2 and such. but other then that i think if there is a weakness in balance for this MCA it would be the familiar any way. the only reason why i tried to add it was so it would be different then just a plane Arcane Archer PRC


seems like a pretty straight forward archetype, which I believe to be a good thing.
edit: now that I've thought about it though, it seems to need a little something to make up for losing instant enemy and other ranger specific spells.


i want simple but also wanted a small amount of other flavors


@Arcane Archer- I'd just like to say from the start- I REALLY do not like the 'arcane archer' as it stands.

It gains the abilities of the actual arcane archer much earlier, has the benefits of a full familiar, and gains a full spread of wizard spells up to fourth level- which, as always, is going to mess with balance.

Also, it pigeonholes into pure archery- not a good move for a 'base' class. I think it needs to be more flexible, and gain the auto-magic arrows later.

Remember that while a prestige class like the arcane archer can be focused on merely 'one thing', as a base class it needs to be able to do more.


Raider I am going to take the complete opposite view as you on this, yes for a standard base class like ranger you should have plenty of options but given that this is a multi-class archetype and has archer in the name, I see no issues with there only being a small list of options or only one combat style. It makes no sense for an arcane archer to be able to have a build that is better at melee. The max I can see an "arcane archer" spreading out to is other thrown weapons, so javelins, knives, ect. But if we want to make the class more broad why not allow for any combat style to be chosen?

Some of your other issues with the class, mainly the wizard spells are valid but I see a familiar as being weaker than an animal companion most of the time.

Also, can't the prestige class cast spells into arrows and have them take effect where the arrow hits?


the idea is making a more play-able option for the PRC. and because it only allows for level 4 spells its more of a combat control/second hand blast-y caster then a true Archer who would be primary DPR. i not trying to say i would not allow for things to change on it but lets not hate on the aspect of it that are its reason for being. because yes i would make a lame base class but its not it a archetype so i don't think that should come in to play


Browman wrote:


Also, can't the prestige class cast spells into arrows and have them take effect where the arrow hits?

how did i forget that....... ya that should be add some where cant believe i forgot that that like the "AA" main shtick

Imbue Arrow (Su): At ?9th? level, an arcane archer gains the ability to place an area spell upon an arrow. 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. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

maybe trade it out for Evasion at 9th level


sounds good but why not let it also do touch spells? Firing an arrow with shocking grasp would be fun


mmm we could do that but we may have to scrap the chance of a "pet" for balance


I think if we limited to total combined times per day the arcane archer could use a spell arrow we could fit both area and touch spells in. Say total of Int bonus +3?


Browman wrote:
I think if we limited to total combined times per day the arcane archer could use a spell arrow we could fit both area and touch spells in. Say total of Int bonus +3?

i like the idea my only thing is that there is not a whole lot to compare it to. i was hoping to have more feed back but i think its a conflicted with time zones, so cant blame any one for sleeping


I for one like the int bonus ideas. Course i never sleep, so im always here ;).


What do people think of allowing the "arcane archer" to use his abilities on other ranged weapons? Say pick one type, bows, crossbows, knives, throwing spears, ect.


worth the name change and i like the flavor
grizzly dwarf throws his hammer then it burst in to a good-o fire ball right in the face of the attacking troll

would really need a change for the pet


How about one additional spell per level? Might be worth the massive blow to action economy.


not following? did i leave some thing else out

i should have done a better job reviewing


Kyras Ausks wrote:

not following? did i leave some thing else out

i should have done a better job reviewing

im sorry i meant as alternative to having an animal companion.


I have to agree with Raider. I think it's too narrow of focus for an MCA, AND we really try hard to not make the PrCs obsolete.

That said, I'm doing some reworking on the Arcane Archer (more of an Arcane Hunter, which would be a better name and won't step on the PrC's name either). I think it will allow for the "Arcane Archer" you have envsioned, Kyras, but will also allow for other weapon style builds. I hope to have it up for you tomorrow afternoon sometime, or early evening, been pretty busy doing stuff at home, etc. So, stay tuned.


