23,243
edits
Changes
→Class Features
|ref=Good
|will=Good
|ability=Spontaneous Prepared Arcane Spellcasting
|progression=Full
|align=lg, ng, cg, ln, n, cn, le, ne, ce
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0<sup>th</sup> || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
|-
|1st||class="left" | +0 || +0 || +2 || +2
| class="left" | Cantrips, Longshot (10 ft), Point Ray, Variable Casting
|3||3||—||—||—||—||—||—||—||—
|-
|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | Arcane Expansion (1st), Close Quarters Shooting|4||4||—||—||—||—||—||—||—||—
|-
|3rd||class="left" | +1 || +1 || +3 || +3
| class="left" | Longshot (20 ft), Precise Shot
|4||4||3||—||—||—||—||—||—||—
|-
|4th||class="left" | +2 || +1 || +4 || +4
| class="left" | Arcane Expansion (2nd), Reflexive Ray|4||5||4||—||—||—||—||—||—||—
|-
|5th||class="left" | +2 || +1 || +4 || +4
| class="left" | Bonus Feat, Longshot (30 ft)
|4||5||4||3||—||—||—||—||—||—
|-
|6th||class="left" | +3 || +2 || +5 || +5
| class="left" | Arcane Expansion (3rd), Penetrating Shot|5||5||5||4||—||—||—||—||—||—
|-
|7th||class="left" | +3 || +2 || +5 || +5
| class="left" | Longshot (40 ft)
|5||6||5||4||3||—||—||—||—||—
|-
|8th||class="left" | +4 || +2 || +6 || +6
| class="left" | Arcane Expansion (4th), Chain Shot|5||6||5||5||4||—||—||—||—||—
|-
|9th||class="left" | +4 || +3 || +6 || +6
| class="left" | Longshot (50 ft)
|5||6||6||5||4||3||—||—||—||—
|-
|10th||class="left" | +5 || +3 || +7 || +7
| class="left" | Arcane Expansion (5th), Bonus Feat|6||6||6||5||5||4||—||—||—||—
|-
|11th||class="left" | +5 || +3 || +7 || +7
| class="left" | Longshot (60 ft)
|6||6||6||6||5||4||3||—||—||—
|-
|12th||class="left" | +6 || +4 || +8 || +8
| class="left" | Arcane Expansion (6th), Improved Penetrating Shot|6||6||6||6||5||5||4||—||—||—
|-
|13th||class="left" | +6 || +4 || +8 || +8
| class="left" | Longshot (70 ft)
|6||6||6||6||6||5||4||3||—||—
|-
|14th||class="left" | +7 || +4 || +9 || +9
| class="left" | Arcane Expansion (7th), Twist Shot|7||6||6||6||6||5||5||4||—||—
|-
|15th||class="left" | +7 || +5 || +9 || +9
| class="left" | Bonus Feat, Longshot (80 ft)
|7||6||6||6||6||6||5||4||3||—
|-
|16th||class="left" | +8 || +5 || +10 || +10
| class="left" | Arcane Expansion (8th), Improved Chain Shot|7||6||6||6||6||6||5||5||4||—
|-
|17th||class="left" | +8 || +5 || +10 || +10
| class="left" | Longshot (90 ft)
|7||6||6||6||6||6||6||5||4||3
|-
|18th||class="left" | +9 || +6 || +11 || +11
| class="left" | Arcane Expansion (9th), Deadeye|8||6||6||6||6||6||6||5||5||4
|-
|19th||class="left" | +9 || +6 || +11 || +11
| class="left" | Longshot (100 ft)
|8||6||6||6||6||6||6||6||5||4
|-
|20th||class="left" | +10 || +6 || +12 || +12
| class="left" | Arcane Expansion (9th), Bonus Feat, Omega Beam|8||6||6||6||6||6||6||6||5||5
|- class="noalt"
| colspan="42" class="skill" |
'''Weapon and Armor Proficiency:''' Raycasters are proficient with all simple weapons. Raycasters are proficient with light armor but not shields. A raycaster can cast raycaster spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a raycaster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass raycaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.
'''{{Anchor|Spells}}:''' A raycaster casts arcane spells which are drawn from the raycaster spell list. She can cast any spell she has retrieved, much A raycaster must choose and prepare her spells ahead of time like a [[bardwizard]] or [[sorcerer]] can . A raycaster may prepare and cast any spell on the raycaster spell list, provided that she knows without preparing it ahead can cast spells of timethat level, but she must choose which spells to prepare during her daily meditation. Meditating on spells takes 1 hour as a [[cleric]].
To retrieve or cast a spell, a raycaster must have a mental ability score (chosen via Variable Casting) of at least 10 + the spell level (10 for 0-level spells, or 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a raycaster's spell is 10 + the spell level + the raycaster's chosen ability modifier.
