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<blockquote data-quote="Arkhandus" data-source="post: 4259563" data-attributes="member: 13966"><p><strong>Arcane Bombardier Prestige Class</strong></p><p></p><p><span style="color: Green"><span style="font-size: 12px"><em><strong>The Arcane Bombardier</strong></em></span></span></p><p></p><p>The common <em>Fireball</em> spell has been around since the earliest days of wizardry and sorcery, one of the first great spells ever devised, leading the way to even greater destructive spells. It has long fascinated wizards, Red Dragons, Firagi, and the occasional pyromaniac. It is no wonder, then, that someone came to revere this magic so much that they devoted an entire lifetime to perfecting it and exploring every facet of the spell's arcane formula. Whoever this individual was, history has forgotten them, but their work lives on in the tradition of the arcane bombardier.</p><p></p><p>Countless generations of wizards and sorcerers have passed along the body of lore on how to draw out the full potential of the <em>Fireball</em> spell. Those who study these secrets came at some point to call themselves by the title "arcane bombardier," which other arcanists have speculated comes from some early use of the <em>Fireball</em> spell in combination with <em>Fly</em> spells during wartime, strafing battlefields and dropping <em>Fireballs</em> on enemy soldiers. Historical records seem to indicate the Firagi using such tactics long ago, before they changed focus towards martial arts and single combat.</p><p></p><p>These days, arcane bombardiers are relatively common (insofar as advanced spellcasters are ever "common") among militaries who utilize battlemages of any sort. They also show up among Firagi communities, a few advanced Orcish tribes, and the occasional lone pyromaniac with some arcane talents. Copies of the original texts describing <em>Fireball</em> mastery have spread fairly widely, so a fair number of arcane guilds and libraries have a copy, though there is a tendency for these tomes to get incinerated by mistake when a spellcaster is working with them and tweaking their <em>Fireball</em> incantations.</p><p></p><p>This tendency has lead to those who do possess the book to require its study be taken outside, supervised and well away from buildings or bystanders. Which has consequently lead to some copies just being stolen. The original text is long since gone, and only copies written by later arcane bombardiers remain. It is well-known that an arcane bombardier developed the <em>Lesser Fireball</em> and <em>Greater Fireball</em> spells, but their identity has also been lost, on account of having blown themselves up while experimenting. Only the spellbook left behind, bound in Red Dragon hide and apparently impervious to flames, survived; and without any signature by its owner.</p><p></p><p>Arcane bombardiers are usually flashy and exciteable folks, as likely as not to be pyromaniacs. They are often respected by Firagi and Orc communities, who love the displays of mastery over fire and especially value its application in warfare and raids. Elves, fey, and other nature-loving or peaceable folk usually abhor such fire magic.</p><p></p><p>An arcane bombardier learns to increase the size and range of their <em>Fireball</em> spells, even those of non-arcane origin, though they are definitely best at utilizing arcane magic. They also learn to enhance the potency and duration of their <em>Fireballs</em>, making them burn hotter, brighter, and longer, even learning to apply metamagic effects more efficiently with <em>Fireballs</em>. They can use <em>Fireballs</em> as torches that are ready to detonate when needed, unleash a spread of weaker <em>Fireballs</em> to cover a more dynamic area, and even resist or avoid the blasts more effectively. However, mastering <em>Fireball</em> magic tends to come at the expense of some general arcane training.</p><p></p><p>The fastest path into this prestige class is through the wizard, sorcerer, wu jen, or spellreaver variant bard, although members of a few prestige classes can also qualify at upper levels. The most common arcane bombardiers are sorcerers and wu jen who focus on mastering the fire element. Wizardly arcane bombardiers are more common among militaries, however, and some are even multiclassed as fighters, or spellswords as well. Spellreaver bards are the most common sort of Orcish arcane bombardier.</p><p></p><p><span style="color: Red"><strong>Hit Die:</strong></span> d8.