Difference between revisions of "Mystic Archer (Apath)"

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{{Apath}}
 
{{Apath}}
''Some druids are more hunters than animals, predators and guardians for their chosen lands. Mystic archers first appeared among elves, and remain popular with them and druids who see themselves as folk first.''  
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''Some druids are hunters more than than animal friends, predators and guardians of their chosen lands. Mystic archers first appeared among elves, and remain popular with them and with druids who see themselves as hunters more than caretakers. This is a druid variant of the [[Arcane_Archer_(Apath)|arcane archer]].''  
  
== Class Abilities ==
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== Class Information ==
This archetype has all normal class abilities, except as noted.
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This is a [[Prestige Archetypes (Apath)|prestige archetype]].
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'''Publisher:''' Purple Duck Games.
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'''Prestige Class: ''' [[Arcane_Archer_(Apath)|Arcane archer]]. 
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'''Build Classes: ''' [http://www.d20pfsrd.com/classes/core-classes/druid Druid], [http://www.d20pfsrd.com/classes/core-classes/ranger ranger].
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Mystic archers combine druid spells and supernatural archery.
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'''Role:''' Mystic archers are superlative support characters, changing from archery to control or buffs and healing at a moment's notice.
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'''Alignment''': Any. Less passionate than most druids, mystic archers may well devote themselves to a cause, but rarely make much of a fuss about it.
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'''Hit Die:''' d8.
  
 
=== Class Skills ===
 
=== Class Skills ===
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Handle Animal (Cha),
 
Handle Animal (Cha),
 
Heal (Wis),
 
Heal (Wis),
Intimidate (Cha),
 
Knowledge (arcana) (Int),
 
Knowledge (dungeoneering) (Int),
 
 
Knowledge (geography) (Int),
 
Knowledge (geography) (Int),
 
Knowledge (nature) (Int),
 
Knowledge (nature) (Int),
Knowledge (planes) (Int),
 
 
Perception (Wis),
 
Perception (Wis),
 
Profession (Wis),
 
Profession (Wis),
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'''Skill Ranks at Each Level:''' 4 + Int modifier.
 
'''Skill Ranks at Each Level:''' 4 + Int modifier.
  
=== Weapon and Armor Proficiency ===
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== Class Abilities ==
A mystic archer is proficient with all simple and martial weapons. A mystic archer is also proficient with light armor. He can cast mystic archer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mystic archer 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 mystic archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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This archetype has all normal druid class features, except as noted.
 
 
=== Spells ===
 
A mystic archer casts arcane spells drawn from a combination of the [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---ranger ranger] and [http://www.d20pfsrd.com/magic/spell-lists-and-domains/magus-spell-list magus] spell list. In addition, a mystic archer has the ''[http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally summon nature's ally]'' V and VI on their spell list at their druid spell level. This makes up the mystic archer's spell list. A mystic archer must choose and prepare his spells ahead of time. 
 
 
 
To learn, prepare, or cast a spell, the mystic archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic archer's spell is 10 + the spell level + the mystic archer's Intelligence modifier.
 
 
 
A mystic archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mystic archer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
 
 
 
A mystic archer 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 [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook]. While studying, the mystic archer decides which spells to prepare.
 
 
 
'''Spellbook:''' A mystic archer begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level spells on his spell list plus three 1st-level spells of his choice. The mystic archer also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new mystic archer level, he gains two new spells of any spell level or levels that he can cast (based on his new mystic archer level) for his spellbook. At any time, a mystic archer can also add spells found in other spellbooks to his own (see Magic). A mystic archer can only add a spell to his spellbook if it is on the mystic archer spell list.
 
 
 
'''Spells Gained at a New Level:''' Mystic archers perform a certain amount of spell research between adventures. Each time a character attains a new mystic archer level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
 
 
 
=== Cantrips ===
 
Mystic archers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Mystic archer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. 
 
 
 
=== Archery Pool (Su)  ===
 
At 1st level the mystic archer gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his bow. This archery pool has a number of points equal to ½ his mystic archer level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the mystic archer prepares his spells.
 
 
 
At 1st level a mystic archer can expend 1 point from his archery pool as a swift action to grant any bow  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 can be added to the weapon, stacking with existing weapon 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: anarchic, axiomatic, distance, flaming, flaming burst, frost, holy, icy burst, shock, shocking burst, unholy. The mystic archer cannot choose an ability that is the opposite of his alignment (for example a lawful good mystic archer could not choose anarchic or unholy as his weapon quality).
 
