SpellBow (3.5e Prestige Class)

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SpellBow
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Spellbow[edit]

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Who combine spellcasting prowess with archery skills are known as Spellbows.

Becoming a SpellBow[edit]

Entry Requirements
Base Attack Bonus: +4.
Feats: Point Blank Shot, Weapon Focus (longbow or shortbow).
Spellcasting: Ability to cast True Strike as arcane spell.

Table: The SpellBow

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 0 +2 Enhance Arrow +1 +1 existing spellcasting class
2nd +2 +3 0 +3 Weapon Specialization (shortbow or longbow) or Metamagic Feat +1 existing spellcasting class
3rd +3 +3 +1 +3 Channel Spell 3/day +1 existing spellcasting class
4th +4 +4 +1 +4 Arcane Precision 3/day +1 existing spellcasting class
5th +5 +4 +1 +4 Greater Weapon Focus (shortbow or longbow) or Metamagic Feat, Enhance Arrow +2 +1 existing spellcasting class
6th +6 +5 +2 +5 +1 existing spellcasting class
7th +7 +5 +2 +5 Channel Spell 4/day +1 existing spellcasting class
8th +8 +6 +2 +6 Improved Weapon Specialization (shortbow or longbow) or Metamagic Feat +1 existing spellcasting class
9th +9 +6 +3 +6 Enhance Arrow +3 +1 existing spellcasting class
10th +10 +7 +3 +7 Channel Spell 5/day +1 existing spellcasting class

Class Skills (2 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis) and Swim (Str) .


Class Features[edit]

All of the following are class features of the Spellbow.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a spellbow, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Enhance Arrow (Su): At 1st level, every nonmagical arrow an spellbow nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the spellbow need not spend experience points or gold pieces to accomplish this task. For every four levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 5th level and +3 at 9th level). This enhancement doesn't stack with the bow or arrow enhancement bonus itself.

Bonus Feats (Ex): At 2nd, 5th and 8th levels, The Spellbow may learn a meta-magic feat or a Fighter feat indicated in table: The Spellbow. When a feat is bought this way, the Spellbow can ignore any pre-requisites for the feat.

Channel Spell (Sp): At 3rd level, a spellbow can channel any spell he can cast into his arrow. Using this ability requires a move action, and the spellbow uses up the prepared spell or spell slot just if he had cast the spell. The channeled spell affects the next target that the spellbow successfully attacks with his weapon. Saving throws and spell resistance still apply, except reflexes saves. Even if the spell normally affects an area or is a ray, it affects only a target. The arrow will be considered magical to beat damage reduction. Spells channeled are lost if not used in 8 hours.

Arcane Precision (Sp): At 4th level, a spellbow can uses his arcane powers to guide his arrows. The Spellbow can use the spell True Strike, as a free action. The effects of the spell must be used only with the shortbow or longbow. Additionally, he can channel stored spell energy into the True Strike spell. The Spellbow can lose any prepared spell in order to cast True Strike Spell. The spell must be on same level or higher.



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