Difference between revisions of "Arcane Marksman (Apath)"

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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 in succeeding rounds.
 
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 in succeeding rounds.
  
At 4th level, an arcane marksman 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 (in the case of ray effects).  
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At 4th level, an arcane marksman 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.  
  
 
This is a modification of the spellstrike class feature.
 
This is a modification of the spellstrike class feature.

Revision as of 10:26, 16 December 2014

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Unofficial rules compendium

Those who seek to perfect the combination missiles and magic pursue the path of the arcane marksman. Arcane marksmen 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 arcane marksmen 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, arcane marksmen can fell even the most powerful foes with a single, deadly shot.

Class Information

The arcane marksman is a magus archetype merges marksmanship and spellcasting into a deadly whole. It uses elements of the arcane archer prestige class.

Role: Arcane marksmen 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: Arcane marksmen can be of any alignment.

Hit Die: d8.

Class Skills

The arcane marksman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Abilities

These are all the class features of the arcane marksman.

Weapon and Armor Proficiency

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

Marksmanship Arcana

At first level, and every odd level thereafter, the arcane marksman selects a marksmanship arcana to learn. Marksmanship arcana include most (but not all) magus arcana, and there are some arcana unique to arcane marksmen. Marksmanship listed at the end of the archetype description.

Arcane Pool (Su)

At 1st level the arcane marksman gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his missile or thrown weapon. This marksmanship pool has a number of points equal to ½ his arcane marksman level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the arcane marksman prepares his spells.

At 1st level an arcane marksman can expend 1 point from his marksmanship 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: distance (+1*), flaming (+1), flaming burst (+2), frost (+1), icy burst (+2), igniting (+2*), keen (+1), limning (+1*), phase locking (+2*), seeking (+1*), shock (+1), shocking burst (+2), speed (+3), and thundering (+1). The arcane marksman cannot choose an ability that is the opposite of his alignment. For example a lawful good arcane marksman could not choose anarchic or unholy as his weapon quality. 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 missile or thrown weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the marksmanship pool point is spent and cannot be changed until the next time the arcane marksman uses this ability. These bonuses do not function if the missile or thrown weapon is wielded by anyone other than the arcane marksman.

An arcane marksman 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. This is a modification of the arcane pool class feature.

Marksmanship Style Feats (Ex)

At 2nd level, an arcane marksman 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 arcane marksman's chosen style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor.

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.

An arcane marksman can choose from the following combat styles:

Archery

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

Sling

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

  • Ammo Drop, Arc Slinger, Juggle Load, Precise Shot, Rapid Shot, and Sling Flail.
  • At 6th level, he adds Large Target, Parting Shot, Prone Slinger, and Shot on the Run to the list.
  • At 10th level, he adds Improved Precise Shot and Pinpoint Targeting to the list.

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, an arcane marksman can use Spellstrike to deliver a single-target touch attack ranged spell through a ranged weapon attack. Instead of the free ranged touch attack normally allowed to deliver the spell, an arcane marksman 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 in succeeding rounds.

At 4th level, an arcane marksman 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.

This is a modification of the spellstrike class feature.

Spell Recall (Su)

At 4th level, the arcane marksman learns to use his marksmanship pool to recall spells he has already cast. With a swift action he can recall any single arcane marksman spell that he has already prepared and cast that day by expending a number of points from his marksmanship pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Knowledge Pool (Su)

At 11th level, when an arcane marksman prepares his arcane marksman spells, he can decide to expend 1 or more points from his marksmanship pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the sorcerer/wizard spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Seeker Shot (Su)

At 12th level, an arcane marksman 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 marksmanship pool, and it lasts until the end of the arcane marksman's turn.

Improved Spell Recall (Su)

At 15th level, the arcane marksman's ability to recall spells using his marksmanship pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his marksmanship pool equal to ½ the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the arcane marksman can prepare a spell of the same level that he has in his spellbook or has access to through his knowledge pool ability. He does so by expending a number of points from his marksman pool equal to the spell's level (minimum 1). The arcane marksman does not need to reference his spellbook to use this ability. He cannot apply metamagic feats to spells prepared this way.

Hail of Shots (Su)

As a full-round action at a cost of one point from his marksmanship pool, an arcane marksman of 16th level or higher can fire a single shott which duplicates to attack each and every target within range, to a maximum of one target for every arcane marksman level he has earned. Each attack uses the marksman's primary attack bonus, and each enemy may only be targeted by a single shot.

