AgentPaper
2009-12-07, 11:20 PM
Arcane Archer
{table=head] Level|BaB|Fort|Ref|Will|Special|Spells per Day
1|1|0|2|2|Imbue Arrow|
2|2|0|3|3|Enhance Arrow +1|+1 level of existing arcane spellcasting class
3|3|1|3|3|Seeker Arrow|+1 level of existing arcane spellcasting class
4|4|1|4|4|Enhance Arrow +2|+1 level of existing arcane spellcasting class
5|5|1|4|4|Force Arrow|+1 level of existing arcane spellcasting class
6|6|2|5|5|Enhance Arrow +3|+1 level of existing arcane spellcasting class
7|7|2|5|5|Phase Arrow|+1 level of existing arcane spellcasting class
8|8|2|6|6|Enhance Arrow +4|+1 level of existing arcane spellcasting class
9|9|3|6|6|Splitting Arrow|+1 level of existing arcane spellcasting class
10|10|3|7|7|Arrow of Death, Enhance Arrow +5|+1 level of existing arcane spellcasting class[/table]
Hit Die
1d8
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus
+4
Feats
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells
Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level
4 + Int modifier.
Class Features
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, light armor, medium armor, and shields.
Imbue Arrow
At 1st level, an arcane archer gains the ability to, instead of preparing her spells normally, imbue an arrow with a spell. Doing so uses up that spell slot for the day as if she had prepared the spell normally. When the imbued arrow strikes a creature, the spell imbued within it is cast targeting that creature. If the spell targets a square instead of a creature, it treats that creature's square as the origin. Line spells, such as lightning bolt, will always direct their line in the direction the arrow hit the target from, affecting the creature hit and any others behind it.
If the spell requires an attack or reflex roll of any kind, then it is treated as having succeeded on that roll for the creature hit by the arrow, but if any other creatures are affected, roll for them normally.
If the spells require and expensive material components or a focus, these must be provided when the spell is imbued into the arrow.
Enhance Arrow (Su)
At 2nd level, every arrow an arcane archer nocks and lets fly becomes magical, gaining an additional +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 2nd level, +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level).
Seeker Arrow (Sp)
At 3rd level, an arcane archer may decide to expend a number of spells to enhance an arrow to seek it's target, ignoring any cover or concealment and avoiding any obstacles between it and the target. The arcane archer must have had line of sight to the target at least once within the since the start of her last turn.
This arrow gains a bonus to-hit equal to the total level of spells expended, up to a maximum of the arcane archer's dexterity bonus, minimum one. You must expend at least 1 level of spells to use this ability. For example, if you had an dexterity of at least 18 you could expend 2 level 1 spells and a level 2 spell to give the Seeker Arrow a +4 bonus to-hit.
Force Arrow (Su)
At 5th level, an arcane archer gains the ability to fire an arrow made of pure force instead of a normal arrow. Doing so uses no ammunition, and the arrow is treated as a +1 magic arrow that deals force damage. These arrows disappear immediately after striking their target.
Phase Arrow (Sp)
At 7th level, an arcane archer may decide to expend a total of 4 levels of spells to enhance an arrow to move through solid objects and ignore armor. An arrow enhanced in this way ignores cover and is treated as a ranged touch attack.
Splitting Arrow (Sp)
At 9th level, an arcane archer may decide to expend a number of spells to enhance an arrow to split and hit a number of targets. Make only one attack roll, and apply it to all of the targets hit. The splitting arrow targets a number of creatures equal the the total level of spells you expended, up to a maximum of the arcane archer's dexterity modifier.
Arrow of Death (Sp)
At 10th level, an arcane archer can decide to prepare a special arrow at the start of the day. To prepare this special arrow, she must expend at least 10 levels of spell slots, as if she had prepared a spell in those slots. If she decides to, she can choose to expend more than 10 spell slots to increase the power of the arrow. The arcane archer can only prepare one arrow of death at a time, and it only lasts for 24 hours, or until used. Spell slots expended in the creation of an Arrow of Death cannot be regained until at least 10 days of passed and the arcane archer has spent a full day resting and settling her mind.
When the arrow of death strikes a creature, that creature must make a DC 20 Fortitude save of be slain instantly. If the creature succeeds on it's save, it instead takes 20d6 damage and is stunned for 1d4 rounds. This damage ignores damage reduction, can't be healed, and if the creature has an ability that would prevent it from taking damage on a successful check, it still takes half damage and is stunned for half the normal amount of rounds.
For every 3 additional level of spells expended, add +1 to the fortitude save, +1d6 damage to the miss damage. For every 9 additional levels of spells expended, increase the stun duration by 1.
For example, if you expended 3 level 7 spells, 4 level 5 spells, and 6 level 1 spells, the arrow of death would require a DC 35 Fortitude check, and deal 35d6 damage and stun for 1d4+5 rounds if the check was passed.
An arrow of death will only ever affect one target, even if it is enhanced with the Splitting Arrow ability, and cannot be enchanted in any way, though the arcane archer's Enhance Arrow ability still applies.
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So, how's this look so far? Pretty rough right now, but I really like the idea of the arcane archer, but just think it was kinda unimaginative and bland in it's execution, so this is my attempt to make it a more interesting class in general, as well as providing it with a much-needed boost in power.
It doesn't have full casting, because it really does have some powerful abilities right now. The Arrow of Death especially is rather ridiculous, but the hefty penalties you get afterward should make it something the player won't use lightly. I'm thinking of putting a cap on the number of spell levels you can sink into it, but I'm not sure that's necessary, and I'd rather not if I don't need to.
