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- Join Date
- Oct 2007
[PF]Arcane Archer - Magus Archetype (Quick PEACH)
I find myself amazed and bewildered by the combination of knowing that scores of people would like to play an effective arcana archer but there is no way to do so effectively. One would think that the magus would be called up to fill the niche, maybe using an archetype as it is now customary instead of using prestige classes. This is not the case; hence, my proposal.
I would like to submit this archetype mostly for validation and comparison purposes. Let me know what you think.
Arcane Archer - Magus Archetype
Spell Combat (Ex)
To use this ability, the magus must be wielding a bow. As a full-round action, he can make all of his attacks with his bow weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
This ability otherwise works similarly and replaces the standard spell combat ability.
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a ranged attack.
This ability otherwise works similarly and replaces the standard spellstrike ability.
Arcane Pool (Su)
At 5th level, the arcane archer adds the seeking and distance weapon properties and removes the vorpal weapon property from the list of available properties.
At 10th level, adds the following aligned weapon qualities to the list of available properties: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
This ability otherwise works similarly and replaces the standard arcane pool ability.
Imbue Arrow (Sp)
At 7th level, the Arcane Archer can use area spells with his spellstrike ability, even if the spell could normally be centered only on the caster. The target of the imbued arrow becomes the origin of the area effect.
This ability replaces Medium Armor proficiency.
Improved Spell Combat (Ex)
At 8th level, the magus’s ability to cast spells and make ranged attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
This ability otherwise works similarly and replaces the standard improved spell combat ability.
Arcane Arrow (Sp)
At 13th level, an arcane archer can spend 2 point of his arcane pool as a swift action to bestow the following property to all arrows fired for 1 minute. The target must be known to him and 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.
This ability replaces Heavy Armor proficiency.
Greater Spell Combat (Ex)
At 14th level, the magus gains the ability to seamlessly cast spells and make ranged attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
This ability otherwise works similarly and replaces the standard greater spell combat ability.
Hail of Arrows (Sp)
In lieu of his regular attacks, an arcane archer of 16th level or higher can spend 1 point from his arcane pool to 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.
An arcane archer can use his spellstrike ability in conjunction with this ability, but only using targeted spells.
This ability replaces counterstrike.
Prerequisite: Magus 15, Arcane Arrow
By spending 4 points of arcane pool, the arcane archer can bestow the phasing property to all arrows he fires for 1 minute. When using this ability the target must be known to the magus and 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 affects the arrow normally as if it were a brilliant energy weapon.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally.
Arrow of death
Prerequisite: Magus 15, Arcane Arrow
Benefit: By spending 4 points of the arcane pool as a full round action, you can turn an arcane arrow into a slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Intelligence modifier. A creature that successfully saves against one such arrow cannot be targeted by this ability again for 24 hours.