 
 
Adding these properties consumes an amount of bonus equal to the property’s base price. If the bow 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 archery pool point is spent and cannot be changed until the next time the mystic archer uses this ability. These bonuses do not function if the bow is wielded by anyone other than the mystic archer.
 
  
A mystic archer can only enhance one weapon in this way at one time. If he uses this ability again the first use immediately ends.
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=== Weapon Proficiency ===
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Mystic archers are proficient with the following weapons: club, dagger, longbow, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, and spear.
  
 
=== Archery Style Feats (Ex) ===
 
=== Archery Style Feats (Ex) ===
At 1st level, a mystic archer gains expertise in archery. This manifests in the form of bonus feats at 1st, 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
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At 2nd level, a mystic archer gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.
  
The benefits of the mystic archer'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.   
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The benefits of the mystic archer's chosen style feats apply only when she wears light or no armor. She loses all benefits of her combat style feats when wearing medium or heavy armor.   
  
A mystic archer can choose from the following list whenever he gains a combat style feat:
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A mystic archer can choose from the following list whenever she gains a combat style feat:
  
* Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow or shortbow).
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* Far Shot, Focused Shot (Advanced Player's Guide), Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
  
* At 6th level, he adds Improved Precise Shot, Mounted Archery, Parting Shot, Point Blank Master, Manyshot, and Weapon Specialization (longbow or shortbow) to the list.
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* At 6th level, she adds Improved Precise Shot, Mounted Archery, Parting Shot (Advanced Player's Guide), Point Blank Master (Advanced Player's Guide), Manyshot, and Weapon Specialization (longbow or shortbow) to the list.
  
* At 10th level, he adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting and Shot on the Run to the list.
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* At 10th level, she adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting, and Shot on the Run to the list.
  
=== Spell Archery ===
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This replaces the uses of wild shape gained at level 4, 6, 10, 14, and 18.
At 1st level, a mystic archer learns to cast spells and shoot his bow at the same time. This functions much like Rapid Shot, but the extra attack is a spell that is being cast. To use this ability, the mystic archer must be wielding a bow. As a full-round action, he can make all of his attacks with his bow at a –2 penalty and can also cast any spell from the mystic archer 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, but the attacks still take the penalty.  
 
  
A mystic archer can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
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=== Mystic Archery ===
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At 2nd level, a mystic archer learns to cast spells and shoot her bow at the same time. This functions much like Rapid Shot, but the extra attack is a spell that is being cast. To use this ability, the mystic archer must be wielding a bow. As a full-round action, she can make all of her attacks with her bow at a –2 penalty and can also cast any spell from the mystic archer spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively and fails, the spell is wasted, but the attacks still take the penalty.  
  
=== Wild Empathy (Ex) ===
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A mystic archer can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.
A mystic archer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The mystic archer rolls 1d20 and adds ½ his mystic archer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
 
  
To use wild empathy, the mystic archer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
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This replaces the use of wild shape gained at level 8.
  
The mystic archer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
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=== Mystic Spellstrike (Su) ===
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At 5th level, whenever a mystic archer casts a spell casts a spell with a range of “touch” from the druid spell list, she can deliver the spell through any bow she is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, a mystic archer can make one free ranged attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, the mystic archer can choose to have the ranged attack deals its normal damage as well as the effects of the spell.  
  
=== Ranged Spellstrike (Su) ===
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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 modifier. Only damage is ever multiplied this way; other spell effects remain unchanged on a critical hit.
At 2nd level, whenever a mystic archer casts a spell that requires a ranged touch attack from his class spell list, he can deliver the spell through any missile weapon he is wielding as part of a ranged attack. Instead of the free ranged touch attack normally allowed to deliver the spell, a mystic archer can make one free ranged attack with his 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.  
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If the mystic archer makes this attack in concert with mystic archery, this ranged attack takes all the penalties accrued by mystic archery.  
  
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 mystic archer can use ranged spellstrike over several rounds, making one ranged spellstrike attack each round.
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An ally target can choose to automatically be hit by a mystic spellstrike, in which case it does no weapon damage.
  
If the mystic archer makes this attack in concert with spell archery, this ranged attack takes all the penalties accrued by spell archery. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and 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 modifier.
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This otherwise functions as a magus' [http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Spellstrike-Su- spellstrike] ability, see FAQ/Errata for that ability for more information. This replaces the new wild shape abilities gained at level 6.
This otherwise functions as a magus' [http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Spellstrike-Su- spellstrike] ability, see FAQ/Errata for that ability for more information.
 