Death Shot (Su)

At 20th level, an arcane marksman 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 arcane marksman's Intelligence modifier. It takes 1 hour to make a death shot, the arcane marksman must know the target's name or have seen the target, and the shot only functions for the arcane marksman who created it. The marksman can only have one such shot in existence at a time for each individual target.

Table: Arcane Marksman

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 Marksmanship pool, cantrips, spell marksmanship 3 1
2nd +1 +3 +3 +0 Marksmanship style feat, ranged spellstrike 4 2
3rd +2 +3 +3 +1 Endurance 4 3
4th +3 +4 +4 +1 Spell recall 4 3 1
5th +3 +4 +4 +1 Marksmanship pool (+2, weapon properties) 4 4 2
6th +4 +5 +5 +2 Marksmanship style feat 5 4 3
7th +5 +5 +5 +2 Woodland stride 5 4 3 1
8th +6/+1 +6 +6 +2 Imbue shot 5 4 4 2
9th +6/+1 +6 +6 +3 Marksmanship pool (+3) 5 5 4 3
10th +7/+2 +7 +7 +3 Marksmanship style feat 5 5 4 3 1
11th +8/+3 +7 +7 +3 Knowledge pool 5 5 4 4 2
12th +9/+4 +8 +8 +4 Seeker shot 5 5 5 4 3
13th +9/+4 +8 +8 +4 Marksmanship pool (+4) 5 5 5 4 3 1
14th +10/+5 +9 +9 +4 Marksmanship style feat 5 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Improved spell recall 5 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Hail of shots 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Marksmanship pool (+4) 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Marksmanship style feat 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Phase shot 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Shot of death 5 5 5 5 5 5 5

Marksmanship Arcana

The following arcana are available to the arcane marksman.

Table: Marksman Arcana

Magus Arcana Prerequisites Benefits Source
Accurate Shot (Ex) Arcane
marksman 9
Make ranged attacks as touch attacks. New
Aquatic Agility (Su) Magus 6 Use your arcane pool to gain the ability to breathe water BotM
Arcane Accuracy (Su) Use your arcane pool to grant an insight bonus to attack rolls UM
Arcane Cloak (Su) Use your arcane pool to give a bonus to your Stealth and Bluff checks UC
Arcane Dealer (Su) Magus 6 Gain the Deadly Dealer feat, even if you do not meet the prerequisites HH
Arcane Deed (Ex) Arcane
marksman
Use your arcane pool to do Deadeye and Quick Clear deeds. New
Arcane Edge (Su) Magus 9 Use your arcane pool to do bleed damage UC
Arcane Grit (Ex) Arcane
marksman
Use your arcane pool to do Deadeye and Quick Clear deeds. New
Arcane Scent (Ex) Use your arcane pool to sniff out other spellcasters BotM
Bane Blade (Su) Magus 15 Use your arcane pool to give your weapon the bane effect UC
Concentrate (Ex) You can reroll a concentration check UM
Critical Shot (Su) Arcane
marksman 12
Cast extra ranged touch spell on a critical hit New
Dark Shifter (Su) Magus 6 Expend arcane pool points to change the target of an ongoing spell effect with the darkness descriptor. RTT
Devoted Blade (Su) Magus 12 Use your arcane pool to add anarchic, axiomatic, holy, or unholy to your weapon UC
Dispelling Strike (Su) Magus 9 Use your arcane pool to cast a dispel magic when you hit UM
Divinatory Shot Arcane
marksman 9
Critical hit gives creature information New
Enduring Blade (Su) Magus 6 Increase the duration of your arcane pool weapon enchants UC
Familiar (Ex) Gain a familiar UM
Ghost Blade (Su) Magus 9 You can also enchant your weapon with brilliant energy and ghost touch UC
Hasted Assault (Su) Magus 9 Cast haste on yourself using your arcane pool UM
Lingering Pain (Su) Make it harder for foes you hurt to cast a spell UC
Maximized Magic (Su) Magus 12 Cast one spell per day with the Maximize Spell feat UM
Medium Armor Medium armor proficiency No arcane spell failure in medium armor New
Prescient Attack (Su) Magus 6 Use your arcane pool to deny your opponents their Dexterity bonus UC
Prescient Defense (Su) Magus 9 Use your arcane pool to increase your reflexes UC
Quickened Magic (Su) Magus 15 Cast one spell per day with the Quicken Spell feat UM
Rakshasa's Fortune (Su) Magus 9 Whenever you cast a spell of the polymorph subschool on yourself, draw a card from a harrow deck as a free action HH
Ranger Trap Magus 10 You learn a ranger trap. RTT
Reach Magic Cast 1 spell/day as if modified by Reach Spell but doesn't increase the spell's casting time or level. RTT
Reflection (Su) Magus 15 Reflect a spell back at its caster UM
Rod Mastery (Su) Use your Intelligence modifier instead of the minimum modifier for the DC when using a rod UC
Rod Wielder (Su) Use your Intelligence when using a rod to overcome SR UC
Scroll Mastery (Su) Magus 6 You may expend 1 pt from your arcana pool to calculate DC for a spell on a scroll using your Int modifier MM
Silent Magic (Su) Cast one spell per day with the Silent Spell feat UM
Spell Blending (Ex) Choose to learn a lower level wizard spell instead of a magus spell UM
Spell Shield (Su) Grant yourself a shield bonus to your AC UM
Spell Trickery (Ex) Magus 12 When you use the Dirty Trick combat maneuver, cast an illusion or enchantment spell as a swift action BotM
Spell Marksmanship (Ex) Arcane
marksman
Cast spell with full attack New
Spell-Scars (Ex) Scribe scar-based tattoos on yourself that you can cast from as scrolls BotM
Summoning Shot (Su) Arcane
marksman 6
‘’Summon monster’’ with ranged attack New
Still Magic (Su) Cast one spell per day with the Still Spell feat UM
Phase Shot (Su) Arcane
marksman 15
Shot ignores material obstacles New
Returning Throw (Su) Arcane
marksman
Thrown weapon teleports to thrower New
Wand Mastery (Su) Use your Intelligence 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 spell combat UM