Why not, the trophy hunter focuses on firearms. It's not like there isnt precedent.


off topic but i don't think there is any thing we could do to make the PRCs obsolete. Pathfinder did a pretty good job of that already which is not bad, and i think that it was a good move away from 3.5 to do so. i kinda like not having 4 classes at level 10 just to be viable in the game. i also believe archetypes do a much better job of personalizing and specializing the classes. my 2cp rant


That class really, to me looks like you replaced Hunter's Bond with Arcane Bond and then replaced Favored Terrain with the entire arcane archer class. Which isn't super fly. It looks like you took out a huge chunk of stealth and utility features of the ranger and replaced them with more offense.

Enhance Arrow should replace Favored Enemy not Favored Terrain. The archery skills inspired by arcane archer should replace Combat Style occurances, not woodland stride and camoflauge.

Arcane Quiver: The arcane quiver would be a collection of arrows enhanced with wizard spells which are prepared like a wizard preparing spells for the day. They have a preparation manual that they write down the processes for preparing these arrows.
For spellcasting purposes, the arcane archer draws an arrow (free action) and either loads and fires it in the case of an offensive spell, or they wave it like a wand or something like that in the case of a utility spell, and put it back/drop it/eat it/wtf ever.

I would like to see this class 3/4 BAB with 6th level spellcasting. To include some actual Wizard in this, such as having metamagic arrows, or the inclusion of a limited list of wizard school, or even the creation of a new wizard school.
*5 minute draft*
Arrow Wizard
The wizard combines the trained focus of archery with the trained focus of the arcane arts.
Enhance Archery (Su)
You gain Martial Weapon Proficiency [Longbow, Shortbow]. If you already have martial weapon proficiency in those weapons, you may choose one and gain Weapon Focus in that weapon instead. In addition to this, at 1st level, wheneve you fire a nonmagical arrow, it gains a +1 enhancement bonus to hit and damage. At 5th and every 5 levels therafter, this bonus to hit and damage increases by 1.
Energy Arrow (Su)
As a swift action you can improve the first arrow you fire on your turn. The arrow deals an additional 1d6 damage, plus 1 per two wizard levels you posess. This bonus damage can be either fire, electric, cold, or acid, and is selected when you prepare your spells for the day. You can use this ability a number of times per day equal to 3+ int mod.
Shatter Arrow (Ex)
AoE arrow attack thing, ref half, and range incrament penalty applies to DC. I can't be arsed to write it up right now.

That 5 minute draft was more like 30. Geez I'm ADDful.

Anyway here's what I gotta say about the arcane archer (Archer Mage)


i see what you saying it may have be a better move to use the fighter class in steed of ranger because of it so i may go and work on a re-wright my self based on that.
i did not want to go 6th level casting because i did not want a strait up "ranged magus" and thought that less spell-casting but more umpf in the combat department would do that. i am every pro the idea of other ranged weapons being useable as a "either or" choose but i really don't want to take a way "true"(with spell like a wizard not like an alchemist) spell-casting a way from the MCA


Uh xD Wizard/Fighter wasn't what I was saying at all.


#Arcane Archer
- Basically I think it would be prudent to wait and see what Elghinn comes up with before getting too hung up on the current treatment - I do like to see all this creative effort - there are some really good ideas coming forth for other MCAs. I kinda see this theme (as I personally see it) better suited to a Ranger/Sorceror or even Ranger/Witch - the latter especially with the flying familiar/spotter idea...

@ Kyras
- Straight up - needs a serious name change. Only because there is already an Arcane Archer. But you seem ok with changing the name, so I won't labor the point.

- I actually really like the synergies you have found for the flying familiar (Spotter for the Shot) - though in your writeup Spotter for the Shot appears before Archer's Bond. This is one really cool idea and should be salvaged for another MCA if it is deemed unwieldy for this one. And this idea would be kinda lost mechanically if you change it to Fighter primary - with everything else going on the familiar couldn't hold the design space mechanically and yes, you'd have to dump the casting rate.

- I do think there is a lack of pure focus here - as if here were a kernel of a great idea that lost steam and was finally tacked on to some Arcane Archer PrC stuff. I'm no saying that is what happened here, but that's what it feels like. Ironically, I get a different feel thematically from this to an actual Arcane Archer (PrC) but there is still much mechanically that is evocative.

- I definitely think this MCA should be expanded thematically to include thrown weapons
(love the dwarf-fire-hammer-ball idea!) I think perhaps the Combat Styles can cope with this admirably - similar to what we did with the Apex Warrior's Combat Styles.


