Arcane Marksman (Apath)
Unofficial rules compendium | |
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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 ans 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.
Spells
An arcane marksman casts arcane spells drawn from the sorcerer/wizard spell list. An arcane marksman only ever learns to cast spells up to level 6. Sorcerer/wizard spells of level 7 or higher are not on the arcane marksman's spell list. An arcane marksman must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the arcane marksman must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane marksman's spell is 10 + the spell level + the arcane marksman's Intelligence modifier.
An arcane marksman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Marksman. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
An arcane marksman may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane marksman decides which spells to prepare.
Spellbook: An arcane marksman begins play with a spellbook containing all 0-level spells on his spell list plus three 1st-level spells of his choice. The arcane marksman also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane marksman level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane marksman level) for his spellbook. At any time, an arcane marksman can also add spells found in other spellbooks to his own (see Magic). An arcane marksman can only add a spell to his spellbook if it is on the arcane marksman spell list.
Marksmanship 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.
Cantrips
Arcane marksmen can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Marksman under "Spells per Day". These spells are cast like any other spell, but they are not expended when cast and may be used again.
Marksmanship Arcana
At level X, and every Y levels thereafter, the arcane marksman selects a marksmanship arcana to learn. Marksmaship arcana are listed at the end of the archetype description.
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 Crossbow Mastery, 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
- This is a work in progress.
If the marksman selects sling 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 Crossbow Mastery, 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.
Thrown Weapon
- This is a work in progress.
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, whenever an arcane marksman casts a spell that requires a ranged touch attack from his class spell list, he can deliver the spell through a missile or thrown weapon he is wielding as part of a ranged 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.
Only one ranged touch attack per round can be used with ranged spellstrike. If the spell normally allows several ranged touch attacks, they can be combined into one attack with ranged spellstrike, with the combined damage of all the allowed ranged touch attacks. If the ranged touch attacks from a particular spell can be spread over several rounds, the arcane marksman can use ranged spellstrike over several rounds, making one ranged spellstrike attack each round without having to cas a new spell each round.
When using ranges spellstrike, normal reload limits apply. Ranged spellstrike 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 spell marksmanship, this ranged attack takes all the penalties accrued by spell marksmanship.
This attack uses the weapon's critical range modified by the keen weapon property or similar effects, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical multiplier.
This otherwise functions as a magus' spellstrike ability, see FAQ/Errata for that ability for more information.
=== Ranged Spellstrike (Su)=== (Myrmidarch) At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 11th level, a myrmidarch 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). Any effects not used in the round the spell is cast are lost.
Ranged Arcana
At 4th level and every four levels (8th, 12th, 16th, and 20th), the loremaster chooses one ability from Table: Ranged Arcana. His is level plus Intelligence modifier determines which ranged arcana he can choose. He can't choose the same arcana twice.
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
Aquatic Agility Arcane Accuracy Arcane Cloak Arcane Dealer Arcane Edge Arcane Scent Bane Blade Concentrate Dark Shifter Devoted Blade Dispelling Strike Empowered Magic Enduring Blade Familiar Ghost Blade Hasted Assault Ki Arcana Lingering Pain Maximized Magic Prescient Attack Prescient Defense Quickened Magic Rakshasha's Fortune Ranger Trap Reach Magic Reflection Rod Mastery Silent Magic Spell Scars Spell Shield Spell Trickery Still Magic Wand Mastery Wand Weilder
Accurate Shot (Ex)
Prerequisite: Magus 9Benefit: The magus 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 XXX and XXX deeds from the gunslinger's list of deeds. The magus can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, 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 GritBenefit(s) When a magus 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 12Benefit: Whenever the magus scores a critical hit with a ranged atatck, 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 magus 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 magus 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 magus has already attempted a Knowledge check to identify the creature.
Imbue Shot (Su)
Prerequisite: Magus 6
Benefit: The arcane marksman gains the ability to place an area spell upon an shot. 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) proficeiency with medium armor
Benefit: The magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Long Range (Ex)
Benefit: The magus can deliver touch spells that feature a ranged touch attack as ranged touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Spell Marksmanship
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.
Summoning Shot (Su)
Prerequisite: Magus 6
Benefit: The mystic archer gains the ability to place an summoning spell upon an arrow. When the arrow is fired, the creature is summoned where the arrow lands. 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, the creatures(s) summoned will also attack that creature. This replaces the use of wild shape gained at level 8.
Phase Shot (Su)
Prerequisite: Magus 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 magus makes a throwing weapon attack, the weapon immediately teleports back to the magus' hand, ready to be thrown again in the same round.
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