Archer of Infinite Blades (3.5e Class)

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This...is my soul.

Archer of Infinite Blades[edit]

These people are Arcane spell-casters who possess a Reality Marble called Unlimited Blade Works. They utilize their body's life energy, called Mana, to summon any weapon that they have recorded there at any time so they can potentially always have the best weapon for the job. The Reality Marble also allows them to understand everything there is to know about the weapon they had just recorded including its history allowing the Archer to potentially gain all weapon proficiencies.

Making an Archer of Infinite Blades[edit]

An Archer of Infinite Blades is an incredibly versatile fighter capable of combat at any range with powerful offensive capabilities. Unfortunately their lack of defensive abilities coupled with only being able to use light armor make them horrible defenders. Both of his spells use only verbal components so he can use medium armor without worrying about incuring any Arcane Spell Failure but they need the feat.

Abilities: Wisdom and Dexterity are the most important Ability scores an Archer can have. Wisdom increases his Mana points and allows for better perception of a battlefield while Dexterity increases his low AC and allows for better positioning in a fight. Constitution follows in third for the additional hit points.

Races: Any but Outsiders or Elementals.

Alignment: Any Neutral.

Starting Gold: 5d10 x 10 gp (250 gp).

Starting Age: Moderate.

Table: The Archer of Infinite Blades

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Mana Points
Fort Ref Will
1st +1 0 +2 0 Tracing, Reinforcement, Reality Marble Storage 20
2nd +2 0 +3 0 Over Extension, Bonus Feat 30
3rd +3 +1 +3 +1 Evasion 40
4th +4 +1 +4 +1 Bladed Archery 50
5th +5 +1 +4 +1 Mana Seal, Three Petaled Rho Aias 60
6th +6/+1 +2 +5 +2 Bonus Feat 75
7th +7/+2 +2 +5 +2 Enchanted Reinforcement 90
8th +8/+3 +2 +6 +2 105
9th +9/+4 +3 +6 +3 120
10th +10/+5 +3 +7 +3 Biological Reinforcement, Bonus Feat 135
11th +11/+6/+1 +3 +7 +3 Five Petaled Rho Aias 155
12th +12/+7/+2 +4 +8 +4 Broken Reinforcement 175
13th +13/+8/+3 +4 +8 +4 Improved Evasion 195
14th +14/+9/+4 +4 +9 +4 Bonus Feat 215
15th +15/+10/+5 +5 +9 +5 Multi Sized Tracing 235
16th +16/+11/+6/+1 +5 +10 +5 260
17th +17/+12/+7/+2 +5 +10 +5 Seven Petaled Rho Aias 285
18th +18/+13/+8/+3 +6 +11 +6 Unlimited Blade Works, Bonus Feat 310
19th +19/+14/+9/+4 +6 +11 +6 335
20th +20/+15/+10/+5 +6 +12 +6 Noble Phantasm 360

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Dex), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Cook) (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Archer of Infinite Blades.

Weapon and Armor Proficiency: The Archer gains proficiency with any weapon that he has stored within his Reality Marble and no other way. He also starts with proficiency in Light Armor.


Mana Points/Day: An Archer of Infinite Blades is limited by the number of Mana Points that he has. His daily allotment is given in the above table. He gains additional mana points per day equal to his Wisdom modifier times his level divided by two, or Wis x level / 2.


Reality Marble Storage: At 1st level any weapon the Archer traced is automatically stored into the Archer’s Reality Marble to later be summoned. Any Enchantments are stored separately and can be added to a summoned weapon for an additional mana cost. You also gain the memories of everything that weapon or shield has been through which would allow you to instantly know it were cursed.


Reinforcement: An Archer can alter the physical properties of an object, eliminating many of its flaws. However, the more an Archer modifies an object, the more volatile it becomes due to the tremendous amount of energy. After ten modifications, the weapon shatters after impact. The duration of the reinforcements is equal to 5 times the Archer's wisdom modifier (in hours). This duration is halved each time a reinforcement is added.


