My take on the Arcane Archer

Herzog

Adventurer
Inspired by the uselessness of the 3.5 version, by a beginning player wanting to play one in the group I DM for, as well as the version of Nifft I found on these boards.

I wanted to stay more within the original set of abilities however, so I came up with this one.

I realise it may be a bit on the powerful side, which is why I'm posting it here first. Please critique.

Alternate Arcane Archer

Requirements:
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), and Use Rope (Dex). See
Chapter 4 of the Player ’s Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.

Hit Die: d8.

Code:
Level BAB    Fort   Ref    Will   Special
1st    +1      +2    +2    +0     Enhance arrow +1, Create Arrow
2nd    +2      +3    +3    +0     Imbue arrow, Caster Level +1
3rd    +3      +3    +3    +1     Enhance arrow +2, Weapon Augmentation I
4th    +4      +4    +4    +1     Seeker arrow, Caster Level +1
5th    +5      +4    +4    +1     Enhance arrow +3, Weapon Augmentation II
6th    +6      +5    +5    +2     Phase arrow, Caster Level +1
7th    +7      +5    +5    +2     Enhance arrow +4, Weapon Augmentation III
8th    +8      +6    +6    +2     Hail of arrows, Caster Level +1
9th    +9      +6    +6    +3     Enhance arrow +5, Weapon Augmentation IV
10th  +10      +7    +7    +3     Enhance magical arrows, Caster Level +1
Rule Clarification:
The Enhance arrow, weapon augmentation and imbue arrow abilities only work on nonmagical arrows.
Magical arrows are not affected.
Instead, the Arcane Archer is advised to invest in special material arrows, to overcome DR/silver, DR/cold iron, etc.
If you are using a magical bow, bonusses don't stack, and opposing abilities cancel eachother out.

Create Arrow:
You can create arrows as a free action. You need to immediately fire the arrow, or it will disappear.
You can create any number of normal arrows per day, and one arrow of a special material (silvered, adamantium, cold iron, etc.) per two Arcane Archer level. You need to specifiy the material when you use this ability, and you can only create and fire one such special arrow per round.

Imbue arrow:
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.
It can also be used to deliver touch or ranged touch spells. The arrow must hit normally (instead of touch AC) to affect the target (basically trading in to hit to gain range).
Each fired arrow takes up a charge of the touch spell, even if it misses.

Caster Level +1:
Your caster level increases by 1. You do not get additional spells known or spells per day, but all effects dependent on caster level benefit from the increase. If you have multiple casting classes, you must choose which caster level to increase.

Seeker arrow:
At 4th level, an arcane archer can launch an arrow once per day per two Arcane Archer levels, 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. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. 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).

Phase arrow:
At 6th level, an arcane archer can launch an arrow once per day per two Arcane Archer levels, 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. (A wall of force, a wall of fire, or the like 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).

Hail of arrows:
In lieu of her regular attacks, once per day per two arcane archer levels, an arcane archer of 8th 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.

Enhance magical arrows:
Your enhance arrows ability now functions on magical arrows as well. The magical bonusses stack, you can now add weapon abilities on magical arrows, and bonusses on arrows with abilities. Bonusses gained from a magical bow still don't stack with those of the arrow or from those gained from the enhance arrow ability.
The restriction imposed by the item creation rules still hold: Your total bonus may not exceed +5, and the total implied bonus (counting +1 equivalent abilities as +1 etc.) may not exceed +10.

Weapon Augmentation:
This works like the Artificer's Weapon Augmentation (ECS) with the following exceptions:
It only functions on your bow, and will only function for you.
The list of +1 equivalent abilities is expanded with alignment options (good, chaotic, etc). You can not have opposing alignment options active at the same time. This includes the Holy and Axiomatic etc. alignment components.

The change takes 1 minute to perform, during which you must meditate on your bow. You must be able to keep your concentration as with spellcasting. Failure means the arrow enhancement is lost, without being replaced by the desired effect.
The duration is 10 minutes per Caster Level.

