Post by Kirikami on Oct 23, 2011 23:42:28 GMT -5
Spellslinger (Duskbow/Duskgun)
A Spellslinger shares the characteristics of a duskblade with the following exceptions;
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, Spot, Swim and 2 Extra Class Skills chosen at Creation.
[Balance and Spot are new to the list.]
Lose proficiency with shields.
Armored Mage Ability does not apply to shields.
Lose Proficiency with Medium and Heavy Armor
Lose Arcane Channelling Ability.
Lose Spell Power ability.
Arcane Marksmanship; Channeled Shots:
Beginning at 3rd level, you can use a standard action to cast any ray spell or spell that calls for a ranged touch attack you know and deliver the spell through your weapon's ammunition with a ranged attack. The spell must have a casting time of one standard action or less. If the ranged attack is successful, the attack deals damage normally (see examples below); then the effect of the spell is resolved (Rays and other weapon like spells channeled do not multiply on a confirmed critical).
Attacking in this fashion marks the attacks as 'Rays' for the purposes of spells (ex 1), abilities and items with positive regard to them. Conversely (ex 2), the attacks are also considered ammunition when facing effects such as Protection from Arrows, and effects and abilities which refer to ammunition (Channeling a ray into an arrow does not make the arrow magic by nature, and thus the arrow damage is subject to damage reduction, separately from the ray).
Should the ammunition be on the recieving end of means which would allow the ammunition to touch a target, the ammunition's damage is stopped as normal, but the spell still has a chance to be discharged.
This means that, when snatching arrows and deflecting them, the spell still goes through rather than the arrow's damage. A ranged touch attack is made by the Spellslinger, in the case of these examples, to see if the spell hits.
Manyshot is resolved like Full Channel, but with a standard action as per Manyshot.
Full Channel: At 13th level, you can cast any ray spell you know as part of a full attack action, and the spell affects each target you hit with a ranged weapon that round. The exception to this rule is the Scorching Ray (and similar) family of spells, that allow the spell's full potential to be launched with a full attack (Each ray with each shot).
Bonus Feats:
You gain a bonus feat at 6th level, 11th level, and 16th level. The bonus feats must be from the following list: dodge, far shot, greater manyshot, improved critical, improved initiative, improved precise shot, manyshot, mobility, mounted archery, sharp-shooting, shot on the run, point blank shot, precise shot, rapid shot, weapon focus, woodland archer, Double Tap, Dead Aim, Quick Reload, Skip Shot. You must still meet all of the normal prerequisites for the desired feat.
Spellcasting:
Spellslingers (And Duskblades for that matter) pull from a pool of magic, that's measured by the total amount of spell levels per day she can cast, not including Cantrips. When a Spellslinger wishes to cast a Symbol on her Symbol List, she deducts it's spell level from her pool, and all rules regarding the losing of spells still apply like normal spellcasting. Cantrips can be used a number of times per day equal to twice the Spellslinger's (or Duskblade's) Intelligence Modifier.
Spellslinger Spell List:
A copy-Paste writ;
[] = New to the list.
^ = Includes spells in the family
* = Spell from PHB2
~ = Spells from Complete Arcane
+ = Spells from Complete Mage
All other spells from Spell Compendium and PHB
Spells Added to Spellslinger Spell list:
1st level: Lightfoot, arrow mind, guided shot, targeting ray, hawkeye, shield, ray of clumsiness, expeditious retreat, true casting, ray of ice, orb of acid lesser~^, fist of stone~, accuracy~, grease
2nd level: Blur, lesser celerity, briar web, blast of force, ray of stupidity, ray of sickness, daylight, earthen grasp~
3rd level: Arrow storm, crown of clarity, find the gap, greater mage armor, ray of dizziness, ring of blades, resist energy mass~
4th level: Prismatic ray, ray deflection, ray of deanimation, assay spell resistance, arcane eye, ORb of Acid~^
5th Level: Lucent lance, ray of entropy
Spells Removed From Duskblade Spell list:
1st: Burning Hands, lesser deflect*, Kelgore's fire bolt*, Bigsby's Tripping Hand, blade of blood, shocking grasp, color spray, swift expeditious retreat, rouse*, cause fear, chill touch,
2nd: bull's strength, ghoul touch, stretch weapon, touch of idiocy, Bigby's striking fist*, deflect*
3rd: crown of might, crown of protection, keen edge, vampiric touch, energy surge, dispelling touch, , energy aegis*
4th: toxic weapon, channeled pyroburst*, phantasmal killer, fire shield
5th: slashing dispel*, chain lightning
Traded spells via numbers
Given up / Gained
1st : 00000000000 / 11111111111111 (11-14)
2nd: 000000 / 1111111 (6-8)
3rd: 0000000 /11111111 (7-7)
4th: 0000 / 11111 (4-5)
5th: 00 / 11 (2-2)
IN PROGRESS
Designer's Notes
When looking over the spell list I noticed a real lack in versatility and the sort of lists to be made, as well as a lack of stopping power available for their level. In an attempts to fix that, I've changed Arcane Marksmanship to allow ranged touch spells to be channel-able. Thoughts? Comments? Really, when the spellslinger hits level 9 he has nothing but support and de-buff for 3rd level without the introduction of the Orb family.