#Arcane Archer

@OSW, I agree with you that this would be better suited to a Ranger/Witch with the strong familiar bond, if so I'd suggest swapping the patron spells for the various abilities that allow your familiar to give ranged advantages. I was going to suggest if this stays as a Ranger/Wizard it might be worth offering a choice between a familiar or bonding with your ranged weapon.

Combat style wise, archery and crossbow already exist, we should be able to create a thrown weapon combat style (though I did find [url=http://www.pathfinderdb.com/character-options/class-options/full-class-options-list/974-ranger-combat-style-thrown-weapon]this[/url with a quick Google search.

Other misc thoughts off the top of my head (for a Ranger/Witch):

*3/4 BAB, d8 hit die, good will and reflex, 4 + skill ranks/level.

*Lose Favoured Enemy for Enhance Arrow (as suggested above)

*Lose Favoured Terrain for Hexes (never gaining major hexes)

*Maybe cast off the Ranger and Witch lists (or a custom list), Wis-based?

*I'm thinking possibly allow an ability to imbue hexes into arrows (similar to the Hex Bomb discovery mentioned for the Hex Bomber/Pumpkin Bomber a while back) - not sure what to swap for that.

Silver Crusade RPG Superstar 2014 Top 16

#Arcane Archer

I'm definitely interested in seeing what Elghinn comes up with for this, but now a Ranger/Witch who can use ranged weapons to deliver her hexes is intriguing me too.


#Arcane Archer
@Alfray - fixed your link:
Ranger thrown weapon combat style stuff

# Ranger/Witch
Heh heh. Nice one guys. Hex-arrows, Hexarangs and Hex Bolts!!! Didn't even get that far personally.... Not that much conceptually different from a Hexslinger... ;P

#Generally
@Alfray - While we're at it, why don't you get Elghinn to add your Dimensional Samurai to the pending list...


@OSW: I take it you looked at the list of links in my profile? The Dimensional Samurai is an idea Iorthol and I have been pm-ing back and forth over the last couple of weeks. I believe there's currently three versions, my caster version, my non-caster version and his non-caster version.

Thanks for fixing the link, I'm currently on a train travelling home from visiting family, so my internet connection (provided by my phone) is a tad unreliable in places.

So should I be working on a draft for an Occult Hunter (Ranger/Witch) - imbues ranged weapons with hexes, closer bond to familiar than normal, adds patron spells to spell list?


Eh, what the hell, here's a quick draft of a Ranger/Witch - Occult Hunter. Yes, I know I've left spell per day off the table, it's the same as the ranger's currently - I didn't have time as I basically wrote this while on a train.

I don't want this reviewed yet, let's go through the current MCAs first.


the only thing i have agents witch is the spell list ya he would gain some healing but the list will suffer more for being a level 4 caster then the wizard spell list would i would like something more offensive


OK, hope I haven't kept everyone waiting too long. Just wanted to make sure I got everything right. And if I did make you wait too long, too bad. :D I hope I don't disapoint. So, after reading some of the comments, and knowing what Kyras is after, here's what I have. It essentially does what Kyra's original concept does, is more alanced, and more versatile, but allows you to build the arcane archer styel, or an arcane sword and board, ora na arcane two-weapon fighter, etc.

Also, this MCA will have a unique spell list, combining appropriate ranger spells and wizards spells. Hopefully I can ask Raider to throw that together. Or maybe I'll have a go at it.

ARCANE HUNTER:

Primary Class: Ranger.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The arcane archer may select three wizard skills to add to his class skills in addition to the normal ranger class skills. The arcane archer gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The arcane archer is proficient with all simple and martial weapons, with light armor, and with shields. An arcane hunter can cast arcane hunter spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane hunter wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane hunter still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Hunter’s Weapon (Ex): At 1st level, an arcane archer begins play with a hunter’s weapon at no cost. A hunter’s weapon is a family heirloom, handed down through the generations. This weapon is always masterwork quality, but is not made of any special material. An arcane hunter’s weapon is different form those of its type, and through special training, only he knows how to use it properly. All other creatures are considered not proficient when they attempt to wield an arcane hunter’s weapon and take a –4 penalty on all attack rolls. This ability replaces 1st favored enemy.

