Kshatriya (Apath)

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Unofficial rules compendium

Kshatriya are the occult warrior elite of their distant homeland. Versed in war, leadership, and occult enlightenment, kshatriya can challenge the might of any warrior or mage of other lands. Kshatriya are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their shots with powerful spells. Shots fired by kshatriya carry spells, fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies. At the height of their power, kshatriya can fell even the most powerful foe with a single, deadly shot.

Class Information

The kshatriya is a magus archetype that merges ranged combat and occult spellcasting into a deadly whole. It uses elements of the arcane archer prestige class.

Role: Kshatriya deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of shots and magic on the enemy, they represent the pinnacle of ranged combat.

Alignment: Kshatriya can be of any alignment.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The kshatriya's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Abilities

These are all the class features of the kshatriya.

Weapon and Armor Proficiency

A kshatriya is proficient with all simple and martial weapons. A kshatriya is also proficient with light armor.

Spells

A kshatriya casts occult spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. As an occult spellcaster, the kshatriya uses toght and emoton components instead of verbal and somatic components and doesn't suffer froma rcane spell failure when wearing armor.

To learn or cast a spell, a kshatriya must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a kshatriya’s spell is 10 + the spell level + the kshatriya’ Charisma modifier. A kshatriya can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Kshatriya Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Table: Kshatriya
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 3
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 4 4 2
11 6 6 4 4 3
12 6 6 4 4 4
13 6 6 4 5 4 2
14 6 6 4 5 4 3
15 6 6 4 5 4 4
16 6 6 4 5 5 4 2
17 6 6 5 6 5 4 3
18 6 6 5 6 5 4 4
19 6 6 5 6 5 5 4
20 6 6 5 5 5 5 5

A kshatriya’ selection of spells is extremely limited. A kshatriya begins play knowing four 0-level spells and two 1st-level spells of the kshatriya’ choice. At each new kshatriya level, he gains one or more new spells as indicated on Table: Kshatriya Spells Known. Unlike spells per day, the number of spells a kshatriya knows is not affected by his Charisma score. The numbers on Table: Kshatriya Spells are fixed.

Upon reaching 4th level, and at every third kshatriya level thereafter (7th, 10th, and so on), a kshatriya can choose to learn a new spell in place of one he already knows. In effect, the kshatriya “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A kshatriya may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: Kshatriyas learn a number of cantrips, or 0-level spells, as noted on Table: Kshatriya Spells under “Spells Known”. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Kshatriya Disciplines

At first level, and every odd level thereafter, the kshatriya selects a kshatriya discipline to learn. Kshatriya disciplines include many magus arcana, as well as disciplines unique to kshatriya. Kshatriya use occult pool instead of arcane pool to power those disciplines they share with the magus class. Any magus arcana based on Intelligence instead uses Charisma when used by a kshatriya.

See kshatriya disciplines below for a list of all disciplines available to kshatriya.

Occult pool (Su)

At 1st level the kshatriya gains a reservoir of occult energy that he can draw upon to fuel his powers and enhance his ranged attacks. This occult pool has a number of points equal to ½ his kshatriya level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the kshatriya prepares his spells.

At 1st level a kshatriya can expend 1 point from his occult pool as a swift action to grant any missile weapon, thrown weapon, or 50 rounds of ammunition he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: cruel (+1*), distance (+1*), flaming (+1), flaming burst (+2), frost (+1), glorious (+2) icy burst (+2), igniting (+2*), keen (+1), limning (+1*), planar (+1*), phase locking (+2*), seeking (+1*), shock (+1), shocking burst (+2), speed (+3), and thundering (+1). Abilities marked * are from Pathfinder Roleplaying Game: Ultimate Equipment.

Adding these properties consumes an amount of bonus equal to the property’s base price, which is listed in parenthesis after each ability above. If the weapon or ammunition is not previously enchanted to at least +1, a +1 enhancement bonus must be added before any other properties can be added.

These bonuses and properties are decided when the occult pool point is spent and cannot be changed until the next time the kshatriya uses this ability. These bonuses do not function if the missile or thrown weapon is wielded by anyone other than the kshatriya.

A kshatriya can only enhance one weapon or set of ammunition in this way at one time. If he uses this ability again the first use immediately ends.

Kshatriya Style Feats (Ex)

At 2nd level, a kshatriya gains expertise in ranged combat. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his style even if he does not have the normal prerequisites.

The benefits of the kshatriya's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a kshatriya selects a combat style, it cannot be changed.

