D&D 4E Spellfletcher (and 4e inspired Path)

adamda

First Post
Hello! This thread started out with me trying to once more design a Prestige Class for my SO that is a version of the arcane archer. My first try was the Shooting Stars of Morwel. However, I came across the thought of turning the PrC into a mix between a racial substitution level and a template... for classes. Which got me thinking of the rumored 4e Paragon and Epic paths which will be replacing prestige classes. This post contains the standard class, and feel free to let me know what you think of it so far. Down a few posts you'll find my path concept. Thanks for checking them out!

Spellfletcher

While it is common for spellcasters who specialize in archery to focus on infusing their arrows with arcane energies, spellfletchers instead learns to channel their spells through a bows directly. They do not neglect their arrows, with both physical and arcane based ammunition kept separate yet working synergistically.

What spellfletchers gives up in their martial mastery of the bow, they make up for in their unrelenting pursuit of magical talent. They tend to pace themselves when it comes to spellcasting, alternating their arrow firing with their spellcrafting to maximize their power.
Hit Die: d6

Requirements
Base Attack Bonus: +3
Skills: 8 ranks of Concentration
Feats: Point Blank Shot, Precise Shot
Special: Ability to cast 2nd level arcane spells

Code:
    Base
    Attack Fort Ref  Will
Lvl Bonus  Save Save Save Special                      Spells/Day
1st   +0    +0   +2   +0  Spellshot                     
2nd   +1    +0   +3   +0  Residual Infusion            +1 level
3rd   +1    +1   +3   +1  Lingering Focus              +1 level
4th   +2    +1   +4   +1  Bow Ward                     +1 level
5th   +2    +1   +4   +1  Spellfletching Matrix        +1 level
Class Skills
The spellfletcher's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int)

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are Class Features of the spellfletcher prestige class.

Weapon and Armor Proficiency
Spellfletchers gain no proficiency with any weapon or armor.

Spellcasting: At second level and every level thereafter, a spellfletcher gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She 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 spellfletcher, she must decide to which class she adds the new level for purposes of determining spells per day.

Spellshot (Sp): A spellfletcher may cast spells through their bows starting at first level. This requires a bow to be wielded, and adds a (or substitutes an existing) somatic component that mimics the motion of firing an arrow. Any spell requiring an attack roll or attack rolls may use the attack bonus of a held bow in place of their normal ranged attack bonus. A bow's enhancement bonus, and applicable feats or abilities that modify bow attack bonuses are thus added to the attack roll. For instance, a spellfletcher wielding a +2 longbow with the Weapon Focus (longbow) feat would gain an additional +3 to her attack roll(s) with a spellshot spell. Spells that do not require an attack roll do not benefit from this ability, yet spellfletchers tend to cast all their spells in this fashion regardless.

Residual Infusion (Su): The wielding of magical energies begins to benefit a spellfletcher's bow attacks upon reaching second level. Whenever a spellfletcher successfully casts a spell of 1st level or higher, she gains an insight bonus to all attack and damage rolls with fired arrows equal to the spell slot expended the following round. If multiple spells are cast, only the highest spell slot expended is used to calculate the bonus.

Lingering Focus (Su): At thrid level, a spellfletcher's archery talents manifest in greater spellcasting power. Each successfully fired arrow grants a +1 bonus to the caster level of spells cast the following round, up to a maximum bonus of +2.

Bow Ward (Su/Sp): Fourth level spellfletcher's gain a remarkable affinity with held bows that affords them two levels of protection. Firstly, they may use their caster level instead of their base attack bonus when making opposed rolls for disarm and sunder attempts made against them, and are considered to be one size category larger in terms of such rolls. In addition, held bows have double their normal hardness and hit points so long as they remain in the hands of the spellfletcher. Secondly, once per day as an immediate action, a ward may be enabled that functions as a self targeted protection from arrows spell with a caster level equal to ones class level.

Spellfletching Matrix (Su): Spells launched from a spellfletcher's bow become increasingly dangerous and arrows fired increasingly numerous as the fifth level of this class is achieved. All spells that require an attack roll gain the x3 critical multiplier if used with the Spellshot ability, while any held bow is considered to have the speed magic weapon special ability so long as it remains in hand.
 
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Overpowered

Like many full spell-progression prestige classes its definitely overpowered. A sixth-level sorcerer (for example) could easily qualify for this - losing a bit of Familiar advancement (not much of a price) in exchange for five levels of d8 hit dice instead of d4 and five useful special abilities. It's even better for someone who took a level or two of fighter or ranger to get some extra hit dice and weapons skills to help them survive at low levels. If a character would have to be foolish not to take it, it's too good.
It'd be roughly even to reduce the Hit Die to a d4, make all three saves weak, and give them a base of 0 skill points per level on the theory that they're concentrating utterly on their bow-related effects.
Besides, if you want extremely personalized characters, why not just go to a point-buy d20 system like Eclipse (its compatible with 3.0, 3,5, modern, etc)? How many archer-mage prestige classes can a single world support anyway?
 

Claudius Gaius said:
It'd be roughly even to reduce the Hit Die to a d4, make all three saves weak, and give them a base of 0 skill points per level on the theory that they're concentrating utterly on their bow-related effects.
Ouch! Thank you for the suggestions/reality check. That really puts things into perspective (no sarcasm). If the first level of spellcasting is removed, would that even be enough to make it on par with other PrCs - at least in terms of the Daggerspell Mage from the Complete Adventurer, which I was basing it off of? I didn't realize I had made the abilities that powerful - of course, it's unfortunate that there is little to no incentive for being a 20th level single classed sorcerer or wizard, which makes the problem more intense.

The Eclipse system does look great from what I've read of it, but not what my group is looking for. Appreciate the recommendation though.