</p><p></p><p></p><p><span style="color: Blue"><span style="font-size: 10px"><em><u><strong>Requirements</strong></u></em></span></span></p><p>To qualify to become an arcane bombardier, a character must meet all the following criteria.</p><p><span style="color: Red"><strong>Knowledge (arcana):</strong></span> 5 ranks.</p><p><span style="color: Red"><strong>Knowledge (the planes):</strong></span> 10 ranks.</p><p><span style="color: Red"><strong>Spellcraft:</strong></span> 10 ranks.</p><p><span style="color: Red"><strong>Feats:</strong></span> Enlarge Spell, Eschew Materials, Spell Focus (Evocation), Widen Spell.</p><p><span style="color: Red"><strong>Special:</strong></span> Ability to cast arcane spells of at least 3rd-level, must know and be able to cast <em>Fireball</em> as an arcane spell, must study and experiment with the <em>Fireball</em> spell for at least a month prior to gaining this prestige class.</p><p></p><p></p><p><span style="color: Blue"><span style="font-size: 10px"><em><u><strong>Class Skills</strong></u></em></span></span></p><p>The arcane bombardier’s class skills (and the key ability for each skill) are Alchemy (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Spellcraft (Int), and Spot (Wis).</p><p><span style="color: Red"><strong>Skill Points Per Level:</strong></span> 4 + Int modifier.</p><p></p><p></p><p><span style="color: Blue"><span style="font-size: 10px"><em><u><strong>Class Features</strong></u></em></span></span></p><p>All of the following are class features of the arcane bombardier prestige class.</p><p>[sblock]<span style="color: Red"><strong>Weapon and Armor Proficiency:</strong></span> An arcane bombardier gains no extra proficiencies.</p><p></p><p><span style="color: Red"><strong>Spells:</strong></span> At each odd-numbered arcane bombardier level, the character’s spellcasting ability (spells per day, spells known, caster level, etc.) increases, as though he had gained a level in an arcane spellcasting class that he already possessed levels in before becoming an arcane bombardier. He does not, however, gain any of the other benefits from advancing a level in that class, such as improved familiar abilities, bonus feats, base attack bonus increases, and so on. When the character first becomes an arcane bombardier, he must choose a single arcane spellcasting class that his arcane bombardier levels will improve spellcasting for. He may not change his choice later. Also, the chosen class must be one that he or she can cast <em>Fireball</em> from.</p><p></p><p></p><p><span style="color: Red"><strong>Fireball Specialization (Ex):</strong></span> At 1st-level in this class, the arcane bombardier masters some of the secrets of <em>Fireball</em> magic and how to manipulate it for greater effect. Whenever he or she casts a <em>Fireball</em> spell (including ones such as <em>Delayed Blast Fireball</em>), that spell's maximum number of damage dice based on caster level is increased by 1 die per level in this class (thus, a standard <em>Fireball</em> spell's maximum damage increases from 10d6 to 11d6 at 1st-level in this class, and up to 15d6 by 5th-level in this class). He or she still needs a sufficient caster level in order to inflict these extra damage dice, of course.</p><p></p><p>Furthermore, the spell's base range is increased by an extra 5 feet per caster level, and the base radius for its area of effect is increased by 5 feet (not per level). In addition, the arcane bombardier receives one bonus spell slot of 3rd-level with the class that arcane bombardier levels improve spellcasting for, as though from a higher key ability score, but this bonus slot may only be used to prepare and/or cast <em>Fireball</em> spells. An arcane bombardier also gains an extra +1 bonus to his or her saving throw DCs for <em>Fireball</em> spells (including ones such as <em>Delayed Blast Fireball</em>), and a +1 bonus on caster level checks to overcome Spell Resistance with such spells.</p><p></p><p>The arcane bombardier may also counterspell any <em>Fireball</em> spell with another <em>Fireball</em> spell of equal or higher spell level (such as countering a <em>Fireball</em> with a <em>Delayed Blast Fireball</em>, or countering a <em>Greater Fireball</em> with a 5th-level Heightened <em>Lesser Fireball</em>). This still requires an appropriate counterspell action and spell identification. Lastly, he or she is treated as having the Evasion extraordinary ability of the rogue class, but only for purposes of evading <em>Fireball</em> spells (including ones such as <em>Delayed Blast Fireball</em>). If he or she already has Evasion, or gains it later, then they are treated as having Improved Evasion for this purpose, as per the rogue class feature.