Reality Marble: A Archer's Reality marble cannot be destroyed for it is impossible to do so.


Tracing: At 1st level an Archer can recreate any weapon inside of your reality marble for mana points by saying the activation incantation “Trace On”, but to recreate the weapon, the archer must analyse it first by saying "Trace". It takes three turns to trace an object. On the first turn the Archer discovers the idea behind the matter at hand (e.g. the inspiration and plans upon which the item was made). The second turn of tracing allows the Archer to discover the basic structure of the object. The third turn gives the Archer all information regarding the materials used in the object. After these steps, the object can be summoned. It takes 2 mana points for 20 arrows or crossbow bolts or daggers. 6 mana points for ranged weapons(bow and crossbow), 6 mana points if the object is a sword, axe or a lance, 8 point if it's a shield and 12 for armours. It takes 1 standard action to summon a weapon. For 2 points it can become a move action and for 4 points it can become a swift action. Weapons traced last 10 minutes per level times wisdow modifier. Weapons can be refreshed by expending half of the total mana cost that was used to trace the weapon

+1 die size = +2 mana

+1 hit = +1 mana

+1 critical range = +3 mana

+1 critical multiplier = +4 mana

+10ft range = +1 mana

Masterwork = +2 mana


+1 AC = +1 mana

+1 Max Dex = +1 mana

-1 Armour Check Penalty = +1 mana

-5% Arcane Spell Failure = +2 mana

Type Lower (Heavy to Medium, Medium to Light, Two-handed to One-handed) = +3 mana


+5 Hardness = +1 mana

+5 HP = +1 mana


Over Extension: At 2nd level an Archer can go into negative mana points for his spells. Doing so damages him for 2 points of damage for every negative mana point. After resting the Archer will possess less Mana Points equal to the amount he had gone into the negative.


Evasion At 3rd level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.


Bladed Archery: At 4th level an Archer can reinforce a weapon in such a way that they can be fired from a bow. It costs 7 mana points to do so. The damage calculation for a successful attack is the damage of the bow plus the damage of the weapon plus any relevant modifiers. This is an enhanced version of Reinforcement that can be added to a weapon.


Three Petaled Rho Aias:At level 5, this reaction or action can be used to absorb damage, it takes 30 Mana to activate it, and 1 Mana point for every 3 points of damage, up to a maximum of 10 times your Archer level. The Archer takes the remaining damage if it breaks when they dip into the negatives. You need to finish a short rest before you can use this feature again.


Mana Seal: At 5th level an Archer inscribes a magical tribal tattoo somewhere on his body that can hold up to 100 additional mana points. These points can only be stored outside of battle. It disappears if no points are stored. Every 5 levels after 5th, the total number to mana points that can be stored is increased by 50.


Enchanted Reinforcement: At 7th level an Archer can add any magical enchantments that have been stored in his reality marble to any weapon. The mana cost increases by 5 for every +1 bonus that the enchantment incurs. This is an enhanced version of Reinforcement that can be added to a weapon.


Biological Reinforcement: An Archer can manipulate not only physical objects but their own attributes.

Cosmetic Changes have a mana cost of 2.

Ability Score Changes have a mana cost of 5/point.

Sense Augmentations have a mana cost of 7. The specified sense has twice the strength/effectiveness as normal. (e.g. eye sight is altered and vision range is doubled and the Archer is no longer hindered by sight impediments like darkness.)

An Archer may only have five physical alterations at a time. Each time an Archer exceeds this capacity, they take 2 constitution damage.


Five Petaled Rho Aias: At 12th level, this reaction or action can be used to absorb damage, it takes 40 Mana to activate it, and 1 Mana point for every 5 points of damage, up to a maximum of 15 times your Archer level. The Archer takes the damage remaining multiplied by 2 if it breaks due to running out of mana. You need to finish a long rest before you can use this feature again.