A Spellslinger shares the characteristics of a duskblade with the following exceptions;
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, Spot, Swim and 2 Extra Class Skills chosen at Creation.
[Balance and Spot are new to the list.]
Lose proficiency with shields.
Armored Mage Ability does not apply to shields.
Lose Proficiency with Medium and Heavy Armor
Lose Arcane Channelling Ability.
Lose Spell Power ability.
Arcane Marksmanship; Channeled Shots:
Beginning at 3rd level, you can use a standard action to cast any ray spell or spell that calls for a ranged touch attack you know and deliver the spell through your weapon's ammunition with a ranged attack. The spell must have a casting time of one standard action or less. If the ranged attack is successful, the attack deals damage normally (see examples below); then the effect of the spell is resolved (Rays and other weapon like spells channeled do not multiply on a confirmed critical).
Attacking in this fashion marks the attacks as 'Rays' for the purposes of spells (ex 1), abilities and items with positive regard to them. Conversely (ex 2), the attacks are also considered ammunition when facing effects such as Protection from Arrows, and effects and abilities which refer to ammunition (Channeling a ray into an arrow does not make the arrow magic by nature, and thus the arrow damage is subject to damage reduction, separately from the ray).
- Ex 1: A level 7 Spellslinger channels Seeking Ray, hitting his target. Seeking ray's secondary effects grants the Spellslinger a +4 bonus to proceeding attacks on the same target with rays; in this case it counts for arrows with spells channeled into them.
- Ex 2: A Myst Weaver casts Protection from Arrows, and a level 5 Spellslinger fires an arrow channeled with 'Ray of Ice' at said Myst Weaver. The arrow, having no magic properties of it's own, is subject to the spell's granted DR Magic/10. Should the arrow deal at least one point of damage, the target in question also takes the Ray of Ice's effect which was channeled into the arrow. Should the arrow deal no damage, than the channeling is lost and the Sorcerer is successfully protected.
Ex 3: In the case of items that refer to spells that target, the attacks are only considered rays if it would be positive to the Spellslinger, and are considered Ammunition otherwise. A shot fired by a Spellslinger is not subject to Spells like Ray Deflection, or similar spells and items. But is considered Ammunition in the case of Wind Wall.
Should the ammunition be on the recieving end of means which would allow the ammunition to touch a target, the ammunition's damage is stopped as normal, but the spell still has a chance to be discharged.
- Ex 1: A level 7 Spellslinger fires an arrow channeling 'Seeking Ray' with it. The arrow is then stopped by a level 7 monk's 'snatch arrows' feat. The monk would still take the spell's effect because the ammunition made contact with him, but any other damage or effects in regards to the arrow is negated as usual.
- Ex 2: The Monk in the above example uses 'Deflect Arrows' instead. In this case the Monk is still affected by the spell, as it has been deflected by her body, causing touch.
- Ex 3: A Knight with a Shield of Arrow Deflection would act similar to the above Monk, as the magic still hits the target's shield allowing the transfer of magic. The Arrow damage is negated, as above, but the spell effect is still taken.
This means that, when snatching arrows and deflecting them, the spell still goes through rather than the arrow's damage. A ranged touch attack is made by the Spellslinger, in the case of these examples, to see if the spell hits.
Manyshot is resolved like Full Channel, but with a standard action as per Manyshot.
Full Channel: At 13th level, you can cast any ray spell you know as part of a full attack action, and the spell affects each target you hit with a ranged weapon that round. The exception to this rule is the Scorching Ray (and similar) family of spells, that allow the spell's full potential to be launched with a full attack (Each ray with each shot).
- Ex: level 13 Spellslinger has +13/+8/+3, and 3 Rays with Scorching Ray. She aims her three shots at one target, meaning each ray is delivered in kind to that same target.