</p><p></p><p></p><p><span style="color: Red"><strong>Metamagic Fireballs (Ex):</strong></span> At 2nd-level and 4th-level, the arcane bombardier gains the ability to cast <em>Fireball</em> with the use of metamagic at a reduced cost in spell slot level. Each time this ability is gained, the arcane bombardier reduces the total spell slot level increase from metamagic effects by 1 point, but only when applying metamagic to the <em>Fireball</em> spell. These reductions will not reduce the spell slot level increase below +0 (thus, the spell will always require at least a spell slot of its actual level, as with a normal casting of <em>Fireball</em>).</p><p></p><p>Thus, for instance, a wizard 11/arcane bombardier 4 could apply the Enlarge Spell, Quicken Spell, and Silent Spell feats once each (if he or she possesses those feats) to a <em>Fireball</em> spell, and it would only use up a 7th-level spell slot instead of a 9th-level spell slot (which they would not even have at that character level, making this ability all the more useful). Heighten Spell metamagic still increases the level of spell slot needed, as normal. These benefits apply with all <em>Fireball</em> spells, including divine versions or variants such as <em>Delayed Blast Fireball</em>. This is an extraordinary ability.</p><p></p><p></p><p><span style="color: Red"><strong>Bombard (Su):</strong></span> Arcane bombardiers learn one of their signature abilities at 2nd-level in this class, the ability to spread out a <em>Fireball's</em> effect to cover multiple areas with several weaker explosions. Whenever he or she casts a <em>Fireball</em> spell (including ones such as <em>Delayed Blast Fireball</em>), the arcane bombardier may choose to apply Bombard to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Bombard does not provoke attacks of opportunity itself.</p><p></p><p>If the spell is cast successfully, the arcane bombardier may divide the damage dice of the <em>Fireball</em> spell into multiple batches (applying any damage bonuses only to the first batch, excluding Empower Spell, Maximize Spell, or Intensify Spell metamagic, which is applied to each damage die separately). Each batch of damage dice is launched as a separate <em>Fireball</em> bead and may have a different target or the same target, as desired. Each bead explodes with its own area of effect as normal. You may create up to one bead in this manner for each level attained in this class. The damage dice may only be divided into batches of whole dice, not half a die for example (though Empower Spell applies normally to each die if used).</p><p></p><p>If the <em>Fireball</em> spell used can melt metals of some sort, then that function only applies with a bead that is assigned more than half of the damage dice (such as 5 dice out of 8 or 9 total). The beads are launched and detonated simultaneously (if the spell is delayed, such as a <em>Delayed Blast Fireball</em> or a standard <em>Fireball</em> with Delay Spell metamagic applied, then all of the beads detonate as soon as one of them does). Despite the separate beads, saving throws and Spell Resistance, along with any other defenses, apply just once against the entire spell. Bombard may be activated at the same time as other arcane bombardier class features.</p><p></p><p></p><p><span style="color: Red"><strong>Fireball Flare (Ex):</strong></span> Starting at 3rd-level in this class, the arcane bombardier's mastery over the <em>Fireball</em> spell allows him or her to freely expand its area of effect and intensify the light it produces when exploding. The arcane bombardier chooses at the time of casting any <em>Fireball</em> spell (including the <em>Delayed Blast Fireball</em> spell) whether or not to apply Fireball Flare to that spell. When this ability is applied to such a spell, that spell's area of effect receives an increase of +10 feet to its base radius. In addition, the spell's base range is increased by 60 feet per level in this class.</p><p></p><p>Lastly, the spell flares brightly when it explodes, though dimmer outside the blast. This causes all creatures within the spell's area of effect to be blinded for 1 round and then dazzled for 1 round after that, if they fail their Reflex save. If they succeed at the saving throw, the creature is simply dazzled for 1 round. Evasion, Improved Evasion, and similar abilities do not affect the blinding or dazzling result (effects that negate the spell completely on an individual or area, such as <em>Antimagic Field</em> or Spell Resistance, still apply). Fireball Flare may be applied alongside other arcane bombardier class features.