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View Full Version : Pathfinder Another take on the Arcane Archer (Pathfinder)



Dezea
2018-09-11, 09:40 AM
Hey guys,

Actually playing in a friend campaign - Who use a lot of the Thassilonian lore from Rise of The Runelords - I decided to have my ranger become an Arcane Archer. (As of now, he is R6/W1/AA2, wich, I know, isn't exactly the best build to get into AA, but well...Starting with lvl 1 character doesn't always let you build exactly as you want).

Anyway, we encountered in a deep and hidden library some lore about old Thassilonian Magic, and I asked my Dm if this could maybe change the Arcane Archer, giving him some different abilities from the "Elven" one.

So here I am, with an open-minded DM allowing me to bring some change to a classes...And don't really know where to start. He is open to change, even some that could make the class more powerful.
The "easy way" would be to simply ask for a 10/10 caster, but while It would be strong indeed, I do feel it to be quite...Boring, when dealing with age-old forgotten magic.

Does any of you have idea I could use ? It could be pretty much anything, as long as it doesn't break either the optimisation ceiling - Wich, to be honest, is quite low - or the spirit of the classes. (It should still be an archer, not a wizard in disguise)

Thanks for your help !

stack
2018-09-11, 10:51 AM
Is there a reason you went arcane archer instead of using the eldritch archer (http://aonprd.com/ArchetypeDisplay.aspx?FixedName=Magus%20Eldritch%2 0Archer)magus archetype? Mainly looking for clarity as to what part of AA you want.

Andor13
2018-09-11, 10:58 AM
What's different about thassilonian magic? What are you willing to give up, and what do you want? Are you looking to boost the magic side, or the archer?

the_david
2018-09-11, 11:18 AM
Okay, first things first. While the original Core Rulebook did have "Being an Elf" as a prerequisite for the Arcane Archer, the wise people from Paizo hit that with the errata stick because they felt that prestige classes shouldn't be limited to a single race. There's no Elven fluff when it comes to Arcane Archers.

As for the Thassilonian stuff. There is an archetype (More or less.) for Wizards. It mostly deals with giving the specialist Wizard some stuff from 3.5 Wizard. You could ask your GM if you can retrain your Archetype. (And specialization.)

DarkSoul
2018-09-11, 12:20 PM
I don't know if PF rangers have good archery spells like they do in 3.5 but maybe you could ask for it to advance your ranger spells and/or class features instead of needing the wizard dip.

Geddy2112
2018-09-11, 01:53 PM
Have you considered bard/skald? Bard has the arrowsong minstrel archetype, which is basically in class arcane archer without needing the archetype. It makes for a decent arcane archer as well, if you wanna slap the prestige class on top.

The tuned bowstring works well for bard/skald archers, as they get free performance rounds by firing their bow.

The eldritch scoundrel rogue will also work for single class entry into arcane archer, although you are limited to shortbow unless you get longbow prof elsewhere.

legomaster00156
2018-09-11, 03:43 PM
I think you guys missed that the OP is already playing this character, and already became an Arcane Archer.

Dezea
2018-09-12, 07:53 AM
Is there a reason you went arcane archer instead of using the eldritch archer (http://aonprd.com/ArchetypeDisplay.aspx?FixedName=Magus%20Eldritch%2 0Archer)magus archetype? Mainly looking for clarity as to what part of AA you want.

We mainly use the player handbook classes - wich we actually expanded a bit, but magus is still outside of the classes we play.
To be honest, even if magus had been allowed, I think I pretty much would have played an Arcane Archer for the fluff. I tried - and failed - to play one long ago, in 3.5, when they were clearly underpowered, so I really wanted to try my hand at Paizo take on the class.

Sadly, to answer some of you, I am indeed already an arcane archer. To be more precise in Ranger6/Wizard 1/AA 2, and that's not something I can roll back in any way.



What's different about thassilonian magic? What are you willing to give up, and what do you want? Are you looking to boost the magic side, or the archer?

