Archermage (3.5e Prestige Class)

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Author: dspeyer
Date Created: 11/13/2011
Status: Importing
Editing: Grammatical and spelling errors only.
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Note on weapons: This was written saying "arrow" because it's a much nicer word than "ammunition", but this class works with any ranged or thrown weapon.

Note on psionics: Again, writing "spell" was much nicer than "spell or power", but this class can be used with psionics too. Replace spellcraft with psicraft in the class skill list and for Magic Strike sacrifice power points sufficient to manifest a known power.

Archermage[edit]

Becoming a Archermage[edit]

Entry Requirements
Base Attack Bonus: +4
Feats: Point-Blank Shot, Weapon Focus (any ranged weapon)
Spellcasting: 2nd level spells.

Table: The Archermage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +2 +2 Magic Arrow
2nd +2 +0 +3 +3 Magic Strike +1 spellcasting level
3rd +3 +1 +3 +3 Imbue Area Effect +1 spellcasting level
4th +4 +1 +4 +4 Imbue Single Target +1 spellcasting level
5th +5 +1 +4 +4 Imbue Creation +1 spellcasting level

Class Skills 2 + Int modifier per level.
Concentration (Con), Hide (Dex), Knowledge (your power source e.g. arcana) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Archermage.

Spellcasting: At each level after first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an Archermage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Magic Arrow (Su): Every arrow you fire gains magic features worth a bonus one greater than your class level. For example, at first level you could fire a +2, +1 flaming, flaming and shocking, or wounding arrow. You cannot apply feature inappropriate to the ammunition (e.g. vorpal on an arrow), and you cannot apply alignments unless you are of that alignment. Magic applied this way overlaps with magic already in the arrow or bow. Note that if you create a +6 arrow (as you can at 5th level), it counts as epic for overcoming damage reduction. In addition to normal properties, you may create the following:

Name Cost Effect
Self-Firing +1 Does not require a bow. When you draw it back, a bow of force briefly flickers into existence.
Fire as if from a normal (not masterwork, not composite) weapon suitable to the ammunition.
Cannot be applied to siege weaponry. Must still be of appropriate size.
Force-Based +1 Does not require an arrow. You draw back your empty hand on the string and a sliver of force
shoots forth anyway. Once the attack roll is over, the pseudo-arrow disappears again.
Sleep +2 As Sleep Arrow, except that the save DC is 10 plus half your caster level rounded down
plus your casting stat.
Slaying +4 As Slaying Arrow.
Greater Slaying +6 As Greater Slaying Arrow.

Magic Strike (Su): You can sacrifice a prepared spell or unused spell slot for a more powerful attack. Add the spell level to the attack roll and d4 per spell level to damage.

Imbue Area Effect (Su): In a single standard action, you cast a spell and fire an arrow. The spell centers on where the arrow lands. It must be an area-effect spell, and castable as a standard action. If relevant, the damage from the arrow is resolved before the effect of the spell. If the spell allows a reflex save and the arrow strikes a target, the target automatically fails the reflex save.

Imbue Single Target (Su): Like Imbue Area Effect, but you use a spell that targets a creature or object (not yourself) and the spell effects whatever the arrow hits. If the arrow misses (or hits an object to which the spell does not apply), the spell is wasted.

Imbue Creation (Su): Like Imbue Area Effect, but you use a spell that creates something such as Arcane Eye or Summon Monster. The creation appears where the arrow lands.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
Base Attack Bonus ProgressionGood +
Class AbilityArcane Spellcasting + and Divine Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level5 +
Rated ByThe Dire Reverend +, ThunderGod Cid + and Undead Knave +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillConcentration +, Hide +, Knowledge +, Listen +, Move Silently +, Search +, Spellcraft + and Spot +
Skill Points2 +
SummaryAn Arcane Archer fix with more versatility. Also no longer limited to arcane spellcasters. +
TitleArchermage +
Will Save ProgressionGood +