Combat Style Feats: This is exactly like the ranger’s ability of the same name, except that the arcane hunter must select a combat style that compliments his hunter’s weapon. For example, if an arcane hunter’s weapon is a longsword, he must choose either the Two Weapon or Weapon and Shield combats style, while an arcane hunter with a longbow as his hunter’s weapon must choose the Archery combat style.

Arcane Hunter’s Bond (Su): At 4th level, an arcane hunter forms a bond with either a familiar or his hunter’s weapon. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond with a familiar of his choice. This ability functions like wizard’s familiar ability (which is part of the Arcane Bond class feature), except that the arcane hunter's effective wizard level is equal to his arcane hunter level –3.

An arcane hunter’s familiar has the following additional changes.

Eye of the Beast (Su): The arcane hunter has an empathic link with his familiar to a 1 mile distance. The arcane hunter can communicate empathically with the familiar. If the arcane hunter closes his eyes and concentrates as a full-round action, he can see through its eyes as well. Because of the link's limited nature, only general emotions can be shared, while all that the familiar sees is seek in stark color and detail by the arcane hunter. The arcane hunter has the same connection to an item or place that his familiar does. This ability otherwise functions as and replaces empathic link.

In addition, the familiar gains one of the following abilities, as determined by its master’s hunter’s weapon. If his hunter’s weapon is a melee weapon, his familiar gains the Flanking Ally ability. If his hunter’s weapon is a ranged or thrown weapon, the familiar gains the Spot for the Shot ability. Either of these abilities replaces the Speak with Master and Scry on Familiar abilities.

Flanking Ally (Ex): The arcane hunter can use his familiar to flank a single target for 1 round. The arcane hunter gains a +2 flanking bonus to all melee attacks made against the target during that round. The arcane hunter can use this ability a number of times per day equal to his Intelligence modifier.

Spotter for the Shot (Ex): The arcane hunter can use his familiar to distract a single target and deny that target cover for 1 round, even if the target is under cover. The arcane hunter can then his lob ranged weapons or ammunition over cover or bounce them off of different obstacles towards the target as part of a full attack action. This difficult shot is made with a –4 penalty to his attack roll and a –30 ft. penalty to the weapon’s range. If the attack hits, it deal double damage. At 12th level, these penalties improve to a –2 penalty to the attack roll and -15 ft. penalty to range.

The second option is to form a bond with his hunter’s weapon. An arcane hunter gains Weapon Focus with his hunter’s weapon as a bonus feat. He also gains a +2 competence bonus to his CMB when making disarm, grapple, or sunder combat maneuvers, and to his CMD when defending against such maneuvers while wielding his hunter’s weapon. In addition, an arcane hunter can alter the physical properties of his hunter’s weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. This effect only functions for him and once chosen, it cannot be changed until he prepares his spells the following day. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This affect lasts for a number of rounds per day equal to his arcane hunter level. These rounds do not need to be consecutive.

An arcane hunter can add additional magic abilities to his bonded hunter’s weapon as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. Otherwise, he can add additional magic abilities by spending the appropriate amount of money to have it enchanted.

If a bonded hunter’s weapon is damaged, it is restored to full hit points the next time the arcane hunter prepares his spells. If the bonded hunter’s weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane hunter’s level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An arcane hunter can designate an existing magic weapon as his bonded item, as long as it is the same type as his hunter’s weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded hunter’s weapon.

This ability replaces hunter’s bond.

Spellcasting: Beginning at 4th level, an arcane hunter gains the ability to cast a small number of arcane spells, which are drawn from the arcane hunter spell list. An arcane hunter must choose and prepare his spells in advance.

To learn, prepare, or cast a spell, the arcane hunter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane hunter's spell is 10 + the spell level + the arcane hunter's Intelligence modifier.

Like other spellcasters, an arcane hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Hunter. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Arcane Hunter indicates that the arcane hunter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

An arcane hunter 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 arcane hunter decides which spells to prepare.

Through 3rd level, an arcane hunter has no caster level. At 4th level and higher, his caster level is equal to his arcane hunter level –3.

Starting Spells (See Spellbooks below): An arcane hunter begins play with a spellbook containing three 1st-level spells of his choice and adds detect magic and read magic to his spellbook as 1st-level spells. The arcane hunter also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane hunter level, he gains one new spell of any spell level or levels that he can cast (based on his new arcane hunter level) for his spellbook. At any time, an arcane hunter can also add spells found in other arcane hunters' spellbooks to his own (see Magic).

