Arcane Marksman (Apath)

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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 that 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.

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 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 (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 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 spells exactly like a magus does, including cantrips and spellbook.

Marksmanship Arcana

At first level, and every odd level thereafter, the arcane marksman selects a marksmanship arcana to learn. Marksmanship arcana include many magus arcana, as well as arcana unique to arcane marksmen. Arcane marksmen uses marksmanship pool instead of arcane pool to power those arcana they share with the magus class.

See marksmanship arcana below for a list of all arcana available to the arcane marksman.

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 ranged attacks. 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). 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 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.

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, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once an arcane marksman 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.

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:

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 ranged touch attack 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 later within the duration of the spell.

An arcane marksman 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.

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 8th level, when an arcane marksman prepares his class 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 magus 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 next prepares spells.

Improved Spell Recall (Su)

At 12th 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.

Countershot (Ex)

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

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 Arcane pool, cantrips, marksmanship arcana 3 1
2nd +1 +3 +3 +0 Ranged spellstrike, style feat 4 2
3rd +2 +3 +3 +1 Marksmanship arcana 4 3
4th +3 +4 +4 +1 Spell recall 4 3 1
5th +3 +4 +4 +1 Arcane pool (+2, properties), marksmanship arcana 4 4 2
6th +4 +5 +5 +2 Style feat 5 4 3
7th +5 +5 +5 +2 Marksmanship arcana 5 4 3 1
8th +6/+1 +6 +6 +2 Knowledge pool 5 4 4 2
9th +6/+1 +6 +6 +3 Arcane pool (+3), marksmanship arcana 5 5 4 3
10th +7/+2 +7 +7 +3 Style feat 5 5 4 3 1
11th +8/+3 +7 +7 +3 Marksmanship arcana 5 5 4 4 2
12th +9/+4 +8 +8 +4 Improved spell recall 5 5 5 4 3
13th +9/+4 +8 +8 +4 Arcane pool (+4), marksmanship arcana 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 Marksmanship arcana 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 Arcane pool (+5), marksmanship arcana 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 Marksmanship arcana 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Death shot 5 5 5 5 5 5 5

Marksmanship Arcana

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

Table: Marksman Arcana

Marksmanship 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 Enchant your weapon with brilliant energy and ghost touch UC
Hail of Shots (Su) Arcane
marksman 15
Shoot at one target/level New
Hasted Assault (Su) Magus 9 Haste yourself using your arcane pool UM
Imbue Shot (Su) Magus 6 Deliver area spell by ranged weapon New
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 Casting Medium armor proficiency No arcane spell failure in medium armor New
Pavise (Ex) Use tower shield as cover New
Pavise, Improved (Ex) Pavise Use pavise as a swift action New
Phase Shot (Su) Arcane
marksman 15
Shots ignores material obstacles for one round 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 one spell per day with Reach Spell RTT
Reflection (Su) Magus 15 Reflect a spell back at its caster UM
Returning Throw (Su) Arcane
marksman
Thrown weapon teleports to thrower New
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
Seeker Shot (Su) Magus 12 Shoot around cover New
Shielded Casting (Ex) Proficent in any shield Ignore arcane spell failure from proficient shields New
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 Marksmanship (Ex) Cast a spell with full attack action New
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 4
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) Summon monster with a ranged attack New
Still Magic (Su) Cast one spell per day with the Still Spell feat UM
Volley Fire (Su) Arcane
marksman 6
Turn a shot into a burst 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

New Arcana

These new arcana are available to arcane marksmen, but not to normal magi.

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 Deed (Ex)

Prerequisite 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.

Arcane Grit (Ex)

The arcane marksman gains the Deadeye and Quick Clear deeds from the gunslinger's list of deeds. The arcane marksman 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 arcane marksman with this arcana. (Note that the wording of the deeds has been altered simply to replace "she" with "he" and "gunslinger" with "arcane marksman" for convenience and clarity.)

Deadeye (Ex): The arcane marksman 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 arcane marksman 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 arcane marksman 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 arcane marksman must have at least 1 grit point to perform this deed. Alternatively, if the arcane marksman spends 1 grit point to perform this deed, he can perform quick clear as a move-equivalent action instead of a standard action.

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.

Hail of Shots (Su)

Prerequisite: Arcane marksman 15

Benefit: As a full-round action at a cost of one point from his marksmanship pool, the arcane marksman can fire a single shot 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.

Imbue Shot (Su)

Prerequisite: Arcane marksman 6

Benefit: The arcane marksman 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 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.

Pavise (Ex)

Benefit The arcane marksman 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 arcane marksman gains Improved Pavise as a bonus feat.

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 immediately. This ability does not work with thrown ammunition, such as shuriken.

Seeker Shot (Su)

Prerequisite: Arcane marksman 12

Benefit: The 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.

Shielded Casting (Ex)

Prerequisite: proficiency with any shield

Benefit: The arcane marksman can cast magus spells while using a shield he is proficient in without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane marksman wearing medium or heavy armor or using a shield he is not proficient in incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spell Marksmanship (Ex)

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. Spell marksmanship cannot be used in the same round as the Rapid Shot feat.

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. If the arcane marksman begins his turn with ranged touch attacks remaining from a spell cast in an earlier round, he can use that effect with spell marksmanship without actually casting a new spell in the current round.

Summoning Shot (Su)

Benefit: The arcane marksman 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 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.

Volley Fire (Su)

Prerequisite: Arcane marksman 12

Benefit: The arcane marksman learns to use volley fire at the cost of one point from the arcane pool. As a full-round action that triggers an attack of opportunity, the arcane marksman 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 arcane marksman's level + the arcane marksman's Intelligence 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 arcane marksman's turn. This does not work with ranged spellstrike.


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