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Arcane Archer as a base class

llamatron2000

First Post
Here's my take on Arcane Archer as a base class. I've been toying around with prestige classes, attempting to make them into base classes lately, for no particular reason other than to pass time. I've also done the same with the Eldritch Knight. I'm thinking about doing a Ranger rewrite next. I used the prestige class as inspiration, and attempted to basically stretch it out, using the Anime D20's deconstruction and analysis of d20 classes as a guide.

Code:
THE ARCANE ARCHER

Hit Die: d8.

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).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier.

lv BAB		f/r/w	class stuff	spells/day	spells known
					0/1/2/3/4/5/6	0/1/2/3/4/5/6
1: 0		2/2/0	imbue arrow	2		4
2: 1		3/3/0			3/0		5/2
3: 2		3/3/1			3/1		6/3
4: 3		4/4/1	enhance +1	3/2/0		6/3/2
5: 3		4/4/1	seeker arrow	3/3/1		6/4/3
6: 4		5/5/2	feat		3/3/2		6/4/3
7: 5		5/5/2			3/3/2/0		6/4/4/2
8: 6/1		6/6/2	enhance +2	3/3/3/1		6/4/4/3
9: 6/1		6/6/3	phase arrow	3/3/3/2		6/4/4/3
10 7/2 		7/7/3	feat		3/3/3/2/0	6/4/4/4/2
11 8/3		7/7/3			3/3/3/3/1	6/4/4/4/3
12 9/4		8/8/4	enhance +3	3/3/3/3/2	6/4/4/4/3
13 9/4		8/8/4	hail of arrows	3/3/3/3/2/0	6/4/4/4/4/2
14 10/5		9/9/4	feat 		3/3/3/3/3/1	6/4/4/4/4/3
15 11/6/1	9/9/5			4/4/3/3/3/2	6/4/4/4/4/3
16 12/7/2	10/10/5 enhance +4	4/4/4/3/3/2/0	6/5/4/4/4/4/2
17 12/7/2	10/10/5 death arrow	4/4/4/4/3/3/1	6/5/5/4/4/4/3
18 13/8/3	11/11/6 feat 		4/4/4/4/4/3/2	6/5/5/5/4/4/3
19 14/9/4	11/11/6			4/4/4/4/4/4/3	6/5/5/5/5/4/4
20 15/10/5	12/12/6	enhance +5	4/4/4/4/4/4/4	6/5/5/5/5/5/4

spontaneous charisma caster, like sorceror.
Bonus feats may be used to buy armored caster(light), or fighter/wizard feats
Class abilities as the Arcane Archer class abilities.
 

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Slaved

First Post
It basically looks like the bard with a different set of class abilities.

So, comparing the class abilities which do I think is more powerful and I think that the bard wins out.

Seeker arrow, phase arrow, and hail of arrows abilities all are once per day abilities. Death arrow is a lot of fun but takes a lot of time and planning. The 4 bonus feats are definately up there in potential power though as is imbue arrow for that matter. 2 less skill points a level and a less powerful skill list hurt some areas a bit.

I think the main thing that I would change though, and it is a shift away from the prestige class that it is based off of, is to beef up the arrow enhancement ability a bit. It looks like you based the progression off of when Greater Magic Weapon gets its bonuses but this guy is supposed to be just a little bit better at it.

How about Moving the progression forward 2 levels? Start it at level 2 and go up by 1 every 4 levels after that. That way half of the time you are ahead of the spell and the other half you are even with it, assuming that they do not get a caster level boost from somewhere.

Then at level 20 have the arrows jump to +6. I know it is out of the progression but I am personally ok with that :)

Perhaps you could also make a special feat for them as one of their optional feats which increases their once per day abilities? Perhaps 3 feats, one for each ability, that will allow the character to spend a standard/move action, give up a predefined level of spell slot or higher, and gain another use of the ability for that day? Flavorful but with a cost.
 

llamatron2000

First Post
yeah, I could do that. The question then becomes:

Which of the class abilities are only worth half a feat? I ended up treating each one as a feat, so yeah. Which ones are underpowered?
 

Slaved

First Post
Enhance arrow is worth about 1 or 2 third level spells. It depends on how many arrows you shoot in a day and how much you count off for having a magical bow which basically wastes the first plus.

Moving it up 2 levels and adding on +6 at the end does not add on an extra full feat worth of power, it just makes the ability a little bit ahead of the curve of when people could do it for hours at a time normally. A bit of a special perk for the class but still not worthy of a dip of 2 levels to pick up and then move on.
 

llamatron2000

First Post
Edited, for power and a bit more customizability. I'm not sure how powerful this is, but it seems balanced enough.

