Critique a homebrew PRC

felenish

First Post
Hope i'm not posting in the wrong place. If I am please point me in the right direction.

I'm a DM working on a new prestige class for a campaign setting I'm working on. It is a cousin to the Arcane Archer. I just want it to be known that I'm not trying to replace the Arcane Archer ( I actually Like the class ) I just had some ideas that i wanted to try out.

I call it the Eldritch Archer <sarcasm>Most Original Name Ever</sarcasm>. Please pound away at it and help me get it balanced.

Oh and I know I haven't listed class skills or skill points per level. Still working on that and waaaaay open to suggestions.

EDIT: Just posting an updated version.

Eldritch Archer
[TABLE="width: 500, align: center"][TR][TD="align: center"]Level[/TD][TD="align: center"]Base Attack[/TD][TD="align: center"]Fortitude[/TD][TD="align: center"]Reflex[/TD][TD="align: center"]Will[/TD][TD="align: center"]Special[/TD][TD="align: center"]Spell Casting[/TD][/TR][TR][TD="align: center"]1[/TD][TD="align: center"]+1[/TD][TD="align: center"]+0[/TD][TD="align: center"]+2[/TD][TD="align: center"]+0[/TD][TD="align: center"]Craft Magic Bow
Energize Bow 1[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]2[/TD][TD="align: center"]+2[/TD][TD="align: center"]+0[/TD][TD="align: center"]+3[/TD][TD="align: center"]+0[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]3[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]Bow Touch 30 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]4[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]5[/TD][TD="align: center"]+5[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]Energize Bow 2[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]6[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]7[/TD][TD="align: center"]+7[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]Bow Touch 60 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]8[/TD][TD="align: center"]+8[/TD][TD="align: center"]+2[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]9[/TD][TD="align: center"]+9[/TD][TD="align: center"]+3[/TD][TD="align: center"]+6[/TD][TD="align: center"]+3[/TD][TD="align: center"]Energize Bow 3[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]10[/TD][TD="align: center"]+10[/TD][TD="align: center"]+3[/TD][TD="align: center"]+7[/TD][TD="align: center"]+3[/TD][TD="align: center"]Force Arrow[/TD][TD="align: center"]+1 existing class[/TD][/TR][/TABLE]
Entry Requirements

Race: Elf or Half-Elf
Base Attack: +3
Feats: Weapon Focus in any bow excluding crossbows.
Spell Casting Ability: Ability to cast 2nd level arcane spells.
[h=1]Class Features[/h]
Hit Die : d6
Weapon and Armor: The eldritch archer gains no new weapon or armor proficiencies.

Spellcasting: At each even numbered level you gain new spells per day and increase in caster level (and spells known if applicable) as if you had also gained a level in the arcane spellcasting class to which you belonged before adding this prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming and eldritch archer, you must decide which class to add each level to for the purpose of determining spells per day, caster level, and spells known.

Craft Magic Bow:
This feat functions exactly like Craft Magic Weapon except that it only allows the creation of magical bows (excluding crossbows) and arrows.

Energize Bow (Su):
The eldritch archer has discovered new ways to use his magical prowess to enhance his archery. He may cast any spell he knows that has an energy type into his bow to enhance his damage. This takes the same action as casting the chosen spell. The eldritch archers attacks gain 1d6 + the level of the spell cast damage of the same energy type as the spell used. This lasts for a number of rounds equal to the spell level used + relevant casting stat modifier. This bonus damage stacks with any other bonus damage the bow may already be enchanted with, however the eldritch archer may only have one type of energy charged into his bow at a time. If he casts another spell to energize his bow before the duration of the last effect has ended any remaining time left on the previous effect is ended, and the new effect begins. At 5th level, the damage bonus increases to 1d8 + the level of the spell cast. At 9th Level, this increases to 1d10 + the level of the spell cast.

Bow Touch (Su): The eldritch archer has become so adept at mixing his spellcasting and archery abilities that he can now use his bow to deliver a touch attack spell. As a standard action, can cast any melee touch attack spell he knows through his weapon. He makes a ranged touch attack against any target within 30 feet. The magic consumes the arrow used to hold the spell so no weapon damage is applied. The target is allowed any saving throw or spell resistance that the chosen spell would normally allow. At 7th level the range that the eldritch archer may make this attack to 60 ft.

Force Arrow (Su): As a free action, you can create an arrow composed of force. If your base attack bonus is high enough to grant multiple attacks, or a feat or spell grants extra attacks, you can create multiple arrows as part of an attack. You must have one hand free to create a force arrow.

