Eldritch Archer

jomac2k

First Post
Hello Everyone,
I'm new to these boards an was just wondering if you could take a look at this Prestige Class I'm working on. It's basically what a replacement Arcane Archer that focuses a little more on the arcane aspect.


The Eldritch Archer

The Eldritch Archer is most commonly seen standing with his Brother in Arms, the Arcane Archer. But the Eldritch focuses more on continuing his magic practices and using his bow to enhance his casting.

Requirements:
Race: Elf or Half-Elf
BAB: +4
Feats: Point Blank Shot, Precise Shot, Combat casting
Skills: Concentration 8 ranks, Knowledge(arcana) 8 ranks
Spellcasting: Must be able to cast 3rd level spells
Other: Must be proficient with Shortbow, Longbow, or the composite version of either.

Alignment: Any
HD: d6
Skill Points: 2+ Int Mod
Class Skills: The Eldritch Archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intuit Direction (Wis), Listen (Wis), Spot (Wis), Concentration (Con), Knowledge (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

lv...BAB...fort...ref...will...special............................Spellcasting
1....+0....+0....+2....+2...Arcane Shot.....................+1 to level of Existing Class
2....+1....+0....+3....+3...Eldritch Arrow, Imbue Arrow
3....+2....+1....+3....+3.........................................+1 to level of Existing Class
4....+3....+1....+4....+4.........................................+1 to level of Existing Class
5....+3....+1....+4....+4...Force Arrow, Bonus Feat
6....+4....+2....+5....+5.........................................+1 to level of Existing Class
7....+5....+2....+5....+5.........................................+1 to level of Existing Class
8....+6....+2....+6....+6...Improved Arcane Shot
9....+6....+3....+6....+6.........................................+1 to level of Existing Class
10..+7....+3....+7....+7...Bonus Feat........................+1 to level of Existing Class

Arcane Shot: The first thing an Eldritch Archer learns is to channel his magical energy directly into his bow. By expending one of his spells per day he gets a bonus to his attack equal to the spell level. He aalso deals an additional 1d3 of damage per spell level. Any arrow fired using this ability counts as a magical arrow. You may only sacrifice one spell each round and if you can fire multiple arrows, the additional attack and damage apply only to one of those shots.

Eldritch Arrow Any non-magical Arrow fired from your bow counts as being a magic arrow for purposes of DR. Any Magical Arrow fired gains an additional +1 to attack and damage.

Imbue Arrow The same as the Arcane Archer's ability of the same name.

Force Arrow The first arrow you fire each round, you may, transform, after fired, into an energy bolt using one of the energy descriptors: fire, cold, acid, electric, sonic, positive, or negative. This arrow deals an additional 1d6 points of damage. All damage is of the chosen energy type. This arrow is considered magical if it was not already. Otherwise the attack is made as normal. Negative energy arrows do not effect undead.

Bonus Feat this feat can be any metamagic feat, craft magical arms & armor, or any fighter bonus feat that relates to ranged combat.

Improved Arcane Shot As Arcane shot but the spell sacrificed acts as one level higher. A 1st level spell acts grants +2 and and adds 2d3 damage. Also it allows you to use 0 level spells to give +1 and add 1d3 damage.

So, what do you think? too powerful? I think the last ability may be, but I don't know it is very high level.
Thanks for checking it out and I'm really surprised I haven't seen any other spellcasting archers anywhere.
 

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jomac2k said:
Hello Everyone,

...

Requirements:
Race: Elf or Half-Elf
BAB: +4
Feats: Point Blank Shot, Precise Shot, Combat casting
Skills: Concentration 8 ranks, Knowledge(arcana) 8 ranks
Spellcasting: Must be able to cast 3rd level spells
Other: Must be proficient with Shortbow, Longbow, or the composite version of either.

Hmm, skill ranks of 8 mean 5th level character. BAB+4 could mean as low 4th level (favored soul, war mage, etc).

I'd just remove the bab entirely. 8 ranks in conc, knowl, and combat casting will keep your fighter types out exclusively :) - no point in a BAB req here, really.

Alignment: Any
HD: d6
Skill Points: 2+ Int Mod
Class Skills: The Eldritch Archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intuit Direction (Wis), Listen (Wis), Spot (Wis), Concentration (Con), Knowledge (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

Hide?
Intuit Direction?
Ride?

Fighter/Ranger type skills are odd in an archer focusing on magic. Just a thought.


lv...BAB...fort...ref...will...special............................Spellcasting
1....+0....+0....+2....+2...Arcane Shot.....................+1 to level of Existing Class
2....+1....+0....+3....+3...Eldritch Arrow, Imbue Arrow
3....+2....+1....+3....+3.........................................+1 to level of Existing Class
4....+3....+1....+4....+4.........................................+1 to level of Existing Class
5....+3....+1....+4....+4...Force Arrow, Bonus Feat
6....+4....+2....+5....+5.........................................+1 to level of Existing Class
7....+5....+2....+5....+5.........................................+1 to level of Existing Class
8....+6....+2....+6....+6...Improved Arcane Shot
9....+6....+3....+6....+6.........................................+1 to level of Existing Class
10..+7....+3....+7....+7...Bonus Feat........................+1 to level of Existing Class

seems nice and balanced for a chart...