</p><p></p><p></p><p><span style="color: Red"><strong>Fire Resistance (Su):</strong></span> At 3rd-level in this prestige class, the arcane bombardier develops the supernatural quality of Fire Resistance 10. He or she suffers 10 points less fire damage per round. This can reduce the damage from a fire effect to 0 but no lower. Unlike other kinds of energy resistance, however, the Fire Resistance granted by this class feature stacks with any other source of Fire Resistance, such as the <em>Resist Elements</em> spell.</p><p></p><p></p><p><span style="color: Red"><strong>Torch (Su):</strong></span> An arcane bombardier of 4th-level or higher learns how to create long-lasting, torch-like lights from their <em>Fireball</em> beads, detonating them later when it's convenient. Whenever he or she casts a <em>Fireball</em> spell (including ones such as <em>Delayed Blast Fireball</em>), the arcane bombardier may choose to apply Torch to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Torch does not provoke attacks of opportunity itself.</p><p></p><p>If the spell is cast successfully, and the arcane bombardier is creating only a single <em>Fireball</em> bead with that particular casting, then that bead's detonation is delayed and it remains in hand as a stable, brightly-glowing, reddish-yellow bead. It sheds light as per a torch, and may remain in this state for up to 1 hour per level in this class. The bead may be destroyed as per a magic item in the caster's possession, with its normal caster level, but it does not detonate if destroyed. The bead otherwise disappears harmlessly at the end of the duration noted above, or detonates after the caster launches it.</p><p></p><p>The caster may launch it as a free action on his or her turn, or as a readied action. Once launched, it has the spell's normal range, as affected by metamagic or class features if appropriate, and it detonates on impact or at the designated range as normal (or, if it is a <em>Delayed Blast Fireball</em> or affected by Delay Spell metamagic, the bead begins its normal delayed countdown to detonation at that time). Torch may be activated at the same time as other arcane bombardier class features, except for Bombard.</p><p></p><p></p><p><span style="color: Red"><strong>Incinerate (Su):</strong></span> Once the arcane bombardier has reached 5th-level, he or she can cast <em>Fireball</em> spells that burn hotter than normal. Whenever he or she casts a <em>Fireball</em> spell (including ones such as <em>Delayed Blast Fireball</em>), the arcane bombardier may choose to apply Incinerate to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Incinerate does not provoke attacks of opportunity itself. If the spell is cast successfully, the arcane bombardier re-rolls any damage dice results of 1 or 2 (before modifiers). In addition, the spell's level is added to its total damage, after other modifiers. Incinerate may be activated at the same time as other arcane bombardier class features.</p><p></p><p></p><p><span style="color: Red"><strong>Lingering Inferno (Su):</strong></span> The final secret of <em>Fireball</em> magic learned by an arcane bombardier is how to make a <em>Fireball's</em> blast linger after the detonation, starting at 5th-level in this class. Lingering Inferno is a supernatural ability that may be activated as a free action immediately before casting a <em>Fireball</em> spell (including ones such as <em>Delayed Blast Fireball</em>). Lingering Inferno does not provoke attacks of opportunity itself.</p><p></p><p>If the spell is cast successfully, and the arcane bombardier is creating only a single <em>Fireball</em> bead with that particular casting, then that bead will create a lingering fire after it has detonated. Once it detonates, the spell continues to deal damage in its area of effect for 1 round afterward, to anything that enters that area, and anything which remains there at the end of the round. New Reflex saves apply against the lingering effect, not the original saves. However, the blinding and dazzling effects of the Fireball Flare class feature are not repeated after the initial blast, as the flames grow dimmer.</p><p></p><p>Anything flammable in the area will continue to burn normally even after the magical flames have burned out. Effects that change durations do not apply to the Lingering Inferno's duration. Lingering Inferno may be activated at the same time as other arcane bombardier class features, except for Bombard.