All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, and light armor.
Spells per Day/Spells Known: When a new arcane archer level is gained, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in whatever spellcasting class in which you can cast 1st level arcane spells before you added 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 in which he could cast 1st level spells before you became an arcane archer, you must decide to which class you add each level of arcane archer for the purpose of determining spells per day.
Armored Spellcaster: You may cast arcane spells while wearing light armor without incurring Arcane Spell Failure chance. Using medium or heavy armor or shields still incur the normal Arcane Spell Failure penalty.
Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. 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 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 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Imbue Arrow (Sp): At 2nd level, an 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.
Bonus Feat: You gain bonus feats at levels 2, 6, and 10. These bonus feats must be selected from the fighter feat list.
Arrow of Magic (Sp): At level 3, you gain the ability to place a touch spell upon an arrow. As a swift action, you may cast a touch-range spell onto one of your arrows. That arrow must be fired in the same round to utilize the spell. If the arrow hits, it passes on the effects of the spell onto its target. If it misses, the spell is wasted. You can fire this arrow in any manner, including during a full attack.
Seeker Arrow (Su): At 4th level, as a free action made before every attack, you may choose to expend a spell slot of 1st level or higher for this ability. Doing so causes subsequent arrows fired in the same round to become Seeker Arrows, up to a total number equal to the spell level of the slot expended. Seeker Arrows may be launched at any target known to you 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. Seeker Arrows negate cover and concealment modifiers, but otherwise the attack is rolled normally.
This ability may be used on any attack you make, including an arrow fired during a full attack or fired as part of Imbue Arrow, and you may use it any number of times per round as long as you have slots to expend.
Arrow of Eyes (Sp): At level 5, you learn to transfer your senses through your arrow. As a standard action, you may expend a spell slot to fire an Arrow of Eyes. For prepared casters, this spell slot must contain a Divination spell. For spontaneous casters, you must know a Divination spell of the same spell level as the slot expended (Heighten Spell can be used for this). An Arrow of Eyes leaves a magical sensor at the location in which it lands, through which you can see as if you had cast Clairvoyance there. If the arrow struck a creature, the sensor moves along with the creature. This sensor lasts 1 minute per spell level of the spell slot expended.
In addition, the sensor gains extra senses depending on the spell slot expended. This bonus is cumulative, so spending higher level slots also grants all of the abilities given by lower level slots. A 1st level slot only allows you to see normally in the area, as the spell Clairvoyance. A 2nd level slot grants the sensor Darkvision for 120 ft around the sensor. A 3rd level slot also allows hearing at the location. A 4th level slot adds See Invisibility to the sensor, and also allows it to see in magical darkness for 120 ft. A 5th level slot gives the sensor Blindsense for 120 ft as well as the ability to sense smells in the area, while a 6th level slot grants it Blindsight for 120 ft and the ability to sense temperature in the area. A 7th level slot gives the sensor Mindsight for 120 ft and allows you to telepathically communicate with any minds the sensor detects. An 8th level slot bestows a True Seeing effect on the sensor, letting it pierce all illusion and magical concealment effects. Finally, a 9th level slot bestows to the sensor a Foresight ability, allowing you to know everything that goes on in its area even before they happen (you gain Foresight’s bonuses only against attacks that originate or appear in the sensor’s radius of detection).
Phase Arrow (Su): At 6th level, as a free action made before every attack, you may choose to expend a spell slot of 1st level or higher for this ability. Doing so causes subsequent arrows fired in the same round to become Phase Arrows, up to a total number equal to the spell level of the slot expended. Phase Arrows may be launched at any target known to you within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
This ability may be used on any attack you make, including an arrow fired during a full attack or fired as part of Imbue Arrow, and you may use it any number of times per round as long as you have slots to expend. You may even use this ability along with Seeker Arrow (for example, to get around magical barriers) but you’d have to expend slots separately for each ability.
Quiver of Magic (Su): At level 7, you gain the ability to place a touch spell upon multiple arrows. As a swift action, you may cast a touch-range spell onto a batch of arrows. For the rest of the round, every arrow you fire is imbued with the spell, causing everyone hit by the arrows to be affected by it. A single target may even be hit by the same spell multiple times. This ability applies to every attack you make with an arrow that round, including those made during a full attack.
Versatile Enchantments (Su): At 8th level, when firing an arrow empowered by your Enhance Arrow class feature, you may choose to shift some of the enhancement bonus from Enhance Arrow to become arrow special abilities instead. For example, you can shift a +1 enhancement bonus to become the Flaming special ability instead, and then change a +2 bonus to become Shocking Burst. You may fire the arrow with enhancement bonus and special abilities in any combination, as long as the arrow still has at least a +1 enhancement bonus left and the total enhancement bonus (counting special abilities) does not exceed your normal maximum (+4 or +5 at level 9). You may choose a different combination for every arrow you fire.
Hail of Arrows (Su): Upon reaching level 10, you gain the ability to shower magical death upon a vast number of enemies. Once per encounter, as a full-round action in lieu of your regular attacks, you may fire an arrow at each and every target within range, to a maximum of one target for every point of base attack bonus you have. Each attack uses your full attack bonus, and each enemy may only be targeted by a single arrow. These still count as attacks, so you may endow these arrows with abilities such as Seeker Arrow and Quiver of Magic.