You can add a single weapon special ability applicable to ranged weapons on your bow.
Note that you may perform this procedure multiple times when your Enhance Arrow has reached a higher bonus. (replacing a total +3 bonus with three +1 equivalent abilities for instance, or one +1 and one +2)
Each ability requiers a minute to add, so replacing a +3 bonus with three +1 abilities takes three minutes.
You replenish the Enhance Arrow bonus at the same time you gain your spells for the day.
You may also prepare this ability as one of your dayly spells. If you don't prepare spells, but have a list of spells known, you add the ability to your list as a spell known of the appropriate level.The spell versions can NOT add a combination of lower level abilities (NB: You can not add three +1 abilities by casting Weapon Augmentation III. You need to have Weapon Augmentation I prepared, or on your spells know list, to add a +1 equivalent ability through spellcasting)
You may never have more than your Enhance arrow bonus of equivalent abilities at the same time, but you can use prepared Weapon Augmentations to renew or change the effects.

Weapon Augmentation I:
You can add +1 equivalent abilities. Doing this removes a +1 arrow enhancement. You may also prepare this as a first level spell.
Weapon Augmentation II:
You can add +2 equivalent abilities. Doing this removes a +2 arrow enhancement. You may also prepare this as a second level spell.
Weapon Augmentation III:
You can add +3 equivalent abilities. Doing this removes a +3 arrow enhancement. You may also prepare this as a third level spell.
Weapon Augmentation IV:
You can add +4 equivalent abilities. Doing this removes a +4 arrow enhancement. You may also prepare this as a fourth level spell.
 

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Personally, my changes to the Arcane Archer are more conservative:
-Depending on the campaign, I may or may not drop the "elf" prerequisite
-I add half casting, starting at lvl 2 and every 2 levels thereafter.
- I let them use the Arrow of Death 1/day
- I let the Arcane Archer mix and match uses of its "special arrow stunts". (Seeker Arrow, Hail of Arrows, Phase Arrow and Arrow of Death) RAW, they can use each one 1/day, I let them use an ability multiple times in a day by eschewing another. (Like using Seeker Arrow once and Hail of Arrows three times, if they don't use the other two that day)
 

Thanks for the reply!

Some replies to you:
the elf prerequisite (or, race prerequisite in general) is something that doesn't come up in my campaign very often. If it does, i tend to wave it as well, but since the player I'm designing this for already plays an elf, I didn't bother to change it.
Casting: The original class didn't progress ANY casting, and although I thought about adding it (at half casting, like you mention) I wanted to add some more combat-oriented stuff in instead, since otherwise it would become a caster with full BAB progression, which seemed kind of odd. The caster level increase only seemed like a good compromise. (if only to add some 'oomph' to your fireballs)

I very consiously removed the Arrow of Death. Most of the time, monsters it hits will make their save, making the ability useless.
If the monster does fail his save, it may cut short an encounter that was meant to have some serious impact. Both from the player point of view and the DM point of view an undesirable ability.

Having this much uses for abilities (each once per day per two AA lvls) may be on the high side. I think I'll change that to once per day per two AA lvls in total, which would correspond with your progression, except that it would add another use at lvl 10.

Some more clarification:
I think the class is balanced by the fact that most of his abilities are static (+1 to +5 on attack and damage) or require expenditure of a limited resource (maximum replace +5 on attack and damage with 5 +1 equivalent abilities etc.)
For higher level spells ( fireball.. ) to place on an arrow, a minimum number of levels needs to be taken in a casting class. Preparing or knowing the higher Enhance Arrow effects as spells also requires more levels in a casting class to get the spellslots. (or possibly I would allow the expenditure of a feat to get a spell slot at that lvl with Extra Spell Slot)
The end result would be that to get more (spellcasting) power, the character will have to take more levels in a casting class, reducing progression in this PrC, which will postpone the abilities to higher levels and probably hurt is BAB.

My biggest concern is that I'm overlooking some kind of abuse, or an inherent flaw in my PrC construction.