Broken Reinforcement: At 12th level an Archer can break an object by perfectly overloading it with mana. It takes 2X the total mana cost of the weapon in mana points to break it. The weapon has to be broken before an attack is to be made with it and it is immediately destroyed after a successful hit. If fired from a bow it explodes in 30 feet for 10X (the Archer’s level + the spell level of the weapon + Wisdom modifier)/ half on the target; those 10 feet away take 8X; those 20 away take 6X; those 30 away take 4X. If used in melee it explodes in a 30ft cone or a 60ft line for same damage just modify distance. Reflex save for half damage: DC 10 + half caster level + Wisdom modifier. Requires a Concentration check and if failed you take half of the damage, Reflex for a further half. This is an enhanced version of Reinforcement that can be added to a weapon. Breaking an object is a swift action.


Improved Evasion At 13th level, the archer gains improved evasion. This ability works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion.


Multi-Sized Tracing: At 15th level and Archer can trace weapons for any size category. It doubles mana cost for each size category larger and halves for each lower.


Seven Petaled Rho Aias: At 12th level, this reaction or action can be used to absorb damage, it takes 70 Mana to activate it, and 1 Mana point for every 7 points of damage. The Archer takes the damage remaining multiplied by 4 if it breaks due to running out of mana. You need to finish a long rest before you can use this feature again.


Unlimited Blade Works: At 18th level the Archer has gained the experience to summon his Reality Marble into the plane he is in. An ethereal fire spreads from him that does not harm any creatures for 100’ +20’ per level radius that marks the boundary of the Reality Marble. It requires 180 mana points to activate and the Archer must recite the full incantation for his Reality Marble over 3 rounds while being unable to use a standard action on the final round. It lasts 1 round per caster level + Wisdom modifier. After the Reality Marble is cast Initiative is re-rolled with the Archer gaining a +5 bonus to Initiative and a +10’ to his movement speed. All weapons in the Blade Works can be commanded to attack as a move action with the enemy taking 2d12 per round; Reflex negates. The Blade Works lasts 1 round per Archer level plus wisdom modifier and can be extended by 1 round for an additional 50 mana points until he runs out of mana. All Tracings and Reinforcements are reduced by half within the Blade Works and are swift actions. All Weapons can be broken within the Blade Works for half the mana cost.

The Reality Marble is a barren desert wasteland with an innumerable amount of weapons stuck into the ground as grave markers that stretch infinitely into the horizon as a perpetual twilight hangs over the old battlefield of blood drenched sands.


Noble Phantasm: At 20th level the Archer has increased his tracing abilities, using it by the time. If the archer has seen a legendary object, he's managed to duplicate this object. However, their copies are mere imitations, shadows, of the real objects. As such they aren't as durable, nor are they as (truly) magnificent as the true weapon. The cost to summon the legendary object is 200 mana points, and it lasts for half an hour. Can be used once each three days. The copy has 60% of the real object true stats.

Restrictions: An Archer of Infinite Blades can never use any Skills or Feats relating to Weapon and Armor creation as they are incapable of making anything but forgeries of other existing weapons and shields.

Epic Archer of Infinite Blades[edit]

Table: The Epic Archer of Infinite Blades

Hit Die: d12

Level Special Mana Points
21st - 315
22nd Reinforcement +7 341
23rd - 368
24th - 396
25th Reinforcement +8, Bonus Feat 425
26th - 455
27th - 486
28th Reinforcement +9 518
29th - 551
30th Bonus Feat, Nine Lives Blade Works 585

6 + Int modifier skill points per level.

Nine Lives Blade Work: At level 30, this technique allows the user to make nine strikes at a single creature. But requires 6 seconds multiplied by each creature in combat. At the end of this setup, the Archer makes nine attacks that are all critical, they roll an attack roll for each attack. The Archer can only use this when they are below 120 health, and once this is used, the Archer must take 2 long rests before being able to use it again. The Archer must contribute 400 Mana for this activation and cannot use reactions during another creature's turn.

Epic Archer of Infinite Blades Bonus Feat List: Same as Fighter.