[/sblock]</p><p></p><p>[code][B][COLOR=Red][U][I]The Arcane Bombardier:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special Spellcasting Ability[/COLOR][/B]</p><p>1 +0 +0 +2 +0 Fireball Specialization +1 level of existing class</p><p>2 +1 +0 +3 +0 Metamagic Fireballs, Bombard</p><p>3 +1 +1 +3 +1 Fireball Flare, Fire Resistance +1 level of existing class</p><p>4 +2 +1 +4 +1 Metamagic Fireballs, Torch</p><p>5 +2 +1 +4 +1 Incinerate, Lingering Inferno +1 level of existing class[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4259563, member: 13966"] [b]Arcane Bombardier Prestige Class[/b] [COLOR=Green][SIZE=3][I][B]The Arcane Bombardier[/B][/I][/SIZE][/COLOR] The common [I]Fireball[/I] spell has been around since the earliest days of wizardry and sorcery, one of the first great spells ever devised, leading the way to even greater destructive spells. It has long fascinated wizards, Red Dragons, Firagi, and the occasional pyromaniac. It is no wonder, then, that someone came to revere this magic so much that they devoted an entire lifetime to perfecting it and exploring every facet of the spell's arcane formula. Whoever this individual was, history has forgotten them, but their work lives on in the tradition of the arcane bombardier. Countless generations of wizards and sorcerers have passed along the body of lore on how to draw out the full potential of the [I]Fireball[/I] spell. Those who study these secrets came at some point to call themselves by the title "arcane bombardier," which other arcanists have speculated comes from some early use of the [I]Fireball[/I] spell in combination with [I]Fly[/I] spells during wartime, strafing battlefields and dropping [I]Fireballs[/I] on enemy soldiers. Historical records seem to indicate the Firagi using such tactics long ago, before they changed focus towards martial arts and single combat. These days, arcane bombardiers are relatively common (insofar as advanced spellcasters are ever "common") among militaries who utilize battlemages of any sort. They also show up among Firagi communities, a few advanced Orcish tribes, and the occasional lone pyromaniac with some arcane talents. Copies of the original texts describing [I]Fireball[/I] mastery have spread fairly widely, so a fair number of arcane guilds and libraries have a copy, though there is a tendency for these tomes to get incinerated by mistake when a spellcaster is working with them and tweaking their [I]Fireball[/I] incantations. This tendency has lead to those who do possess the book to require its study be taken outside, supervised and well away from buildings or bystanders. Which has consequently lead to some copies just being stolen. The original text is long since gone, and only copies written by later arcane bombardiers remain. It is well-known that an arcane bombardier developed the [I]Lesser Fireball[/I] and [I]Greater Fireball[/I] spells, but their identity has also been lost, on account of having blown themselves up while experimenting. Only the spellbook left behind, bound in Red Dragon hide and apparently impervious to flames, survived; and without any signature by its owner. Arcane bombardiers are usually flashy and exciteable folks, as likely as not to be pyromaniacs. They are often respected by Firagi and Orc communities, who love the displays of mastery over fire and especially value its application in warfare and raids. Elves, fey, and other nature-loving or peaceable folk usually abhor such fire magic. An arcane bombardier learns to increase the size and range of their [I]Fireball[/I] spells, even those of non-arcane origin, though they are definitely best at utilizing arcane magic. They also learn to enhance the potency and duration of their [I]Fireballs[/I], making them burn hotter, brighter, and longer, even learning to apply metamagic effects more efficiently with [I]Fireballs[/I]. They can use [I]Fireballs[/I] as torches that are ready to detonate when needed, unleash a spread of weaker [I]Fireballs[/I] to cover a more dynamic area, and even resist or avoid the blasts more effectively. However, mastering [I]Fireball[/I] magic tends to come at the expense of some general arcane training. The fastest path into this prestige class is through the wizard, sorcerer, wu jen, or spellreaver variant bard, although members of a few prestige classes can also qualify at upper levels. The most common arcane bombardiers are sorcerers