Hail and Well Met all.
I am a long time reader of these forums and finally decided to register and partake of the wisdom contained on these boards.
I've created a PrC for my campaign that is really specifically for a single player. I tend to do things like that for my players. This is going to end up being a very high end campaign and the PrC is meant to be taken once the Bow has been obtained, so I can control when I am ready to allow this as an option so it doesn't disrupt campaign balance.
Bearing that in mind, I had to create a few things in order to tie this prestige class together and make it appear in the way I wanted it to. The Heart Bow concept is blatently stolen from a old movie called Archer: Fugitive from the Empire.
Please comment as you see fit and bear in mind this is my first PrC and meant to be fairly powerful.
Magic Effects:
Force: Upon command, a forceful weapon is sheathed in an eerie luminescent glow. The weapon does not harm the hands that hold it. Forceful weapons deal +1d6 points of damage on a successful hit and require the target to make a Fortitude save (DC 15) or knocked down and stunned for 1d2 rounds by concussive force. Bows, crossbows, and slings so enchanted bestow the forceful energy upon their ammunition.
Caster Level: 8th Level; Prerequisites: Craft Magic Arms and Armor, Bigby’s Clenched Fist; Market Price: +2 bonus.
Forceful Burst: A forceful burst weapon functions as a forceful weapon that also explodes with an additional concussive force upon striking a successful critical hit. The weapon will not harm the hands that hold it. Forceful burst weapons deal +1d10 points of bonus forceful damage on a critical hit. If the weapon’s critical multiplier is X3, add +2d10 points of bonus forceful damage instead and if the multiplier is X4, add +3d10 points of bonus forceful damage. Bows, crossbows, and slings so enchanted bestow the forceful energy upon their ammunition.
Caster Level: 10th Level; Prerequisites: Craft Magic Arms and Armor, Bigby’s Clenched Fist; Market Price: +3 bonus.
Heart Bows:
Elb, Ember and Enilno, the Three Heart Bows. They were crafted to destroy the minions of Darkness during the Great War by the Great Conclave of sorcerers, druids and rangers. The three bows were imbued with the sentience and power of the 3 most powerful of the Great Conclave and then chose their bearers from the remaining members.
The power of each heart bow is contained within a gem inset within the grip of each bow which, when held in, makes perfect contact with the palm of the bearer. Ember’s gem is a bright fire opal; Elb’s is a dark ruby and Enilno’s is a black onyx. Additionally, each heart bow also has an alignment that must match that of its bearer. Ember’s is neutral good, Elb’s is chaotic good and Enilno’s is lawful good. The burst of force matches the color of the heart bows gem. A heart bow causes a negative level and +1d6 of forceful damage per round of being touched by someone of a non-compatible alignment or a bearer in conflict with the heart bow’s alignment. In addition, a bearer of a heart bow must have one level of the heart bow wielder prestige class and be branded in order to use it.
A Heart Bow can only infuse magical arrows with its effects. Non-magical arrows function as normal arrows.
Each Heart Bow is a +3 Intelligent Short Bow of Forceful Burst.
Empathic with Bearer, Wis: 11, Int: 8, Cha: 9. Ego: 16
Hardness: (Ironwood) 13 Hit Points: 33 (+3 magic item needed to damage the bow)
Alignment possibilities are noted above
Primary Alternate Ability: Free use of Darkvision (alternate of Blind-Fight).
Extraordinary Power: Cat’s Grace 1/Day.
Extraordinary Power: Haste 1/Day.
Heart Bow Wielder
Some evil was so resistant to magic and so corrupt that it could only be confronted by courageous archers, willing to risk their very souls to combat the evil. An enclave of the most powerful sorcerers, druids and rangers was conveyed to create 3 mighty bows of unrivaled power. Only those who were most true to their beliefs could ever wield them. To the bows would be given the power to choose their bearers.
To be the Chosen of a heart bow was one of the highest honors one could achieve in the Great War against the Darkness. Once chosen, a bearer would then be able to practice and hone the skills necessary to understand and utilize the bond between bearer and bow.
Hit Die: d8.
Requirements
To qualify as a heart bow wielder, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Hide 4 Ranks, Move Silently 4 Ranks, Concentration 4 Ranks.