Does anyone think this prestige class is (way) too powerfull? if so, why?
 

My thoughts, round 2:

- Why does the class get Reflex good? I'd have expected Fortitude and Will since it's a "might and magic" hybrid class.

- Save-or-die abilities are somewhat contentious. I can easily agree with your argument for removing Arrow of Death, but I didn't bother to myself because there are so many other such abilities, and you'd have to change or remove those as well. I am pretty tentative about making big changes. Small, discrete changes, preferably simple removals or additions are the best kind of house rule IMO.

- I also think 1/day per two AA levels total is better than what you now have. With up to five uses of each ability, they will effectively be at will once a few levels in the PRC have been attained, unless you have a very combat-heavy campaign. Since these are "stunts", I think they should be somewhat rare to see.

- On second reread, I think Create Arrow is a strange power. The first part is usually only cosmetic, and the second is so limited it will very rarely be used. I can see why you included it, but I'm not sure if it's necessary, and I can't think of anyone who has a similar power

- Can you explain the interaction between Enhance Arrow, Weapon Augmentation, Enhance Magical Arrow and magical bows/arrows? What works on what and what stacks with what is very unclear to me, as I have to do all the cross-referencing myself.. And depending on the answers, this class is either very strong (although with all your caveats I don't think that's the right interpretation) or actually worse than just getting a regular, spell-storing magic bow.

-Since you don't give actual spells, just higher caster level, the class should probably give full caster level. Consider: Someone needs a minimum of 4 levels of non-spellcasting classes to take this class in a sensible way (Wizard/Sorcerer 4, Fighter/Ranger 4 enters at 9th level, entering at 7th requires caster 1, warrior 6), and then if they continue with this class as written by you, then top it up with 2 caster levels, they will have CL 11, Bab 17 and 3rd level spells at level 20). The very best-case scenario as far as casting is Caster 8 warrior 2, entering at level 11 and ending at Bab+16, Cl 13 and 4th level spells. That seems pretty bad to me. Full CL makes it CL 16, Bab 17 and Cl 18 Bab 16 respectively, which seems too good until you remember that they're still casting 3rd and 4th level spells at balors and titans.

-The above is the reason why I give actual half spellcasting progression in my version, so it would be Cl 11, Bab 17 and 6th level spells. (barely) Although it might seem strong, since the character needs to be so multi-classed to enter, it's really just letting them keep up. It's not much of an Arcane Archer that can't actually cast any spells, to my mind. Your version to me seems more like the Dragon Disciple, a straight-up warrior-type with a few esoteric tricks and a True Strike or two. It won't have the slots to use Imbue Arrow, or if it does the spells likely won't do much worthwhile. For that reason, and because it's complicated, I'm not sure if letting the AA prepare Weapon Augmentations as spells adds anything much. Most won't have the slots, and spells like Flame Arrow already exist.

Summary of wall of text:
- Your class is not overpowered. It's an imaginitive and well-reasoned improvement on the RAW arcane archer
- If anything, as a half-and-half guy, the class might be too weak, and could do with a little better casting. (Either actual spell progression at half rate, or full caster level progression)
- However, some of the powers are a bit complicated, or might be unnecessary.

As a bonus question, since you seem to be very concerned with balance, and mostly about whether the class is too strong, I'd be interested to hear what you're comparing with, what the assumed baseline of power in your game is.
 

Again, thanks for the input.