Spells Gained at a New Level: An arcane hunter has far less time for spell research than other wizards. Each time a character attains a new arcane hunter level, he gains only one spell of his choice to add to his spellbook. The free spell must be of spell levels he can cast.

Enhanced Weapon (Su): At 5th level, when an arcane hunter wields, throws, or fires a nonmagical version of his hunter’s weapon (or his bonded hunter’s weapon) during combat it becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the arcane hunter need not spend gold pieces to accomplish this task. However, an arcane hunter’s magic weapon only functions for him.

In addition, the arcane hunter's weapon gains a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, or when the arcane hunter prepares spells after 8 hours of rest.

At 10th level, an arcane hunter’s nonmagical hunter’s weapon gains one of the following elemental themed weapon qualities: corrosive, flaming, frost, or shock. These qualities improve to corrosive burst, flaming burst, icy burst, or shocking burst at 17th level.

At 15th level, an arcane hunter’s nonmagical hunter’s weapon gains either the keen (melee) or distance (ranged or throwing) weapon quality.

At 20th level, an arcane hunter’s nonmagical hunter’s weapon gains one of the following weapon qualities: advancing, defiant, stalking, or wounding.

The bonuses granted by this ability apply as normal to weapons that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.

These bonuses can be also added to a magic hunter’s weapon, stacking with existing weapon bonuses to a maximum of +5. However, doing so consumes an amount of bonus equal to the property’s base price modifier and are added to any properties the hunter’s weapon already has, but duplicates do not stack. The hunter’s weapon must have at least a +1 enhancement bonus before any other properties can be added to a magic hunter’s weapon. An arcane hunter can only enhance one hunter’s weapon (magical or nonmagical) in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces 2nd, 3rd, 4th, and 5th favored enemy.

Terrain Stride (Su): At 7th level, an arcane hunter can step into a land feature such as a tree, a boulder, or a stream, as determined by his favored terrains, and magically infuse himself with it. Once within this feature, the arcane hunter you can teleport from that particular feature to another feature of the same kind. The effect lasts until the arcane hunter exits the feature, or after a number of minutes have passed equal to the arcane hunter’s level, whichever comes first. Each transport is a full-round action. Terrain stride has a transport range of 1,500 feet within the arcane hunter’s favored terrain, and only 500 feet when outside of it. This ability otherwise functions like the tree stride spell. The arcane hunter can use this ability a number of times per day equal to his intelligence modifier.

Hunter’s Strike (Su): At 8th level, an arcane hunter gains the ability to deliver either a touch or area spell with his hunter’s weapon while within his favored terrain. If his hunter’s weapon is a melee weapon, he can deliver a spell from his arcane hunter’s spell list with the range of “touch” through his hunter’s weapon as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, an arcane hunter can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Alternatively, if his hunter’s weapon is a ranged weapon, place an area spell upon a missile or thrown weapon. When the missile fired or the weapon is thrown, the spell's area is centered where the missile or weapon lands, even if the spell could normally be centered only on the caster. This ability allows the arcane hunter to use the weapon’s range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane hunter can make one free ranged attack with his weapon (at his highest base attack bonus) as part of casting the casting. The missile must be fired or weapon thrown during the round that the casting is completed or the spell is wasted. If the missile or weapon misses, the spell is wasted.

This ability replaces 2nd favored terrain.

Deadly Strike (Su): In lieu of his regular attacks, once per day, while within his favored terrain, an arcane hunter of 18th level or higher can make a single attack roll with his hunter’s weapon (melee or ranged weapon) against each and every target within range, to a maximum of one target for every arcane hunter level he has earned. Each attack uses the arcane hunter’s primary attack bonus, and each enemy may only be targeted by a single attack. This ability replaces 4th favored terrain.