This is the same as the ranger's combat style feat ability. At the GMs option, a ranger can chose the new combat styles presented here.

A kshatriya can choose from the following combat styles:

Archery

If the kshatriya selects archery style, he can choose from the following list whenever he gains a combat style feat:

  • Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
  • At 6th level, he adds Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
  • At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Crossbow

A crossbow kshatriya can choose from the following list whenever he gains a combat style feat:

  • Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
  • At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list.
  • At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Firearms

A firearms kshatriya can choose from the following list whenever he gains a combat style feat:

  • Amateur Gunslinger, Deft Shootist Deed, Extra Grit, Gunsmithing, Rapid Reload.
  • At 6th level, he adds No Name, Ricochet Shot Deed, and Secret Stash Deed to the list.
  • At 10th level, he adds Leaping Shot Deed and Signature Deed to the list. She can also learn the Dead Shot deed (as the gunslinger class ability) as if it was a feat.

A kshatriya with the firearms fighting style that lacks the Amateur Gunslinger feat has a maximum and initial grit (as the gunslinger class ability) of one.

Mounted Shooting

If the character selects mounted shooting style, he can choose from the following list whenever he gains a combat style feat:

  • Mounted Combat, Mounted Archery, Point Blank Shot, Precise Shot, Rapid Shot, and Trample.
  • At 6th level, he adds Indomitable Mount, Parting Shot and Manyshot to the list.
  • At 10th level, he adds Improved Precise Shot and Pinpoint Targeting to the list.

Sling

If the kshatriya selects sling style, he can choose from the following list whenever he gains a combat style feat:

Thrown Weapon

If the character selects thrown weapon style, he can choose from the following list whenever he gains a combat style feat:

  • Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.
  • At 6th level, he adds Close-Quarters Thrower and False Opening to the list.
  • At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Ranged Spellstrike (Su)

At 2nd level, a kshatriya can use ranged spellstrike to deliver a ranged touch attack spell through a ranged weapon attack. Instead of the free ranged touch attack normally allowed to deliver the spell, a kshatriya can make one free ranged attack with his missile or thrown weapon (at his highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell.

Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. If the spell allows saving ranged touch attacks from round to round, those later attacks can be delivered by ranged spellstrike later within the duration of the spell.

A kshatriya using a multiple-target spell with this ability may continue to deliver one ray or line of effect with a ranged attack when using a full-attack action, up to the maximum allowed by the spell.

Occult Power (Su)

At 4th level, the kshatriya learns to use his occult pool to power spells. When out of spell slots of a certain level, the kshatriya can still cast such a spell by expending a number of points from his occult pool equal to the spell’s level (minimum 1).

Occult Insight (Su)

At 8th level, when a kshatriya prepares his class spells, he can decide to expend 1 or more points from his occult pool, up to his Charisma bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were a known and can cast that spell as normal that day.

Improved Occult Power (Su)

At 12th level, the kshatriya’ ability to overspend on powers using his arcane pool becomes more efficient. Whenever he casts a spell with overspend power, he expends a number of points from his arcane pool equal to ½ the spell’s level (minimum 1).

Countershot (Ex)

At 16th level, if holding a ready weapon capable of a ranged attack, the kshatriya can make a ranged attack as an immediate action against any target who is casting a spell. If the spell was successfully cast defensively, countershot happens after the spell is cast and does not force a concentration check. Countershot does not work with ranged spellstrike.

Death Shot (Su)

At 20th level, a kshatriya can create a special type of slaying ammunition that forces the target, if damaged by the ammunition's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the kshatriya's Charisma modifier. It takes 1 hour to make a death shot, the kshatriya must know the target's name or have seen the target, and the shot only functions for the kshatriya who created it. The kshatriya can only have one such shot in existence at a time for each individual target.

Table: Kshatriya

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +2 +2 +0 Cantrips, discipline, occult pool 3 1
2nd +1 +3 +3 +0 Ranged spellstrike, style feat 4 2
3rd +2 +3 +3 +1 Discipline 4 3
4th +3 +4 +4 +1 Occult overspend 4 3 1
5th +3 +4 +4 +1 Occult pool (+2, properties), discipline 4 4 2
6th +4 +5 +5 +2 Style feat 5 4 3
7th +5 +5 +5 +2 Discipline 5 4 3 1
8th +6/+1 +6 +6 +2 Occult insight 5 4 4 2
9th +6/+1 +6 +6 +3 Occult pool (+3), discipline 5 5 4 3
10th +7/+2 +7 +7 +3 Style feat 5 5 4 3 1
11th +8/+3 +7 +7 +3 Discipline 5 5 4 4 2
12th +9/+4 +8 +8 +4 Improved occult power 5 5 5 4 3
13th +9/+4 +8 +8 +4 Occult pool (+4), discipline 5 5 5 4 3 1
14th +10/+5 +9 +9 +4 Style feat 5 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Discipline 5 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Countershot 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Occult pool (+5), discipline 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Style feat 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Discipline 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Death shot 5 5 5 5 5 5 5

