Shooting Stars of Morwel

adamda

First Post
Greetings! This is my second pass (on November 27th) at a prestige class I'm designing. It's a version of the arcane archer that is much more spell focused, with a lower BAB. Constructive criticism is always appreciated, and that which was already given really has helped! Namely to really emphasize that full casting progression classes need limits!! For those who have already seen this class, note that celestial cascade and arrows of light now require 2nd and 3rd level spell slots (respectively) that cannot be substituted for higher level spell slots, and that to gain any enhancement to arrows a spell slot must be used (no passive abilities, they must all be activated with the exception of the bow attack bonus). Here goes:

Shooting Stars of Morwel
Queen Morwel, ruler of the Court of Stars and the eladrin people, seems like a pretentious beauty with little interest in the lives of mortals. Yet, as focused on her home realm and the luxuries of life as she is, her gaze still manages to linger upon those who keep up the fight against evil upon the Prime Materials. When the forces of darkness start to rise, her divine heart touches upon those elven archers who would stand against injustice.

Potential candidates are usually discovered by agents of Morwel, who watch over a chosen figure before sending their recommendation to the celestial realms. Some tailor themselves into holy warriors, and others find themselves thrown into the role through their love of the fey. The first type is fully aware of the blessings they receive, while the second is usually mystified by the powers they begin to manifest. All Shooting Stars of Morwel learn their starlight abilities in their dreams, and feel an intense connection to the heavens whenever under the tapestry of lights in the night sky.
Hit Dice: d8

Requirements
To qualify to become a shooting star, a character must fulfill the following criteria:
Base Attack Bonus: +3
Feats: Point Blank Shot, Precise Shot, and one of the following: Knight of the Stars or Nymph's Kiss
Special: Arcane caster level 5th and the ability to spontaneously cast magic missile

Class Skills
The shooting star's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at Each Level: 2 + Int modifier

Code:
[b]        Base 
        Attack  Fort    Ref     Will 
[u]Level   Bonus   Save    Save    Save    Spellcasting        Special[/b][/u]
1	+0	+0	+2	+0	+1 Existing Arcane  Starfletching
2	+1	+0	+3	+0	+1 Existing Arcane  Eladrins' Grace +1
3	+1	+1	+3	+1	+1 Existing Arcane  Celestial Cascade
4	+2	+1	+4	+1	+1 Existing Arcane  Eladrins' Grace +2
5	+2	+1	+4	+1	+1 Existing Arcane  Arrows of Light
Class Features
All of the following are features of the shooting stars prestige class.
Weapon and Armor Proficiency: Shooting stars gain no proficiency with any weapons, armor, or shields.
Spellcasting: At first level and every level thereafter, a shooting star gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a shooting star, he must decide to which class he he adds the new level for purposes of determining spells per day.
Starfletching (Su): A shooting star of first level may draw upon their arcane power as they fire an arrow to transform it into a a tool against evil. As a full round action that includes the expenditure of a 1st level arcane spell slot, a single arrow fired bursts into the form of a glowing star. The arrow retains all of its qualities as well as the qualities of the bow that fired it, and is always considered magical and good aligned for the purposes of damage reduction. Additionally, the arrow gains one of the following magical weapon special abilities, chosen as the spell slot is expended: ghost touch, merciful or seeking. Spells, magic items, abilities or feats that grant additional attacks do not work with this ability.
Eladrins' Grace (Ex): Shooting stars gradually become more in tune with their bows, with their skill augmented by the power of the Court of Stars. They gain a +1 sacred bonus to attack with all bows at 2nd level, which increases to a +2 sacred bonus at 4th level.
Celestial Cascade (Su): A third level shooting star may alter their arrows so that they gain additional projectiles with each one fired. To do so, the starfletching ability is used as per normal, but a second level arcane spell slot must be expended instead of the normal investment of a first level spell slot. The one arrow fired splits off into three, with one being the primary and two being secondary arrows. Secondary arrows ignore the properties of the primary arrow fired to activate the ability and are one size category smaller, yet are still modified by the bow and starfletching ability properties. Each projectile requires a separate attack roll using at the shooting star's highest attack bonus, and precision damage only applies to the primary arrow. The secondary arrows may target the same or different target as the primary, as long as no two targets are more than 15 feet apart.
Arrows of Light (Su): Upon reaching 5th level, a shooting star may channel the might of their patron queen into their arrows. Instead of a first or second level arcane spell slot, a third level spell slot must be used, but the starfletched arrows gain further enhancement on top of the normal effects for celestial cascade and starfletching. The shooting star chooses one of the following additional options to apply to the primary and secondary arrows, chosen when the spell slot is expended: brilliant energy OR blessed, holy, and bane (evil outsider).
 
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2 good saves, d8, full spellcasting, and goodies on top? Looks a bit too good to me. At the very least you should require the Knight of Stars feat as well. And I'd drop the first level of spellcasting too.

Celestial Cascade coud be abused by someone with True Strike and Sneak Attack.
 

