Darkweave31
2012-01-31, 12:20 AM
I always loved the idea of an arcane archer, but, like many, disliked the prestige class. I didn't feel like it captured the flavor of a wizard channeling magic through his bow. To me it was more like a ranger that dabbled in magic a little. That's fine as a concept, just not what I was looking for in the arcane archer. This was an idea I had last night that I decided to throw together, so it will need some work for balancing. I was looking at the swiftblade and really liked it. So I wondered if it would work as a template for an arcane archer. So instead of using haste as the basis for a class I looked at flame arrow. Anyway, I think I't a bit different, let me know what you think... good, bad, winding up your ban-hammer, etc.
Picture
http://www.freewebs.com/arcane-legion/ArcaneArcher.jpg
Entry Requirements
Base Attack Bonus: +3
Skills: Concentration 6 ranks, Spellcraft 6 ranks.
Spellcasting: Ability to cast flame arrow.
Feats: Point Blank Shot, Precise Shot
Weapon Proficiency: Must be proficient with at least one type of bow (not including crossbows).
Special: Must be an elf, half-elf, or have been approved for training by the elves.
Arcane Archer
Hit Die: D6
{table]Level|BAB|Fort|Refl|Will|Class Features|Spells per day
1|+1|+0|+2|+2|Arcane Arrow +1, Graceful Mind|
2|+2|+0|+3|+3|Bonus Feat, Elemental Arrow|+1 arcane spellcasting
3|+3|+1|+3|+3|Seamless Cast, Arcane Arrow +2|+1 arcane spellcasting
4|+4|+1|+4|+4|Seeking Arrow, Potent Flame 2d6|
5|+5|+1|+4|+4|Imbue Arrow, Arcane Arrow +3|+1 arcane spellcasting
6|+6|+2|+5|+5|Spirit Bow, Arrow of Force|+1 arcane spellcasting
7|+7|+2|+5|+5|Bonus Feat, Arcane Arrow +4, Potent Flame 3d6|
8|+8|+2|+6|+6|Luck of the Fairy, Veil of Four Winds|+1 arcane spellcasting
9|+9|+3|+6|+6|Deep Imbuing, Arcane Arrow +5|+1 arcane spellcasting
10|+10|+3|+7|+7|Arrow of the Elven Gods, Potent Flame Uncapped|[/table]
Class Skills: (4 + int modifier per level) -- Craft, Hide, Listen, Move Silently, Ride, Spot, Survival, Use Rope, Concentration, Spellcraft, Knowledge (Arcana), Balance, Tumble
Class Features
Graceful Mind (Ex): At level 1, you may use your casting ability modifier instead of your dexterity modifier for ranged attack rolls if it is higher.
Arcane Arrow (Su): Starting at level 1, you may produce an arrow of pure arcane energy which can be fired like a normal arrow. Producing the arrow does not take an action and the arrow disappears 1 round after it leaves your possession. The arrow has a +1 enhancement bonus which increases by one every two levels (+2 at 3rd, +3 at 5th, etc.). You may produce arcane arrows in an antimagic field or similar effect if you take a move action to make a DC 20 will save. On a successful save you may freely produce arcane arrows for a number of rounds equal to your class level. You do lose the enhancement bonus as well as any other magical effects as normal. When you cast Flame Arrow you may replace the normal target with the next 50 arcane arrows you produce.
Bonus Feats: At level 2 and 7 you may choose a feat from the following list. You may use your intelligence or charisma modifier in place of your dexterity to qualify for prerequisites. Far Shot, Rapid Shot, Manyshot, Greater Manyshot, Improved Precise Shot
Elemental Arrow (Su): Starting at level 2, when you cast flame arrow you may choose to replace fire damage with shock, cold, acid, or sonic. This choice applies to all projectiles targeted by the spell.
Seamless Cast (Ex): At level 3, you may cast Flame Arrow as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.
Seeking Arrow (Su): At level 4, when you cast Flame Arrow and target your arcane arrows they gain the seeking property as well as the normal effect of Flame Arrow.
Potent Flame (Su): Starting at level 4, if you cast Flame Arrow in a level 4 spell slot the bonus damage is increased to 2d6 fire damage. At level 7, if you cast Flame Arrow in a level 5 spell slot the bonus damage is increased to 3d6 fire damage. At level 10, if you cast flame arrow in a spell slot above 5th. Each spell level above 5th adds an additional d6 to the bonus damage provided by flame arrow.
