23,243
edits
Changes
→Making a Raycaster
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|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | Arcane Expansion (1st), Close Quarters Shooting
|4||—||—||—||—||—||—||—||—
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|-
|4th||class="left" | +2 || +1 || +4 || +4
| class="left" | Arcane Expansion (2nd), Reflexive Ray
|5||4||—||—||—||—||—||—||—
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|-
|6th||class="left" | +3 || +2 || +5 || +5
| class="left" | Arcane Expansion (3rd), Penetrating Shot
|5||5||4||—||—||—||—||—||—
|-
|-
|8th||class="left" | +4 || +2 || +6 || +6
| class="left" | Arcane Expansion (4th), Chain Shot
|6||5||5||4||—||—||—||—||—
|-
|-
|10th||class="left" | +5 || +3 || +7 || +7
| class="left" | Arcane Expansion (5th), Bonus Feat
|6||6||5||5||4||—||—||—||—
|-
|-
|12th||class="left" | +6 || +4 || +8 || +8
| class="left" | Arcane Expansion (6th), Improved Penetrating Shot
|6||6||6||5||5||4||—||—||—
|-
|-
|14th||class="left" | +7 || +4 || +9 || +9
| class="left" | Arcane Expansion (7th), Twist Shot
|6||6||6||6||5||5||4||—||—
|-
|-
|16th||class="left" | +8 || +5 || +10 || +10
| class="left" | Arcane Expansion (8th), Improved Chain Shot
|6||6||6||6||6||5||5||4||—
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|-
|18th||class="left" | +9 || +6 || +11 || +11
| class="left" | Arcane Expansion (9th), Deadeye
|6||6||6||6||6||6||5||5||4
|-
|-
|20th||class="left" | +10 || +6 || +12 || +12
| class="left" | Arcane Expansion (9th), Bonus Feat, Omega Beam
|6||6||6||6||6||6||6||5||5
|- class="noalt"
''{{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.