{table=head] Level|BaB|Fort|Ref|Will|Special|Spells per Day
1|1|0|2|2|Imbue Arrow|
2|2|0|3|3|Enhance Arrow +1|+1 level of existing arcane spellcasting class
3|3|1|3|3|Seeker Arrow|+1 level of existing arcane spellcasting class
4|4|1|4|4|Enhance Arrow +2|+1 level of existing arcane spellcasting class
5|5|1|4|4|Force Arrow|+1 level of existing arcane spellcasting class
6|6|2|5|5|Enhance Arrow +3|+1 level of existing arcane spellcasting class
7|7|2|5|5|Phase Arrow|+1 level of existing arcane spellcasting class
8|8|2|6|6|Enhance Arrow +4|+1 level of existing arcane spellcasting class
9|9|3|6|6|Splitting Arrow|+1 level of existing arcane spellcasting class
10|10|3|7|7|Arrow of Death, Enhance Arrow +5|+1 level of existing arcane spellcasting class[/table]
Hit Die
1d8
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus
+4
Feats
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells
Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level
4 + Int modifier.
Class Features
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, light armor, medium armor, and shields.
Imbue Arrow
At 1st level, an arcane archer gains the ability to, instead of preparing her spells normally, imbue an arrow with a spell. Doing so uses up that spell slot for the day as if she had prepared the spell normally. When the imbued arrow strikes a creature, the spell imbued within it is cast targeting that creature. If the spell targets a square instead of a creature, it treats that creature's square as the origin. Line spells, such as lightning bolt, will always direct their line in the direction the arrow hit the target from, affecting the creature hit and any others behind it.
If the spell requires an attack or reflex roll of any kind, then it is treated as having succeeded on that roll for the creature hit by the arrow, but if any other creatures are affected, roll for them normally.
If the spells require and expensive material components or a focus, these must be provided when the spell is imbued into the arrow.
Enhance Arrow (Su)
At 2nd level, every arrow an arcane archer nocks and lets fly becomes magical, gaining an additional +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 2nd level, +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level).
Seeker Arrow (Sp)
At 3rd level, an arcane archer may decide to expend a number of spells to enhance an arrow to seek it's target, ignoring any cover or concealment and avoiding any obstacles between it and the target. The arcane archer must have had line of sight to the target at least once within the since the start of her last turn.
This arrow gains a bonus to-hit equal to the total level of spells expended, up to a maximum of the arcane archer's dexterity bonus, minimum one. You must expend at least 1 level of spells to use this ability. For example, if you had an dexterity of at least 18 you could expend 2 level 1 spells and a level 2 spell to give the Seeker Arrow a +4 bonus to-hit.
Force Arrow (Su)
At 5th level, an arcane archer gains the ability to fire an arrow made of pure force instead of a normal arrow. Doing so uses no ammunition, and the arrow is treated as a +1 magic arrow that deals force damage. These arrows disappear immediately after striking their target.
Phase Arrow (Sp)
At 7th level, an arcane archer may decide to expend a total of 4 levels of spells to enhance an arrow to move through solid objects and ignore armor. An arrow enhanced in this way ignores cover and is treated as a ranged touch attack.
Splitting Arrow (Sp)
At 9th level, an arcane archer may decide to expend a number of spells to enhance an arrow to split and hit a number of targets. Make only one attack roll, and apply it to all of the targets hit. The splitting arrow targets a number of creatures equal the the total level of spells you expended, up to a maximum of the arcane archer's dexterity modifier.
Arrow of Death (Sp)
At 10th level, an arcane archer can decide to prepare a special arrow at the start of the day. To prepare this special arrow, she must expend at least 10 levels of spell slots, as if she had prepared a spell in those slots. If she decides to, she can choose to expend more than 10 spell slots to increase the power of the arrow. The arcane archer can only prepare one arrow of death at a time, and it only lasts for 24 hours, or until used. Spell slots expended in the creation of an Arrow of Death cannot be regained until at least 10 days of passed and the arcane archer has spent a full day resting and settling her mind.
When the arrow of death strikes a creature, that creature must make a DC 20 Fortitude save of be slain instantly. If the creature succeeds on it's save, it instead takes 20d6 damage and is stunned for 1d4 rounds. This damage ignores damage reduction, can't be healed, and if the creature has an ability that would prevent it from taking damage on a successful check, it still takes half damage and is stunned for half the normal amount of rounds.
For every 3 additional level of spells expended, add +1 to the fortitude save, +1d6 damage to the miss damage. For every 9 additional levels of spells expended, increase the stun duration by 1.
For example, if you expended 3 level 7 spells, 4 level 5 spells, and 6 level 1 spells, the arrow of death would require a DC 35 Fortitude check, and deal 35d6 damage and stun for 1d4+5 rounds if the check was passed.
An arrow of death will only ever affect one target, even if it is enhanced with the Splitting Arrow ability, and cannot be enchanted in any way, though the arcane archer's Enhance Arrow ability still applies.
------------------------------------------------------------------------------------------------------------------------------------------------
So, how's this look so far? Pretty rough right now, but I really like the idea of the arcane archer, but just think it was kinda unimaginative and bland in it's execution, so this is my attempt to make it a more interesting class in general, as well as providing it with a much-needed boost in power.
It doesn't have full casting, because it really does have some powerful abilities right now. The Arrow of Death especially is rather ridiculous, but the hefty penalties you get afterward should make it something the player won't use lightly. I'm thinking of putting a cap on the number of spell levels you can sink into it, but I'm not sure that's necessary, and I'd rather not if I don't need to.