Imbue Arrow (Sp): At 5th 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 caster 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. (SRD)
Arrow of Force (Su): At level 6, when you cast Flame Arrow and target your arcane arrows they gain the force property as well as the normal effect of Flame Arrow. This is in addition to the seeking property from the Seeking Arrow ability.
Spirit Bow (Su): At level 6, you gain a greater control of your arcane arrows. You no longer need a bow to fire an arcane arrow. You may simply hurl the arrow as if you fired it from a composite longbow of your size. You must have one hand free to project the arrow. An arcane arrow fired in this manner deals 1d8 damage (crit x3) plus the arcane archer's casting ability modifier. Arcane arrows may still be fired normally from any bow.
Luck of the Fairy (Su): At level 8, when you cast Flame Arrow and target your arcane arrows they gain the lucky property as well as the normal effect of Flame Arrow. This is in addition to the benefits from the Seeking Arrow and Arrow of Force abilities.
Veil of Four Winds (Sp): At level 8, a gentle breeze begins to swirl around you. When you cast Flame Arrow and target your arcane arrows you may choose to activate this effect as part of the same action. While under this effect you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. In addition, you do not provoke opportunity attacks when you make a ranged attack while under this effect. This effect lasts 10 minutes/ arcane caster level.
Deep Imbuing (Sp): At level 9, when you place a spell upon an arrow with the imbue arrow ability, you may choose to keep that arrow for up to 8 hours before firing it. This allows you to fire the imbued arrow as part of an attack action later. If it is not fired in 8 hours the spell is wasted. You may do this 3 times per day.
Arrow of the Elven Gods (Su): At level 10, an Arcane Archer may create a single powerful arrow of arcane energy. It takes 5 minutes to create the arrow and you may only have one at a time. If you create a new one the old one crumbles to dust. Only you may use the arrow, if anyone else attempts to fire it crumbles the instant after it is shot, wasting the attack. You may use the arrow as you would any other arrow. When you make an attack with the arrow its effects ignore magical resistances and immunities granted by type, but not spells or magic items. If the attack hits you deal damage normally and the target must make a fortitude save (DC = 10 + arcane archer level + casting ability modifier). If the target fails it is killed instantly or paralyzed for a number of rounds equal to your casting ability modifier. If the target succeeds it is instead stunned for one round. The arrow is destroyed after it hits. If the attack misses the arrow instantly returns to you ready to be fired again.
Edit [2/10/12]: Reworked Spirit Bow, Potent Flame, and Arrow of the Elven Gods, formatting, added image (source: http://www.freewebs.com/arcane-legion/ArcaneArcher.jpg)
Picture
http://www.freewebs.com/arcane-legion/ArcaneArcher.jpg
Entry Requirements
Base Attack Bonus: +3
Skills: Concentration 6 ranks, Spellcraft 6 ranks.
Spellcasting: Ability to cast flame arrow.
Feats: Point Blank Shot, Precise Shot
Weapon Proficiency: Must be proficient with at least one type of bow (not including crossbows).
Special: Must be an elf, half-elf, or have been approved for training by the elves.
Arcane Archer
Hit Die: D6
{table]Level|BAB|Fort|Refl|Will|Class Features|Spells per day
1|+1|+0|+2|+2|Arcane Arrow +1, Graceful Mind|
2|+2|+0|+3|+3|Bonus Feat, Elemental Arrow|+1 arcane spellcasting
3|+3|+1|+3|+3|Seamless Cast, Arcane Arrow +2|+1 arcane spellcasting
4|+4|+1|+4|+4|Seeking Arrow, Potent Flame 2d6|
5|+5|+1|+4|+4|Imbue Arrow, Arcane Arrow +3|+1 arcane spellcasting
6|+6|+2|+5|+5|Spirit Bow, Arrow of Force|+1 arcane spellcasting
7|+7|+2|+5|+5|Bonus Feat, Arcane Arrow +4, Potent Flame 3d6|
8|+8|+2|+6|+6|Luck of the Fairy, Veil of Four Winds|+1 arcane spellcasting
9|+9|+3|+6|+6|Deep Imbuing, Arcane Arrow +5|+1 arcane spellcasting
10|+10|+3|+7|+7|Arrow of the Elven Gods, Potent Flame Uncapped|[/table]
Class Skills: (4 + int modifier per level) -- Craft, Hide, Listen, Move Silently, Ride, Spot, Survival, Use Rope, Concentration, Spellcraft, Knowledge (Arcana), Balance, Tumble
Class Features
Graceful Mind (Ex): At level 1, you may use your casting ability modifier instead of your dexterity modifier for ranged attack rolls if it is higher.
