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Orzel
2007-04-16, 11:25 AM
Arcane Archer

1st +1 +2 +2 +0 Enhance arrow +1
2nd +2 +3 +3 +0 Imbue arrow
3rd +3 +3 +3 +1 Enhance arrow +2
4th +4 +4 +4 +1 Special Arrow
5th +5 +4 +4 +1 Enhance arrow +3
6th +6 +5 +5 +2 Special Arrow
7th +7 +5 +5 +2 Enhance arrow +4
8th +8 +6 +6 +2 Special Arrow
9th +9 +6 +6 +3 Enhance arrow +5
10th +10 +7 +7 +3 Special Arrow

Hit Die: d8.

Requirements

To qualify to become an arcane archer, a character must fulfill all the following criteria.
Race
Elf or half-elf.

Base Attack Bonus
+6.

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), Use Magic Device, 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.

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.


Special Arrow (Sp)
At 4th level, an arcane archer can launch an arrow 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 arrow continues towards its target even if defected by the environment or by the Defect Arrow feat. If the arrow hits, it deals damage normally,attachs itself to the victim, and produces a continuous effect. Using this ability is a standard action (and shooting the arrow is part of the action). Similiar continuous effects of special arrow do not stack.

A person stuck by a special arrow can remove it as a full round action. Alternatively, they may make a Sleight of Hand check at DC 15 to remove the arrow as a move action.

At 4th level, an arcane archer learns oone special arrow and learns an additional arrow every 2 levels thereafter.

Spellchannel Arrow: The subject gets a penalty to save versus spells equal to 1/2 the arcane archer's level.
Spellboosting Arrow: Spells affecting the target gain a caster level bonus equal to the shooter's arcane archer level.
Spellstopper Arrow: The subject cannot cast spells
Slowing Arrow: The subject is slowed as in the Slow spell
Death Arrow: Each round, the subject must make a DC 15 Fortitude save or be slain immediately.
Fire Arrow: Each round, the subject is deal 3d6 fire damage
Cold Arrow: Each round, the subject is deal 3d6 cold damage
Electric Arrow: Each round, the subject is deal 3d6 electric damage
Acid Arrow: Each round, the subject is deal 3d6 acid damage
Dulling Arrow: All magical effects or spells on the target are suppressed


Few Feats


Extra Special Arrow
Prerequisite
Special Arrow class feature.

Benefit
Each time you take this feat, you learn an additional special arrow.

Special
You can gain Extra Special Arrow multiple times



Double Special Arrow
Prerequisite
Dex 17, Point Blank Shot, Rapid Shot, Manyshot, base attack bonus +6 Special Arrow class feature.

Benefit
As a full round action, you may fire two special arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally

Special
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Green Bean
2007-04-16, 11:32 AM
Hmm. Looks interesting. Is there a limit to the number of special arrows that can be used per day?

Orzel
2007-04-16, 11:47 AM
Yes. Two per AA level. It's assumed that you use 2-3 per encounter at low levels and 4-5 per encounter at high levels since people will be pulling them off.