rockdeworld
2008-03-17, 12:58 AM
Credit to Edariel for many of the ideas in this, as well as everyone else who posted helpful critiques in this thread.
Fixed Arcane Archer
Hit Die
d8
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Race: Elf.
Base Attack Bonus: +4.
Weapon Proficiency: Must be proficient with at least one straight bow. (straight bows are Shortbow, Longbow, Greatbow and similar weapons)
Feats: Point Blank Shot, Weapon Focus (any straight bow the character is proficient with).
Spells: Ability to cast 2nd-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), 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 gains no proficiency with any weapons or armor.
Spells per Day
At each level indicated on the arcane archer table (2,3,5,6,8,9), the arcane archer gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of arcane archer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an arcane archer, she must decide to which class she adds each level of arcane archer for the purpose of determining spells per day.
Enhance Arrow (Su)
At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus, or a special ability of the same price. 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).
The bonuses applied through Enhance Arrow can be spent on any number of special abilities so long as the total bonus from special abilities and enhancements combined does not exceed the total bonus the arcane archer would receive anyway (i.e. a 4th level arcane archer can fire a +2 arrow, a +1 flaming arrow, or a holy arrow, but not a +1 holy arrow or any other arrangement of bonuses and abilities that would exceed a +2 modifier). These special abilities (if any) must be chosen before making an attack rollbut after bow's enhancements, if any, have been bestown upon the arrow. Essentially, this means that if the arcane archer possesses a bow with an enhancement, she need not add +1 first to her arrows as per normal for making Magic Items.
If the arcane archer is making an Attack Action involving launching multiple arrows, she must use the same enhancements for all the arrows fired. She doesn't have the time to enhance each arrow separately.
An arcane archer can add Bane-property only against creature types that are her favored enemies. If an arcane archer has no favored enemies, she cannot use Enhance Arrow to add Bane-propery upon her arrows. The favored enemy must correspond to the group covered by the Bane Arrow. This makes Bane: Humanoid (Orc) a legal option while Bane: Evil cannot be made even if the character possesses Favored Enemy: Evil. If an Arcane Archer has Favored Enemy: Arcanists, she can make her arrows Magebane.
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.
Improved Imbue Arrow (Sp)
At 4th level, an arcane archer gains the ability to place a "touch attack" spell upon an arrow and deliver the spell through a ranged attack. When the arrow is fired and successfully hits a target, the spell is activated on the target as though the arcane archer herself had cast it from the correct 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.
Hail of Arrows (Ex)
As a Standard Action, an arcane archer of 6th 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.
If the arcane archer uses Enhance Arrow to apply a special ability to her arrows, she must apply the same special abilities to all arrows.
Phase Arrow (Su)
At 8th level, an arcane archer can launch an arrow at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).
Greater Imbue Arrow (Sp)
At 10th level, an arcane archer improves her ability to imbue spells upon her arrows. When an arcane archer is using her Imbue Arrow-abilities, she can expend one use of this ability to imbue another area spell, or a spell involving "Touch Attack". Effectively, she can use a Standard Action to fire an arrow containing two spell triggers.
An arcane archer has uses of this ability equal to half her arcane archer class levels rounded up per day.
Instant Arrow (Su)
At 10th level, an arcane archer gains perfect understanding of the relationship between magic and arrows. As a move action, the arcane archer can magically create a non-magical arrow of any material she has fired before. The arrow appears in the arcane archer's hand, allowing it to be knocked as a free action.
An arcane archer has uses of this ability equal to twice her arcane archer class levels per day.
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+0|
+2|
+2| Enhance Arrow +1|--
2nd|
+2|
+0|
+3|
+3|Imbue Arrow|+1 level of existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Enhance Arrow +2|+1 level of existing spellcasting class
4th|
+4|
+1|
+4|
+4| Improved Imbue Arrow|--
5th|
+5|
+1|
+4|
+4| Enhance Arrow +3|+1 level of existing spellcasting class
6th|
+6|
+2|
+5|
+5|Hail of Arrows|+1 level of existing spellcasting class
7th|
+7|
+2|
+5|
+5|Enhance Arrow +4|--
8th|
+8|
+2|
+6|
+6|Phase Arrow|+1 level of existing spellcasting class
9th|
+9|
+3|
+6|
+6|Enhance Arrow +5|+1 level of existing spellcasting class
10th|
+10|
+3|
+7|
+7|Greater Imbue Arrow, Instant Arrow|--[/table]
[hr]
[B]Eldritch Archer
Hit Die
d6
Requirements
To qualify to become an eldritch archer, a character must fulfill all the following criteria.
