Private-Prinny
2010-06-23, 11:49 PM
Trap. That's the word that I have always seen being used to describe the Arcane Archer. I'm hoping to fix that. This class has great flavor and I would like to see it be usable. Here I go.
Arcane Archer
http://dragonsdenls.com/images/Arcane%20Archer.bmp
When I loose my arrow, it shall be a flash of lightning. No, that is not a metaphor.
The Arcane Archer is a warrior skilled in using magic to supplement her combat prowess. Arcane Archers gain renown throughout entire kingdoms for their supernatural ability with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Becoming an Arcane Archer
Entry Requirements
Base Attack Bonus: +4
Feats: Point Blank Shot, Precise Shot
Spellcasting: Must be able to cast 2nd level arcane spells
Special: Must be proficient with either a longbow or shortbow.
Special: Must have been trained by another Arcane Archer.
Class Skills
The Arcane Archer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Knowledge [Arcana] (Int), Listen(Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at each level: 4+Int mod
Hit Die: d8
Arcane Archer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+2|
+0|Imbue Arrow|-
2nd|
+2|
+3|
+3|
+0|Enhance Arrow +1|+1 level of existing spellcasting class
3rd|
+3|
+3|
+3|
+1|Seeker Arrow|-
4th|
+4|
+4|
+4|
+1|Enhance Arrow +2|+1 level of existing spellcasting class
5th|
+5|
+4|
+4|
+1|Manyshot|-
6th|
+6|
+5|
+5|
+2|Enhance Arrow +3|+1 level of existing spellcasting class
7th|
+7|
+5|
+5|
+2|Phase Arrow|-
8th|
+8|
+6|
+6|
+2|Enhance Arrow +4|+1 level of existing spellcasting class
9th|
+9|
+6|
+6|
+3|Hail of Arrows|-
10th|
+10|
+7|
+7|
+3|Enhance Arrow +5, Arrow of Death|+1 level of existing spellcasting class [/table]
Weapon and Armor Proficiency: The Arcane Archer is proficient with the longbow and shortbow (and the composite versions of each), as well as light armor.
Spellcasting: At every even level, an Arcane Archer gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an Arcane Archer, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Imbue Arrow (Sp): At 1st level, the Arcane Archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Enhance Arrow (Su): At 2nd level, every nonmagical arrow an Arcane Archer nocks and lets fly becomes magical, gaining various properties. An Arcane Archer can, as a free action, expend at least 1/2 spell levels to choose any enhancement of +1 value to apply to her arrow. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer's magic arrows only function for her. For every two levels that the archer advances past 2nd level in the prestige class, the arrows she creates gain +1 greater potency for an additional 1/2 spell level (Up to +1 worth of enhancements at 2nd level, +2 at 4th, +3 at 6th, +4 at 8th, and +5 at 10th).
Seeker Arrow (Sp): At 3rd level, an Arcane Archer can use her magic to make her arrows unerringly accurate. By expending 3 spell levels, an she can fire an arrow at an enemy within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Alternatively, you can expend spell levels to grant yourself a +1 bonus on the attack roll for every spell level expended. Using this ability is a standard action (and shooting the arrow is part of the action).
Manyshot: At 5th level, the Arcane Archer gains Manyshot as a bonus feat, even if she doesn't meet the prerequisites. If you already have the Manyshot feat, you may select any feat for which you meet the prerequisites.
Phase Arrow (Sp): At 7th level, an Arcane Archer's Seeker Arrow becomes a Phase Arrow, ignoring Armor and Shield modifiers in addition to Cover and Concealment.
Hail of Arrows (Ex): At 9th level, in lieu of her regular attacks, an Arcane Archer can expend 5 spell levels to fire an arrow at each and every target within range, to a maximum of one target for every Arcane Archer level she has earned. Each attack uses the archers highest base attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Truedeath (Sp): At 10th level, an Arcane Archer can create an Arrow of Truedeath that forces the target, if damaged by the arrow's attack, to make a DC (20+primary spellcasting modifier) Fortitude save or be slain immediately (this is a death effect). If a creature is slain by the arrow, its soul is consumed and it cannot be resurrected except by Miracle or Wish. It takes one day to make an Arrow of Truedeath, and the arrow only functions for the Arcane Archer who created it. The Arrow of Truedeath lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
Any thoughts? Improvements?
Change LogBuffed capstone, making the enemy unable to be resurrected.
Lowered BAB requirement from +6 to +4.
Added Spellcasting entry under abilities.
