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    Orc in the Playground
    Red Bear's Avatar

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    Oct 2013

    Default [PF] Arcane Archer Base class PEACH

    I made an arcane archer base class, It's a bow specific ranger/wizard/magus/fighter/arcane archer hybrid. I would like to know what do you think about the balance of this class: Is it overpowered? is it underpowered? What tier would you assign to this class?

    Alignment: Any.
    Hit Die: d8.
    Race: any, usually Elf or Half-elf

    The arcane archer’s class skills are Climb (Str), Craft (Int), Handle animal (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), Survival (Wis) and Use Magic Device (Cha).
    Skill Ranks per Level: 4 + Int modifier.

    {table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th
    1st|+1|+0|+2|+2|Spellbook, Spell Combat, Wild empathy(half)|3|1|-|-|-|-|-
    2nd|+2|+0|+3|+3|Ranged Spellstrike|4|4|2|-|-|-|-|-
    3rd|+3|+1|+3|+3|Enhance Arrows +1|4|4|3|-|-|-|-|-
    4th|+4|+1|+4|+4|Weapon Focus(Bow), Animal Companion(half)|4|3|1|-|-|-|-
    6th|+6/+1|+2|+5|+5|Weapon Specialization(Bow)|5|4|3|-|-|-|-
    7th|+7/+2|+2|+5|+5|Enhance Arrows +2|5|4|3|1|-|-|-
    8th|+8/+3|+2|+6|+6|Imbue Arrows|5|4|4|2|-|-|-
    9th|+9/+4|+3|+6|+6|nhance Arrows +3|5|5|4|3|-|-|-
    10th|+10/+5|+3|+7|+7|Seeking Arrows, Fighter training|5|5|4|3|1|-|-
    11th|+11/+6/+1|+3|+7|+7|Enhance Arrows +4|5|5|4|4|2|-|-
    12th|+12/+7/+2|+4|+8|+8|Phase Arrows|5|5|5|4|3|-|-
    13th|+13/+8/+3|+4|+8|+8|Enhance Arrows +5|5|5|5|4|3|1|-
    14th|+14/+9/+4|+4|+9|+9|Hail of Arrows|5|5|5|4|4|2|-
    15th|+15/+10/+5|+5|+9|+9|Enhance Arrows +6|5|5|5|5|4|3|-
    16th|+16/+11/+6/+1|+5|+10|+10|Arrow of Death|5|5|5|5|4|3|1
    17th|+17/+12/+7/+2|+5|+10|+10|Enhance Arrows +7|5|5|5|5|4|4|2
    18th|+18/+13/+8/+3|+6|+11|+11|Ranged Defense|5|5|5|5|5|4|3
    19th|+19/+14/+9/+4|+6|+11|+11|Enhance Arrows +8|5|5|5|5|5|5|4
    20th|+20/+15/+10/+5|+6|+12|+12|Weapon Mastery|5|5|5|5|5|5|5

    Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons. An arcane archer is also proficient with light armor and buckler. He can cast arcane archer spells while wearing light armor and buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane archer wearing medium armor, heavy armor, or a shield (other than the buckler) incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spellbooks: A arcane archer must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all arcane archers can prepare from memory. An arcane archer begins play with a spellbook containing all 0-level arcane archer spells plus three 1st-level arcane archer spells of his choice. The arcane archer also selects a number of additional 1st-level arcane archer spells equal to his Intelligence modifier to add to his spellbook. At each new arcane archer level, he gains two new arcane archer spells of any spell level or levels that he can cast (based on his new arcane archer level) for his spellbook. At any time, an arcane archer can also add spells found in other spellbooks to his own (see Chapter 9 of the Core Rulebook).
    An arcane archer can learn spells from a wizard’s spellbook, just as a wizard can from an arcane archer spellbook. The spells learned must be on the arcane archer spell list, as normal. An alchemist (see the Pathfinder RPG Advanced Player’s Guide) can learn formulae from a arcane archer's spellbook, if the spells are also on the alchemist spell list. An arcane archer cannot learn spells from an alchemist.

    Cantrips: An arcane archer can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1–1 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

    Spell Combat (Ex): At 1st level, an arcane archer learns to cast spells and wield his weapons at the same time. This functions much like rapid shot, but the second arrow is a spell that is being cast. To use this ability, the arcane archer must be wielding a ranged weapon. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the arcane archer spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. An arcane archer can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

    Wild Empathy (Ex): An arcane archer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The arcane archer rolls 1d20 and adds half his arcane archer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the arcane archer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The arcane archer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Ranged Spellstrike (Su): At 2nd level, whenever an arcane archer casts a touch attack ranged spell from the arcane archer spell list, he can deliver the spell through any ranged weapon he is wielding as part of the attack. Instead of the free ranged touch attack normally allowed to deliver the spell, a magus can make one free attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this attack deals its normal damage as well as the effects of the spell. If the arcane archer makes this attack in concert with spell combat, this attack takes all the penalties accrued by spell combat attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

    Enhance Arrows (su): At 3rd level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. The arrow gains an other +1 enhancement bonus at level 7th and every two level thereafter to a maximum of +8 at 19th level. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
    Starting At 7th level, these bonuses can be used to add any of the following weapon 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) designating (lesser), designating (greater), distance, flaming, flaming burst, frost, icy burst, igniting, keen, seeking, second chance, shock,shocking burst, speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the arrow already has, but duplicates do not stack. If the arrow is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided every day when the arcane archer prepares spells. The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack. An arrow can't have an enhancement bonus higher than +5.

    Weapon Focus (Bow): At 4th level, an arcane archer gains weapon focus as a bonus feat, he must choose a type of bow.

    Animal Companion (Ex): This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the arcane archer's effective druid level is equal to half his arcane archer level.

    Spellstrike: At 5th level, an Arcane Archer can use spellstrike to cast a touch attack spell and deliver it through a ranged weapon attack.

    Weapon Specialization (Bow): At 6th level, an arcane archer gains weapon Specialization as a bonus feat, he must choose a type of bow.

    Imbue Arrow (Sp): At 8th 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 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. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. the arcane archer can make this attack in concert with spell combat, this ranged attack takes all the penalties accrued by spell combat attacks.

    Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

    Seeker Arrow (Sp): At 10th level, an arcane archer can launch an arrow at a target known to him 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). An arcane archer can use this ability once per day at 10th level, and one additional time per day for every two levels beyond 10th, to a maximum of six times per day at 20th level. the arcane archer can make this attack in concert with spell combat: as a full-round action he can make all his regular attacks plus an additional attack as seeker arrow, all attacks take a -2 penalty.

    Phase Arrow (Sp): At 12th level, an arcane archer can launch an arrow once per day at a target known to him 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, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 12th level, and one additional time per day for every two levels beyond 12th, to a maximum of five times per day at 20th level.the arcane archer can make this attack in concert with spell combat: as a full-round action he can make all his regular attacks plus an additional attack as phase arrow, all attacks take a -2 penalty.

    Hail of Arrows (Sp): In lieu of his regular attacks, once per day an arcane archer of 14th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every two 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.

    Arrow of Death (Sp): At 16th level, an arcane archer can create a special type of 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 Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.

    Ranged Defense: At 18th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.

    Weapon Mastery: At 20th level any attacks made with a bow weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a bow

    I'm not sure about this, some kind of mixture of magus, ranger and wizard spells
    Last edited by Red Bear; 2013-11-02 at 04:17 PM.

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