Oh, and I had a typo where the first level ability had mention of the x3 critical modifier for spells. That's meant for the 5th level power alone, I'll remove that reference.
 

Personally I'd drop a level of spellcasting and go to a d6 hit die; that should fit it in nicely.
The single-classed sorcerer and wizard problem is another thing altogether of course. I suspect that the basic problem is power creep: each successive book needs to contain something even neater to attract buyers. The big feature of any pure spellcaster - except, possibly, the druid - was apparently supposed to be full spellcasting progression, and that got undermined almost before the ink was dry on the 3.0 players handbook.
 

Claudius Gaius said:
Personally I'd drop a level of spellcasting and go to a d6 hit die; that should fit it in nicely.

+1 to this.

I was actually going to suggest the exact same thing. The abilities aren't superpowerful, but with a d8 and full spellcasting progression, the class over all is really powerful. I'd also make sure that the level of spellcasting that is dropped is the level 1 to help prevent in 1 level dips with no real loss of anything.
 

Looks like this class is the kick in the butt I've been need to inspire me to write up my Duskbow.

Good ideas, do you have any more that expand on the idea (feats, spells or other whatnot)?
 

Archery Expansions

Hm. Imbuement (Arrows) with Focus (Spell Storing) (Page 53), possibly a bit of Martial Arts (Page 80), Split Movement of course (Page 55 in Eclipse, I'm not sure of the usual name in 3.5 any more). Sorry that everything's referenced for Eclipse, but its all we use anymore - and (1) its available as Shareware and (2) it can easily be mined for Feats. Anything that costs 6 Points = 1 Feat. Regardless, that'd give you a great deal of shoot-and-duck firepower at higher levels.
 

Frukathka, I've got a few more ideas at the bottom of this post, and I highly recommend checking out Nifft's awesome content for his variant arcane archer class here.

I agree with both Tyonisius and Claudius Gaius that that cutting the first level spellcasting and reducing the HD to a d6 is a good compromise with power. I'll edit the class to show this, but now my mind is racing and I've got the thought to making this into a class that isn't built for me.

My own desires to make a powerful class have perhaps turned the PrC away from the simplicity yet flexibility I was looking for. Please bear with me (or don't, I'd fully understand ;) ) as I try something somewhat new. Hearing talk about the proposed 4e Paragon/Epic Paths has inspired me. We'll call it... a Heroic Path! Which is similar to racial substitution levels, now that I think about it...

~~~~~~~~~~
Spellfletcher Path
Type: Heroic (level 6 or higher)
Base Class: Arcane*
Length: 5 levels
Requirements: *Ability to cast second level arcane spells ; Point Blank Shot and Precise Shot feats

As a path, this is not a class one takes, but instead a template one applies to a certain number of class levels - in this case, five. The base class that is modified must be one that grants arcane spellcasting, and that met the arcane spellcasting requirement for the path. Once the path is begun, one cannot stray from it without abandoning all benefits and drawbacks from the path, and being unable to take the same path again. Thus, one must continue taking the base arcane spellcasting class for five full levels, with each level being modified by this template.

Hit die, base attack progression, skill points per level, skill list, saving throws, and spellcasting ability remain the same as the base class, as well as any abilities that may be gained. The changes are as follows:

Drawbacks: Each level that is taken on this path provides a 10% chance of spell failure for casting spells without a bow in hand. Thus, after five levels one would have a 50% chance of spell failure if caught without a bow. Additionally, bow attacks suffer a morale penalty equal to the number of levels taken when unable to cast spells (such as being in an anti-magic zone). Lastly, all spells require a somatic component, if they do not already have one, that mimics the motion of drawing an arrow and firing it.

Benefits: Each level that is taken on this path grants a single ability from the following list. There are two tiers, and the first three abilities must be from the first tier, while the last two may be from either. All abilities are Supernatural.

Tier One
Arcane Aim: One may use their bow attack modifier for ranged attack spells. This includes a bow's enhancement bonus and applicable feats and abilities.
Soaring Spell: One may use their bow range for spells with a close range. The range of the spell becomes the first range increment of the bow.
Residual Power: The round following a spell being successfully cast, one gains an insight bonus to bow damage equal to the level of the spell slot used to cast the spell.
Lingering Focus: The round following a spell being successfully cast, one gains an insight bonus to bow attack rolls equal to the level of the spell slot used to cast the spell.
Luck of the Wind: Once per encounter, one may reroll a single ranged attack roll before the results of the roll are determined. The second roll must be taken, even if worse than the first.

Tier Two
Deep Spellfletching: One may use the following critical threat range and multiplier for both their ranged attack roll spells and arrows - 19-20 x3. This does not stack with abilities such as keen or the Improved Critical feat.
Mobile Spellfletching: When using the attack action with a ranged weapon or casting a spell that takes a standard action, you can move both before and after the action, provided that your total distance moved is not greater than your speed.
Fast Spellfletching: When making a full attack action, one may make one extra attack with a bow as per the speed magic weapon special ability. Additionally, once per day one may cast any spell with a casting time of a standard action as a swift action.
 

I like it. The draw backs are a nice way to counter balance the bonuses... and making it so it's all or nothing is a good addition too.
 

Tht works smoothly mechanically. I'm always a little doubtful about things that reduce the effectiveness of abilities that a character has already mastered, but since this could represent the characters increasing supernatural bond with bows, it works out.

Personally I'd probably include a note that a character can "revert to old habits" in a crisis to evade the spell failure percentage, but breaking the bond equates to one negative level per level they have on this path. While this will never result in permanent level loss, regaining the negative levels requires one full day of retraining with a bow each.

That's not an option that's likely to see much use of course, but who knows when the chance for a dramatic, self-sacrificing, choice may come up?
 

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