Special Talents 1: Arcane Archer (ranger talent)
Hi!
I'm workin' on a list of "double strength" class talents, which are basically worth 2 of the regular talents. The "Arcane Archer" is a concept I really like and it's the first project I'm developing.
After this, I'll post the "Warden" double-talent, a Barbarian talent which allows Barbarians to transform into primal entities and use ritual-like versions of those transformation in order to get into communication with the summoned entity.
For now, enjoy the Arcane Archer, a sub-class which imbues special powers on its ammunitions and add extraordinary effects to their hit effects.
SPECIAL: this entry is far from perfection, but it's functional. Feel free to add more enhancements and let me know your feedback.
Arcane Archer (Ranger)
Some rangers enter the legendary elite of Arcane Archer, a very small group of archers who are taught arcane knowledge and trained in a neverending experience of study and practice. This talent costs 2 of your regular talents.
You gain several benefits by choosing this talent.
Modifiers
Change the numbers on the regular Ranger descrpitions, as it follows:
- you roll d10s for the damage of Longbows and d8s for Shortbows.
- you do not actually use arrows. You create arrows of pure energy from nothing. You don't get any mechanical factor and, if you like, you can have lots of 'em on your back.
Arrow Enhancements
An enanchement on your arrow works pretty much as a spell. You choose when you want to imbue the ammunition with one of your available powers and if you hit or miss, you release a special effect, as listed on the enhancements.
Consider that you are actually attacking, so you basically make your normal ranged attack. When you hit, the enhancement activates.
Sometimes, the enhancement does its job before you even attack: maybe your arrow becomes more precise, maybe it's just imbued with an effect that gives you the chance to hit multiple targets and so forth.
You start with two enhancements at 1st level. Enhancements automatically scale with you: you basically get the new version of an enhancement you already have, at odd levels, as for the usual spell progression. When you choose an enhancement at an odd level, you take it immediately at its upgraded version.
Each time you reach an odd level, you add 1 enhancement to your list. It is at the highest possible level.
Enhancements are not as powerful as spells, but tend to be more similar to maneuvers, in terms of straight "power": they basically add stuff to your regular ranged attacks. Feel free to rename and describe your enhancements as they fit.
Casting an enhancement is a move action and provokes an opportunity attack from each engaged enemy.
Adventurer feat: when you score a critical hit with one of your enhanced arrows, you deal additional damage (of the appropriate type) equal to twice your level.
Champion feat: now, casting an enhancement is a quick action.
Epic feat: you can cast two enhancements onto a single arrow, spending a quick action for each enhancement, as usual.
Enhancements
CORROSIVE
Enhanement
Hit: the target takes 5 acid damage. Choose a non magical object the target carries: that object takes the same damage (normal save ends). The target can take 5 acid damage on his next turn to automatically save.
Miss: Choose a non magical object the target carries: that object takes the 5 damage (hard save ends). The target can take 5 acid damage on his next turn to automatically save.
3rd level: 10 acid damage.
5th level: 15 acid damage. The save for the object is now hard (16+).
9th level: 25 acid damage. If the object has 10 hit points or fewer after taking acid damage, it is destroyed.
DAZING
Enhancement
Hit: the target is dazed (normal save ends).
Miss: the target is dazed until the end of your next turn.
5th level: the target is confused, instead of dazed (normal save ends).
7th level: the target is confused (hard save ends).
9th level: the target is stunned (normal save ends).
EMPATHIC
Enhancement
Hit: ongoing damage equal to the value on the escalation die (normal save ends).
Miss: damage equal to the value of the escalation die.
3rd level: the save is now hard.
5th level: ongoing damage equal to twice the value on the escalation die (hard save ends).
7th level: ongoing damage equal to twice the value on the escalation die (hard save ends).
When the escalation die is 5+, expand your crit range by 1.
9th level: ongoing damage equal to thrice the value on the escalation die (hard save ends). When the escalation die is 5+, expand your crit range by 1.
ENTANGLING
Enhancement
Hit: the arrow seems to free branches and foliage around the target. The target is stuck (normal save ends). On a natural even roll (hit or miss), you can roll another attack against a nearby creature.
Miss: the target is stuck until the end of your next turn.
3rd level: the save is now hard.
5th level: the branches suffocate the target and deal 5 ongoing damage while entangling (if the target saves from stuck, it saves from the ongoing damage too).
9th level: the target also takes 15 ongoing damage (instead of 5) until saves from entangling. If the damage reduces the target to 10 hp or lower, it dies by suffocation.
FIERY
Enhancement
Hit: the arrow explodes. The target takes additional 5 ongoing fire damage (save ends). Reduce any fire resistance by 1.
Miss: -.
5th level: 15 ongoing fire damage (save ends). 10 fire damage on a miss.
7th level: 20 ongoing fire damage (save ends). 15 fire damage on a miss.
9th level: 25 ongoing fire damage (save ends). 20 fire damage on a miss. Reduce any fire resistance on the target by 5.
PRECISE
Enhanement
Effect: expand the crit range by 1.
Hit: add ongoing damage equal to your level. Twice your level on a crit.
Miss: damage equal to your level (in addition to any miss damage you already deal).
3rd level: expand the crit range by 2.
5th level: expand the crit range by 3.
7th level: expand the crit range by 4.
9th level: expand the crit range by 4. On a crit, triple the damage.
SEEKING
Enhancement
Hit: the arrow seems to look for the target. Ignore any conver or invisibility of the target. You can't hit an ally on a natural 1.
Miss: on a 16+, you can reroll the attack. Otherwise, half damage.
3rd level: on a 11+ miss, you can reroll the attack. Otherwise, half damage.
5th level: on a natural odd miss, you can reroll the attack. Otherwise, half damage.
7th level: on a natural 6+ miss, you can reroll the attack. Otherwise, half damage.
9th level: on a natural 2+ miss, you hit.
TWIN
Enhancement
Effect: your arrow divides in the air. You decide if they hit a single target or two target nearby one from another.
Hit: normal damage.
Miss: half damage.
3rd level: if you roll a 16+ on both rolls, you score a critical hit with a single arrow (choose randomly which).
7th level: now you score a critical hit with 11+.
9th level: you can now roll 2d20 and keep the highest for every attack. If you score a 11+ on both rolls of an arrow, you score a critical hit.
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