Mostly, I'd like more emphasis on spell related archery, maybe using spell slot inside of the lackluster 1/day Seeking arrow the AA get.

Andor13
2018-09-12, 09:15 AM
Mostly, I'd like more emphasis on spell related archery, maybe using spell slot inside of the lackluster 1/day Seeking arrow the AA get.

Well True Strike is a thing, so that should help a bit.

The big problem is that you're going to be lagging far behind the curve for spell slots and levels, especially given your sub-optimal entry (and I assume your GM won't let you retrain one of your Ranger levels to a wizard level?) You're never going to beat caster level and SR checks, and a lot of things will easily make your save DCs.

Secondarily is that the AA's big advantage of imbueing spells to greatly enhance their range is generally very situational since most encounter basically take place in a closet. If you can control the encounter, then your range is much more useful.

So given your weak magic using your spells to support your archery is probably a fine idea. I would just comb the spell list and look for anything archery related (Abundant Ammunition, Gravity Bow, Flame Arrow) weapon buff related (Magic Weapon, Keen Edge.)

Actually, if you want to change the class with a different magic feel, see if you can talk your GM into letting you imbue Touch spells. Touch of Idiocy or Ghoul Touch at 100 yards is a big deal. It would probably be worth it to give up regular imbue to get that.

Ellrin
2018-09-13, 12:00 AM
Hey guys,

Actually playing in a friend campaign - Who use a lot of the Thassilonian lore from Rise of The Runelords - I decided to have my ranger become an Arcane Archer. (As of now, he is R6/W1/AA2, wich, I know, isn't exactly the best build to get into AA, but well...Starting with lvl 1 character doesn't always let you build exactly as you want).

Anyway, we encountered in a deep and hidden library some lore about old Thassilonian Magic, and I asked my Dm if this could maybe change the Arcane Archer, giving him some different abilities from the "Elven" one.

So here I am, with an open-minded DM allowing me to bring some change to a classes...And don't really know where to start. He is open to change, even some that could make the class more powerful.
The "easy way" would be to simply ask for a 10/10 caster, but while It would be strong indeed, I do feel it to be quite...Boring, when dealing with age-old forgotten magic.

Does any of you have idea I could use ? It could be pretty much anything, as long as it doesn't break either the optimisation ceiling - Wich, to be honest, is quite low - or the spirit of the classes. (It should still be an archer, not a wizard in disguise)

Thanks for your help !

Just so I'm sure I'm understanding the request correctly, are you looking for first party options to optimize the character you've got going forward, or homebrew ideas to change the arcane archer class to feel a little more "olde magicky"?

Dezea
2018-09-13, 09:26 AM
Well True Strike is a thing, so that should help a bit.

The big problem is that you're going to be lagging far behind the curve for spell slots and levels, especially given your sub-optimal entry (and I assume your GM won't let you retrain one of your Ranger levels to a wizard level?) You're never going to beat caster level and SR checks, and a lot of things will easily make your save DCs.

Secondarily is that the AA's big advantage of imbueing spells to greatly enhance their range is generally very situational since most encounter basically take place in a closet. If you can control the encounter, then your range is much more useful.

So given your weak magic using your spells to support your archery is probably a fine idea. I would just comb the spell list and look for anything archery related (Abundant Ammunition, Gravity Bow, Flame Arrow) weapon buff related (Magic Weapon, Keen Edge.)

Actually, if you want to change the class with a different magic feel, see if you can talk your GM into letting you imbue Touch spells. Touch of Idiocy or Ghoul Touch at 100 yards is a big deal. It would probably be worth it to give up regular imbue to get that.

Well, thanks, I do really like the idea of the Touch Spell thingy. That's actually fun, nice and powerful without being totally overpowered.


Just so I'm sure I'm understanding the request correctly, are you looking for first party options to optimize the character you've got going forward, or homebrew ideas to change the arcane archer class to feel a little more "olde magicky"?

Mainly Homebrew idea yup ! (And please, go "Olde Magicky" all the way :D)