The arrow is identical in all other ways (except damage type) to an arrow fired from the weapon you are currently attacking with. The only difference between a force arow and a normal arrow is damage type. A force arrow deals force damage instead of piercing damage. All othe damage types that might be applied to a shot fired with a force arrow are treated normally. Wether a force arrow hits or missed, it dirripates 1 round after being shot.

Even in places where magic effects do not normally function (such as within an anti-magic field), you can attempt to us force arrow by making a DC 20 Will save. On a successful save, you can freely produce force arrows for a number of rounds equal to your class level before needing to check again. On an unsuccessful attampt, you must wait 1 round before trying again while you remain withing the magic-negating effect.
 
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I just want it to be known that I'm not trying to replace the Arcane Archer
Please pound away at it and help me get it balanced.

With that we shouldn't have problems. I can see the class is not broken(So long you don't consider, say, Touch of Idiocy cast from 60 feet away broken. Brrrr...), and while the Eldritch Archer's damage output and casting is superior, the Arcane Archer in the hands of a good player will achieve more with the subtler class abilities. Since you want the two to exist at the same time, consider the arcane archer a kind of cheap yet autonomous magical sniper who can take care of themselves, whereas the Eldritch is a shock trooper that needs the protection of their melee fighters but literally payed and crafted their way to the front to blast their enemies into oblivion in league with the rest of the blasters and debilitate important hostile figures who had the audacity to enter their range.

What you might have to consider is that Elven armies who can't afford the Eldritch's weaponry and don't trust their archers to craft their own would take the safe option and encourage the tougher, sneaky Arcanes, leaving the "Eldritch Squad" at a big loss.

Oh and I know I haven't listed class skills or skill points per level. Still working on that and waaaaay open to suggestions.

Hmm. Well, assuming they leave the more subtle jobs to the Arcanes and deployed in times when the guerilla fighting style of the elves is a worse option(if at all), just behind the front lines, they can only scarcely have use of Hide and Move Silently checks. Thus they can and will be interrupted a lot more while casting, so Concentration makes a good choice, maybe along with Spellcraft and/or Knowledge(Arcana). Feel free to drop Spot as well(it's hard not to see a whole warband of targets marching in front of you, and you should be looking at the battlefield, not the rear of your battlements). Listen is still very useful to notice would-be assassins who want to sneak attack you and the rest of the casters. Full casters rarely have Listen as a class skill, you'd certainly gain some popularity after you saved a few wizards from enemy rogues.
 
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Energize Bow: at MAX gives 1d10+9 damage for 20 rounds (really an eldrith archer would onyl have access to level 8 spells at level 20, so at max it would do 1d10+8 damage for 20 rounds, usable as many time you have 9th/8th level spells, so not that many, but it will last the whole encounter, probably not two encounters though; much of the time (throughout many levels of play) the damage bonus is going to be much less). Not too powerful i like it. THe duration is quite high at the high levels and low at the lower levels, maybe change the duration so its not a function of HD (maybe it simply lasts 1 MIN, usually enough time for 1 encounter).

Bow Touch: This is essentially the same as the archmages "arcane reach" ability. However, the archmage is more deadly with this ability since it will have a greater number of higher level more powerful spells to use the ability with (although to be fair the archmage gets it at a much higher level). You are limited by the number of spells you have, so its not usable all the time (meaning you cant just shoot regular arrows out as touch attacks all day long).

Craft Bow: definitely not under or overpowered. I would consider giving the eldritch archer the ability to use Use magic device checks to emualte spells for crafting similar to an artificer.

Spellcasting: This severely gimps your spellcasting but also allows you to get level 8 spells by level 20 (that is if you were a wizard10/Archer10. This may need revision (I am pretty lenient I my games and I would allow it but I dont now what others think). I think what needs revision is the prereqs though (see below).

Prereqs: The 'best' (fastest) way to gain access to this PrC is to be a straight wizard. Since elves gain proficiency with bows all the wizard need do is sink 1 feat into weapon focus (a rather useful feat) to become a wizard5/archer1 by level 6. Usually if the fastest way to get access to a PrC is through the path of a wizard then that PrC would not have full BAB. Maybe tweak the prereqs so that you need a dip into melee class to acheive it the earliest (Notice the arcane archer requires a dip into a spellcaster to gain it the earliest or at all, maybe the eldritch archer is the flip side, it requires a dip in melee (full BAB class) to get it fastest; maybe make a +3 BAB requirement; and level 2 spells only, so a wizard or sorcerer4/melee1 is the fastest was to get access to this PrC. This would make it so at most a level 20 char could have access to level 7 spells.