Kshatriya Disciplines

The following disciplines are available to the kshatriya. Except for those kshatriya disciplines noted as new, these are identical to the magus arcana of the same name. The kshatriya uses occult pool in place of arcane pool to power these abilities.

Table: Kshatriya Disciplines

Kshatriya Discipline Prerequisites Benefits Source
Accurate Shot (Ex) Kshatriya 9 Make ranged attacks as touch attacks. New
Aquatic Agility (Su) Kshatriya 6 Use your occult pool to gain the ability to breathe water BotM
Arcane Accuracy (Su) Use your occult pool to grant an insight bonus to attack rolls UM
Arcane Cloak (Su) Use your occult pool to give a bonus to your Stealth and Bluff checks UC
Arcane Dealer (Su) Kshatriya 6 Gain the Deadly Dealer feat, even if you do not meet the prerequisites HH
Arcane Edge (Su) Kshatriya 9 Use your occult pool to do bleed damage UC
Arcane Scent (Ex) Use your occult pool to sniff out other spellcasters BotM
Bane Blade (Su) Kshatriya 15 Use your occult pool to give your weapon the bane effect UC
Concentrate (Ex) You can reroll a concentration check UM
Critical Shot (Su) Kshatriya 12 Cast extra ranged touch spell on a critical hit New
Dark Shifter (Su) Kshatriya 6 Expend occult pool points to change the target of an ongoing spell effect with the darkness descriptor. RTT
Devoted Blade (Su) Kshatriya 12 Use your occult pool to add anarchic, axiomatic, holy, or unholy to your weapon UC
Dispelling Strike (Su) Kshatriya 9 Use your occult pool to cast a dispel magic when you hit UM
Divinatory Shot Kshatriya 9 Critical hit gives creature information New
Enduring Blade (Su) Kshatriya 6 Increase the duration of your occult pool weapon enchants UC
Familiar (Ex) Gain a familiar UM
Ghost Blade (Su) Kshatriya 9 Enchant your weapon with brilliant energy and ghost touch UC
Hail of Shots (Su) Kshatriya 15 Shoot at one target/level New
Hasted Assault (Su) Kshatriya 9 Haste yourself using your occult pool UM
Imbue Shot (Su) Kshatriya 6 Deliver area spell by ranged weapon New
Intuitive Protection (Su) Kshatriya 3 When a conjuration (summoning) spell is cast by an opponent and you successfully identify the spell with a Spellcraft check, you can spend 1 arcane pool point as an immediate action to cast protection from chaos/evil/good/law (chosen when using this ability) on yourself; lasting a number of rounds equal to your kshatriya level. New
Lingering Pain (Su) Make it harder for foes you hurt to cast a spell UC
Maximized Magic (Su) Kshatriya 12 Cast one spell per day with the Maximize Spell feat UM
Occult Deed (Ex) Occult Grit Use your occult pool to do Deadeye and Quick Clear deeds. New
Occult Grit (Ex) Kshatriya Use your occult pool to do Deadeye and Quick Clear deeds. New
Pavise (Ex) Use tower shield as cover New
Pavise, Improved (Ex) Pavise Use pavise as a swift action New
Phase Shot (Su) Kshatriya 15 Shots ignores material obstacles for one round New
Pool Ray (Su) Expend occult pool points to infuse a ranged weapon with elemental power. RTT
Prescient Attack (Su) Kshatriya 6 Use your occult pool to deny your opponents their Dexterity bonus UC
Prescient Defense (Su) Kshatriya 9 Use your occult pool to increase your reflexes UC
Quickened Magic (Su) Kshatriya 15 Cast one spell per day with the Quicken Spell feat UM
Rakshasa's Fortune (Su) Kshatriya 9 Whenever you cast a spell of the polymorph subschool on yourself, draw a card from a harrow deck as a free action HH
Ranged Spell Combat (Ex) Kshatriya 4 Cast spell with full attack New
Ranger Trap Kshatriya 10 You learn a ranger trap RTT
Reach Magic Cast one spell per day with Reach Spell RTT
Reflection (Su) Kshatriya 15 Reflect a spell back at its caster UM
Returning Throw (Su) Kshatriya Thrown weapon teleports to thrower New
Rod Mastery (Su) Use your Charisma modifier instead of the minimum modifier for the DC when using a rod UC
Rod Wielder (Su) Use your Charisma when using a rod to overcome SR UC
Scroll Mastery (Su) Kshatriya 6 You may expend 1 pt from your occult pool to calculate DC for a spell on a scroll using your Int modifier MM
Seeker Shot (Su) Kshatriya 12 Shoot around cover New
Psychic Blending (Ex) Choose to learn a lower level psychic spell instead of a magus spell New
Spell Shield (Su) Grant yourself a shield bonus to your AC UM
Spell Trickery (Ex) Kshatriya 12 When you use the Dirty Trick combat maneuver, cast an illusion or enchantment spell as a swift action BotM
Spell-Scars (Ex) Scribe scar-based tattoos on yourself that you can cast from as scrolls BotM
Summoning Shot (Su) Summon monster with a ranged attack New
Volley Fire (Su) Kshatriya 6 Turn a shot into a burst New
Wand Mastery (Su) Use your Charisma modifier instead of the minimum modifier needed to cast a spell that level for the DC when using a wand UM
Wand Wielder (Su) Use a wand or staff instead of casting a spell when using ranged spell combat UM