Race: Elf.
Base Attack Bonus: +4.
Weapon Proficiency: Must be proficient with at least one straight bow. (straight bows are Shortbow, Longbow, Greatbow and similar weapons)
Feats: Point Blank Shot, Weapon Focus (any straight bow the character is proficient with).
Spells: Ability to cast 2nd-level arcane spells.
Class Skills
The eldritch archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), 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 eldritch archer gains no proficiency with any weapons or armor.
Spells per Day
From 2nd level on, when a new eldritch archer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch archer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an eldritch archer, she must decide to which class she adds each level of arcane archer for the purpose of determining spells per day.
Imbue Arrow (Sp)
At 1st level, an eldritch 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.
Enhance Arrow (Su)
At 2nd level, every nonmagical arrow an eldritch archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus, or a special ability of the same price. 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 2nd 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).
The bonuses applied through Enhance Arrow can be spent on any number of special abilities so long as the total bonus from special abilities and enhancements combined does not exceed the total bonus the eldritch archer would receive anyway (i.e. a 4th level eldritch archer can fire a +2 arrow, a +1 flaming arrow, or a holy arrow, but not a +1 holy arrow or any other arrangement of bonuses and abilities that would exceed a +2 modifier). These special abilities (if any) must be chosen before making an attack roll.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+1|+0|+2|+2|Imbue Arrow|--
2nd|+2|+1|+3|+3|Enhance Arrow +1|+1 level of existing arcane spellcasting class
3rd|+3|+1|+3|+3| |+1 level of existing arcane spellcasting class
4th|+4|+1|+4|+4|Enhance arrow +2|+1 level of existing arcane spellcasting class
5th|+5|+1|+4|+4| |+1 level of existing arcane spellcasting class
6th|+6|+2|+5|+5|Enhance arrow +3|+1 level of existing arcane spellcasting class
7th|+7|+2|+5|+5| |+1 level of existing arcane spellcasting class
8th|+8|+2|+6|+6|Enhance arrow +4|+1 level of existing arcane spellcasting class
9th|+9|+3|+6|+6| |+1 level of existing arcane spellcasting class
10th|+10|+3|+7|+7|Enhance arrow +5|+1 level of existing arcane spellcasting class[/table]
Fixed Arcane Archer
Hit Die
d8
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Race: Elf.
Base Attack Bonus: +4.
Weapon Proficiency: Must be proficient with at least one straight bow. (straight bows are Shortbow, Longbow, Greatbow and similar weapons)
Feats: Point Blank Shot, Weapon Focus (any straight bow the character is proficient with).
Spells: Ability to cast 2nd-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), 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 gains no proficiency with any weapons or armor.
Spells per Day
At each level indicated on the arcane archer table (2,3,5,6,8,9), the arcane archer gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of arcane archer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an arcane archer, she must decide to which class she adds each level of arcane archer for the purpose of determining spells per day.
Enhance Arrow (Su)
At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus, or a special ability of the same price. 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).
The bonuses applied through Enhance Arrow can be spent on any number of special abilities so long as the total bonus from special abilities and enhancements combined does not exceed the total bonus the arcane archer would receive anyway (i.e. a 4th level arcane archer can fire a +2 arrow, a +1 flaming arrow, or a holy arrow, but not a +1 holy arrow or any other arrangement of bonuses and abilities that would exceed a +2 modifier). These special abilities (if any) must be chosen before making an attack rollbut after bow's enhancements, if any, have been bestown upon the arrow. Essentially, this means that if the arcane archer possesses a bow with an enhancement, she need not add +1 first to her arrows as per normal for making Magic Items.
If the arcane archer is making an Attack Action involving launching multiple arrows, she must use the same enhancements for all the arrows fired. She doesn't have the time to enhance each arrow separately.
An arcane archer can add Bane-property only against creature types that are her favored enemies. If an arcane archer has no favored enemies, she cannot use Enhance Arrow to add Bane-propery upon her arrows. The favored enemy must correspond to the group covered by the Bane Arrow. This makes Bane: Humanoid (Orc) a legal option while Bane: Evil cannot be made even if the character possesses Favored Enemy: Evil. If an Arcane Archer has Favored Enemy: Arcanists, she can make her arrows Magebane.
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.
Improved Imbue Arrow (Sp)
At 4th level, an arcane archer gains the ability to place a "touch attack" spell upon an arrow and deliver the spell through a ranged attack. When the arrow is fired and successfully hits a target, the spell is activated on the target as though the arcane archer herself had cast it from the correct 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.
