Arcane Archer (Ranger Variant)
Requirement: Ranger or Hunter (Ranger)
Changes:
- Power Source: Arcane and Martial
- Ranger Tradition: Choose between Hunter features (including stances, wilderness knacks and pre-selected at-will attack powers) or Ranger features (fighting style, daily attack powers and choice of at-wills powers).
- Skills: Add Arcana to the list of skills you can choose to gain training in.
- Arcane Studies: Your gain a spellbook which holds your utility powers (and rituals, if you are able to master rituals).
- You cannot choose Ranger utility powers with the Primal keyword.
- When choosing utility powers, you can choose powers from the Wizard class and you can choose two utility powers instead of one.
- After each extended rest, you prepare only one utility power from each level of utility powers that you have gained (2, 6, 10, 16, 20 and 22). You cannot use unprepared utility powers that you have gained through leveling up as a Ranger. If you replace a utility power gained this way with another (for example by multiclassing), the new power is also added to your spellbook.
- Utility powers gained through other means (such as themes or feats) are not added to your spellbook, and you can use them without preparing them.
- You ignore the INT requirement needed for taking Wizard multiclass feats.
- Magic Arrows: Instead of gaining encounter attack powers (including Disrupting Shot) from your class, you instead gain the ability to convert regular ammunition into magical ammunition of a new type.
- Each time you would gain a new encounter attack power (or another use of Disrupting Shot) or replace an existing encounter attack power with one of a higher level, you instead learn how to make a new type of magical ammunition of your level + 2 or lower.
- Converting a single piece of ammunition into magical ammunition is a free action and requires you to spend an arcane point for each +1 of the ammunition. For example, using the Twin Strike power and converting two arrows into a +1 Freezing Arrow and a +4 Firestorm Arrow requires you to spend 5 arcane points.
- The highest level of ammunition you can create in this way is equal to your level + 2.
- Magical ammunition created in this way loses its magic properties after having been used.
- Overview of new types of Magic Arrows:
- LevelTotal types of Magic Arrows (Expanded Arcana)1-213-627-10311-123 (4)13-164 (5)17-225 (6)23-266 (7)27-307 (8)
- Special: The zone created by Shadowshaft Ammunition created by this power only lasts until the end of your next turn.
- Arcane Pool: You have a pool of arcane points.
- You regain all spent arcane points during a short rest.
- Overview of arcane points pool:
- LevelArcane Points Pool (Expanded Arcana)1-213-52647-10611-159 (12)16-2012 (16)21-2515 (20)26-3018 (24)
- Conjure Ammunition: Instead of taking the action to load a ranged weapon, you can use that action to conjure a piece of ammunition already loaded in the weapon that lasts until used. You can choose for the conjured ammunition to be a type of magical ammunition that you know how to create by spending arcane points as if you were converting regular ammunition into magical ammunition.
- (Optional) Expanded Arcana: When you reach level 11, if you would gain an encounter attack power from your Paragon Path, you can choose to forego gaining that power in order to gain the Expanded Arcana feature. If you would have gained another use of Disrupting Shot at level 11, you also gain the Expanded Arcana feature.
- Expanded Arcana: At level 11, you learn how to make a new type of magical ammunition, and your pool of arcane points increases.
Psionic variant:
- Power Source: Psionic and Martial
- Psionic Studies: As the Arcane Studies feature, except you do not gain a spellbook, and you can choose utility powers from the Psion class instead of the Wizard class. You also gain 1 power point, which can be used for certain powers (noted in the power itself). Instead of ignoring the INT requirement for Wizard multiclass feats, you ignore the INT requirement for Psion multiclass feats.
Se en liste over magisk ammunition her: http://hnsdnd.blogspot.dk/2016/02/oversigt-magisk-ammunition.html
Husk at alle magiske genstande får et ekstra +1 for hvert 5. level - så Surprise Ammunition starter med +1 på level 3, og bliver +2 på level 8, +3 på level 13, etc.
Husk at alle magiske genstande får et ekstra +1 for hvert 5. level - så Surprise Ammunition starter med +1 på level 3, og bliver +2 på level 8, +3 på level 13, etc.
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