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Chells
2014-01-07, 01:28 PM
I have a new player who wanted to play something like an Arcane Archer. I wanted to make something fairly simple for her. Here is my idea.
My questions are:
1) Is it close to balanced?
2) Anyone have a good suggestion for a capstone ability?
Any other suggestions are welcome too.
Thanks

Duskbow
Hit Die: d8
Starting Gold and Age: As ranger.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Ranks Per Level: 4 + Int modifier
Weapon and Armor Proficiencies: Duskbows are proficient with all simple weapons, bows and light armor

{table=head]{colsp=6}Table: The Duskbow |{colsp=6}Spells Per day
Lvl | BAB | Fort | Reflex | Will | Special Abilities | 0 | 1 | 2 | 3 | 4 | 5
1 | +0 | +0 | +2 | +2 | Battle caster, Bonus Feat | 3 | 2 | – | – | – | –
2 | +1 | +0 | +3 | +3 | Energized Arrow: Energy type 1 | 4 | 3 | – | – | – | –
3 | +2 | +1 | +3 | +3 | Bonus Feat | 5 | 4 | – | – | – | –
4 | +3 | +1 | +4 | +4 | | 6 | 5 | – | – | – | –
5 | +3 | +1 | +4 | +4 | Uncanny Dodge | 6 | 5 | 2 | – | – | –
6 | +4 | +2 | +5 | +5 | Energized Arrow: Energy type 2 | 6 | 7 | 3 | – | – | –
7 | +5 | +2 | +5 | +5 | Bonus Feat | 6 | 6 | 5 | – | – | –
8 | +6/+1 | +2 | +6 | +6 | | 6 | 7 | 6 | – | – | –
9 | +6/+1 | +3 | +6 | +6 | Evasion | 6 | 7 | 6 | 2 | – | –
10 | +7/+2 | +3 | +7 | +7 | Energized Arrow: Energy type 3 | 6 | 8 | 7 | 3 | – | –
11 | +8/+3 | +3 | +7 | +7 | Bonus Feat | 6 | 8 | 7 | 5 | – | –
12 | +9/+4 | +4 | +8 | +8 | | 6 | 8 | 8 | 6 | – | –
13 | +9/+4 | +4 | +8 | +8 | Free Movement | 6 | 9 | 8 | 6 | 2 | –
14 | +10/+5 | +4 | +9 | +9 | Energized Arrow: Energy type 4 | 6 | 9 | 8 | 7 | 3 | –
15 | +11/+6/+1 | +5 | +9 | +9 | Bonus Feat | 6 | 9 | 8 | 7 | 5 | –
16 | +12/+7/+2 | +5 | +10 | +10 | | 6 | 9 | 9 | 8 | 6 | –
17 | +12/+7/+2 | +5 | +10 | +10 | Hide in Plain Sight | 6 | 10 | 9 | 8 | 6 | 2
18 | +13/+8/+3 | +6 | +11 | +11 | Energized Arrow: Energy type 5 | 6 | 10 | 9 | 8 | 7 | 3
19 | +14/+9/+4 | +6 | +11 | +11 | Bonus Feat | 6 | 10 | 10 | 9 | 7 | 5
20 | +15/+10/+5 | +6 | +12 | +12 | | 6 | 10 | 10 | 10 | 8 | 6
[/table]

Spells: You cast arcane spells, which are drawn from the duskbow spell list (see below). You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1–3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook.)

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskbow spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskbow spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Battle Caster (Ex): At 1st level, she can cast her duskbow spells while in light armor without the normal arcane spell failure chance. This ability does not apply to other forms of arcane casting.

Bonus Feat: At 1st level, a duskbow gains the Point Blank Shot feat.
At 3rd level, she may select one of the following: Combat Casting, Precise Shot or Quick Draw as a bonus feat.
At every 4th level after 3rd, a duskbow gains a bonus feat, which must be selected from the following list: Able Sniper, Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Bow Feint, Bowslinger, Brachiation, Combat Casting, Deadeye Shot, Defensive Archery, Dodge, Efficient Pull, Endurance, Far Shot, Hear the Unseen, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Mobility, Penetrating Shot, Plunging Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Ranged Threat, Rapid Shot, Sharp-Shooting, Shot on the Run, Spring Attack, Track, Weapon Focus (Bow), Woodland Archer. She must meet all the prerequisites for the feat.

Energized Arrow (Su): At 2nd level, a duskbow gains the ability to infuse her ammunition with energy. Each time this ability is gained the duskbow must choose an energy type (acid, cold, electricity, fire, force, or sonic). As long as she knows a spell of the same energy type and has an uncast spell slot of that spell’s spell-level or higher, she can add 1d6 points of the energy damage per level of that spell. For example the duskbow knows the spell Melf’s Acid Arrow. If she has at least one 2nd level or higher spell slot available, she can add 2d6 acid damage to each of her missile attacks. 0 level spells add 1 point of energy damage.
Additionally if the spell is 3rd level or higher the energization has the following effects depending on the energy type: The DC’s for these effects are the same as they would be for the spell.

Acid: A creature failing its Fortitude save becomes sickened for 1 round.
Cold: A creature failing its Fortitude save becomes blinded for 1 round.
Electricity: A creature failing its Reflex save becomes entangled for 1 round.
Fire: A creature failing its Fortitude save becomes dazed for 1 round.
Force: A creature struck becomes immobilized for 1 round unless it makes DC 20 Strength check or a DC 25 Escape Artist check as a free action.
Sonic: A creature failing its Fortitude save becomes deafened for 1 round.