Hail of Arrows (Ex)
As a Standard Action, an arcane archer of 6th 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.
If the arcane archer uses Enhance Arrow to apply a special ability to her arrows, she must apply the same special abilities to all arrows.
Phase Arrow (Su)
At 8th level, an arcane archer can launch an arrow at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).
Greater Imbue Arrow (Sp)
At 10th level, an arcane archer improves her ability to imbue spells upon her arrows. When an arcane archer is using her Imbue Arrow-abilities, she can expend one use of this ability to imbue another area spell, or a spell involving "Touch Attack". Effectively, she can use a Standard Action to fire an arrow containing two spell triggers.
An arcane archer has uses of this ability equal to half her arcane archer class levels rounded up per day.
Instant Arrow (Su)
At 10th level, an arcane archer gains perfect understanding of the relationship between magic and arrows. As a move action, the arcane archer can magically create a non-magical arrow of any material she has fired before. The arrow appears in the arcane archer's hand, allowing it to be knocked as a free action.
An arcane archer has uses of this ability equal to twice her arcane archer class levels per day.
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+0|
+2|
+2| Enhance Arrow +1|--
2nd|
+2|
+0|
+3|
+3|Imbue Arrow|+1 level of existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Enhance Arrow +2|+1 level of existing spellcasting class
4th|
+4|
+1|
+4|
+4| Improved Imbue Arrow|--
5th|
+5|
+1|
+4|
+4| Enhance Arrow +3|+1 level of existing spellcasting class
6th|
+6|
+2|
+5|
+5|Hail of Arrows|+1 level of existing spellcasting class
7th|
+7|
+2|
+5|
+5|Enhance Arrow +4|--
8th|
+8|
+2|
+6|
+6|Phase Arrow|+1 level of existing spellcasting class
9th|
+9|
+3|
+6|
+6|Enhance Arrow +5|+1 level of existing spellcasting class
10th|
+10|
+3|
+7|
+7|Greater Imbue Arrow, Instant Arrow|--[/table]
[hr]
[B]Eldritch Archer
Hit Die
d6
Requirements
To qualify to become an eldritch archer, a character must fulfill all the following criteria.
Race: Elf.
Base Attack Bonus: +4.
Weapon Proficiency: Must be proficient with at least one straight bow. (straight bows are Shortbow, Longbow, Greatbow and similar weapons)
Feats: Point Blank Shot, Weapon Focus (any straight bow the character is proficient with).
Spells: Ability to cast 2nd-level arcane spells.
Class Skills
The eldritch archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), 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 eldritch archer gains no proficiency with any weapons or armor.
Spells per Day
From 2nd level on, when a new eldritch archer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch archer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an eldritch archer, she must decide to which class she adds each level of arcane archer for the purpose of determining spells per day.
Imbue Arrow (Sp)
At 1st level, an eldritch 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.
Enhance Arrow (Su)
At 2nd level, every nonmagical arrow an eldritch archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus, or a special ability of the same price. 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 2nd 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).
The bonuses applied through Enhance Arrow can be spent on any number of special abilities so long as the total bonus from special abilities and enhancements combined does not exceed the total bonus the eldritch archer would receive anyway (i.e. a 4th level eldritch archer can fire a +2 arrow, a +1 flaming arrow, or a holy arrow, but not a +1 holy arrow or any other arrangement of bonuses and abilities that would exceed a +2 modifier). These special abilities (if any) must be chosen before making an attack roll.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+1|+0|+2|+2|Imbue Arrow|--
2nd|+2|+1|+3|+3|Enhance Arrow +1|+1 level of existing arcane spellcasting class
3rd|+3|+1|+3|+3| |+1 level of existing arcane spellcasting class
4th|+4|+1|+4|+4|Enhance arrow +2|+1 level of existing arcane spellcasting class
5th|+5|+1|+4|+4| |+1 level of existing arcane spellcasting class
6th|+6|+2|+5|+5|Enhance arrow +3|+1 level of existing arcane spellcasting class
7th|+7|+2|+5|+5| |+1 level of existing arcane spellcasting class
8th|+8|+2|+6|+6|Enhance arrow +4|+1 level of existing arcane spellcasting class
9th|+9|+3|+6|+6| |+1 level of existing arcane spellcasting class
10th|+10|+3|+7|+7|Enhance arrow +5|+1 level of existing arcane spellcasting class[/table]