Thanks Quartz! I tried basing this class off of the daggerspell mage from the Complete Adventurer in terms of balance. I don't know if going from 6 skill points per level to 2 is a good enough trade off for a bump from a d6 to a d8 hit die, but that's what I was going for. It also has two good saves, and a medium base attack progression. However, as you suggested, it doesn't have the first level boost to spellcasting class. That is the bane of my existence (at the moment), and something that is going to be terribly tough to deal with, because I really want this class to have full progression. I don't mind taking the abilities down to less powerful versions, so long as they are somewhat fun, useful, and flavorful. I do want to have an ability every level, but it doesn't have to be an awe inspiring ability.

How about these for changes: remove the good Reflex save. Starfletching requires a full round action. And some way of weakening all of the other powers (especially bow of light, giving a +4 equivalent enhancement to arrows is a bit much now that I think of it).

And yes, you are absolutely right about Celestial Cascade. I rather loathe True Strike, but I might as well balance the ability as much as I can. Sneak attack can be ignored if I put in a simple line saying "precision base damage does not apply", although that in some ways prevents critical hits which is no fun. I think I just need to weaken the entire ability altogether. I'll have to think about it. Any suggestions?

Also, would requiring a caster level 3 instead of 5 be a bad call? I'd like a multiclassed fighter 2 sorcerer 3 to qualify.
 

Drop the good will save and the first level of spellcasting AND require Knight of Stars and I still want to rip it off for my homebrew! Nice job!

Maybe Arrow of Light only works against evil subtype enemies? Starfletcher could be a full round action as it combines two things into one, in a way. Makes some sense.

For Celestial Cascade, True Strike and Sneak Attack only work on the first arrow, just as Multishot and Rapid Shot, and multiple attacks per round do. Easy. If they miss, well, they miss and the bonuses to hit and/or damage are gone.
 
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Is there a limit to the use of the Arrows of Light ability? Also, you might want to make the arrows Holy instead of +1d6.

I'd like to see the racial requirement dropped: I'm guessing you've pulled it from the Arcane Archer.

Slapzilla said:
For Celestial Cascade, True Strike and Sneak Attack only work on the first arrow, just as Multishot and Rapid Shot, and multiple attacks per round do.

CC operates off one die roll, so True Strike applies to it all.
 

Can I just check what you mean by the first part of the special requirement? Do you mean 'able to cast 5th level spells'? Or 3rd level spells? Or do you mean 5 levels in classes that grant arcane spellcasting ability? Or would someone with one level in Sorceror, 4 levels in other classes, and the Practiced Spellcaster feat qualify? Personally, I do dislike class and character level requirements, much preferring them to be based on extant abilities.

So, change the requirements to as below:

Requirements
To qualify to become a shooting star, a character must fulfill the following criteria:
Race: Any
Base Attack Bonus: +3
Feats: Point Blank Shot, Precise Shot, Knight of Stars, one other Exalted feat
Special: Ability to cast 3rd level arcane spells and the ability to spontaneously cast magic missile

and remove the good Reflex Save and the first level of arcane spellcasting, and I think you've got a winner.
 

Thanks again for the input! Here are some proposed changes to the prestige class. I'm really hoping to keep the first level of spellcasting progression, so I'm curious to see if the changes reduce the power sufficiently. As for the Knight of Stars requirement, do you think that should be there on top of the Exalted feat already required, or replace that requirement? And I could live with the racial prereq being removed, I just thought that the eladrin queen would cater to elves alone, but that need not be the case. Also, the 1d6 positive energy damage was used because Morwel deals an extra 2d6 positive energy damage to evil creatures she injures with her sword of light ability that arrows of light is based off of that. I wouldn't want to give the holy bonus on top of everything else, I'd be more inclined to remove the bonus damage entirely.

(edit) I'd like the class to be able to fit a martial character who dabbled in sorcerer, so a first level sorcerer with practiced spellcaster should be able to qualify in my opinion. I think that this class, being so archery focused, should have the good Reflex instead of Will saves as well. Also, requiring an additional Exalted feat seems a bit overkill, as a character without bonus feats would need 9 levels before starting this class. I think non-fighters/humans shouldn't have to wait that long, and that a straight elven sorcerer without feat acceleration should be able to qualify after 6th level.(end-edit)

Requirements
To qualify to become a shooting star, a character must fulfill the following criteria:
Base Attack Bonus: +3
Feats: Point Blank Shot, Precise Shot, and one of the following: Knight of the Stars or Nymph's Kiss
Special: Arcane caster level 5th and the ability to spontaneously cast magic missile

