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Marionnen's Musings: Prestige Classes as Feats
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<blockquote data-quote="Celebrim" data-source="post: 6105968" data-attributes="member: 4937"><p>I like where you are going with this (because I'm already there), but I'm going to suggest a completely different mechanic in some cases.</p><p></p><p>As I see it 'Seeker Arrow', 'Phase Arrow', 'Hail of Arrows', and 'Arrow of Death' are spells not feats (1st, 2nd, 4th, and 6th level respectively). You simply add them to your Sorcerer/Wizard spell list and give them the unique 'Arrow' descriptor. What is the point of this? Now we no longer have to spend precious feat resources to do a bit of magic. We also no longer have to specify how many times you can do these things a day nor add complex feat interdependencies, and we free the player from the need to climb up a particular feat chain. He can instead focus on those abilities he wants and ignore those he doesn't want.</p><p></p><p>This leads us to the following feats that capture the feel of the original class:</p><p></p><p>Master of Arrow Magic [GENERAL, WIZARD]</p><p>Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 1st-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor.</p><p>Benefits: You may spontaneously channel a spell of the same or higher level into any spell with the Arrow descriptor which you know, even if you have not prepared such a spell ahead of time. </p><p></p><p>And</p><p></p><p>Bow Magic [GENERAL, WIZARD]</p><p>Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 1st-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor.</p><p>Benefit: Twice per day, you may cast a spell with the 'Arrow' descriptor without expending a spell slot.</p><p>Special: You may take Bow Magic more than once. Its effects stack.</p><p></p><p>And</p><p></p><p>Arcane Arrows [GENERAL, WIZARD]</p><p>Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 3rd-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor, able to cast <em>Greater Magic Weapon</em></p><p>Benefit: Every arrow which you fire from a bow for which you have the weapon forcus feat recieves an enhancement bonus, just as if you had cast Greater Magic Weapon on it. This effect lasts only for the duration of the arrows flight and is not transferable.</p><p></p><p>One thing to notice though is that I've changed the focus here from something a fighter does to pick up a few spell-like abilities, to something that a wizard does to operate like a fighter. If you really want to keep that focus on the Arcane Archer as fighter, your methodology might work well, but I don't feel it is as flavorful (after all, the core power of the class and its essential flavor is that you can enchant your arrows to deliver spells) and I think that there might be better and more general approaches. For example, I already have a homebrew feat called 'The Riddle of Steel' that causes _any_ weapon a fighter wields to become magical in his hands.</p><p></p><p>I could go on, but I'm at work and don't have time to really dig into how I'd rearchitect everything. There is nothing wrong with your methodology, and if you prefer it, then great, but keep in mind how precious feats are. </p><p></p><p>As for Arcane Trickster, just to start the discussion, who says that you need a feat to let Mage Hand do ranged legerdemain? Why not write it into the spell and let anyone do that with a -5 on his skill check, and have a Feat that removes the penalty?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6105968, member: 4937"] I like where you are going with this (because I'm already there), but I'm going to suggest a completely different mechanic in some cases. As I see it 'Seeker Arrow', 'Phase Arrow', 'Hail of Arrows', and 'Arrow of Death' are spells not feats (1st, 2nd, 4th, and 6th level respectively). You simply add them to your Sorcerer/Wizard spell list and give them the unique 'Arrow' descriptor. What is the point of this? Now we no longer have to spend precious feat resources to do a bit of magic. We also no longer have to specify how many times you can do these things a day nor add complex feat interdependencies, and we free the player from the need to climb up a particular feat chain. He can instead focus on those abilities he wants and ignore those he doesn't want. This leads us to the following feats that capture the feel of the original class: Master of Arrow Magic [GENERAL, WIZARD] Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 1st-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor. Benefits: You may spontaneously channel a spell of the same or higher level into any spell with the Arrow descriptor which you know, even if you have not prepared such a spell ahead of time. And Bow Magic [GENERAL, WIZARD] Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 1st-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor. Benefit: Twice per day, you may cast a spell with the 'Arrow' descriptor without expending a spell slot. Special: You may take Bow Magic more than once. Its effects stack. And Arcane Arrows [GENERAL, WIZARD] Prerequisites: Elf or half-elf, Arcane Archer, Point Blank Shot, Precise Shot, Weapon Focus (any bow), ability to cast 3rd-level arcane spells, base attack bonus +5, able to cast one or more spells with the 'Arrow' descriptor, able to cast [I]Greater Magic Weapon[/I] Benefit: Every arrow which you fire from a bow for which you have the weapon forcus feat recieves an enhancement bonus, just as if you had cast Greater Magic Weapon on it. This effect lasts only for the duration of the arrows flight and is not transferable. One thing to notice though is that I've changed the focus here from something a fighter does to pick up a few spell-like abilities, to something that a wizard does to operate like a fighter. If you really want to keep that focus on the Arcane Archer as fighter, your methodology might work well, but I don't feel it is as flavorful (after all, the core power of the class and its essential flavor is that you can enchant your arrows to deliver spells) and I think that there might be better and more general approaches. For example, I already have a homebrew feat called 'The Riddle of Steel' that causes _any_ weapon a fighter wields to become magical in his hands. I could go on, but I'm at work and don't have time to really dig into how I'd rearchitect everything. There is nothing wrong with your methodology, and if you prefer it, then great, but keep in mind how precious feats are. As for Arcane Trickster, just to start the discussion, who says that you need a feat to let Mage Hand do ranged legerdemain? Why not write it into the spell and let anyone do that with a -5 on his skill check, and have a Feat that removes the penalty? [/QUOTE]
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