Each missile can have one energization on it at a time. The energization is an instantaneous effect and dissipates when the missile strikes something or at the end of the round, whichever comes first.
Every four levels after 2nd level the duskbow may choose another energy type.
If at any time the duskbow does not know a spell of the energy type she has selected, she is no longer able to use this ability for that energy type.

Uncanny Dodge (Ex): At 5th level, a duskbow gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a duskbow already has uncanny dodge from a different class (a duskbow with at least four levels of rogue, for example), she automatically gains improved uncanny dodge instead.

Evasion (Ex): At 9th level and higher, a duskbow can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the duskbow is wearing light armor or no armor. A helpless duskbow (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Free Movement (Su): At 13th level and higher, a duskbow can slip out of bonds, grapples, and even the effects of confining spells easily. For a total time per day of 1 round per duskbow level, she can act normally regardless of magical effects that impede movement as if you were affected by the spell Freedom of Movement. This effect can be activated or deactivated as a free action, and can operate multiple times per day (up to the total daily limit of rounds).A duskbow loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex): Beginning at 17th level, a duskbow can use the Hide skill in natural terrain even while being observed. A duskbow loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.


Duskbow Spells
0 level:
Acid Splash, Caltrops, Detect Magic, Disrupt Undead, Electric Jolt, Know Greatest Enemy, Launch Item, Ray Of Frost, Stick, Touch Of Fatigue
1st level:
Armor Lock, Bigby’s Tripping Hand, Blade Of Blood, Burning Hands, Cause Fear, Chill Touch, Color Spray, Corrosive Grasp, Critical Strike, Deafening Clang, Fist Of Stone, Ice Dagger, Jump, Kelgore’s Fire Bolt, Lesser Deflect, Lightfoot, Magic Weapon, Nerveskitter, Nightshield, Obscuring Mist, Orb Of Acid, Lesser, Orb Of Cold, Lesser, Orb Of Electricity, Lesser, Orb Of Fire, Lesser, Orb Of Sound, Lesser, Persistent Blade, Phantom Threat, Ray Of Enfeeblement, Resist Energy, Rhino’s Rush, Rouse, Shocking Grasp, Snowshoes, Stand, Swift Expeditious Retreat, True Strike
2nd level:
Animalistic Power, Battering Ram, Bear’s Endurance, Bigby’s Striking Fist, Bladeweave, Body Of The Sun, Bristle, Bull’s Strength, Cat’s Grace, Cloud Of Knives, Combust, Daggerspell Stance, Darkvision, Deflect, Delusions Of Grandeur, Dimension Hop, Enlarge Weapon, Fireburst, Flame Dagger, Ghoul Touch, Infernal Wound, Ironthunder Horn, Melf’s Acid Arrow, Mountain Stance, Rainbow Beam, Scorch, Scorching Ray, See Invisibility, Seeking Ray, Shadow Spray, Spider Climb, Stretch Weapon, Sure Strike, Swift Fly, Swift Invisibility, Touch Of Idiocy , Weapon Shift, Wracking Touch
3rd level:
Belker Claws, Body Blades, Clarity Of Mind, Crown Of Might, Crown Of Protection, Diamondsteel, Dispelling Touch, Doom Scarabs, Energy Aegis, Energy Surge, Find The Gap, Greater Magic Weapon, Halt, Keen Edge, Knight’s Move, Know Opponent, Moon Blade, Protection From Energy, Ray Of Exhaustion, Regroup, Ring Of Blades, Spectral Weapon, Spider Poison, Sppress Breath Weapon, Steeldance, Unluck, Vampiric Touch , Whirling Blade
4th level:
Bands Of Steel, Bigby’s Interposing Hand, Blindsight, Channeled Pyroburst, Dimension Door, Dispel Magic, Displacer Form, Enervate, Fire Shield, Flame Whips, Forcewave, Frost Breath, Lion’s Charge, Mind Poison, Orb Of Acid, Orb Of Cold, Orb Of Electricity, Orb Of Fire, Orb Of Force, Orb Of Sound, Phantasmal Killer, Shout, Spell Theft, Toxic Weapon , Vulnerability
5th level:
Acid Sheath, Aura Of Evasion, Bigby’s Clenched Fist, Chain Lightning, Charge Of The Triceratops, Disintegrate, Emerald Flame Fist, Fireburst, Greater, Girallon’s Blessing, Hold Monster, Polar Ray, Ray Deflection, Slashing Dispel, Sonic Shield, Translocation Trick, Waves Of Fatigue

Xerlith
2014-01-09, 04:43 AM
Give the class full BAB. If you based it on the Duskblade and Arcane Archer, it might be good if the class actually had, you know, spell channeling - just give it the Duskblade ability and make it work with ranged instead of melee attacks. On the same levels. As it is now, it has lots of spells and not much to do with them in combat.

The Energized Arrow then might appear at 5th level, but give access to all the energy types - with 10th, 15th and 20th level giving it additional effects. That would make it useful on all levels, give the class versatility and finally give you an easy way of making a capstone.

Bonus points if you make it incorporate Advanced Learning somehow.

As the class is now, it's too weak - a Duskblade5/Warblade2/Bloodstorm Blade2/Duskblade+11 would probably overshadow it.