  
=== Endurance ===
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=== Woodland Stride(Su) ===
A mystic archer gains Endurance as a bonus feat at 3rd level.
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This is the same as the druid ability of the same name, except it is gained at level 7.
  
=== Spell Recall (Su) ===
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=== Summoning Arrow (Su) ===
At 4th level, the mystic archer learns to use his archery pool to recall spells he has already cast. With a swift action he can recall any single mystic archer spell that he has already prepared and cast that day by expending a number of points from his archer pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
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At 8th level, a 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.
  
=== Knowledge Pool (Su) ===
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=== Imbue Arrow (Su) ===
At 7th level, when a mystic archer prepares his mystic archer spells, he can decide to expend 1 or more points from his archery pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the mystic archer 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.
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At 11th level, a mystic archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. 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 during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. This replaces a thousand faces.
  
=== Imbue Arrow (Su) ===
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=== Swift Tracker (Ex) ===
At 9th level, a mystic archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. 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 during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
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Beginning at 12th level, a mystic archer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. This replaces the use of wild shape gained at level 12.
  
 
=== Seeker Arrow (Su) ===
 
=== Seeker Arrow (Su) ===
At 11th level, a mystic archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow'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 archery pool, and it lasts until the end of the mystic archer's turn.
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At 13th level, a mystic archer can launch an arrow at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a swift action and lasts until the end of the mystic archer's turn. A mystic archer can use this ability once per day at 13th level, and one additional time per day at level 16 and 19. This replaces the new wild shape abilities gained at level 12.
 
 
=== Improved Spell Recall (Su) ===
 
At 12th level, the mystic archer’s ability to recall spells using his archer pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his archer pool equal to ½ the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the mystic archer can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his archer pool equal to the spell’s level (minimum 1). The mystic archer cannot apply metamagic feats to a spell prepared in this way. The mystic archer does not need to reference his spellbook to prepare a spell in this way.
 
 
 
=== Phase Arrow (Su) ===
 
At 13th level, a mystic archer can launch an arrow once per day at a target known to him within range, and the arrow 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 [http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks incorporeal touch attack].
 
 
 
Using this ability costs one point from the archery pool and is a standard action (and shooting the arrow is part of the action).
 
  
 
=== Hail of Arrows (Su) ===
 
=== Hail of Arrows (Su) ===
As a full-round action at a cost of one point from his archery pool, a mystic archer of 15th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every mystic archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.
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Once per day as a full-round action, a mystic archer of 17th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every mystic archer level she has earned. Each attack uses the mystic archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This replaces the use of wild shape gained at level 16.
 
 
=== Woodland Stride (Ex) ===
 
Starting at 17th level, a mystic archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
 
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
 
 
 
=== Greater Spell Access (Su) ===
 
 
 
At 19th level, the mystic archer gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as mystic archer spells of their wizard level. He gains two of each of the following wizard spells not on the mystic archer spell list:
 
 
 
0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.
 
 
 
He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
 
  
 
=== Arrow of Death (Su) ===
 
=== Arrow of Death (Su) ===
At 20th level, a mystic archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the mystic archer's Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the mystic archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.
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At 20th level, a mystic archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the mystic archer's Wisdom modifier. It takes 1 hour to make a slaying arrow, the mystic archer must know the target's name or have seen the target, and the arrow only functions for the archer who created it. The archer can only have one such arrow in existence at a time for each individual target.
  
 
== Table: Mystic Archer ==
 
== Table: Mystic Archer ==
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||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
|-
 
|-
||1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Nature bond, nature sense, orisons, wild empathy ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
||1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Nature bond, nature sense, orisons, spontaneous casting, wild empathy ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Archery style feat, woodland stride ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Archery style feat, mystic archery ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Trackless step ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Trackless step ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
Line 150: Line 115:
 
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Mystic archery ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Woodland stride ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Summoning arrow ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Venom immunity ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Venom immunity ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
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|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Seeker arrow ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Seeker arrow ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"|Swift tracker ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Imbue arrow  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Imbue arrow  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
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|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Timeless body ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| —
 
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Timeless body ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| —
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| —
+
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"|  Seeker arrow (2/day) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Hail of arrows ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
 
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Hail of arrows ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
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|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
 
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Phase arrow ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
+
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Seeker arrow (3/day) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
 
|-
 
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|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Arrow of death ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
 
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Arrow of death ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
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== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 +
* Wild Shape
 +
* A Thousand Faces
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:36, 19 September 2016

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Unofficial rules compendium

Some druids are hunters more than than animal friends, predators and guardians of their chosen lands. Mystic archers first appeared among elves, and remain popular with them and with druids who see themselves as hunters more than caretakers. This is a druid variant of the arcane archer.