As to your comment:
- Why does the class get Reflex good? I'd have expected Fortitude and Will since it's a "might and magic" hybrid class.
This is actually copied from the original Arcane Archer. I've kept intact what I didn't feel I needed to change. I'll give it some more thought, but I think I'll keep it as it is.
- Save-or-die abilities are somewhat contentious. I can easily agree with your argument for removing Arrow of Death, but I didn't bother to myself because there are so many other such abilities, and you'd have to change or remove those as well. I am pretty tentative about making big changes. Small, discrete changes, preferably simple removals or additions are the best kind of house rule IMO.
Since I'm essentially creating my own PrC, I thought I should remove it before it saw play. I intend to remove spells that turn into save-or-die situations as well. (that is, literally save or die. not the 'you take more damage than you have hp unless you save' type) But I'll burn that bridge when I come to it...
- I also think 1/day per two AA levels total is better than what you now have. With up to five uses of each ability, they will effectively be at will once a few levels in the PRC have been attained, unless you have a very combat-heavy campaign. Since these are "stunts", I think they should be somewhat rare to see.
Good re-state of previous point. I'll change it in the final version to 1/day per two AA levels total.
- On second reread, I think Create Arrow is a strange power. The first part is usually only cosmetic, and the second is so limited it will very rarely be used. I can see why you included it, but I'm not sure if it's necessary, and I can't think of anyone who has a similar power
There is a bit of history behind this. I intentionally had Enhance Arrow I through V, but then found out there was no +5 equivalent bonus (at least not in the DMG. I didn't think to look further.) I started looking for a similar ability, and ended up with create arrow. Because it is a relatively low power, I put it on the low end of the abilities.
For my campaign, being able to create arrows is in no way cosmetic. Having to go to a town to replenish arrow supply is a real pain for the primary archer. Especially once he can shoot hails of arrows at some point....
The second ability is especially usefull when encountering creatures with DR/silver and good, allowing you to bypass the DR/silver using create arrow, and the DR/good with the Enhance Arrow ability.....

- Can you explain the interaction between Enhance Arrow, Weapon Augmentation, Enhance Magical Arrow and magical bows/arrows? What works on what and what stacks with what is very unclear to me, as I have to do all the cross-referencing myself.. And depending on the answers, this class is either very strong (although with all your caveats I don't think that's the right interpretation) or actually worse than just getting a regular, spell-storing magic bow.

As I am using the 3.5 rules, bonusses from arrows and bows do not stack.
The Enhance Arrow ability allows you to enhance normal arrows only, so the ability will not function on a magical arrow. This means the total bonus on a fired arrow will be the maximum of your magical bow bonus and your Enhance Arrow ability. (NOT the addition!)
The Enhance Magical Arrow allows you to add your AA enhancement bonusses on top of the existing arrow bonusses, although a maximum of +5 still holds (so +3+ +3=+5). The magical bow bonus still doesn't stack with the arrow bonus, so the fired arrow will still have a maximum enhancement bonus of +5, and on top of that a maximum of +5 equivalent abilities.

Assuming you have Enhance Arrow +3 and Weapon Augmentation I and II, you can use Weapon Augmentation to end up firing +2 flaming weapons, +1 flaming burst weapons, +1 flaming dragon bane weapons, or flaming burst dragon bane weapons.

When you use the Weapon Augmentation without spellslots, each +1 functions like a spellslot. This will allow you to transform a +1 into a +1 ability, but the +1 bonus will be gone for the rest of the day. It also allows you to transform a +2 into a +2 ability, and the +2 will be gone for the rest of the day.

If you also have the Weapon Augmentation I and II prepared or on your spells known list (and enough spellslots), you could create a +3 flaming burst dragon bane weapon (using up a second and a first level spell) assuming the bonusses have not been used for weapon augmentation yet. You could NOT create a +3 Anarchic Flaming Burst weapon, since Anarchic and Flaming Burst are both +2 abilities, for a total of +4, which is higher than +3.
If you already used the bonusses for Weapon Augmentation, you can still use the first and second level spell slot to create the flaming burst dragon bane weapon, but the bonusses will not return until the next day. (in other words, the total you may add in abilities is equal to the maximum arrow enhancement you have, not the current bonus you are able to provide)