Code:
[b]        Base 
        Attack  Fort    Ref     Will 
[u]Level   Bonus   Save    Save    Save    Spellcasting        Special[/b][/u]
1	+0	+0	+2	+0	+1 Existing Arcane  Celestial Cascade
2	+1	+0	+3	+0	+1 Existing Arcane  Eladrins' Grace +1
3	+2	+1	+3	+1	+1 Existing Arcane  Starfletching
4	+3	+1	+4	+1	+1 Existing Arcane  Eladrins' Grace +2
5	+3	+1	+4	+1	+1 Existing Arcane  Arrows of Light
Class Features
Celestial Cascade (Su): Shooting stars of first level or higher may magically duplicate an arrow they fire by augmenting it with their arcane power. As a full round action, a single arrow may be fired with the expenditure of a spell slot of 1st level or greater. Upon doing so, a number of additional arrows are also fired equal to the class level of the shooting star. They may target the same or different targets, as long as no two targets are more than 15 feet apart. Each arrow requires a separate attack roll at the shooting star's full attack bonus. A successful hit deals damage as per normal for the bow and arrow used, modified by any feats or abilities the shooting star may have, and precision damage only applies to the first arrow fired. This ability may not be used in conjunction with any feat, magical effect, or ability that grants additional attacks in a round, including the Speed weapon enhancement and the Rapid Shot feat. A shooting star may use celestial cascade a number of times per day equal to the their Charisma modifier, to a minimum of once per day.
Eladrins' Grace (Sp): Shooting stars gradually become more in tune with their bows, with their skill augmented by the power of the Court of Stars. They gain a +1 sacred bonus to attack with all bows at 2nd level, which increases to a +2 sacred bonus at 4th level.
Starfletching (Su): A third level shooting star gains the ability to further increase the power of their arrows fired with the celestial cascade ability. All such arrows become imbued with celestial force, giving them the ghost touch property and making them good aligned in regards to damage reduction. In addition, this ability allows them to reroll any or all attack rolls made using celestial cascade if they expend an additional first level or higher spell slot, so long as they choose to reroll before the game master declares whether the roll results in success or failure. They must take the result of the reroll, even if it’s worse than the original roll, and they may reroll any particular attack only once.
Arrows of Light (Su): Upon reaching 5th level, a shooting star may channel the might of their patron queen into their arrows. As a free action, the brilliant energy weapon enhancement may be applied to the primary arrow fired under the effects of the celestial cascade ability. Additionally, each arrow so imbued deals an extra 1d6 positive energy damage to evil creatures.
 
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I really think giving full spellcasting progression is too much. Look at the Eldritch Knight for comparison. Apart from that, it becomes too good for a 1-level dip.

With regard to the combat feat requirements, a 1 or 2 level dip into Fighter sorts things nicely. I do like the choice between Knight of Stars and Nymph's Kiss.

With regard to Celestial Cascade, I think you should clarify the properties of the created arrows. I suggest that you have it create normal arrows. After all, you don't want to suddenly find your archer firing a whole load of Arrows of Slaying, do you? Normal at 1st level, Good at 3rd, and Holy at 5th seems appropriate.
 

Hmm, I agree with and understand that full casting progression with extra abilities is dangerously weighing towards unbalanced. However, a one level dip really won't help much. The ability to use a number of 1st level or greater spell slots to, in essence, make a Rapid Shot attack at a +2 bonus, under most circumstances 3-6 times per day, doesn't seem too overpowered. They don't gain anything else exceptional, with one good saving throw and only 2 skill points per level, although of course having the d8 hit die is an improvement.

Taking all five levels is pretty amazing, but that's how it should be in my opinion. I don't want it to be TOO amazing though, considering the full casting progression, but seeing as they don't gain any powers to augment their spellcasting I don't think their are too many abuse conflicts. Really, the use per day limit should prevent too much power gaming, although a fifth level shooting star can really dish the damage with six arrows fired in a round, all with ghost touch, good alignment, and brilliant energy enhancements on top of any ability their bow may have. Even if they can only do it 6 times per day (with a 22 Charisma), six rounds of six arrows each at a full attack bonus is intense even at the cost of 6 first level spell slots. As a full round action and using a 1st level spell slot, using a +2 flaming composite longbow (Str +2), that's 1d8+3d6+4 up to 6 times per round (or 6d8+18d6+24) against evil, when you count in the holy bonus and if all arrows hit a target. I'm thinking holy might be too good (it still could be possible with a holy bow, but the DM has the power to make holy bows scarce). Maybe just blessed (like the bless weapon spell)

I like your idea Quartz regarding normal arrows -> good arrows -> holy arrows. The properties of the created arrows should definitely be addressed (NO on six slaying arrows, thank you - good catch there). The weapon enhancements so far chosen were in place to mimic both magic missile and Morwel's Sword of Light ability. How about this as a possible progressions for CC, making it more balanced with full casting progression:

1st level: all arrows are magical (no enhancement bonus, just in terms of DR)
3rd level: all arrows are also ghost touch and good aligned
5th level: all arrows are also blessed (good aligned + auto crit on a crit threat)


I think that a character at level 6-9 (when most characters would be taking the first level of this prestige class) should be able to have their arrows count as magical, otherwise anything with DR will just ignore their puny sharpened sticks. Ghost touch isn't necessary, but is a flavorful addition in making the arrows more like magic missiles. The third level ability would still grant the reroll option with another spell slot, and the 5th level ability could have another small bonus on top of everything.
 

I'd like to offer my variant (and fairly well tested) Arcane Archer. :) (Sig -> Gathered Nifftyness -> Arcane Archer.) It's got full BAB and reasonable spellcasting, and can be used to create something similar to what you've got here -- but without the full spellcasting progression.

Cheers, -- N
 

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