Bonus Feats:
You gain a bonus feat at 6th level, 11th level, and 16th level. The bonus feats must be from the following list: dodge, far shot, greater manyshot, improved critical, improved initiative, improved precise shot, manyshot, mobility, mounted archery, sharp-shooting, shot on the run, point blank shot, precise shot, rapid shot, weapon focus, woodland archer, Double Tap, Dead Aim, Quick Reload, Skip Shot. You must still meet all of the normal prerequisites for the desired feat.
Spellcasting:
Spellslingers (And Duskblades for that matter) pull from a pool of magic, that's measured by the total amount of spell levels per day she can cast, not including Cantrips. When a Spellslinger wishes to cast a Symbol on her Symbol List, she deducts it's spell level from her pool, and all rules regarding the losing of spells still apply like normal spellcasting. Cantrips can be used a number of times per day equal to twice the Spellslinger's (or Duskblade's) Intelligence Modifier.
Spellslinger Spell List:
A copy-Paste writ;
[] = New to the list.
^ = Includes spells in the family
* = Spell from PHB2
~ = Spells from Complete Arcane
+ = Spells from Complete Mage
All other spells from Spell Compendium and PHB
- 0 Level: acid splash, disrupt undead, ray of frost, touch of fatigue [arcane mark].
- 1st Level: [Lightfoot, grease], jump, [shield], magic weapon, obscuring mist, ray of enfeeblement, [ray of clumsiness], resist energy, [true casting], stand*, [expeditious retreat], true strike, [arrow mind, guided shot, targeting ray, hawkeye, ray of ice, orb of acid lesser~^, fist of stone~, accuracy~]
- 2nd Level: Animalistic Power*, bear's endurance, cat's grace, darkvision, dimension hop*, melf's acid arrow, scorching ray[^], see invisibility, seeking ray*, spider climb, sure strike*, swift fly, swift invisibility, [blur, lesser celerity, briar web, blast of force, ray of stupidity, ray of sickness, daylight, earthen grasp~]
- 3rd Level: [Arrow Storm], doom scarabs*, greater magic weapon, halt*, protection from energy, ray of exhaustion, regroup* [crown of clarity, find the gap, greater mage armor, ray of dizziness, ring of blades, Orb of Acid~^, resist energy mass~]
- 4th Level: [Prismatic ray, ray deflection, ray of deanimation, assay spell resistance], bigby's interposing hand, dimension door, dispel magic, enervate, shout, [arcane eye]
- 5th Level: Bigby's clenched fist, disintegrate, hold monster, polar ray, sonic shield*, waves of fatigue, [lucent lance, ray of entropy]
Spells Added to Spellslinger Spell list:
1st level: Lightfoot, arrow mind, guided shot, targeting ray, hawkeye, shield, ray of clumsiness, expeditious retreat, true casting, ray of ice, orb of acid lesser~^, fist of stone~, accuracy~, grease
2nd level: Blur, lesser celerity, briar web, blast of force, ray of stupidity, ray of sickness, daylight, earthen grasp~
3rd level: Arrow storm, crown of clarity, find the gap, greater mage armor, ray of dizziness, ring of blades, resist energy mass~
4th level: Prismatic ray, ray deflection, ray of deanimation, assay spell resistance, arcane eye, ORb of Acid~^
5th Level: Lucent lance, ray of entropy
Spells Removed From Duskblade Spell list:
1st: Burning Hands, lesser deflect*, Kelgore's fire bolt*, Bigsby's Tripping Hand, blade of blood, shocking grasp, color spray, swift expeditious retreat, rouse*, cause fear, chill touch,
2nd: bull's strength, ghoul touch, stretch weapon, touch of idiocy, Bigby's striking fist*, deflect*
3rd: crown of might, crown of protection, keen edge, vampiric touch, energy surge, dispelling touch, , energy aegis*
4th: toxic weapon, channeled pyroburst*, phantasmal killer, fire shield
5th: slashing dispel*, chain lightning
Traded spells via numbers
Given up / Gained
1st : 00000000000 / 11111111111111 (11-14)
2nd: 000000 / 1111111 (6-8)
3rd: 0000000 /11111111 (7-7)
4th: 0000 / 11111 (4-5)
5th: 00 / 11 (2-2)
IN PROGRESS
Designer's Notes
When looking over the spell list I noticed a real lack in versatility and the sort of lists to be made, as well as a lack of stopping power available for their level. In an attempts to fix that, I've changed Arcane Marksmanship to allow ranged touch spells to be channel-able. Thoughts? Comments? Really, when the spellslinger hits level 9 he has nothing but support and de-buff for 3rd level without the introduction of the Orb family.