Advanced Character Guide: Arcane Archer

kingpaul

First Post
(Received as a review copy)
(Last server crash ate my original review. This is a copy/paste from the one that I also put up on Mortality)

This product, as its title implies, is primarily about arcane archery.

There are two versions of this PDF. The art one has 35 pages, while the printer-friendly has 32.

Chapter 1: Core Arcane Archer
This chapter focuses on taking the Arcane Archer prestige class found in the DMG and making it a full-blown core class. At 20th level, the core class gets a greater arrow of death. The core class also becomes an arcane caster, similar to a Wizard; they can only cast 1st through 4th level spells. Other than these changes, most of the "stretching out" of the prestige class was expanding the stated abilities. Rules are provided on how to even have both classes in the same game, depending upon the player's focus for their character.

Chapter 2: Feats of Archery
This chapter gives 16 new general feats focusing on archery. Other classes can take many of these feats as well. Some though, are the province of the arcane archer only.

It also provides 9 archery schools that can be used to flesh out a character’s relationship with the bow. These archery schools are only open to elves or half-elves, and can only be chosen at first level. This was done to show the time and dedication necessary when studying a particular school. Having one of these schools allows a character to bypass one prerequisite for any of the arcane archer prestige classes.

Chapter 3: Other Traditions
This chapter gives alternate prestige classes that the elven sub-races would have. There are two classes for divine and psionic archers. The new prestige classes are

Arcane Crossbowman (Drow)
Blizzard Archer (Winter Elf (appearing in a forthcoming book))
Deepwood Guardian (Wood Elf)
Divine Archer
Eldritch Bow (Gray Elf)
Psychic Archer
Untamed Hunter (Wild Elf)

Chapter 4: Archers of Note
There are four NPCs, each given at three different stages of development, for the DM to use as they see fit

Chapter 5: Archery Tricks
This chapter has the core Arcane Archer spells, 4 new spells and 7 new magic items

OGC
The rules in chapters 1, 3 and 5 are completely open. The rules in chapter 2 pertaining to the general feats are open, but the rules for the archery schools is closed.

The good

This book was logically laid out. The mechanics were sound. The pictures enhanced the product nicely.

The bad
Also, the NPCs weren't fully equipped. It was noted that they weren't, but excess gold was not provided. The author stated that this was the case, and told the reader to calculate the equipment value. Of more use, to a GM, would have been to have a note of how much gold the character had as well, so that the GM could make adjustments based on that.

On their OGC declaration, I’m not sure how you can close off mechanics. I think what they meant to say was that the archery school names were PI instead.

The ugly
Numerous spelling and grammatical errors throughout the book. If it weren't for these, I would have rated this book a solid 4.
 

log in or register to remove this ad

Remove ads

Top