-Since you don't give actual spells, just higher caster level, the class should probably give full caster level. Consider: Someone needs a minimum of 4 levels of non-spellcasting classes to take this class in a sensible way (Wizard/Sorcerer 4, Fighter/Ranger 4 enters at 9th level, entering at 7th requires caster 1, warrior 6), and then if they continue with this class as written by you, then top it up with 2 caster levels, they will have CL 11, Bab 17 and 3rd level spells at level 20). The very best-case scenario as far as casting is Caster 8 warrior 2, entering at level 11 and ending at Bab+16, Cl 13 and 4th level spells. That seems pretty bad to me. Full CL makes it CL 16, Bab 17 and Cl 18 Bab 16 respectively, which seems too good until you remember that they're still casting 3rd and 4th level spells at balors and titans.
The assumed purpose of this class is to have magical effects on your bow. Casting is secundary, and only interesting to add effects on your arrows (like fireball or shocking grasp). The character that is probably going to take this PrC is a ranger 6 with the 'Sword of the Arcane Order' Feat, which allows him to prepare arcane spells in his ranger slots. He will most likely enter the class at lvl 7, taking some extra wizard levels in the future. I think he will love what I did with the PrC, especially since it is an improvement on top of the original one and he was already interested in that one....
-The above is the reason why I give actual half spellcasting progression in my version, so it would be Cl 11, Bab 17 and 6th level spells. (barely) Although it might seem strong, since the character needs to be so multi-classed to enter, it's really just letting them keep up. It's not much of an Arcane Archer that can't actually cast any spells, to my mind. Your version to me seems more like the Dragon Disciple, a straight-up warrior-type with a few esoteric tricks and a True Strike or two. It won't have the slots to use Imbue Arrow, or if it does the spells likely won't do much worthwhile. For that reason, and because it's complicated, I'm not sure if letting the AA prepare Weapon Augmentations as spells adds anything much. Most won't have the slots, and spells like Flame Arrow already exist.
You're right, which is probably why we ended up with such different versions. To me, the Arcane Archer IS more like the Dragon Disciple. It's a ranged warrior with an inherent magical ability.

Summary of wall of text:
- Your class is not overpowered. It's an imaginitive and well-reasoned improvement on the RAW arcane archer
- If anything, as a half-and-half guy, the class might be too weak, and could do with a little better casting. (Either actual spell progression at half rate, or full caster level progression)
- However, some of the powers are a bit complicated, or might be unnecessary.
Thank you. I'll reconsider full caster level progression.
I'll also take a look at the complexity of the powers.
Having to re-evaluate it and explain it (see above) made me realise I may have to find another way to write it down.

As a bonus question, since you seem to be very concerned with balance, and mostly about whether the class is too strong, I'd be interested to hear what you're comparing with, what the assumed baseline of power in your game is.
Actually, the baseline is very high already.
I introduced two concepts that have until now not really caused power problems, but I'm keeping a close eye on them:
1. All casters can cast spontaneously. Sorcerers have been dropped for now, (being superfluous). Casters still need to prepare spells, but can cast any prepared spell a number of times equal to the normal number of timers per day, or each prepared spell once, or any combination.
Example: Wizard can cast 3 first level spells per day. Prepares Shield, Mage Armor and Identify. Ends up casting Mage Armor once, Shield Twice. Next day receives new 'slots', decides not to prepare different spells, it's a rest day, casts Identify three times on items found the previous day....
Domain spells need not be prepared, but can only be used to cast domain spells.
2. All martial classes (ranger, barbarian, rogue) may, at any level, replace one gained class ability with a fighter bonus feat. Fighter being dropped for now (being superfluous). This has, until now, mainly led to dropping of abilities like 'trapsense', but also higher levels of favored enemy to gain more fighter bonus feats.

Edit: also, I don't do 'magic shops'. Magic is extremely rare (outlawed) so being able to shoot magical arrows may be more powerfull than in a regular campaign.
 
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This does not actually bear directly on your Arcane Archer, but I thought I should share it with you. It is my (untested) house rule on death spells:
When you cast a death spell on someone, roll 1d8 (possibly it should be 1d10? Death spells tend to be single-target, and direct-damage tends to have multiple targets) per caster level (fortitude half). If the target has that many HP or less, they die. If they have more, there is no effect.