Table: Arcane Hunter
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +0 +0 +2 +2 Hunter’s weapon, track, wild empathy — — — —
2nd +1 +0 +3 +3 Combat style feat — — — —
3rd +2 +1 +3 +3 Endurance, 1st favored terrain — — — —
4th +3 +1 +4 +4 Arcane hunter’s bond 0 — — —
5th +3 +1 +4 +4 Enhanced weapon (magic) 1 — — —
6th +4 +2 +5 +5 Combat style feat 1 — — —
7th +5 +2 +5 +5 Terrain stride 1 0 — —
8th +6/+1 +2 +6 +6 Hunter’s strike, swift tracker 1 1 — —
9th +6/+1 +3 +6 +6 Evasion 2 1 — —
10th +7/+2 +3 +7 +7 Combat style feat, enhanced weapon (elemental) 2 1 0 —
11th +8/+3 +3 +7 +7 Quarry 2 1 1 —
12th +9/+4 +4 +8 +8 Camouflage 2 2 1 —
13th +9/+4 +4 +8 +8 2nd favored terrain 3 2 1 0
14th +10/+5 +4 +9 +9 Combat style feat 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Enhanced weapon (keen or distance) 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Improved evasion 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Hide in plain sight 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Combat style feat, deadly strike 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Improved quarry 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Enhanced weapon (hunter), master hunter 4 4 3 3


well that's just neat, I especially dig the enhanced focus on a particular weapon.


Agreed, I like it, but I think the Enhanced Weapon needs some clarification. I'm not sure of the intent, so I'm not sure if my understanding is wide of the mark or not. Is this supposed to function like the magus' arcane pool where they can invest in the weapon to get better enhancements as they increase in level and they get new options to those enhancements at every fifth level? Can they opt to just take another + rather than an elemental enhancement after 10th?

Forgive me if I it's there and I skipped over it, I'm at the end of my day and wanted to read through and share my initial response. Besides, if I missed it, others are likely to, also. Even if the information is there, I think the wording could use some polishing - it felt like the phrasing was awkward and I think that might be an issue with naming. I'll try to explain - if you aren't miles past this - after a night's rest.

Overall, this tempts me to use it more than the others I've looked at so far, questions and all. Well done!
Cheers!


Glad you like it.

Here's a change to the Spellcasting entry. I think we can just go with the Ranger's spell list, then add the following spells to the list from the sor/wiz spell list.

Spellcasting: Beginning at 4th level, an arcane hunter gains the ability to cast a small number of arcane spells, which are drawn from the ranger’s spell list and adds the following sorcerer/wizard spells to that list, at the indicated spell levels.

1st–level: abundant ammunition, adjuring step, burning hands, comprehend languages, detect magic, expeditious retreat, feather fall, mage hand, mount, obscuring mist, read magic, shield, shock shield, shocking grasp, true strike, unerring weapon, unprepared combatant.

2nd–level: acid arrow, blood transcription, darkness, flaming sphere, frigid touch, gust of wind, levitate, reloading hands, scorching ray, shatter, spider climb, warding weapon, web, whispering wind.

3rd–level: ablative barrier, blood biography, campfire wall, cloak of winds, dispel magic, fireball, flame arrow, haste, heroism, keen edge, lightning bolt, locate weakness, nondetection, rage, wind wall.

4th–level: darkvision (greater), fire trap, ghost wolf, ice storm, share senses, shout, solid fog, stone shape, wall of fire, wall of ice.

An arcane hunter must choose and prepare his spells in advance.

To learn, prepare, or cast a spell, the arcane hunter must ...


@AvinarG

No, it doesn't function like the magus's arcane pool. It functions like the Arcane Archer's Enhance Arrow ability, except its retooled for the Arcane Hunter's " Hunter's Weapon". At 5th, he gains a +1 enhancement, period. It does not increae. Then at 10th, 15th, and 20th, he can add one of the additional properties. All these additional properties stack with previous properties, but only one property from each list at 10th (or 17th), 15th, and 20th level. Thus a 20th level Arcane Hunter could have a hunter's weapon that is a +1 advancing corrosive burst keen longsword. He can also change what properties the weapon has once per day when he prepares his spells.

I also made it so that these properties could stack with an already enchanted hunter's weapon, but doing so consumes bonus equal to the property added.

Anyone else have an issue with the way it is written, it's drawn directly from the Enhance Arrow ability, just tweaked to encompass any type of weapon (hunter's weapon).

Overall, I think the d8 for HD, and light armor and shields restriction balance the additional sor/wiz spells, since they do function at level -3, as well as the two bonds in the aRcane Hunter's bond ability.