Changed the Enhance Arrow ability to an on-the-fly resource expenditure.
Changed to half-casting progression.
Arcane Archer
http://dragonsdenls.com/images/Arcane%20Archer.bmp
When I loose my arrow, it shall be a flash of lightning. No, that is not a metaphor.
The Arcane Archer is a warrior skilled in using magic to supplement her combat prowess. Arcane Archers gain renown throughout entire kingdoms for their supernatural ability with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Becoming an Arcane Archer
Entry Requirements
Base Attack Bonus: +4
Feats: Point Blank Shot, Precise Shot
Spellcasting: Must be able to cast 2nd level arcane spells
Special: Must be proficient with either a longbow or shortbow.
Special: Must have been trained by another Arcane Archer.
Class Skills
The Arcane Archer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Knowledge [Arcana] (Int), Listen(Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at each level: 4+Int mod
Hit Die: d8
Arcane Archer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+2|
+0|Imbue Arrow|-
2nd|
+2|
+3|
+3|
+0|Enhance Arrow +1|+1 level of existing spellcasting class
3rd|
+3|
+3|
+3|
+1|Seeker Arrow|-
4th|
+4|
+4|
+4|
+1|Enhance Arrow +2|+1 level of existing spellcasting class
5th|
+5|
+4|
+4|
+1|Manyshot|-
6th|
+6|
+5|
+5|
+2|Enhance Arrow +3|+1 level of existing spellcasting class
7th|
+7|
+5|
+5|
+2|Phase Arrow|-
8th|
+8|
+6|
+6|
+2|Enhance Arrow +4|+1 level of existing spellcasting class
9th|
+9|
+6|
+6|
+3|Hail of Arrows|-
10th|
+10|
+7|
+7|
+3|Enhance Arrow +5, Arrow of Death|+1 level of existing spellcasting class [/table]
Weapon and Armor Proficiency: The Arcane Archer is proficient with the longbow and shortbow (and the composite versions of each), as well as light armor.
Spellcasting: At every even level, an Arcane Archer gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an Arcane Archer, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Imbue Arrow (Sp): At 1st level, the Arcane Archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Enhance Arrow (Su): At 2nd level, every nonmagical arrow an Arcane Archer nocks and lets fly becomes magical, gaining various properties. An Arcane Archer can, as a free action, expend at least 1/2 spell levels to choose any enhancement of +1 value to apply to her arrow. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer's magic arrows only function for her. For every two levels that the archer advances past 2nd level in the prestige class, the arrows she creates gain +1 greater potency for an additional 1/2 spell level (Up to +1 worth of enhancements at 2nd level, +2 at 4th, +3 at 6th, +4 at 8th, and +5 at 10th).
Seeker Arrow (Sp): At 3rd level, an Arcane Archer can use her magic to make her arrows unerringly accurate. By expending 3 spell levels, an she can fire an arrow at an enemy within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Alternatively, you can expend spell levels to grant yourself a +1 bonus on the attack roll for every spell level expended. Using this ability is a standard action (and shooting the arrow is part of the action).
Manyshot: At 5th level, the Arcane Archer gains Manyshot as a bonus feat, even if she doesn't meet the prerequisites. If you already have the Manyshot feat, you may select any feat for which you meet the prerequisites.
Phase Arrow (Sp): At 7th level, an Arcane Archer's Seeker Arrow becomes a Phase Arrow, ignoring Armor and Shield modifiers in addition to Cover and Concealment.
Hail of Arrows (Ex): At 9th level, in lieu of her regular attacks, an Arcane Archer can expend 5 spell levels to fire an arrow at each and every target within range, to a maximum of one target for every Arcane Archer level she has earned. Each attack uses the archers highest base attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Truedeath (Sp): At 10th level, an Arcane Archer can create an Arrow of Truedeath that forces the target, if damaged by the arrow's attack, to make a DC (20+primary spellcasting modifier) Fortitude save or be slain immediately (this is a death effect). If a creature is slain by the arrow, its soul is consumed and it cannot be resurrected except by Miracle or Wish. It takes one day to make an Arrow of Truedeath, and the arrow only functions for the Arcane Archer who created it. The Arrow of Truedeath lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
Any thoughts? Improvements?
Change LogBuffed capstone, making the enemy unable to be resurrected.
Lowered BAB requirement from +6 to +4.
Added Spellcasting entry under abilities.
Changed the Enhance Arrow ability to an on-the-fly resource expenditure.
Changed to half-casting progression.