Like other spellcasters, a raycaster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—5: The raycaster. In addition, she receives bonus spells per day if she has a high chosen mental ability score.
4th—''assay spell resistance''<sup>SpC</sup>, ''energy spheres''<sup>SpC</sup>, ''force missiles''<sup>SpC</sup>, ''greater blindsight''<sup>SpC</sup>, ''[[Magic Missile Sentry (3.5e Spell)|magic missile sentry]]'', ''moon bolt''<sup>SpC</sup>, ''orb of acid''<sup>SpC</sup>, ''orb of cold''<sup>SpC</sup>, ''orb of electricity''<sup>SpC</sup>, ''orb of fire''<sup>SpC</sup>, ''orb of force''<sup>SpC</sup>, ''orb of sound''<sup>SpC</sup>, ''ray deflection''<sup>SpC</sup>, ''spell enhancer''<sup>SpC</sup>, ''[[Spicule Barrage (3.5e Spell)|spicule barrage]]'', ''vortex of teeth''<sup>SpC</sup>, ''[[White Chains of Corpora (3.5e Spell)|white chains of corpora]]''
9th—''absorption''<sup>SpC</sup>, ''[[SRD:Mage's Disjunction|mage's disjunction]]'', ''[[Magic Missile Maelstrom (3.5e Spell)|magic missile maelstrom]]'', ''[[Meteoric Mortar (3.5e Spell)|meteoric mortar]]'', ''[[SRD:Meteor Swarm|meteor swarm]]'', ''reaving dispel''<sup>SpC</sup>, ''[[Solar Catapult (3.5e Spell)|solar catapult]]''
'''{{Anchor|Cantrips}}:''' Raycasters learn a number of cantrips, or 0-level spells, as noted on Table: Raycaster Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
'''''{{Anchor|Point Ray}}'' {{Sp}}:''' Raycasters gain a simple blast ability they may use at will as a standard action, dealing 1d6 points of magic damage + 1 point per class level out to a range of 50 ft (not including the benefits of Longshot). They may enhance themselves to apply weapon enhancements to this spell-like ability like it was a manufactured ranged weapon. It counts as a spell level equal to 1/2 your class level (minimum 1st).
The raycaster can spontaneously convert spell slots into a stronger point ray blast. As a free action they consume a spell slot and gain +2d6 damage per level of the spell consumed to their point ray attack (maximum +18d6 at 9th level spells).
'''{{Anchor|Variable Casting}}:''' Raycasters can choose to base their spellcasting off of [[Intelligence]], [[Wisdom]], or [[Charisma]], and gain minor benefits based on the ability score selected. Once chosen this ability cannot be changed.
''{{Anchor|Charisma}}:'' You are the master of the arcane, and your rays carry intense force. Your rays have mass and you may perform combat maneuvers with your rays as if it were a one-handed weapon when within your normal reach, or further beyond if you have the ability to use these maneuvers on ranged attacks. You gain a bonus feat at 2nd for any Improved X combat maneuver feats such as [[SRD:Improved Disarm|Improved Disarm]].
'''{{Anchor|Arcane Expansion}}:''' Raycasters are very good at their job, but do learn the occasional spell outside of their specialization. At 2nd level the raycaster adds any one 1st level spell from any list of another class with 9th level spells (such as cleric, druid, or sorcerer/wizards). It becomes a spell known, and needs not be a ray or line. They gain an additional spell at 4th and every odd level beyond up to their highesgt spell level known.
'''{{Anchor|Close Quarters Shooting}} {{Ex}}:''' The 2nd level raycaster can fight in melee if they must, making point blank shots into the enemy. They no longer provoke for making ranged touch attacks in melee range, though they still need to cast defensively to avoid provoking. Their Point Ray ability no longer provokes for casting and does not need to be cast defensively.
'''{{Anchor|Bonus Feat}}:''' At 5th, 10th, 15th, and 20th level, a raycaster gains a bonus feat. At each such opportunity, she can choose a metamagic feat, any feat which applies to ranged attacks such as [[SRD:Far Shot|Far Shot]], or [[SRD:Spell Mastery|Spell Mastery]]. The raycaster must still meet all prerequisites for a bonus feat, including caster level minimums.
'''{{Anchor|Penetrating Shot}}:''' The 6th level raycaster can spend a full attack action to cast any standard action or less ray or line spell and modify it to breach through resistances. The spell ignores a number of points of damage reduction or , energy resistance, hardness, and spell resistance equal to your level when augmented in this way. In addition rays and lines penetrate barriers as per ''[[SRD:Lightning Bolt|lightning bolt]]'', continuing on if they deal enough damage to breach until they reach the intended target or the extent of the spell range.
'''{{Anchor|Chain Shot}}:''' The 8th level raycaster may cleave with their ray spells. If they successfully down a creature with one of their ray spells they may "cleave" and make another attack against a creature within 10 ft once per round.