and wu jen who focus on mastering the fire element. Wizardly arcane bombardiers are more common among militaries, however, and some are even multiclassed as fighters, or spellswords as well. Spellreaver bards are the most common sort of Orcish arcane bombardier. [COLOR=Red][B]Hit Die:[/B][/COLOR] d8. [COLOR=Blue][SIZE=2][I][U][B]Requirements[/B][/U][/I][/SIZE][/COLOR] To qualify to become an arcane bombardier, a character must meet all the following criteria. [COLOR=Red][B]Knowledge (arcana):[/B][/COLOR] 5 ranks. [COLOR=Red][B]Knowledge (the planes):[/B][/COLOR] 10 ranks. [COLOR=Red][B]Spellcraft:[/B][/COLOR] 10 ranks. [COLOR=Red][B]Feats:[/B][/COLOR] Enlarge Spell, Eschew Materials, Spell Focus (Evocation), Widen Spell. [COLOR=Red][B]Special:[/B][/COLOR] Ability to cast arcane spells of at least 3rd-level, must know and be able to cast [I]Fireball[/I] as an arcane spell, must study and experiment with the [I]Fireball[/I] spell for at least a month prior to gaining this prestige class. [COLOR=Blue][SIZE=2][I][U][B]Class Skills[/B][/U][/I][/SIZE][/COLOR] The arcane bombardier’s class skills (and the key ability for each skill) are Alchemy (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Spellcraft (Int), and Spot (Wis). [COLOR=Red][B]Skill Points Per Level:[/B][/COLOR] 4 + Int modifier. [COLOR=Blue][SIZE=2][I][U][B]Class Features[/B][/U][/I][/SIZE][/COLOR] All of the following are class features of the arcane bombardier prestige class. [sblock][COLOR=Red][B]Weapon and Armor Proficiency:[/B][/COLOR] An arcane bombardier gains no extra proficiencies. [COLOR=Red][B]Spells:[/B][/COLOR] At each odd-numbered arcane bombardier level, the character’s spellcasting ability (spells per day, spells known, caster level, etc.) increases, as though he had gained a level in an arcane spellcasting class that he already possessed levels in before becoming an arcane bombardier. He does not, however, gain any of the other benefits from advancing a level in that class, such as improved familiar abilities, bonus feats, base attack bonus increases, and so on. When the character first becomes an arcane bombardier, he must choose a single arcane spellcasting class that his arcane bombardier levels will improve spellcasting for. He may not change his choice later. Also, the chosen class must be one that he or she can cast [I]Fireball[/I] from. [COLOR=Red][B]Fireball Specialization (Ex):[/B][/COLOR] At 1st-level in this class, the arcane bombardier masters some of the secrets of [I]Fireball[/I] magic and how to manipulate it for greater effect. Whenever he or she casts a [I]Fireball[/I] spell (including ones such as [I]Delayed Blast Fireball[/I]), that spell's maximum number of damage dice based on caster level is increased by 1 die per level in this class (thus, a standard [I]Fireball[/I] spell's maximum damage increases from 10d6 to 11d6 at 1st-level in this class, and up to 15d6 by 5th-level in this class). He or she still needs a sufficient caster level in order to inflict these extra damage dice, of course. Furthermore, the spell's base range is increased by an extra 5 feet per caster level, and the base radius for its area of effect is increased by 5 feet (not per level). In addition, the arcane bombardier receives one bonus spell slot of 3rd-level with the class that arcane bombardier levels improve spellcasting for, as though from a higher key ability score, but this bonus slot may only be used to prepare and/or cast [I]Fireball[/I] spells. An arcane bombardier also gains an extra +1 bonus to his or her saving throw DCs for [I]Fireball[/I] spells (including ones such as [I]Delayed Blast Fireball[/I]), and a +1 bonus on caster level checks to overcome Spell Resistance with such spells. The arcane bombardier may also counterspell any [I]Fireball[/I] spell with another [I]Fireball[/I] spell of equal or higher spell level (such as countering a [I]Fireball[/I] with a [I]Delayed Blast Fireball[/I], or countering a [I]Greater Fireball[/I] with a 5th-level Heightened [I]Lesser Fireball[/I]). This still requires an appropriate counterspell action and spell identification. Lastly, he or she is treated as having the Evasion extraordinary ability of the rogue class, but only for purposes of evading [I]Fireball[/I] spells (including ones such as [I]Delayed Blast Fireball[/I]). If he or she already has Evasion, or gains it later, then they are treated as having Improved Evasion for this purpose, as per the rogue class feature. [COLOR=Red][B]Metamagic Fireballs (Ex):[/B][/COLOR] At 2nd-level and 4th-level, the arcane