Arcane Arrow (Su): Starting at level 1, you may produce an arrow of pure arcane energy which can be fired like a normal arrow. Producing the arrow does not take an action and the arrow disappears 1 round after it leaves your possession. The arrow has a +1 enhancement bonus which increases by one every two levels (+2 at 3rd, +3 at 5th, etc.). You may produce arcane arrows in an antimagic field or similar effect if you take a move action to make a DC 20 will save. On a successful save you may freely produce arcane arrows for a number of rounds equal to your class level. You do lose the enhancement bonus as well as any other magical effects as normal. When you cast Flame Arrow you may replace the normal target with the next 50 arcane arrows you produce.
Bonus Feats: At level 2 and 7 you may choose a feat from the following list. You may use your intelligence or charisma modifier in place of your dexterity to qualify for prerequisites. Far Shot, Rapid Shot, Manyshot, Greater Manyshot, Improved Precise Shot
Elemental Arrow (Su): Starting at level 2, when you cast flame arrow you may choose to replace fire damage with shock, cold, acid, or sonic. This choice applies to all projectiles targeted by the spell.
Seamless Cast (Ex): At level 3, you may cast Flame Arrow as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.
Seeking Arrow (Su): At level 4, when you cast Flame Arrow and target your arcane arrows they gain the seeking property as well as the normal effect of Flame Arrow.
Potent Flame (Su): Starting at level 4, if you cast Flame Arrow in a level 4 spell slot the bonus damage is increased to 2d6 fire damage. At level 7, if you cast Flame Arrow in a level 5 spell slot the bonus damage is increased to 3d6 fire damage. At level 10, if you cast flame arrow in a spell slot above 5th. Each spell level above 5th adds an additional d6 to the bonus damage provided by flame arrow.
Imbue Arrow (Sp): At 5th 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 caster 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. (SRD)
Arrow of Force (Su): At level 6, when you cast Flame Arrow and target your arcane arrows they gain the force property as well as the normal effect of Flame Arrow. This is in addition to the seeking property from the Seeking Arrow ability.
Spirit Bow (Su): At level 6, you gain a greater control of your arcane arrows. You no longer need a bow to fire an arcane arrow. You may simply hurl the arrow as if you fired it from a composite longbow of your size. You must have one hand free to project the arrow. An arcane arrow fired in this manner deals 1d8 damage (crit x3) plus the arcane archer's casting ability modifier. Arcane arrows may still be fired normally from any bow.
Luck of the Fairy (Su): At level 8, when you cast Flame Arrow and target your arcane arrows they gain the lucky property as well as the normal effect of Flame Arrow. This is in addition to the benefits from the Seeking Arrow and Arrow of Force abilities.
Veil of Four Winds (Sp): At level 8, a gentle breeze begins to swirl around you. When you cast Flame Arrow and target your arcane arrows you may choose to activate this effect as part of the same action. While under this effect you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. In addition, you do not provoke opportunity attacks when you make a ranged attack while under this effect. This effect lasts 10 minutes/ arcane caster level.
Deep Imbuing (Sp): At level 9, when you place a spell upon an arrow with the imbue arrow ability, you may choose to keep that arrow for up to 8 hours before firing it. This allows you to fire the imbued arrow as part of an attack action later. If it is not fired in 8 hours the spell is wasted. You may do this 3 times per day.
Arrow of the Elven Gods (Su): At level 10, an Arcane Archer may create a single powerful arrow of arcane energy. It takes 5 minutes to create the arrow and you may only have one at a time. If you create a new one the old one crumbles to dust. Only you may use the arrow, if anyone else attempts to fire it crumbles the instant after it is shot, wasting the attack. You may use the arrow as you would any other arrow. When you make an attack with the arrow its effects ignore magical resistances and immunities granted by type, but not spells or magic items. If the attack hits you deal damage normally and the target must make a fortitude save (DC = 10 + arcane archer level + casting ability modifier). If the target fails it is killed instantly or paralyzed for a number of rounds equal to your casting ability modifier. If the target succeeds it is instead stunned for one round. The arrow is destroyed after it hits. If the attack misses the arrow instantly returns to you ready to be fired again.
Edit [2/10/12]: Reworked Spirit Bow, Potent Flame, and Arrow of the Elven Gods, formatting, added image (source: http://www.freewebs.com/arcane-legion/ArcaneArcher.jpg)