MUCH better, Elghinn. Thank ye >:3

Still, I think we should move the Tree Stride-like ability to a higher level (tenth, eleventh-ish?) and remove Hunter's Strike- it's still REALLY stepping on the AA's toes.


Thanks Raider!

Terrain Stride is gained at 5th for the Terrain Patriarch, I think 7th is just fine for this one. Fits the arcane-rangeriess of the MCA.

As to the Hunter's Strike (based on Imbue Arrow), I don't have a problem. The eariest a Class/Arcane Archer gets the ability is combined 8th level, so he gets it at the same time. Deadly Strike is based on Hail of Arrows (ealiest combined level 14th) compared to the MCA's 18th, 4 level later.


On another note (thread jack), I hope to post a link here to my new Artificer base class in the next week or so, once I've gone over it again and finalized certain things.


I like the arcane hunter and have no issues with having hunter's strike. Kind of makes me want a hammer throwing dwarf who causes fireballs where his hammers hit.


#Arcane Hunter:

Well you've done a good job synthesizing all the comments and design paths El - making jt applicable to straight melee, thrown or missile is nice.

Sadly this is really not a very exciting MCA for me - until level 4 the AH is basically a Ranger. With a family heirloom. (Definitely think about making the provenance of the Hunter's Weapon much less specific - it could be found, bestowed etc - what if the AH is an orphan or otherwise family-less...) A special weapon that isn't made out of any special material that only he knows how to use properly and that actually does nothing until 4th level. All with less HPs and worse BAB and armor than a vanilla Ranger. Anyone else have a problem with that?

After that it gets a little more interesting, but not really very interesting. Still, AinvarG reall likes it, so it must be the fact that I'm a gonzo freak. Glad we made something you might be tempted to use Ainvar!!!

I think the problem is also that Wizards don't actually do anythin exciting once you take their spells and dresses away. ;p

* I like the two familiar abilities, great aids and thematically appropriate for the combat style.

* I don't actually see a need for the tree-stridey stuff, I guess it's an old druidy/mystic ranger trope - personally I was more interested in the arcane combat stuff, but hey - he still has favored terrain.

* Linking stuff to favored terrain is a personal peeve of mine - I know Marc Radle did similar things with his Spell-less Ranger for Kobold Press - (some abilities only work in the favored terrain) I just don't think it works - it really crimps the AH if he isn't in his Favored Terrain... I don't think Rangers get enough favored Terrains nor do FTs cover enough environmentally or any other way. Again, a pet peeve.

* Basically I'd like to see something to give the AH something interesting at low levels - cantrips on his weapons or something.... If everyone else is happy with it though I'm happy to be ignored...


I am not feeling the "favored terrain" requirement on the hunter's strike because it is allows the ranger to outshine everyone else or makes it so that they cannot use the ability at all making it more work on the DM to balance the terrains. I would suggest making it usable a number of times equal to INT mod plus one more for every two levels after 8 max would be INT mod plus 6.


also in fear of being a "negative nancy" I have never liked unique spell honestly it cripples the class when other spat books come out the list will not grow in versatility with other classes and a ranger/wizard should if nothing else be versatile.

other then my two nit picks i realy like the AH name works too


Kyras Ausks wrote:

also in fear of being a "negative nancy" I have never liked unique spell honestly it cripples the class when other spat books come out the list will not grow in versatility with other classes and a ranger/wizard should if nothing else be versatile.

other then my two nit picks i realy like the AH name works too

Well Kyras, in cartmanbeck's just released Saint Base Class for Fat Goblin Games, which has a unique spell list, he indicates that it is basically a buff, healing and charm based list and "if you believe a spell should be included on yhis list, discuss the possibility of adding that spell with your GM". So I think a unique spell list, given a described set of parameters can be a real benefit to a class.