This was directly inspired by the granted power of the Death domain, as I realized it was a great way to integrate save-or-dies with damage dealing. Under this version, save-or-dies become viable only once some regular damage has been dealt, unless the caster is much stronger than the target, in which case I think they're entitled to show off. It makes death spells something of a gambit: You get to roll a bigger die than with a direct damage spell, but if it doesn't actually kill the target, there is no effect. This makes the death spells the flashy fight-enders I think they should be, while keeping them mechanically distinct and hopefully, more balanced than they currently are.

The one problem is that this doesn't solve "save or don't technically die, but you might as well" spells like Insanity, Dominate Person or Baleful Polymorph, because this mechanic seems forced and unfitting for those spells. (although I have some different ideas in the case of Flesh to Stone) Also, this might be something of an over-nerf in the case of Phantasmal Killer, but then, Illusions aren't supposed to be overt attack spells anyway, so maybe it's all right.
 

FWIW, this is the version I'm planning to use:

Alternate Arcane Archer

Requirements:
Race: Elf, Elf blood or Elf trace blood .
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
By the blood if racial requirement met by Elf trace blood.
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), and Use Rope (Dex). See
Chapter 4 of the Player ’s Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.

Hit Die: d8.



Code:
Level BAB    Fort   Ref    Will   Special
1st    +1      +2    +2    +0     Enhance arrow +1, Create Arrow, Caster Level +1
2nd    +2      +3    +3    +0     Imbue arrow, Caster Level +1
3rd    +3      +3    +3    +1     Enhance arrow +2, Weapon Augmentation I, Caster Level +1
4th    +4      +4    +4    +1     Seeker arrow, Caster Level +1
5th    +5      +4    +4    +1     Enhance arrow +3, Weapon Augmentation II, Caster Level +1
6th    +6      +5    +5    +2     Phase arrow, Caster Level +1
7th    +7      +5    +5    +2     Enhance arrow +4, Weapon Augmentation III, Caster Level +1
8th    +8      +6    +6    +2     Hail of arrows, Caster Level +1
9th    +9      +6    +6    +3     Enhance arrow +5, Weapon Augmentation IV, Caster Level +1
10th  +10      +7    +7    +3     Enhance magical arrows, Caster Level +1

Rule Clarification:
The Enhance arrow, weapon augmentation and imbue arrow abilities only work on nonmagical arrows.
Magical arrows are not affected.
Instead, the Arcane Archer is advised to invest in special material arrows, to overcome DR/silver, DR/cold iron, etc.
If you are using a magical bow, bonusses don't stack, and opposing abilities cancel eachother out.

Create Arrow:
You can create arrows as a free action. You need to immediately fire the arrow, or it will disappear.
You can create any number of normal arrows per day.
You can also create arrows of a special material (silvered, adamantium, cold iron, etc.). You need to specifiy the material when you use this ability, and you can only create and fire one such special arrow per round.

Imbue arrow:
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.
It can also be used to deliver touch or ranged touch spells. The arrow must hit normally (instead of touch AC) to affect the target (basically trading in to hit to gain range).
Each fired arrow takes up a charge of the touch spell, even if it misses. If the touch attack or ranged touch attack is considered part of the casting, then so is the ranged attack with your bow that replaces it.

Caster Level +1:
Your caster level increases by 1. You do not get additional spells known or spells per day, but all effects dependent on caster level benefit from the increase. If you have multiple casting classes, you must choose which caster level to increase.

Seeker arrow:
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. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. 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).

Phase arrow:
At 6th 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. (A wall of force, a wall of fire, or the like 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).

Hail of arrows:
In lieu of her regular attacks an arcane archer of 8th 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.

Special arrows:
The Seeker Arrow, Phase Arrow and Hail of Arrows ability can be used a total of once per two Arcane Archer levels per day. In other words, an eight level arcane archer can either use the hail of Arrows ability four times, or the Seeker Arrow once, the Phase Arrow Twice and the hail of arrows once.