bombardier gains the ability to cast [I]Fireball[/I] with the use of metamagic at a reduced cost in spell slot level. Each time this ability is gained, the arcane bombardier reduces the total spell slot level increase from metamagic effects by 1 point, but only when applying metamagic to the [I]Fireball[/I] spell. These reductions will not reduce the spell slot level increase below +0 (thus, the spell will always require at least a spell slot of its actual level, as with a normal casting of [I]Fireball[/I]). Thus, for instance, a wizard 11/arcane bombardier 4 could apply the Enlarge Spell, Quicken Spell, and Silent Spell feats once each (if he or she possesses those feats) to a [I]Fireball[/I] spell, and it would only use up a 7th-level spell slot instead of a 9th-level spell slot (which they would not even have at that character level, making this ability all the more useful). Heighten Spell metamagic still increases the level of spell slot needed, as normal. These benefits apply with all [I]Fireball[/I] spells, including divine versions or variants such as [I]Delayed Blast Fireball[/I]. This is an extraordinary ability. [COLOR=Red][B]Bombard (Su):[/B][/COLOR] Arcane bombardiers learn one of their signature abilities at 2nd-level in this class, the ability to spread out a [I]Fireball's[/I] effect to cover multiple areas with several weaker explosions. Whenever he or she casts a [I]Fireball[/I] spell (including ones such as [I]Delayed Blast Fireball[/I]), the arcane bombardier may choose to apply Bombard to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Bombard does not provoke attacks of opportunity itself. If the spell is cast successfully, the arcane bombardier may divide the damage dice of the [I]Fireball[/I] spell into multiple batches (applying any damage bonuses only to the first batch, excluding Empower Spell, Maximize Spell, or Intensify Spell metamagic, which is applied to each damage die separately). Each batch of damage dice is launched as a separate [I]Fireball[/I] bead and may have a different target or the same target, as desired. Each bead explodes with its own area of effect as normal. You may create up to one bead in this manner for each level attained in this class. The damage dice may only be divided into batches of whole dice, not half a die for example (though Empower Spell applies normally to each die if used). If the [I]Fireball[/I] spell used can melt metals of some sort, then that function only applies with a bead that is assigned more than half of the damage dice (such as 5 dice out of 8 or 9 total). The beads are launched and detonated simultaneously (if the spell is delayed, such as a [I]Delayed Blast Fireball[/I] or a standard [I]Fireball[/I] with Delay Spell metamagic applied, then all of the beads detonate as soon as one of them does). Despite the separate beads, saving throws and Spell Resistance, along with any other defenses, apply just once against the entire spell. Bombard may be activated at the same time as other arcane bombardier class features. [COLOR=Red][B]Fireball Flare (Ex):[/B][/COLOR] Starting at 3rd-level in this class, the arcane bombardier's mastery over the [I]Fireball[/I] spell allows him or her to freely expand its area of effect and intensify the light it produces when exploding. The arcane bombardier chooses at the time of casting any [I]Fireball[/I] spell (including the [I]Delayed Blast Fireball[/I] spell) whether or not to apply Fireball Flare to that spell. When this ability is applied to such a spell, that spell's area of effect receives an increase of +10 feet to its base radius. In addition, the spell's base range is increased by 60 feet per level in this class. Lastly, the spell flares brightly when it explodes, though dimmer outside the blast. This causes all creatures within the spell's area of effect to be blinded for 1 round and then dazzled for 1 round after that, if they fail their Reflex save. If they succeed at the saving throw, the creature is simply dazzled for 1 round. Evasion, Improved Evasion, and similar abilities do not affect the blinding or dazzling result (effects that negate the spell completely on an individual or area, such as [I]Antimagic Field[/I] or Spell Resistance, still apply). Fireball Flare may be applied alongside other arcane bombardier class features. [COLOR=Red][B]Fire Resistance (Su):[/B][/COLOR] At 3rd-level in this prestige class, the arcane bombardier develops the supernatural quality of Fire Resistance 10. He or she suffers 10 points less fire damage per round. This can reduce