Human Archer of Infinite Blades Starting Package[edit]

Weapons: 2 Shortswords, Longbow, 30 arrows

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con -
Perception 4 Wis -
Stealth 4 Dex -1
Sleight of Hand 4 Dex -1
Acrobatics 4 Dex -1
Climb 4 Str -1
Search 4 Wis -
Intimidation 4 Cha -
Move Silently 4 Dex -1
Knowledge (History) 6 Int -

Feat: Combat Casting

Bonus Feats: Point Blank Shot

Gear: Studded Leather, Flint and Steel, Backpack, Bedroll, Ration (10), Waterskin, Sack, Soap

Gold: 50 gp

Campaign Information[edit]

Playing an Archer of Infinite Blades[edit]

Religion: Religion is not very important to the Archer but he is free to worship any Deity he wishes and will not begrudge others for the worship of other gods

Other Classes: An Archer gets along best with Fighters, Rangers, Barbarians, Monks and Rogues fairly well as they do with him. However, if any arcane spellcaster were to discover the two spells that an Archer only can use (Projection and Reinforcement) they will treat the Archer with disrespect and consider him to be nothing but a third rate magic user and a failure in the arcane arts. Evil spellcasters who learn of his Reality Marble make attempt to capture him to try and extract the secrets behind it to use for them selves.

Combat: An Archer of Infinite Blades is a damage dealer through and though. Where they shine is the ability to Trace any weapon that they have seen so they could potentially have the perfect weapon for the situation. However, they are not as skilled certain other classes like the fighter would be. The best place for an Archer is a ranged damage dealer that can swiftly intercept enemies that get past the 'tank'.

Advancement: Just about any martial fighting class can be an effective cross-class (especially a one level dip in Fighter) but an Archer of Infinite Blades can never take levels in any Arcane spellcasting class because of his Reality Marble hindering him.

Archers of Infinite Blades in the World[edit]

This Should Be Impossible!! He...it...that monster just took out an entire army by summoning millions of swords...swords of all things! And it just fired them like artillery!
—<Commander David>, <Human> <Fighter>
This hill of swords you see before you is my soul and it is why I said that I am Broken.
—<Carolus "Nemo" Redwing>, <Human> <Archer of Infinite Blades>
I am the bone of my sword

Steel is my Body and fire is my blood

Unknown to death, nor known to life

I have withstood great pain to create many weapons to fight for (my) peace

Yet my hands will never hold anything ever again

Drenched in blood, I have no regrets

My life has only ever had one meaning: Unlimited Blade Works!

—<Carolus "Nemo" Redwing>, <Human> <Archer of Infinite Blades>

Very rarely do possessors of a Reality Marble discover that they have one and when they do it is through a use of accidental magic. Unfortunately one's magic is restricted by the type of Reality Marble they have which leads to nearly no progress in any school not associated or linked to the Marble causing many to give up and pursue a civilian life or other adventuring professions. As the Archer gains strength he starts to see himself as less and less human and more as a living breathing weapon.

Daily Life: "Normal" or "Daily" is nearly impossible to place with a person who has a Reality Marble because they themselves are distorted mentally from possessing it. It is more of a near obsession with things closely connected with the Reality Marble they possess, in this case weapons.

Notables: Possessors of a Reality Marble are considered just myths and legends; nothing more.

Organizations: There are none.

NPC Reactions: Either disbelief or suspicion that he is lying. However evil spellcasters who learn of what he is may attempt it kidnap and experiment on him to try and take the power for themselves.

Archers of Infinite Blades Lore[edit]

Characters with ranks in Knowledge (Arcane) or (Religion) can research Reality Marbles to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcane)
DC Result
5 A Reality Marble is an internal world unique to Elementals and Outsiders.
10 Possessors of a Reality Marble are considered myths and legends.
15 The Planes that a God or Goddess inhabits is actually their Reality Marble just made permanent because of how powerful they are.
20 The most powerful possessors of a Reality Marble could change the world around them to match that of their Marble.

Archers of Infinite Blades in the Game[edit]


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