New Disciplines

These new disciplines are available to kshatriya, but not to normal magi.

Accurate Shot (Ex)

Prerequisite: Kshatriya 9

Benefit: The kshatriya can expend 2 points from his occult pool as a swift action to resolve all of his ranged weapon attacks until the end of his turn as ranged touch attacks.

Critical Shot (Su)

Prerequisite: Kshatriya 12

Benefit: Whenever the kshatriya scores a critical hit with a ranged attack, he may cast a spell that is a ranged touch attack as a swift action, then make an attack with that spell against the target of the critical hit as a free action. The kshatriya can use this ability once per day.

Divinatory Shot (Su)

Benefit: Whenever the kshatriya scores a critical hit against an opponent with a ranged attack, he can gain preternatural insight into his foe's strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Depending on the final calculated outcome of this ability and the CR of the creature struck, the kshatriya may still be unable to glean information about his enemy. This ability works even if the kshatriya has already attempted a Knowledge check to identify the creature.

Hail of Shots (Su)

Prerequisite: Kshatriya 15

Benefit: As a full-round action at a cost of one point from his occult pool, the kshatriya can fire a single shot which duplicates to attack each and every target within range, to a maximum of one target for every kshatriya level he has earned. Each attack uses the kshatriya's primary attack bonus, and each enemy may only be targeted by a single shot.

Imbue Shot (Su)

Prerequisite: Kshatriya 6

Benefit: The kshatriya gains the ability to place an area spell upon a thrown weapon or piece of ammunition. When the shot is fired, the spell's area is centered where the shot lands. This ability allows the kshatriya to use the missile or thrown weapon's range rather than the spell's range. A spell cast in this way uses its standard casting time and the kshatriya can fire the shot as part of the casting. The shot must be fired during the round that the casting is completed or the spell is wasted. If the shot misses, the spell is wasted. Imbue shot cannot be combined with seeker shot or phase shot, but does work with ranged spell combat.

Occult Deed (Ex)

Prerequisite Occult Grit

Benefit(s) When a kshatriya takes this discipline, he can pick any one deed from the gunslinger class feature as long as that deed can be used by a gunslinger of his kshatriya level. The kshatriya can use that deed by using points from his occult pool as the grit points required for that deed. A kshatriya can take this discipline multiple times, each time gaining a new deed.

Occult Grit (Ex)

The kshatriya gains the Deadeye and Quick Clear deeds from the gunslinger's list of deeds. The kshatriya can spend points from his occult pool as grit points to use these deeds and any other deeds he gains from the deed discipline (if he has grit he can still use that), but he cannot use points from his occult pool to use deeds from other classes or those gained by feats, nor can he regain points to his occult pool as a a gunslinger would regain grit points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the occult pool of a kshatriya with this discipline. (Note that the wording of the deeds has been altered simply to replace "she" with "he" and "gunslinger" with "kshatriya" for convenience and clarity.)