Arcane Shot: The first thing an Eldritch Archer learns is to channel his magical energy directly into his bow. By expending one of his spells per day he gets a bonus to his attack equal to the spell level. He aalso deals an additional 1d3 of damage per spell level. Any arrow fired using this ability counts as a magical arrow. You may only sacrifice one spell each round and if you can fire multiple arrows, the additional attack and damage apply only to one of those shots.

I'd remove the bonus damage here... tad powerful for a first level class ability. Or you can keep it, but require a standard action to do so - eliminating follow up attacks and potentially simplifying your wording quite a bit.

Eldritch Arrow Any non-magical Arrow fired from your bow counts as being a magic arrow for purposes of DR. Any Magical Arrow fired gains an additional +1 to attack and damage.

Why not make it a +1/2 your Eldritch Archer Levels? And change it from "Any" to "If you choose, an arrow you fire your bow"

Otherwiser, you could be a 15th level character and either still be shooting measly +1 arrows or be shooting +4 arrows and be asking "Does this ability replace the +4 with a +1?? Or enhance these cursed arrows?

Imbue Arrow The same as the Arcane Archer's ability of the same name.

Force Arrow The first arrow you fire each round, you may, transform, after fired, into an energy bolt using one of the energy descriptors: fire, cold, acid, electric, sonic, positive, or negative. This arrow deals an additional 1d6 points of damage. All damage is of the chosen energy type. This arrow is considered magical if it was not already. Otherwise the attack is made as normal. Negative energy arrows do not effect undead.
Hmm... Neat idea, just a bit o' the finicky about wording - why after firing? Why not something like "you may add an energy descriptor and deal 1d6 points of additional damage of that type..." ? Also, what's the cost of this ability? Why would I not use this ability EVERY round?


Bonus Feat this feat can be any metamagic feat, craft magical arms & armor, or any fighter bonus feat that relates to ranged combat.

I like. Except the armor bit.

Improved Arcane Shot As Arcane shot but the spell sacrificed acts as one level higher. A 1st level spell acts grants +2 and and adds 2d3 damage. Also it allows you to use 0 level spells to give +1 and add 1d3 damage.

Use d4. Simulate magic missile, only improved. Makes sense for an archer. Actually, allow a choice betweed +Xd4 damage or +X to a single attack roll. Possibly even a +X to the arrow enhancement for DR, etc. - but if you do, remove the other ability :)

Also, consider allowing an ability to transform the normal arrow into a magical arrow of any spell whose effect is bolt or missile (magic missile, flame arrow, melf's acid arrow, snelf's snowball, etc)

A bit more flavor can't hurt, and might be more fun.

Hope that's at least some constructive feedback you can use :)

It's all - In My Opinion, of course :)
 

Tilla the Hun (work) said:
Hmm, skill ranks of 8 mean 5th level character. BAB+4 could mean as low 4th level (favored soul, war mage, etc).

I'd just remove the bab entirely. 8 ranks in conc, knowl, and combat casting will keep your fighter types out exclusively :) - no point in a BAB req here, really.

Without the BAB requirement, this class can be entered at Wiz 5. With the BAB requirement, fastest path is Wiz 5/Ftr 2. A pure Wiz qualifies at 8th, if he spends two of his three general feats on the archery feats.
 

First, you should really put this in the House Rules section, not here.

That said, head to House Rules and look for Nifft's revamp of the Arcane Archer class. It offers some spell level progression, which seems to be the key thing your class is focusing in on. You might find it straight useful, or an interesting contrast/balancing point.
 

Hmm. I don't see much in this class that couldn't be done by a Eldritch Knight/Arcane Archer mix ;)

I'll check it in houserules.
 

That's pretty much what I was aiming for, balancing Eldritch Knight and Arcane Archer in one class. Worse BAB, spell progression, and fort save than EK, but some cool ability that I think are more fair and arcane focused that AA.

Sorry. I didn't know which forum this should really go in. I didn't think of it as a house rule, but I see now that's where it should be. Think a mod would be kind enough to move it over or should I repost it?
 



My advice:

1) Do give full BAB. It's what the EK and Core Arc Arch both give. 3rd level spells pretty much rules out having a decent number of full BAB class levels.

2) Don't give spellcasting at level 1. It's too easy to dip into this class just for the Arcane Shot ability, which should come later.

3) Imbue Arrow is useless. Scrap it.

4) Saves: why a good Reflex save and a poor Fort save? The EK and Core AA have only good Fort saves.

5) Force Arrow is a bad name for something that specifically doesn't do Force damage... Energy Arrow might be a better name. It's also an odd ability -- note that the Sor/Wiz list doesn't have any spells that deal "positive" or "negative" energy damage. Stick to appropriately flavored stuff. Clean it up to something like: Energy Arrow (Su): As a standard action, the Eld Arch can fire a single arrow, and imbue it with elemental energy such that it deals +1d6 damage of one of the following types: Fire, Cold, Acid, Electricity, Sonic.

6) d3 is a strange die size. Use d4s instead.

7) Use my version instead :p

-- N
 

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