Class Information

This is a prestige archetype.

Publisher: Purple Duck Games.

Prestige Class: Arcane archer.

Build Classes: Druid, ranger.

Mystic archers combine druid spells and supernatural archery.

Role: Mystic archers are superlative support characters, changing from archery to control or buffs and healing at a moment's notice.

Alignment: Any. Less passionate than most druids, mystic archers may well devote themselves to a cause, but rarely make much of a fuss about it.

Hit Die: d8.

Class Skills

The mystic archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Abilities

This archetype has all normal druid class features, except as noted.

Weapon Proficiency

Mystic archers are proficient with the following weapons: club, dagger, longbow, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, and spear.

Archery Style Feats (Ex)

At 2nd level, a mystic archer gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.

The benefits of the mystic archer's chosen style feats apply only when she wears light or no armor. She loses all benefits of her combat style feats when wearing medium or heavy armor.

A mystic archer can choose from the following list whenever she gains a combat style feat:

  • Far Shot, Focused Shot (Advanced Player's Guide), Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
  • At 6th level, she adds Improved Precise Shot, Mounted Archery, Parting Shot (Advanced Player's Guide), Point Blank Master (Advanced Player's Guide), Manyshot, and Weapon Specialization (longbow or shortbow) to the list.
  • At 10th level, she adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting, and Shot on the Run to the list.

This replaces the uses of wild shape gained at level 4, 6, 10, 14, and 18.

Mystic Archery

At 2nd level, a mystic archer learns to cast spells and shoot her bow at the same time. This functions much like Rapid Shot, but the extra attack is a spell that is being cast. To use this ability, the mystic archer must be wielding a bow. As a full-round action, she can make all of her attacks with her bow at a –2 penalty and can also cast any spell from the mystic archer spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively and fails, the spell is wasted, but the attacks still take the penalty.

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

This replaces the use of wild shape gained at level 8.

Mystic Spellstrike (Su)

At 5th level, whenever a mystic archer casts a spell casts a spell with a range of “touch” from the druid spell list, she can deliver the spell through any bow she is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, a mystic archer can make one free ranged attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, the mystic archer can choose to have the ranged attack deals its normal damage as well as the effects of the spell.

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 modifier. Only damage is ever multiplied this way; other spell effects remain unchanged on a critical hit. If the mystic archer makes this attack in concert with mystic archery, this ranged attack takes all the penalties accrued by mystic archery.

An ally target can choose to automatically be hit by a mystic spellstrike, in which case it does no weapon damage.

This otherwise functions as a magus' spellstrike ability, see FAQ/Errata for that ability for more information. This replaces the new wild shape abilities gained at level 6.

Woodland Stride(Su)

This is the same as the druid ability of the same name, except it is gained at level 7.

Summoning Arrow (Su)

At 8th level, a 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.

Imbue Arrow (Su)

At 11th level, a mystic archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. 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 during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. This replaces a thousand faces.

Swift Tracker (Ex)

Beginning at 12th level, a mystic archer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. This replaces the use of wild shape gained at level 12.

Seeker Arrow (Su)

At 13th level, a mystic archer can launch an arrow at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a swift action and lasts until the end of the mystic archer's turn. A mystic archer can use this ability once per day at 13th level, and one additional time per day at level 16 and 19. This replaces the new wild shape abilities gained at level 12.

Hail of Arrows (Su)

Once per day as a full-round action, a mystic archer of 17th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every mystic archer level she has earned. Each attack uses the mystic archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This replaces the use of wild shape gained at level 16.

Arrow of Death (Su)

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

Table: Mystic Archer

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond, nature sense, orisons, spontaneous casting, wild empathy 3 1
2nd +1 +3 +0 +3 Archery style feat, mystic archery 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Resist nature's lure 4 3 2
5th +3 +4 +1 +4 Mystic spellstrike 4 3 2 1
6th +4 +5 +2 +5 Archery style feat 4 3 3 2
7th +5 +5 +2 +5 Woodland stride 4 4 3 2 1
8th +6/+1 +6 +2 +6 Summoning arrow 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Archery style feat 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Seeker arrow 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Swift tracker 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Imbue arrow 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Archery style feat 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Seeker arrow (2/day) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Hail of arrows 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Archery style feat 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Seeker arrow (3/day) 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Arrow of death 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

  • Wild Shape
  • A Thousand Faces
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