BelGareth
2014-02-13, 07:20 PM
Arcane Archer
ENTRY REQUIREMENTS
BAB: +4
Feat’s: Point blank shot, Combat casting
Spells: Ability to cast 1st-level spells
Class skills (4 + Int Modifier per level): are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcane)(Int), knowledge (the planes)(Int), knowledge (religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Alignment: Any
Hit Dice: d8
LevelBABFortRefWillSpecialSpellcasting
1st
+1
+1
+1
+0
Enhance Arrow +1
+1 level of existing class
2nd
+2
+1
+1
+1
Arcane Channeling
+1 level of existing class
3rd
+3
+2
+2
+1
Enhance Arrow +2
+1 level of existing class
4th
+4
+2
+2
+1
Imbue Arrow
+1 level of existing class
5th
+5
+3
+3
+2
Enhance Arrow +3
+1 level of existing class
6th
+6
+3
+3
+2
Seeker Arrow
+1 level of existing class
7th
+7
+4
+4
+2
Arcane Channeling (Full attack), Enhance Arrow +4
+1 level of existing class
8th
+8
+4
+4
+3
Hail of Arrows
+1 level of existing class
9th
+9
+5
+5
+3
Enhance Arrow +5, Endless supply
+1 level of existing class
10th
+10
+5
+5
+3
Arrow of Death
+1 level of existing class
Proficiencies: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day: When a new arcane archer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhance Arrow (Su): At 1st level, every 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 4th 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. The spell must have a casting time of 1 standard action or less. 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.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a ranged attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the ranged attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 7th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per encounter at a target known to her 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. Using this ability is a standard action (and shooting the arrow is part of the action), which can be combined with your arcane channeling ability.
Hail of Arrows (Sp): In lieu of her regular attacks, once per encounter an arcane archer of 8th level or higher can 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 archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. Using this ability is a full round action, which can be combined with your arcane channeling ability.
Endless supply (Sp): With a bow at hand, and magic at your fingers, an arcane archer is never without ammunition. At 9th level, as long as the arcane archer has a 2nd level spell slot available or readied spell remaining, she can create arrows as a free action as she pulls her bowstring. These arrows last for 1 round after creation and are destroyed upon impact.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save or be slain immediately. It takes 24 hours to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. The DC for this arrow is 10 + ½ your character level + casting stat.
~
2/13/14, 4:19 - created
2/13/14, 6:58 - added in spells per day, and limited 'imbue arrow' to spells that take a standard action or less as arcane channeling.
2/15/14, 7:49 - changed HD from d10 - d8, changed skills, and Endless supply requiring a 2nd level spell instead of a 3rd level spell.
ENTRY REQUIREMENTS
BAB: +4
Feat’s: Point blank shot, Combat casting
Spells: Ability to cast 1st-level spells
Class skills (4 + Int Modifier per level): are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcane)(Int), knowledge (the planes)(Int), knowledge (religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Alignment: Any
Hit Dice: d8
LevelBABFortRefWillSpecialSpellcasting
1st
+1
+1
+1
+0
Enhance Arrow +1
+1 level of existing class
2nd
+2
+1
+1
+1
Arcane Channeling
+1 level of existing class
3rd
+3
+2
+2
+1
Enhance Arrow +2
+1 level of existing class
4th
+4
+2
+2
+1
Imbue Arrow
+1 level of existing class
5th
+5
+3
+3
+2
Enhance Arrow +3
+1 level of existing class
6th
+6
+3
+3
+2
Seeker Arrow
+1 level of existing class
7th
+7
+4
+4
+2
Arcane Channeling (Full attack), Enhance Arrow +4
+1 level of existing class
8th
+8
+4
+4
+3
Hail of Arrows
+1 level of existing class
9th
+9
+5
+5
+3
Enhance Arrow +5, Endless supply
+1 level of existing class
10th
+10
+5
+5
+3
Arrow of Death
+1 level of existing class
Proficiencies: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day: When a new arcane archer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhance Arrow (Su): At 1st level, every 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 4th 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. The spell must have a casting time of 1 standard action or less. 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.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a ranged attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the ranged attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 7th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per encounter at a target known to her 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. Using this ability is a standard action (and shooting the arrow is part of the action), which can be combined with your arcane channeling ability.
Hail of Arrows (Sp): In lieu of her regular attacks, once per encounter an arcane archer of 8th level or higher can 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 archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. Using this ability is a full round action, which can be combined with your arcane channeling ability.
Endless supply (Sp): With a bow at hand, and magic at your fingers, an arcane archer is never without ammunition. At 9th level, as long as the arcane archer has a 2nd level spell slot available or readied spell remaining, she can create arrows as a free action as she pulls her bowstring. These arrows last for 1 round after creation and are destroyed upon impact.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save or be slain immediately. It takes 24 hours to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. The DC for this arrow is 10 + ½ your character level + casting stat.
~
2/13/14, 4:19 - created
2/13/14, 6:58 - added in spells per day, and limited 'imbue arrow' to spells that take a standard action or less as arcane channeling.
2/15/14, 7:49 - changed HD from d10 - d8, changed skills, and Endless supply requiring a 2nd level spell instead of a 3rd level spell.