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Switch to Forum Live View Arcane Archer revamp PEACH
6 months ago  ::  Nov 19, 2012 - 9:44PM #11
Lashius
Date Joined: Feb 27, 2012
Posts: 339
Well, it seems we've cracked the code as it where! By changing the bonus type and adding a monk-esq DR typing to the weapons used, you have reason to make it a 10 level prestige that isn't just a 2 level dip. grouping all the abilities granted save for arrow of death into a trick pool of use seems nice enough, say using all assessable abilities a number of time equal to half your AA level seems fair.now to just work out arrow of death...Perhaps making the DC and use functional different like such: Arrow of death-An arcane archer may once per day as a full round action imbue an arrow with spell energy to creat an arrow of death. this arrow can only be created after the arcane archer has been damaged after which she takes a full round action to tune an arrow to an opponent that has cause her harm by expending a spell or spell slot for the day. This arrow functions as a slaying arrow keyed to a particular creature that meats the requirements mentioned with a dc equal to 10 + 1/2 arcane archer level + spell levels sacrificed up to arcane archer level.

Example: a 10th level arcane archer is struck by an orc and decided to use his arrow of death ability, the next round he sacrifices a 5th level spell slot and spends a full round to imbue an arrow to make an arrow of death, giveing it a DC of 20. the next round the arcane archer fires the arrow, forcing the orc to make a saving throw against it's death effect. If the arcane archer ahd wish, he could have sacrificed any number os spells to a total of 10, giveing his arrow of death a DC of 25.

That seems rather reasonable to me.
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6 months ago  ::  Nov 19, 2012 - 10:40PM #12
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,702
The save would still be too low. Make it 10 + class level + spell level (up to class level), and grant the ability before 10th level.
Also, I think the bonus granted by the class should be either untyped (preferred) or competence. There are a wealth of magic items and a fair number of abilities that already grant insight bonuses.

An option for spellcasting: let AA levels add to arcane caster level (but not spells known) like a Revenant Blade does with Ranger. Add in the possibility of allowing the AA to choose one AoE spell to add to his spells known and/or spells per day at certain levels (maybe 4, 7, 10?).
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6 months ago  ::  Nov 20, 2012 - 9:07AM #13
NeueRegal
Date Joined: Mar 27, 2008
Posts: 815
I don't have much to add in re the class make-over itself.  Lots of time and work spent, I see, always a good thing.

What I'd do with the black arrow idea, is a base DC as stands, 20 plus Chr, then specific mods like for themes that exist.  Narrow the focus.  So, say pick a racial type as a ranger would (but not limited to that list).  DC 20 + Chr +5, "humanoids (reptilian)" (2 day creation time).  Or, DC 20 + Chr + 10, "The Emperor Lizard King Braxatli" (3 day creation time).  The arrow would work in all cases, down the line, at the respective DC;  Highest vs. the Emperor, middle vs. his racial subjects, and lowest (as normal) vs. "Anyone else in the world".

Edit to add:  To steal the wording from the spell Locate Creature, "The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once."
(You get the idea...) 
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6 months ago  ::  Nov 20, 2012 - 11:38AM #14
StevenO
Date Joined: Apr 9, 2004
Posts: 14,060
When it comes to the save for the Arrow of Death I like using 15+half AA level as a base and then including modifiers from there.  That base means it's DC 20 at AA10 just like it normally is but it would mean that with epic levels in AA the save difficulty goes up at the same base rate that saves increase.  I could have used 10 + AA level but then the save goes up too quickly in epic and 10+half AA level means you need a pretty big bonus just to make the standard DC 20.  To me the challenge is figuring out what to "add" to the base save.

The most basic thing to add the the AoD save is an ability modifier but I can using using three different ability scores.  You could use the arcane casting stat (INT or CHA) which could be ok but I'm not sure it will be enough unless you're actually working on AA as a caster.  My next choice is actually DEX modifier which can represent the amazing precision of the arrow's attack as it strikes its chosen target; the scarry thing here is that DEX is king to an Archer so this could make that save very difficult.  Sacrificing a prepared spell to power up the AoD is an interesting choice but +1 DC/spell level may be too much.
 
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6 months ago  ::  Nov 20, 2012 - 11:49AM #15
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,702
I don't think +1 DC/spell level is too much. Personally, I think the AoD should have a chance of working on creatures immune to death effects, too. Or at least, heightened abilities; making them Bane arrows against creatures immune to death effects still makes them worthwhile, provided the added bonus is still untyped.
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6 months ago  ::  Nov 20, 2012 - 3:15PM #16
Lashius
Date Joined: Feb 27, 2012
Posts: 339
Thanks NeueRegal and draco1119, it's always a pleasure to have you both comment. As for the arrow of death I found this spell the other night, and think this would be a good template to work off of
-----------------------------------------

Arrow of Bone


(Complete Arcane)

Necromancy [Death]
Level: Sorcerer 6, Wizard 6,
Components: V, S, M,
Casting Time: 10 minutes
Range: Touch
Target: One projectile or thrown weapon touched
Duration: 8 hours or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes



You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin, or spear), changing the weapon into a sinister missile of cold, enhanced bone.
When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls.
In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain.
A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15).
Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
Material Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth 50 gp, used to paint the runes on the projectile.



---------------------------------------

So now we have a spell that is similar to arrow of death, but actually has a few more benefits than it. I'm thinking make arrow of death a spell like ability with these parameters except make it a day to create (passively) that lasts a year or until discharged, letting it work on construct and undead as a slaying arrow, and using the primary casting ability to determine the dc instead of default cha like most spell likes.

Combine that with maybe giving the class armored mage and possably either half spell casting or full caster level with no spell per day/known advancement and I think we have a very playable class.
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6 months ago  ::  Nov 20, 2012 - 3:32PM #17
NeueRegal
Date Joined: Mar 27, 2008
Posts: 815
You didn't even really need to go non-core for this one.  That's the same spell as slay living or as finger of death, just a new delivery method.
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6 months ago  ::  Nov 20, 2012 - 4:26PM #18
StevenO
Date Joined: Apr 9, 2004
Posts: 14,060
As NeueRegal mentions you don't really need to look outside the core to find the Arrow of Death's inspiration.  It is also very similar to an Arrow of Slaying except the AA's arrow doesn't appear to require a type.  The AA's arrow doesn't have the Necromantic or Death types to it so it would appear that they can function against undead or constructs which gives them a little added power over many death effects.  This can make the AoD a bit better then we normally give it credit for but it still should have a save that scales.

I don't know what you're talking about when you say "either half spell casting or full caster level with no spell per day/known advancement" because that really cripples spontaneous casters while barely being a blip to many book casters.  If you want to say AA levels stack to determine CASTER level, as opposed to letting in increase spellcasting, I could get behind that but adding spellcasting just makes it into more of a caster's gish class.
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6 months ago  ::  Nov 20, 2012 - 4:45PM #19
Lashius
Date Joined: Feb 27, 2012
Posts: 339
Yes, I meant just advancing caster level. Otherwise though I still think that the over all abilities of arrow of bone would work fine to determine the Dc and effects if the target passes. Just add in the stipulation that it can effect undead/constructs and that would clean things up.
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