Oceanshieldwolf wrote:
Kyras Ausks wrote:

also in fear of being a "negative nancy" I have never liked unique spell honestly it cripples the class when other spat books come out the list will not grow in versatility with other classes and a ranger/wizard should if nothing else be versatile.

other then my two nit picks i realy like the AH name works too

Well Kyras, in cartmanbeck's just released Saint Base Class for Fat Goblin Games, which has a unique spell list, he indicates that it is basically a buff, healing and charm based list and "if you believe a spell should be included on yhis list, discuss the possibility of adding that spell with your GM". So I think a unique spell list, given a described set of parameters can be a real benefit to a class.

my point is that as a DM i would never add anything to the game that would cost me a heartache later. if any thing in the class say " discuss with the GM" it is not finished. if there is not a spell list that has more than what we need then a blanket statement like "any spell from the wizard spell list that does not cause a will save or that is an illusion spell" should be used. it relieves the pain from the DM of having to ok each and every spell that is printed after the class is made. just the point i am trying to make

we could add a line to the AH spell casting about the ability to learn a number of spells from the ranger spell list on top of wizard spells(i would not go vise versa)
and if people are worried about the balance i have let one of my players make a ranger that at level 4 started casting as a wizard (note for the purpose of taking the PRC AA)by far it was not unbalanced and 2 levels in the PRC he was at the same power as the other players (none of which were power players over all)


#Arcane Hunter;

Any reason you didn't knock the skill ranks down to 4 ranks/level?


#Not-really-Arcane-until-4th-level Hunter:

Ok, look I'm actually baffled. For the first three levels, apart from better Willl saves, this MCA is appreciably worse than a vanilla Ranger:

Lower BAB and HD; no favored enemy; worse armor options; worse Fort Saves. Regardless of what might eventuate later he's completely sucktastic.

Even from a flavor point of view all he has going for him is a guarded mind and a special weapon whose only special ability is that no-one else can use it very well. For three levels. Arguably the levels where a character's raison d'etre is formed and personality formulated. You've definitely avoided multiclassers dipping this baby. I definitely would be wanting to start at level 4. Which is ok gamewise, but not designwise. IMHO.


Oops, for got to lower the skils to 4 + Int. My bad.

Also, your right, it does need something at 1st-3rd level that is more wizardy. Maybe cantrips? Can add a new column to the spells pe day. Or something else more flavorful to the MCA. Thoughts?

@OSW - Alternate option for Terrain Stride? Ideas?

Remember the spell list is Ranger, + the listed arcane spells (I made the change a few posts after my original posting).

Here it is again.

Spellcasting: Beginning at 4th level, an arcane hunter gains the ability to cast a small number of arcane spells, which are drawn from the ranger’s spell list and adds the following sorcerer/wizard spells to that list, at the indicated spell levels.

1st–level: abundant ammunition, adjuring step, burning hands, comprehend languages, detect magic, expeditious retreat, feather fall, mage hand, mount, obscuring mist, read magic, shield, shock shield, shocking grasp, true strike, unerring weapon, unprepared combatant.

2nd–level: acid arrow, blood transcription, darkness, flaming sphere, frigid touch, gust of wind, levitate, reloading hands, scorching ray, shatter, spider climb, warding weapon, web, whispering wind.

3rd–level: ablative barrier, blood biography, campfire wall, cloak of winds, dispel magic, fireball, flame arrow, haste, heroism, keen edge, lightning bolt, locate weakness, nondetection, rage, wind wall.

4th–level: darkvision (greater), fire trap, ghost wolf, ice storm, share senses, shout, solid fog, stone shape, wall of fire, wall of ice.

An arcane hunter must choose and prepare his spells in advance.

To learn, prepare, or cast a spell, the arcane hunter must ...

As always, if we need to tweak something, let do so.

We can either remove the Terrain restrictions for Hunter's and Deadly Strike, or make them usable X per day. Personally, I think just remove the restriction, since the restrictions are already inherent, being that its either a touc or area spell that has to be used (Hunter's Strike), and Deadly Strike is usable only 1/day anyways.


Well we're going to need a replacement for Master Hunter, as it depends on favored enemy.

Is there room for adding a wizard-school (or pseudo-school-like set of abilities) if we strip out wild empathy, terrain stride or anything else? If so, that might get you some wizardly abilities at low levels.

Looking at the Hunter's/Deadly Strike restrictions in place already, I think they'd be better if they didn't have the favoured terrain limitation.


What if we just gave him the weapon for free and let him keep his first favoured enemy. A free masterwork weapon is hardly gamebreaking on a 3/4 bab class


@Browman: I had thought about that, and we'd just give him one favored enemy. Then, Master Hunter wouldn't be obsolete either, just limited. But with his other abilities, its still a viable capstone, even if it's only one creature type.

Also, we'll see about getting some school powers, maybe. Anyone have other suggestions as to how to make it more "wizard" in the earlier levels?

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