Accurate Shot (Ex)

Prerequisite: Arcane marksman 9

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

Arcane Grit (Ex)

A magus gains the Deadeye and Quick Clear deeds from the gunslinger's list of deeds. The magus can spend points from his arcane pool as grit points to use these deeds and any other deeds he gains from the deed arcana (if he has grit he can still use that), but he cannot use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane 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 arcane pool of a magus with this arcana. (Note that the wording of the deeds has been altered simply to replace "gunslinger" with "magus" for convenience and clarity.)

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

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

Arcane Deed (Ex)

Prerequisite(s) Arcane Grit

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

Critical Shot (Su)

Prerequisite: Magus 12

Benefit: Whenever the arcane marksman 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 magus can use this ability once per day.

Divinatory Shot (Su)

Benefit: Whenever the arcane marksman 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. Any bonuses or penalties the arcane marksman normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the magus may still be unable to glean information about his enemy. This ability works even if the arcane marksman has already attempted a Knowledge check to identify the creature.

Imbue Shot (Su)

Prerequisite: Arcane marksman 6

Benefit: The arcane marksman gains the ability to place an area spell upon 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 marksman 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 arcane marksman 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 spell marksmanship.

Medium Armor Casting (Ex)

Prerequisite(s) proficiency with medium armor

Benefit: The arcane marksman can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane marksman wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spell Marksmanship (Ex)

Prerequisite: Arcane marksman 4.

Benefit: The arcane marksman 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 arcane marksman 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.

An arcane marksman 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 marksmanship is normally used with a weapon that is a free action to reload, like a bow or a light crossbow used with Rapid Reload.

When the arcane marksman makes this attack in concert with ranged spellstrike, the additional ranged attack from ranges spellstrike takes all the penalties accrued by spell marksmanship. An arcane marksman 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.

Summoning Shot (Su)

Prerequisite: Arcane marksman 6

Benefit: The arcane marksman gains the ability to place an summon monster spell upon an arrow. 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 mystic archer can fire the arrow as part of the casting. The arrow must be fired when the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. If the arrow hits a creature or space, the creatures(s) summoned appear in an adjacent free space of the arcane marksman's choice. If there is no adjacent free space, place the creature in the nearest free space, but no more than 30 ft. away.

Phase Shot (Su)

Prerequisite: Arcane marksman 15

Benefit: The arcane marksman 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 marksmanship pool, and it lasts until the end of the arcane marksman's turn.

Returning Throw (Su)

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


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