Enhance magical arrows:
Your enhance arrows ability now functions on magical arrows as well. The magical bonusses stack, you can now add weapon abilities on magical arrows, and bonusses on arrows with abilities. Bonusses gained from a magical bow still don't stack with those of the arrow or from those gained from the enhance arrow ability.
The restriction imposed by the item creation rules still hold: Your total bonus may not exceed +5, and the total implied bonus (counting +1 equivalent abilities as +1 etc.) may not exceed +10.

Weapon Augmentation:
This works like the Artificer's Weapon Augmentation (ECS) with the following exceptions:
It only functions on your bow, and will only function for you.
The list of +1 equivalent abilities is expanded with alignment options (good, chaotic, etc). You can not have opposing alignment options active at the same time. This includes the Holy and Axiomatic etc. alignment components.

The change takes 1 minute to perform, during which you must meditate on your bow. You must be able to keep your concentration as with spellcasting. Failure means the arrow enhancement is lost, without being replaced by the desired effect.
The duration is 10 minutes per Caster Level.

You can add a single weapon special ability applicable to ranged weapons on your bow.
Note that you may perform this procedure multiple times when your Enhance Arrow has reached a higher bonus. (replacing a total +3 bonus with three +1 equivalent abilities for instance, or one +1 and one +2)
Each ability requiers a minute to add, so replacing a +3 bonus with three +1 abilities takes three minutes.
You replenish the Enhance Arrow bonus at the same time you gain your spells for the day.
You may also prepare this ability as one of your dayly spells. If you don't prepare spells, but have a list of spells known, you add the ability to your list as a spell known of the appropriate level.The spell versions can NOT add a combination of lower level abilities (NB: You can not add three +1 abilities by casting Weapon Augmentation III. You need to have Weapon Augmentation I prepared, or on your spells know list, to add a +1 equivalent ability through spellcasting)
You may never have more than your maximum Enhance arrow bonus of equivalent abilities at the same time, but you can use the spell version of Weapon Augmentation to add effects without removing bonusses, or to renew or change the effects.

Weapon Augmentation I:
You can add +1 equivalent abilities. Doing this removes a +1 arrow enhancement. You may also prepare this as a first level arcane spell. If you don't prepare spells, this spell is automatically added to your list of known spells.
Weapon Augmentation II:
You can add +2 equivalent abilities. Doing this removes a +2 arrow enhancement. You may also prepare this as a second level arcane spell. If you don't prepare spells, this spell is automatically added to your list of known spells.
Weapon Augmentation III:
You can add +3 equivalent abilities. Doing this removes a +3 arrow enhancement. You may also prepare this as a third level arcane spell. If you don't prepare spells, this spell is automatically added to your list of known spells.
Weapon Augmentation IV:
You can add +4 equivalent abilities. Doing this removes a +4 arrow enhancement. You may also prepare this as a fourth level arcane spell. If you don't prepare spells, this spell is automatically added to your list of known spells.
 

This version, I like pretty much without reservation, in the context of your house rules/campaign setting.

Edit: Out of curiousity, what do you think the character who you made this revision for will end up looking like? In terms of classes, I mean.
 
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First 6 or 7 ranger levels (he's already got 6, maybe he'll take another)
Using Sword of the Arcane Order to bypass spellcaster requirement. (I've already mentioned to him I would allow that. I'm not even sure it is allowed by RAW, but hey, I'm the DM)

Then a few Arcane Archer levels.

After several levels, he'll probably want to improve his spellcasting, and will take a few levels wizard.

I expect him to interchange AA with a level of wizard every few levels, or maybe even increase his ranger levels to get extra casting slots
(although that won't be very efficient to gain extra spells)

I think his most precious posession at one point or another is going to be an item that increases the amount of spell slots he has.....
 

So his Wizard spellcasting will stack with his ranger spellcasting? How does that work?
(I assume that, because otherwise multiclassing to wizard for more slots is a very strange thing to do, since you'll mostly get 1st level slots, and a few 2nd level, and you incur MAD to boot.)
 

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