The Eldritch Knight
Code:
Hit Die: d8.

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).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier.

lv BAB		f/r/w	class stuff	spells/day	spells known
					0/1/2/3/4/5/6	0/1/2/3/4/5/6
1: 0		2/2/0	imbue arrow	2		4
2: 1		3/3/0	-		3/0		5/2
3: 2		3/3/1	enhance +1	3/1		6/3
4: 3		4/4/1	-		3/2/0		6/3/2
5: 3		4/4/1	class ability	3/3/1		6/4/3
6: 4		5/5/2	enhance +2	3/3/2		6/4/3
7: 5		5/5/2	-		3/3/2/0		6/4/4/2
8: 6/1		6/6/2	class ability	3/3/3/1		6/4/4/3
9: 6/1		6/6/3	enhance +3	3/3/3/2		6/4/4/3
10 7/2 		7/7/3	-		3/3/3/2/0	6/4/4/4/2
11 8/3		7/7/3	class ability	3/3/3/3/1	6/4/4/4/3
12 9/4		8/8/4	enhance +4	3/3/3/3/2	6/4/4/4/3
13 9/4		8/8/4	-		3/3/3/3/2/0	6/4/4/4/4/2
14 10/5		9/9/4	class ability 	3/3/3/3/3/1	6/4/4/4/4/3
15 11/6/1	9/9/5	enhance +5	4/4/3/3/3/2	6/4/4/4/4/3
16 12/7/2	10/10/5 -		4/4/4/3/3/2/0	6/5/4/4/4/4/2
17 12/7/2	10/10/5 class ability	4/4/4/4/3/3/1	6/5/5/4/4/4/3
18 13/8/3	11/11/6 class ability	4/4/4/4/4/3/2	6/5/5/5/4/4/3
19 14/9/4	11/11/6	-		4/4/4/4/4/4/3	6/5/5/5/5/4/4
20 15/10/5	12/12/6	mighty enhance	4/4/4/4/4/4/4	6/5/5/5/5/5/4

spontaneous charisma caster, like sorceror. Casts from sorceror list.

Imbue Arrow(sp) - At 1st 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.

Enhance Arrow (Su) - At 3rd level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. 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 three levels past third, and ending at 15th, the magic arrows she creates gain greater potency

CLASS ABILITY - An Arcane Archer gets to choose what class abilities they gain. Abilities may only be taken once. Instead of taking an ability, an Arcane

Archer may take a feat instead.

Call ammo(sp) - An Arcane Archer may sacrifice a spell slot to gain a number of arrows equal to the spell's level. These arrows disappear an hour after creation, but are otherwise perfectly normal arrows.

Call bow(sp) - An Arcane Archer may sacrifice a spell slot to create a bow in your hands. This is a longbow or shortbow of unspecified design. It disappears after a number of minutes equal to 10 x the spell level sacrificed.

Hail of Arrows(Sp) - An Arcane Archer may sacrifice a spell slot to fire an arrow at each and every target within range, to a maximum of one target per spell level sacrificed. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.

Seeker Arrow(Sp) - An Arcane Archer may sacrifice a spell slot to have a number of arrows equal to the level of the spell sacrificed seek out an enemy known to her within range. The arrows will travel 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 swift action, and the arrows must be fired in the same round.

Phase Arrow(Sp) - An Arcane Archer may sacrifice a spell to have a number of arrows equal to the level of the spell sacrificed travel to a target known to her 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 swift action, and the arrows must be fired in the same round.

Arrow of Death(Sp) - An Arcane Archer may sacrifice a spell slot to enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a save equal to 10+charisma modifier+spell level. It takes one day to make an arrow of death, and the arrow only functions for the archer that created it. You do not regain the spell slot until the arrow has been expended.

Feat - You may take a feat instead of a class ability.

Mighty Enhance - This functions as imbue Arrow, except that you choose an enchantment to place upon your arrows in addition to your other enhancement bonuses.The options are: Bane, Distance, Flaming, Frost, Merciful, Shock, or Thundering. This does not change once chosen.
 
Last edited:

trav_laney

First Post
Why good Fortitude saves? Personally, I'd make the Reflex and Will saves "good," and make Fortitude the lowest...but that's just me.
 

Sound of Azure

Contemplative Soul
Hey, llamatron, could you perhaps close the code tags before you go into the class features? It makes it kinda hard to read the way it's formatted now, due to the side-scrolling.

I'll have a closer analysis soon...
 


GreatLemur

Explorer
The class looks good--and I wholly support the idea of turning prestige classes into base classes--but I've gotta say this: It's sorcerer, nor sorceror. Very common mistake, but it drives me nuts.
 

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