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Old 09-03-2012, 05:41 PM   Top  -  End  -  #305
dspeyer
Ogre in the Playground
 
 
Join Date: Mar 2008
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Cute_Riolu View Post
R. 780: I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.

...

I mean using the magic item creation rules. While artificers do make good archers for just that reason, it seems kind of silly that they're the only ones able to really do so effectively.
H780

I had this mostly-written in my notes for ages and forgot about it. Finally got back to it.

The Fletcher
       infusions
LevelBABFort SaveRef SaveWill SaveSpecialCraft Reserve123456
1st0002Item Creation, Craft Ammunition, Partial Crafting. Recover Essence102     
2nd1003Point Blank Shot203     
3rd2113Craft Tile304     
4th3114Weapon Focus4041    
5th3114Craft Arms and Armor5042    
6th4225Consume Essence10053    
7th5225Bonus Feat150531   
8th6226Swift Crafting (1 Hour)200532   
9th6336Craft Bow Construct300543   
10th7337Eclectic Learning400554   
11th8337Bonus Feat5005541  
12th9448Swift Crafting (5 Minutes)6505542  
13th9448Skill Mastery8005543  
14th10449Eclectic Learning10005554  
15th11559Bonus Feat125055541 
16th125510Swift Crafting (1 Minute)150055542 
17th125510Adjust Magical Weapon175055543 
18th136611Eclectic Learning200055554 
19th146611Bonus Feat2350555541
20th156612Swift Crafting (1 Round)2700555542
Hit die: d6
Skills: 2+int
Class Skills: Concentration, Craft (any), Knowledge(any), Listen, Search, Spot, Spellcraft, Use Magic Device

Infusions: As Artificer

Item Creation: As Artificer

Craft Ammunition: As if by the Craft Arms and Armor feat, but ammunition only

Partial Crafting(Ex): When crafting magical ammunition, a Fletcher can create fewer than the normal 50. Working in batches of 50 is still most efficient. This is the table for +1 arrows, multiply as needed for higher:

countxpcp
121250
595625
101710625
203320625
304930625
406540625
508050000

Recover Essence(su): You can pull the xp that went into a magical arrow you crafted back into your craft reserve. You can do this even if the arrow is ruined by having been used. The process takes one minute, and requires you to physically possess the arrow.

Point Blank Shot(ex): Gain this feat. If you have it, gain any other for which you meet prereqs.

Craft Tile(ex): Like craft potion. Tiles follow the same rules as potions, and take effect when broken rather than when drunk. You can bind a tile to an arrowhead so that it breaks on impact with a dc 20 craft(arrow) check.

Weapon Focus(ex): Gain the Weapon Focus feat in a ranged weapon of your choice. If you already have Weapon Focus in a ranged weapon, gain any feat for which you qualify.

Craft Arms and Armor(ex): Gain the Craft Arms and Armor feat

Consume Essence(su): You can pull the xp that went into crafting any ranged weapon or ammunition into your craft reserve. In this case, the item must be in usable condition.

Bonus Feat: Gain any item crafting, metamagic or archery feat for which you meet the prerequisites. Archery feats are those which require either Point Blank Shot or Weapon Focus in a ranged weapon.

Swift Crafting: Once per day, you may craft a single batch of ammunition (up to 50 arrows) in a shorter than normal time.

Craft Bow Construct(su): You can create bows that fight on their own. These use the stats for animated objects of their size, except that the dex score is equal to the str score for medium or larger constructs, and that they have a ranged attack equal to how they would be used as a weapon. Note that a bow suitable for a medium creature is itself a small object. The effective cost of a bow construct is 5000gp/hd.

Eclectic Learning: Pick a spell from the sor/wiz list and learn it as an infusion. The spell must have a duration greater than one round and must be castable on either a person or a weapon. Also, it must be of a level you can use. The resulting infusion has a 1 minute casting time.

Skill Mastery(ex): You can take 10 on Spellcraft and Use Magic Device checks regardless of circumstances

Adjust Magical Weapon(su): You can change the enchantments on a weapon, so long as the total value remains what it was. This takes one day per level of enchantment moved, but does not require and materials or xp.
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Last edited by dspeyer : 11-06-2012 at 09:56 AM.
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