Deadeye (Ex): The kshatriya can resolve an attack against touch AC instead of normal AC when firing beyond his firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The kshatriya still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed.

Quick Clear (Ex): As a standard action, the kshatriya can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. The kshatriya must have at least 1 grit point to perform this deed. Alternatively, if the kshatriya spends 1 grit point to perform this deed, he can perform quick clear as a move-equivalent action instead of a standard action.

Pavise (Ex)

Benefit The kshatriya gains proficiency with tower shields (but not other types of shields) and gains Pavise as a bonus feat.

Pavise, Improved (Ex)

Prerequisite Proficient with tower shield, Pavise feat.

Benefit The kshatriya gains Improved Pavise as a bonus feat.

Phase Shot (Su)

Prerequisite: Kshatriya 15

Benefit: The kshatriya can launch shots at any target known to his within range, and the shot travels to the target in a straight path, passing through any barrier or wall in its way. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. It does full damage to incorporeal or ethereal creatures. It is stopped normally by ghost touch armor, force armor, or barriers made of force effects, which makes it similar to an incorporeal touch attack. Activating this ability is a swift action that costs two points from the occult pool, and it lasts until the end of the kshatriya's turn.

Psychic Blending (Ex)

Benefit: When a kshatriya selects this discipline, he must select one spell from the psychic spell list that is of a magus spell level he can cast. He adds this spell to his list of magus spells known as a magus spell of its psychic spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

Special: A kshatriya can select this discipline more than once.

Ranged Spell Combat (Ex)

Benefit: The kshatriya learns to cast spells and use his missile or thrown weapon at the same time. This functions much like the Rapid Shot feat, but the extra attack is a spell that is being cast. To use this ability, the kshatriya must be wielding a missile or thrown weapon. As a full-round action, he can make all of his attacks with his missile or thrown weapon at a –2 penalty and can also cast any spell from his class spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively and fails, the spell is wasted, and any attacks in the round still take the penalty.

A kshatriya can choose to cast the spell first or make weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Normal reload limits apply. Spell kshatriya is normally used with a weapon that is a free action to reload, like a bow or a light crossbow used with Rapid Reload. Spell kshatriya cannot be used in the same round as the Rapid Shot feat.

When the kshatriya makes this attack in concert with ranged spellstrike, the additional ranged attack from ranges spellstrike takes all the penalties accrued by spell kshatriya. A kshatriya using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell. If the kshatriya begins his turn with ranged touch attacks remaining from a spell cast in an earlier round, he can use that effect with spell kshatriya without actually casting a new spell in the current round.

Returning Throw (Su)

Benefit: Whenever the kshatriya makes a throwing weapon attack, the weapon immediately teleports back to the a kshatriya's hand, ready to be thrown again immediately. This ability does not work with thrown ammunition, such as shuriken.

Seeker Shot (Su)

Prerequisite: Kshatriya 12

Benefit: The kshatriya can launch shots at a target known to him and within range, and the shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the shot's range prevents the shot's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Activating this ability is a swift action that costs one point from the occult pool, and it lasts until the end of the kshatriya's turn.

Summoning Shot (Su)

Benefit: The kshatriya gains the ability to place a conjuration (summoning) spell with "summon" in its name upon an throwing weapon or piece of ammunition. This ability allows the archer to use the weapon's range rather than the spell's range. A spell cast in this way has a standard casting time of a standard action and the mystic archer must fire the arrow as part of the casting. If the attack misses, the spell is wasted. If the attack hits a creature or space, the creatures(s) summoned appear in an adjacent free space of the kshatriya's choice. If there is no adjacent free space, place the creature in the nearest free space, but no more than 30 ft. away.

Volley Fire (Su)

Prerequisite: Kshatriya 12

Benefit: The kshatriya learns to use volley fire at the cost of one point from the occult pool. As a full-round action that triggers an attack of opportunity, the kshatriya can use a ranged attack to attack all targets within a 20 ft. spread. The center of the area must be within the first range increment of a missile weapon or within the first 2 range increments of a thrown weapon. The damage is the same as a normal attack of this type, but may not use Deadly Aim. There is no attack roll and no range penalties. Each target is allowed a Reflex saving throw (DC 10 + ½ the kshatriya's level + the kshatriya's Charisma modifier) for half damage. The ammunition or thrown weapons are duplicated magically and do not consume additional ammunition. The duplicates disappear at the end of the kshatriya's turn. This does not work with ranged spellstrike.


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