Marshall
First Post
Just an idea I have floating around in my head. Based on all those classic images of a spellcaster throwing tiny balls of fire one after another.
That idea led to a couple others, The Arcane Warrior and The Eldritch Archer, that I havent fleshed out yet, but you can imagine the beginings of with the Arcane Weapon Proficiency idea.
Spellchucker(d4)
Prereq : Spellcraft 8, Know(Arcana) 8 or Know(Nature) 8, Point Blank Shot, Craft Magical Arms and Armor
Special : Must be able to cast 3rd level spells of Evocation and Conjuration schools.
Skills : 2 + Int/lvl
Skillset : Concentration, Craft, Know(Arcana), Know(Nature), Profession, Spellcraft
BAB : Good
Saves : Good WIL, Poor Fort/Ref
Specials:
1.) Arcane Weapon Proficiency(Energy Spheres)
2.) Far Shot, Arcane Weapon Proficiency(Energy Spheres), +1 Spells per day
3.) Enchant Arcane Weapon, +1 Spells per day
Arcane Weapon Proficiency(Energy Spheres)
The Spellchucker is proficent in the generation and use of the Arcane Weapon Energy Spheres.
Enchant Arcane Weapon
Thru the use of mystical rites and rituals, the Spellchucker has perfected the ability to add weapon enhancements to his Arcane Weapons. Weapon enhancements apply to all energy types of each individual Arcane Weapon.
Arcane Weapons
Arcane weapons dont really exist. They are generated from the weilders knowledge of and connection to magic. Melee weapons are called to hand as a free action. For thrown or ammunition dependant weapons, the weilder generates them for each attack. Because they are created from magical energy they ignore DR, but are affected by Energy Resistance as normal. They cannot be sundered or disarmed. You can select feats to apply to Arcane Weapons as if they are Exotic Weapons. They are Supernatural effects.
Energy Spheres
Choose an Energy type Fire, Cold, Acid or Electricity. Each sphere deals d10 20x3 of that energy type. This weapon may be selected multiple times, each time you gain an new energy type.
Arcane Blade--Under Construction
Eldritch Bow--Under Construction.
That idea led to a couple others, The Arcane Warrior and The Eldritch Archer, that I havent fleshed out yet, but you can imagine the beginings of with the Arcane Weapon Proficiency idea.
Spellchucker(d4)
Prereq : Spellcraft 8, Know(Arcana) 8 or Know(Nature) 8, Point Blank Shot, Craft Magical Arms and Armor
Special : Must be able to cast 3rd level spells of Evocation and Conjuration schools.
Skills : 2 + Int/lvl
Skillset : Concentration, Craft, Know(Arcana), Know(Nature), Profession, Spellcraft
BAB : Good
Saves : Good WIL, Poor Fort/Ref
Specials:
1.) Arcane Weapon Proficiency(Energy Spheres)
2.) Far Shot, Arcane Weapon Proficiency(Energy Spheres), +1 Spells per day
3.) Enchant Arcane Weapon, +1 Spells per day
Arcane Weapon Proficiency(Energy Spheres)
The Spellchucker is proficent in the generation and use of the Arcane Weapon Energy Spheres.
Enchant Arcane Weapon
Thru the use of mystical rites and rituals, the Spellchucker has perfected the ability to add weapon enhancements to his Arcane Weapons. Weapon enhancements apply to all energy types of each individual Arcane Weapon.
Arcane Weapons
Arcane weapons dont really exist. They are generated from the weilders knowledge of and connection to magic. Melee weapons are called to hand as a free action. For thrown or ammunition dependant weapons, the weilder generates them for each attack. Because they are created from magical energy they ignore DR, but are affected by Energy Resistance as normal. They cannot be sundered or disarmed. You can select feats to apply to Arcane Weapons as if they are Exotic Weapons. They are Supernatural effects.
Energy Spheres
Choose an Energy type Fire, Cold, Acid or Electricity. Each sphere deals d10 20x3 of that energy type. This weapon may be selected multiple times, each time you gain an new energy type.
Arcane Blade--Under Construction
Eldritch Bow--Under Construction.