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3.5 Arcane Archer -- Nifft's Version!
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<blockquote data-quote="Spatzimaus" data-source="post: 1187643" data-attributes="member: 3051"><p>So, compare a Bard to a Fighter/Sorcerer. A level 10 Bard has the BAB and HP of a 7th-level Fighter (without bonus Feats), and the spellcasting ability of a 6th-level Sorcerer. By this math he's 35%+25%=60% of a character? But wait, that ignores all the extra skill points and class abilities he gets.</p><p></p><p>This version of the Arcane Archer has more skill points than either Fighters or Wizards, with a skill list that includes Hide and Move Silently. It has a good number of class abilities. Two good saves, full BAB... it's definitely more than the sum of its parts.</p><p></p><p>Anyway, back to the original point. I'd just make a few suggestions for ability tweaks.</p><p></p><p>I like Arrow Touch. The biggest problem, though, is that it costs you a turn; you cast a touch spell, and then the next turn fire an arrow at someone. True Strike is the same sort of thing; at low level this might be reasonable, but by high levels can you really afford that much time for one attack?</p><p></p><p>Combined Casting just seems a bit awkward as is; the spell you cast might have nothing to do with your attack. I'm sure this is nice for things like buffs. You could make it into a higher-level version of Arrow Touch, though; how about:</p><p></p><p><strong>Combined Shot</strong> (6th level): As a full-round action, you can both cast a touch or ranged touch spell and deliver it with a single arrow to your target.</p><p>(Phrased another way: casting a touch spell becomes a Move-Equivalent Action that doesn't draw an AoO if you then use the Arrow Touch ability to deliver it, so you can cast the spell AND deliver it in the same turn.)</p><p></p><p>Penetrating Arrow just seems a bit weak; with the 5/10 caster level the class gives you, you'll already be really far behind on SR checks. If you really want to keep it about "penetration", add a DR-neutralization ability as well.</p><p></p><p>Instead, how about moving Arcane Shot II to level 8, and then adding something like:</p><p><strong>Innate Shot</strong> (10th level): As a standard action, you can both cast a touch, single-target, or area spell and deliver it with a single arrow to your target.</p><p>(Phrased another way: casting a spell that can be put in a Spell Storing arrow becomes a Free Action (quickened spell, so only 1/round) if you then use the Arrow Touch ability to deliver it.)</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1187643, member: 3051"] So, compare a Bard to a Fighter/Sorcerer. A level 10 Bard has the BAB and HP of a 7th-level Fighter (without bonus Feats), and the spellcasting ability of a 6th-level Sorcerer. By this math he's 35%+25%=60% of a character? But wait, that ignores all the extra skill points and class abilities he gets. This version of the Arcane Archer has more skill points than either Fighters or Wizards, with a skill list that includes Hide and Move Silently. It has a good number of class abilities. Two good saves, full BAB... it's definitely more than the sum of its parts. Anyway, back to the original point. I'd just make a few suggestions for ability tweaks. I like Arrow Touch. The biggest problem, though, is that it costs you a turn; you cast a touch spell, and then the next turn fire an arrow at someone. True Strike is the same sort of thing; at low level this might be reasonable, but by high levels can you really afford that much time for one attack? Combined Casting just seems a bit awkward as is; the spell you cast might have nothing to do with your attack. I'm sure this is nice for things like buffs. You could make it into a higher-level version of Arrow Touch, though; how about: [b]Combined Shot[/b] (6th level): As a full-round action, you can both cast a touch or ranged touch spell and deliver it with a single arrow to your target. (Phrased another way: casting a touch spell becomes a Move-Equivalent Action that doesn't draw an AoO if you then use the Arrow Touch ability to deliver it, so you can cast the spell AND deliver it in the same turn.) Penetrating Arrow just seems a bit weak; with the 5/10 caster level the class gives you, you'll already be really far behind on SR checks. If you really want to keep it about "penetration", add a DR-neutralization ability as well. Instead, how about moving Arcane Shot II to level 8, and then adding something like: [b]Innate Shot[/b] (10th level): As a standard action, you can both cast a touch, single-target, or area spell and deliver it with a single arrow to your target. (Phrased another way: casting a spell that can be put in a Spell Storing arrow becomes a Free Action (quickened spell, so only 1/round) if you then use the Arrow Touch ability to deliver it.) [/QUOTE]
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3.5 Arcane Archer -- Nifft's Version!
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