Feats: Point Blank Shot, Precise Shot, Far Shot
Class Skills
The heart bow wielder’s class skills are Balance (Dex), Climb (Str), Gather Information (Cha), Hide (Dex), Knowledge (Heart Bows) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at Each Level: 4 + Int Modifier
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +1 +1 Brand
2 +2 +0 +2 +2 Weapon Specialization Bonus Feat
3 +3 +1 +3 +3 Melee Attack
4 +3 +2 +3 +4 Close Combat Shot
5 +4 +2 +4 +4 -
6 +5 +3 +4 +5 Infusion
7 +6 +4 +5 +5 Blast Effect
8 +6 +5 +6 +6 Improved Critical Bonus Feat
9 +7 +6 +7 +6 See Invisibility
10 +8 +6 +8 +7 True Strike
Class Features
The following are class features of the heart bow wielder prestige class.
Weapon and Armor Proficiency: Heart bow wielders gain no weapon or armor proficiencies. All weapon related abilities of this prestige class apply only to the Heart Bow with which the character is using.
Brand: When a wielder accepts a heart bow, they are branded by the bow with a small arrow burned diagonally in the center of their chest. The brand does 1d6 points of damage per level of the wielder and permanently absorbs 1 point of Constitution to bind the bow to the bearer. Being accepted by a heart bow is potentially fatal.
Weapon Specialization Bonus Feat: The wielder automatically gains Weapon Specialization: Heart Bow as a bonus Feat. This is an affect of being bonded with the bow. This is as per the Players Handbook explanation of Weapon Specialization.
Melee Attack: The wielder can use the bow as a melee weapon in pinch, learning how to deflect weapon attacks and strike back using the bows forceful damage properties while minimizing or negating damage done to the bow.
Close Combat Shot: The heart bow wielder no longer provokes an attack of opportunity when firing with the heart bow in a threatened area.
Infusion: The wielder gains the ability to infuse the bow with experience points in order to do the following: repair the heart bows hit points (effectively repairing damage) at 50 experience points and one hour per hit point repaired or infuse the bow with an additional dwemor ‘To Hit’ using the House Rules as a guideline.
Blast Effect: The wielder gains the ability to cause a 10’ radius blast area effect when using the bow to fire into an object, such as the ground or a wall. All damage die’s are one type lower then normal.
Improved Critical Bonus Feat: The heart bow wielder gains the Improved Critical Feat as per the Players Handbook when using the heart bow.
See Invisibility: As per the Wizard/Sorcerer spell and useable once per day.
True Strike: At 10th Level the heart bow wielder can produce an effect identical to that of a true strike spell. This ability functions as if cast by a Wizard/Sorcerer of a similar level and may be used once per day.
I am a long time reader of these forums and finally decided to register and partake of the wisdom contained on these boards.
I've created a PrC for my campaign that is really specifically for a single player. I tend to do things like that for my players. This is going to end up being a very high end campaign and the PrC is meant to be taken once the Bow has been obtained, so I can control when I am ready to allow this as an option so it doesn't disrupt campaign balance.
Bearing that in mind, I had to create a few things in order to tie this prestige class together and make it appear in the way I wanted it to. The Heart Bow concept is blatently stolen from a old movie called Archer: Fugitive from the Empire.
Please comment as you see fit and bear in mind this is my first PrC and meant to be fairly powerful.
Magic Effects:
Force: Upon command, a forceful weapon is sheathed in an eerie luminescent glow. The weapon does not harm the hands that hold it. Forceful weapons deal +1d6 points of damage on a successful hit and require the target to make a Fortitude save (DC 15) or knocked down and stunned for 1d2 rounds by concussive force. Bows, crossbows, and slings so enchanted bestow the forceful energy upon their ammunition.
Caster Level: 8th Level; Prerequisites: Craft Magic Arms and Armor, Bigby’s Clenched Fist; Market Price: +2 bonus.
Forceful Burst: A forceful burst weapon functions as a forceful weapon that also explodes with an additional concussive force upon striking a successful critical hit. The weapon will not harm the hands that hold it. Forceful burst weapons deal +1d10 points of bonus forceful damage on a critical hit. If the weapon’s critical multiplier is X3, add +2d10 points of bonus forceful damage instead and if the multiplier is X4, add +3d10 points of bonus forceful damage. Bows, crossbows, and slings so enchanted bestow the forceful energy upon their ammunition.
Caster Level: 10th Level; Prerequisites: Craft Magic Arms and Armor, Bigby’s Clenched Fist; Market Price: +3 bonus.
Heart Bows:
Elb, Ember and Enilno, the Three Heart Bows. They were crafted to destroy the minions of Darkness during the Great War by the Great Conclave of sorcerers, druids and rangers. The three bows were imbued with the sentience and power of the 3 most powerful of the Great Conclave and then chose their bearers from the remaining members.
