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General Tabletop Discussion
D&D Older Editions
3.5 Arcane Archer -- Nifft's Version!
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<blockquote data-quote="Nifft" data-source="post: 3250387" data-attributes="member: 6562"><p>Your class abilities are yours to use or ignore. You're not required to summon a familiar, and you're not required to prepare -- or even know -- any useful spells. And it's any Touch spell, not just Ranged Touch spells. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For a list of low-level spells that apply, here you go:</p><p>0: Touch of Fatigue (!!), Ray of Frost, Disrupt Undead, Acid Splash, Light (object only)</p><p>1: Chill Touch (!!), Shocking Grasp, Ray of Enfeeblement</p><p>2: Touch of Idiocy (!!), Ghoul Touch, Scorching Ray, Acid Arrow, Darkness (object), Arcane Lock (object)</p><p>3: Vampiric Touch (!!), Ray of Exhaustion, Daylight (object), Explosive Runes (object, <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> )</p><p></p><p>I was mostly looking at the Necromancy list when making this power -- from Touch of Fatigue and Chill Touch to Vampiric Touch, Necromancy is just fantastic. I hadn't considered Explosive Runes... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p></p><p></p><p></p><p>In my experience -- certainly in my campaign -- the PCs would jump at the chance to get free Holy arrows. I think that's a high-level effect that the character shouldn't have free access to early on.</p><p></p><p>The alignment trait itself only mirrors a 2nd level Cleric spell (<em>align weapon</em>), so early access to that is fine IMHO.</p><p></p><p></p><p></p><p></p><p>Why?</p><p></p><p></p><p></p><p></p><p>Ranger-ish. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> And that goes for the Reflex save, lower hit die, skill points and skill list. A Rogue would be rewarded, but his lack of Longbow proficiency is really its own punishment.</p><p></p><p>We could add Survival to the class skill list.</p><p></p><p></p><p>The main reason to not have 3/4 BAB is that a Sorcerer or Wizard could lose a lot of BAB, so to get your fourth iterative attack, you really need a lot of full-BAB levels. I don't want people taking Eldrich Knight in place of this just for the BAB. Frankly, if you want more spellcasting at the cost of 3/4 BAB, you can just take Wizard 10 / Arcane Archer 10. You get BAB 15 (same as a Cleric 20) and caster level 15.</p><p></p><p>The main reason why I do NOT want to give high hit dice or a good Fort save is: you are NOT a front liner! You get lots of goodies, but the price is that you should suck in melee relative to a full-class Fighter. Low Fort save and hit points were the only way I could find to juggle high BAB with "suck in melee".</p><p></p><p></p><p>Anyway -- hope the answers are helpful. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Thanks, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3250387, member: 6562"] Your class abilities are yours to use or ignore. You're not required to summon a familiar, and you're not required to prepare -- or even know -- any useful spells. And it's any Touch spell, not just Ranged Touch spells. :) For a list of low-level spells that apply, here you go: 0: Touch of Fatigue (!!), Ray of Frost, Disrupt Undead, Acid Splash, Light (object only) 1: Chill Touch (!!), Shocking Grasp, Ray of Enfeeblement 2: Touch of Idiocy (!!), Ghoul Touch, Scorching Ray, Acid Arrow, Darkness (object), Arcane Lock (object) 3: Vampiric Touch (!!), Ray of Exhaustion, Daylight (object), Explosive Runes (object, :uhoh: ) I was mostly looking at the Necromancy list when making this power -- from Touch of Fatigue and Chill Touch to Vampiric Touch, Necromancy is just fantastic. I hadn't considered Explosive Runes... :uhoh: In my experience -- certainly in my campaign -- the PCs would jump at the chance to get free Holy arrows. I think that's a high-level effect that the character shouldn't have free access to early on. The alignment trait itself only mirrors a 2nd level Cleric spell ([i]align weapon[/i]), so early access to that is fine IMHO. Why? Ranger-ish. :) And that goes for the Reflex save, lower hit die, skill points and skill list. A Rogue would be rewarded, but his lack of Longbow proficiency is really its own punishment. We could add Survival to the class skill list. The main reason to not have 3/4 BAB is that a Sorcerer or Wizard could lose a lot of BAB, so to get your fourth iterative attack, you really need a lot of full-BAB levels. I don't want people taking Eldrich Knight in place of this just for the BAB. Frankly, if you want more spellcasting at the cost of 3/4 BAB, you can just take Wizard 10 / Arcane Archer 10. You get BAB 15 (same as a Cleric 20) and caster level 15. The main reason why I do NOT want to give high hit dice or a good Fort save is: you are NOT a front liner! You get lots of goodies, but the price is that you should suck in melee relative to a full-class Fighter. Low Fort save and hit points were the only way I could find to juggle high BAB with "suck in melee". Anyway -- hope the answers are helpful. :) Thanks, -- N [/QUOTE]
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