The eldritch archer will be an alright spellcaster as well as get some goodies to ranged (mainly the bonus damage of energize bow. Maybe also give a bonus to hit equal to 1/2 spell level or something (MIN +1) when using energize bow. So you get a bonus to hit and damage. ALso, consider giving the eldrtich archer "imbue arrow" as an arcane archer. Really this ability doesnt give you access to anything you couldnt do it just may give you better (or worse) range and some spells that are normally only centered on you can be fired on an area away from you... not that powerful... consider giving it to the eldritch archer (although arcane archers need to funnel ALOT of extra levels to get effective spellcasting since they have no spellcasting bonus, so imbue arrows will be that much more deadly with access to higher level spell).

All in all I would say it is not over or under powered (I cant really decide whether its over or under powered and when that happens it may be just right... lol... no but it is hard to but a price on those few levels of spellcasting you are giving up... swapping this PrC for those levels seems like a good trade, maybe even a trade that gimps the archer in terms of sheer power, so in that sense it could be 'underpowered' but I think that more so has to do with the general power of spellcasters compared to those of melee/ranged)
 
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Dozen: Love the thought of them being more of a shock trooper. Helps me come up with a bit more of a back story to the class. I kinda built it backwards and came up with abilities before story.

Belzbet: The duration of Energize arrow is actually keyed off the PRC levels only so 1 to 10 rounds. Might be a bit low that way and a flat 1 minute sounds pretty good. As far as prereqs not sure if i should go with a base attack minimum or throw another archery feat in the mix to give it a more marshal feel. I'd hate to give a bonus to hit on top of a full base attack bonus. That seems a bit high but I should probably run some numbers and compare it to other "gish" classes. Not sure where I could throw in imbue arrow in the level progression but I'll look at it.

As far as class skills here is the list I'm looking at so far.

2 + int mod per level.
Craft
Profession
Knowledge(Arcana)
Spellcraft
Concentration
Listen

Thanks for all the help.
 

This class needs a Capstone more attractive than "+1 to exist spell casting" and +1 BAB.
As is, this class can gain access to 9th level spells by going Wizard 13/EA 7, grabbing his 60' Touch and 1d8+Spell Level damage, only giving up 1 BAB and 1 Reflex, 2 points damage on bow attacks, and 3 HP.

I'd trade 9th level spells for 1 BAB, 1 Reflex, 2 points of damage (really only 1), and 3 HP. Wouldn't you?

Maybe, as a capstone, he'll get to apply his spellcasting stat to damage or to hit.

Edit:
Oh, dear. I miscalculated, you'd have to be Wizard 14/EA 7.
 
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Have decided on a few changes. Will update pdf when i get more time but for now here we go.

Energize Arrow: Duration is now Level of spell used + casting stat modifier. i.e. W6/EA1, 18 INT, Fireball = 7 ( 3rd level spell, +4 INT Mod).

Sekhmet makes a very good point as far as capstone. Don't really want to add too much damage, though testing and number crunching is needed in that regards. So far I've come up with this.

Force Bow: At 10th level the Eldritch Archer no longer needs to use arrows of any kind. This changes the damage type of the bow from piercing to force though it still requires a normal ranged attack and does standard damage for whatever bow is being used. If he chooses to use an arrow, magical or mundane, it overides this ability and does standard piercing damage.
 

This class needs a Capstone more attractive than "+1 to exist spell casting" and +1 BAB.
As is, this class can gain access to 9th level spells by going Wizard 13/EA 7[/QUOTE

This is not true an eldritch archer can never gain 9th level spells (unless the progression goes beyond epic levels)

WIZ13 has accessto level 7 spells. 7 levels in Archers gives a +3 bonus to spelcastings 13+3=16 (16 CL DOES NOT GAIN ACCESS TO LEVEL 9 SPELLS... at MAX level 8 spells)

You are right Sekhmet the class needs an increase to hit (that is the capstone); a FULL BAB class that gets access to level 8 spells is good though
 
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This class needs a Capstone more attractive than "+1 to exist spell casting" and +1 BAB.
As is, this class can gain access to 9th level spells by going Wizard 13/EA 7[/QUOTE

This is not true an eldritch archer can never gain 9th level spells (unless the progression goes beyond epic levels)

WIZ13 has accessto level 7 spells. 7 levels in Archers gives a +3 bonus to spelcastings 13+3=16 (16 CL DOES NOT GAIN ACCESS TO LEVEL 9 SPELLS... at MAX level 8 spells)

You are right Sekhmet the class needs an increase to hit (that is the capstone); a FULL BAB class that gets access to level 8 spells is good though

It should be noted that I corrected my math in an edit, nearly eight hours prior to your comment.
 

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