The power of each heart bow is contained within a gem inset within the grip of each bow which, when held in, makes perfect contact with the palm of the bearer. Ember’s gem is a bright fire opal; Elb’s is a dark ruby and Enilno’s is a black onyx. Additionally, each heart bow also has an alignment that must match that of its bearer. Ember’s is neutral good, Elb’s is chaotic good and Enilno’s is lawful good. The burst of force matches the color of the heart bows gem. A heart bow causes a negative level and +1d6 of forceful damage per round of being touched by someone of a non-compatible alignment or a bearer in conflict with the heart bow’s alignment. In addition, a bearer of a heart bow must have one level of the heart bow wielder prestige class and be branded in order to use it.
A Heart Bow can only infuse magical arrows with its effects. Non-magical arrows function as normal arrows.
Each Heart Bow is a +3 Intelligent Short Bow of Forceful Burst.
Empathic with Bearer, Wis: 11, Int: 8, Cha: 9. Ego: 16
Hardness: (Ironwood) 13 Hit Points: 33 (+3 magic item needed to damage the bow)
Alignment possibilities are noted above
Primary Alternate Ability: Free use of Darkvision (alternate of Blind-Fight).
Extraordinary Power: Cat’s Grace 1/Day.
Extraordinary Power: Haste 1/Day.
Heart Bow Wielder
Some evil was so resistant to magic and so corrupt that it could only be confronted by courageous archers, willing to risk their very souls to combat the evil. An enclave of the most powerful sorcerers, druids and rangers was conveyed to create 3 mighty bows of unrivaled power. Only those who were most true to their beliefs could ever wield them. To the bows would be given the power to choose their bearers.
To be the Chosen of a heart bow was one of the highest honors one could achieve in the Great War against the Darkness. Once chosen, a bearer would then be able to practice and hone the skills necessary to understand and utilize the bond between bearer and bow.
Hit Die: d8.
Requirements
To qualify as a heart bow wielder, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Hide 4 Ranks, Move Silently 4 Ranks, Concentration 4 Ranks.
Feats: Point Blank Shot, Precise Shot, Far Shot
Class Skills
The heart bow wielder’s class skills are Balance (Dex), Climb (Str), Gather Information (Cha), Hide (Dex), Knowledge (Heart Bows) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at Each Level: 4 + Int Modifier
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +1 +1 Brand
2 +2 +0 +2 +2 Weapon Specialization Bonus Feat
3 +3 +1 +3 +3 Melee Attack
4 +3 +2 +3 +4 Close Combat Shot
5 +4 +2 +4 +4 -
6 +5 +3 +4 +5 Infusion
7 +6 +4 +5 +5 Blast Effect
8 +6 +5 +6 +6 Improved Critical Bonus Feat
9 +7 +6 +7 +6 See Invisibility
10 +8 +6 +8 +7 True Strike
Class Features
The following are class features of the heart bow wielder prestige class.
Weapon and Armor Proficiency: Heart bow wielders gain no weapon or armor proficiencies. All weapon related abilities of this prestige class apply only to the Heart Bow with which the character is using.
Brand: When a wielder accepts a heart bow, they are branded by the bow with a small arrow burned diagonally in the center of their chest. The brand does 1d6 points of damage per level of the wielder and permanently absorbs 1 point of Constitution to bind the bow to the bearer. Being accepted by a heart bow is potentially fatal.
Weapon Specialization Bonus Feat: The wielder automatically gains Weapon Specialization: Heart Bow as a bonus Feat. This is an affect of being bonded with the bow. This is as per the Players Handbook explanation of Weapon Specialization.
Melee Attack: The wielder can use the bow as a melee weapon in pinch, learning how to deflect weapon attacks and strike back using the bows forceful damage properties while minimizing or negating damage done to the bow.
Close Combat Shot: The heart bow wielder no longer provokes an attack of opportunity when firing with the heart bow in a threatened area.
Infusion: The wielder gains the ability to infuse the bow with experience points in order to do the following: repair the heart bows hit points (effectively repairing damage) at 50 experience points and one hour per hit point repaired or infuse the bow with an additional dwemor ‘To Hit’ using the House Rules as a guideline.
Blast Effect: The wielder gains the ability to cause a 10’ radius blast area effect when using the bow to fire into an object, such as the ground or a wall. All damage die’s are one type lower then normal.
Improved Critical Bonus Feat: The heart bow wielder gains the Improved Critical Feat as per the Players Handbook when using the heart bow.
See Invisibility: As per the Wizard/Sorcerer spell and useable once per day.
True Strike: At 10th Level the heart bow wielder can produce an effect identical to that of a true strike spell. This ability functions as if cast by a Wizard/Sorcerer of a similar level and may be used once per day.