the damage from a fire effect to 0 but no lower. Unlike other kinds of energy resistance, however, the Fire Resistance granted by this class feature stacks with any other source of Fire Resistance, such as the [I]Resist Elements[/I] spell. [COLOR=Red][B]Torch (Su):[/B][/COLOR] An arcane bombardier of 4th-level or higher learns how to create long-lasting, torch-like lights from their [I]Fireball[/I] beads, detonating them later when it's convenient. Whenever he or she casts a [I]Fireball[/I] spell (including ones such as [I]Delayed Blast Fireball[/I]), the arcane bombardier may choose to apply Torch to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Torch does not provoke attacks of opportunity itself. If the spell is cast successfully, and the arcane bombardier is creating only a single [I]Fireball[/I] bead with that particular casting, then that bead's detonation is delayed and it remains in hand as a stable, brightly-glowing, reddish-yellow bead. It sheds light as per a torch, and may remain in this state for up to 1 hour per level in this class. The bead may be destroyed as per a magic item in the caster's possession, with its normal caster level, but it does not detonate if destroyed. The bead otherwise disappears harmlessly at the end of the duration noted above, or detonates after the caster launches it. The caster may launch it as a free action on his or her turn, or as a readied action. Once launched, it has the spell's normal range, as affected by metamagic or class features if appropriate, and it detonates on impact or at the designated range as normal (or, if it is a [I]Delayed Blast Fireball[/I] or affected by Delay Spell metamagic, the bead begins its normal delayed countdown to detonation at that time). Torch may be activated at the same time as other arcane bombardier class features, except for Bombard. [COLOR=Red][B]Incinerate (Su):[/B][/COLOR] Once the arcane bombardier has reached 5th-level, he or she can cast [I]Fireball[/I] spells that burn hotter than normal. Whenever he or she casts a [I]Fireball[/I] spell (including ones such as [I]Delayed Blast Fireball[/I]), the arcane bombardier may choose to apply Incinerate to that spell. This is a supernatural ability, but is activated as a free action just before casting the spell, and Incinerate does not provoke attacks of opportunity itself. If the spell is cast successfully, the arcane bombardier re-rolls any damage dice results of 1 or 2 (before modifiers). In addition, the spell's level is added to its total damage, after other modifiers. Incinerate may be activated at the same time as other arcane bombardier class features. [COLOR=Red][B]Lingering Inferno (Su):[/B][/COLOR] The final secret of [I]Fireball[/I] magic learned by an arcane bombardier is how to make a [I]Fireball's[/I] blast linger after the detonation, starting at 5th-level in this class. Lingering Inferno is a supernatural ability that may be activated as a free action immediately before casting a [I]Fireball[/I] spell (including ones such as [I]Delayed Blast Fireball[/I]). Lingering Inferno does not provoke attacks of opportunity itself. If the spell is cast successfully, and the arcane bombardier is creating only a single [I]Fireball[/I] bead with that particular casting, then that bead will create a lingering fire after it has detonated. Once it detonates, the spell continues to deal damage in its area of effect for 1 round afterward, to anything that enters that area, and anything which remains there at the end of the round. New Reflex saves apply against the lingering effect, not the original saves. However, the blinding and dazzling effects of the Fireball Flare class feature are not repeated after the initial blast, as the flames grow dimmer. Anything flammable in the area will continue to burn normally even after the magical flames have burned out. Effects that change durations do not apply to the Lingering Inferno's duration. Lingering Inferno may be activated at the same time as other arcane bombardier class features, except for Bombard.[/sblock] [code][B][COLOR=Red][U][I]The Arcane Bombardier:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special Spellcasting Ability[/COLOR][/B] 1 +0 +0 +2 +0 Fireball Specialization +1 level of existing class 2 +1 +0 +3 +0 Metamagic Fireballs, Bombard 3 +1 +1 +3 +1 Fireball Flare, Fire Resistance +1 level of existing class 4 +2 +1 +4 +1 Metamagic Fireballs, Torch 5 +2 +1 +4 +1 Incinerate, Lingering Inferno +1 level of existing class[/code] [/QUOTE]
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