Nifft
Penguin Herder
Arcane Archer
Role: Niche Archer
Prerequisites:
Skill Ranks: Knowlege (Arcana) 5+, Spellcraft 5+
BAB: 5+
Feats: Weapon Focus (any Bow), Point Blank Shot and at least one of Rapid Shot, Precise Shot or Far Shot
Spellcasting: Ability to cast 1st-level Arcane spells as a Sorcerer or Wizard
HD: d6
BAB: Full (as Fighter)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (Arcana, Nature, Religion, Dungeoneering, Geography, Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).
Special Abilities:
Note that an Arcane Archer can selectively suppress any Imbued effect at will (for example, he might suppress the Flaming property if he did not wish to set fire to a structure).
-- N
EDIT1: Imbue Arrow (Effects I) clarification.
EDIT2: Lowered Skill Rank requirements.
EDIT3: Fixed a typo in the Special Abilities list. Thanks, Zad!
EDIT4: Changed Penetration and Arcane Shot abilities.
EDIT5: Changed how Imbued Effects work.
EDIT6: First-level grants +1, instead of just Magic.
EDIT7: Fixed up language, Cantrips, moved suppression text, etc.
Role: Niche Archer
Prerequisites:
Skill Ranks: Knowlege (Arcana) 5+, Spellcraft 5+
BAB: 5+
Feats: Weapon Focus (any Bow), Point Blank Shot and at least one of Rapid Shot, Precise Shot or Far Shot
Spellcasting: Ability to cast 1st-level Arcane spells as a Sorcerer or Wizard
HD: d6
BAB: Full (as Fighter)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (Arcana, Nature, Religion, Dungeoneering, Geography, Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).
Code:
Lev BAB Fort Ref Will Spellcasting Special Abilities
1 +1 +0 +2 +2 -- Imbue Arrows (+1 Magic)
2 +2 +0 +3 +3 +1 Level Arrow Touch
3 +3 +1 +3 +3 -- Imbue Arrows (Effect)
4 +4 +1 +4 +4 +1 Level Arcane Shot I
5 +5 +1 +4 +4 -- Imbue Arrows (Effect)
6 +6 +2 +5 +5 +1 Level Combined Casting
7 +7 +2 +5 +5 -- Imbue Arrows (Effect)
8 +8 +2 +6 +6 +1 Level Penetrating Arrow
9 +9 +3 +6 +6 -- Enhance Effect
10 +10 +3 +7 +7 +1 Level Arcane Shot II, Enhance Effect
- Imbue Arrows (Magic) (Su): All arrows fired by the Arcane Archer gain a magical +1 Enhancement bonus. (Thus, they penetrate DR/Magic.)
- Arrow Touch (Su): The Arcane Archer may deliver Touch or Ranged Touch spells via her arrows, though the arrow must hit normally (it is not treated as a ranged touch attack, simply as a ranged attack which also delivers the touch spell). The character must be "holding the charge" when she fires the arrow, and each arrow uses up a charge even if it misses.
- Imbue Arrows (Effect) (Su): All arrows fired by the Arcane Archer are treated as if they had a single specific special ability from the following list: Bane*, Distance, Flaming, Frost, Ghost Touch, Keen, Merciful, Seeking, Shock, or Thundering; or gain a single alignment trait (Chaotic, Evil, Good, Lawful) for the purpose of penetrating damage reduction.
Each special ability can only be chosen once, except Bane, which can be chosen multiple times (picking a different designated foe each time). Once chosen, special abilities are fixed (cannot be exchanged).
You may choose a maximum of two Alignment traits, and they may not conflict (e.g. Lawful and Chaotic). - Arcane Shot I (Su): As a free action, the Arcane Archer may expend a prepared spell and focus its energy into one of her arrows. If the arrow strikes, it deals +1d4/spell level damage. The spell is expended even if the arrow misses. (A Cantrip grants +1 damage.)
- Combined Casting (Su): As a full-round action, the Arcane Archer may both cast a spell (with a Casting Time of 1 standard action) and fire a single arrow.
- Penetrating Arrow (Su): The Arcane Archer may choose to subtract a number from his BAB and add that number to his caster level for the purpose of overcoming SR. This ability only applies to spells delivered via his arrows.
- Enhance Effect(Su): The Arcane Archer may upgrade one of his previously chosen Imbued Effects to a more powerful effect, as follows:
- Chaotic Alignment Trait -> Anarchic
- Lawful Alignment Trait -> Axiomatic
- Flaming -> Flaming Burst
- Good Alignment Trait -> Holy
- Frost -> Icy Burst
- Shock -> Shocking Burst
- Evil Alignment Trait -> Unholy
- Alternately, the Arcane Archer may choose to add an additional Effect from the lower-level ability list.
- Arcane Shot II (Su): As Arcane Shot I above, except the arrow receives +1/spell level to the attack roll and +1d6/spell level to the damage roll. (A Cantrip grants +1 to both Attack and Damage.)
Note that an Arcane Archer can selectively suppress any Imbued effect at will (for example, he might suppress the Flaming property if he did not wish to set fire to a structure).
-- N
EDIT1: Imbue Arrow (Effects I) clarification.
EDIT2: Lowered Skill Rank requirements.
EDIT3: Fixed a typo in the Special Abilities list. Thanks, Zad!
EDIT4: Changed Penetration and Arcane Shot abilities.
EDIT5: Changed how Imbued Effects work.
EDIT6: First-level grants +1, instead of just Magic.
EDIT7: Fixed up language, Cantrips, moved suppression text, etc.
Last edited: